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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global bool g_mission_over False)
(global bool g_mission_over False)
(global short 30_seconds 900)
(global short 30_seconds 900)
(global short 45_seconds 900)
(global short 45_seconds 900)
(global short one_minute 1800)
(global short one_minute 1800)
(global short two_minutes 3600)
(global short two_minutes 3600)
(global bool g_e23_scarab_arrived False)
(global bool g_e23_scarab_arrived False)
(global bool g_e23_scarab_climbed_down False)
(global bool g_e23_scarab_climbed_down False)
(global bool g_e23_scarab_before_bridge0 False)
(global bool g_e23_scarab_before_bridge0 False)
(global bool g_e23_scarab_under_bridge0 False)
(global bool g_e23_scarab_under_bridge0 False)
(global bool g_e23_scarab_before_bridge1 False)
(global bool g_e23_scarab_before_bridge1 False)
(global bool g_e23_scarab_under_bridge1 False)
(global bool g_e23_scarab_under_bridge1 False)
(global bool g_e23_scarab_before_bridge2 False)
(global bool g_e23_scarab_before_bridge2 False)
(global bool g_e23_scarab_under_bridge2 False)
(global bool g_e23_scarab_under_bridge2 False)
(global bool g_e23_scarab_after_bridge2 False)
(global bool g_e23_scarab_after_bridge2 False)
(global bool g_e23_scarab_after_turn False)
(global bool g_e23_scarab_after_turn False)
(global bool g_e23_scarab_arrived_at_end False)
(global bool g_e23_scarab_arrived_at_end False)
(global real g_scarab_interpolation 0.25)
(global real g_scarab_interpolation 0.25)
(global bool g_e23_started False)
(global bool g_e23_started False)
(global bool g_e23_mars_pelican0_appeared False)
(global bool g_e23_mars_pelican0_appeared False)
(global bool g_e23_scarab_active True)
(global bool g_e23_scarab_active True)
(global short g_e23_target_pelican -1)
(global short g_e23_target_pelican -1)
(global bool g_e23_mars_pelican2_2_active False)
(global bool g_e23_mars_pelican2_2_active False)
(global script_object g_target none)
(global script_object g_target none)
(global bool g_e22_started False)
(global bool g_e22_started False)
(global bool g_e22_scarab_visible False)
(global bool g_e22_scarab_visible False)
(global bool g_e22_scarab_appeared False)
(global bool g_e22_scarab_appeared False)
(global bool g_e22_scarab_advancing False)
(global bool g_e22_scarab_advancing False)
(global bool g_e22_scarab_before_climb False)
(global bool g_e22_scarab_before_climb False)
(global bool g_e22_scarab_started_climb False)
(global bool g_e22_scarab_started_climb False)
(global bool g_e22_scarab_mid_climb False)
(global bool g_e22_scarab_mid_climb False)
(global bool g_e22_scarab_past_climb False)
(global bool g_e22_scarab_past_climb False)
(global bool g_e22_done_street_cleanup False)
(global bool g_e22_done_street_cleanup False)
(global bool g_e22_scorpion_asplode False)
(global bool g_e22_scorpion_asplode False)
(global bool g_e21_started False)
(global bool g_e21_started False)
(global bool g_e21_cov_phantom0_retreating False)
(global bool g_e21_cov_phantom0_retreating False)
(global bool g_e21_cov_phantom1_retreating False)
(global bool g_e21_cov_phantom1_retreating False)
(global bool g_e20_started False)
(global bool g_e20_started False)
(global bool g_e19_started False)
(global bool g_e19_started False)
(global bool g_e18_started False)
(global bool g_e18_started False)
(global short g_e18_orbit_count 0)
(global short g_e18_orbit_count 0)
(global short g_e18_cov_inf2_spawn_max 5)
(global short g_e18_cov_inf2_spawn_max 5)
(global bool g_e18_mars_warthog0_spoke False)
(global bool g_e18_mars_warthog0_spoke False)
(global bool g_e17_started False)
(global bool g_e17_started False)
(global bool g_e17_mars_warthog0_arrived False)
(global bool g_e17_mars_warthog0_arrived False)
(global bool g_e16_started False)
(global bool g_e16_started False)
(global bool g_e15_started False)
(global bool g_e15_started False)
(global bool g_e14_started False)
(global bool g_e14_started False)
(global short g_e14_ghost_respawn_limit 8)
(global short g_e14_ghost_respawn_limit 8)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static 03_intra1_01_predict_stub
(script static 03_intra1_01_predict_stub
(begin
(begin
(wake 03_intra1_01_predict)
(wake 03_intra1_01_predict)
)
)
)
)
(script static 03_intra1_02a_predict_stub
(script static 03_intra1_02a_predict_stub
(begin
(begin
(wake 03_intra1_02a_predict)
(wake 03_intra1_02a_predict)
)
)
)
)
(script static 03_intra1_02b_predict_stub
(script static 03_intra1_02b_predict_stub
(begin
(begin
(wake 03_intra1_02b_predict)
(wake 03_intra1_02b_predict)
)
)
)
)
(script static 03_intra1_02c_predict_stub
(script static 03_intra1_02c_predict_stub
(begin
(begin
(wake 03_intra1_02c_predict)
(wake 03_intra1_02c_predict)
)
)
)
)
(script static 03_intra1_03_predict_stub
(script static 03_intra1_03_predict_stub
(begin
(begin
(wake 03_intra1_03_predict)
(wake 03_intra1_03_predict)
)
)
)
)
(script static x03_01_predict_stub
(script static x03_01_predict_stub
(begin
(begin
(wake x03_01_predict)
(wake x03_01_predict)
)
)
)
)
(script static x03_02_predict_stub
(script static x03_02_predict_stub
(begin
(begin
(wake x03_02_predict)
(wake x03_02_predict)
)
)
)
)
(script static x03_03_predict_stub
(script static x03_03_predict_stub
(begin
(begin
(wake x03_03_predict)
(wake x03_03_predict)
)
)
)
)
(script static x03_04_predict_stub
(script static x03_04_predict_stub
(begin
(begin
(wake x03_04_predict)
(wake x03_04_predict)
)
)
)
)
(script static x03_05_predict_stub
(script static x03_05_predict_stub
(begin
(begin
(wake x03_05_predict)
(wake x03_05_predict)
)
)
)
)
(script static x03_06_predict_stub
(script static x03_06_predict_stub
(begin
(begin
(wake x03_06_predict)
(wake x03_06_predict)
)
)
)
)
(script static x03_07_predict_stub
(script static x03_07_predict_stub
(begin
(begin
(print "!!!07 predict")
(print "!!!07 predict")
(wake x03_07_predict)
(wake x03_07_predict)
)
)
)
)
(script static x03_08_predict_stub
(script static x03_08_predict_stub
(begin
(begin
(print "!!!08 predict")
(print "!!!08 predict")
(wake x03_08_predict)
(wake x03_08_predict)
)
)
)
)
(script dormant c03_intra1_sound_scene1_01
(script dormant c03_intra1_sound_scene1_01
(begin
(begin
(sound_class_set_gain "vehicle_engine" 0 0)
(sound_class_set_gain "vehicle_engine" 0 0)
(sleep 390)
(sleep 390)
(sound_class_set_gain "vehicle_engine" 0.5 60)
(sound_class_set_gain "vehicle_engine" 0.5 60)
)
)
)
)
(script dormant c03_intra1_score_01
(script dormant c03_intra1_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1)
(print "c03_intro score 01 start")
(print "c03_intro score 01 start")
)
)
)
)
(script dormant c03_intra1_foley_01
(script dormant c03_intra1_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1)
(print "c03_intro foley 01 start")
(print "c03_intro foley 01 start")
)
)
)
)
(script dormant c03_2010_mr3
(script dormant c03_2010_mr3
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1)
(cinematic_subtitle c03_2010_mr3 4)
(cinematic_subtitle c03_2010_mr3 4)
(unit_set_emotional_state marine_01 scared 1 0)
(unit_set_emotional_state marine_01 scared 1 0)
(print "marine_01 - scared 1 0")
(print "marine_01 - scared 1 0")
)
)
)
)
(script dormant c03_2020_mr4
(script dormant c03_2020_mr4
(begin
(begin
(unit_set_emotional_state marine_02 shocked 0.25 0)
(unit_set_emotional_state marine_02 shocked 0.25 0)
(print "marine_02 - shocked .25 0")
(print "marine_02 - shocked .25 0")
(sleep 200)
(sleep 200)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1)
(cinematic_subtitle c03_2020_mr4 2)
(cinematic_subtitle c03_2020_mr4 2)
(sleep 15)
(sleep 15)
(unit_set_emotional_state marine_02 angry 0.5 30)
(unit_set_emotional_state marine_02 angry 0.5 30)
(print "marine_02 - angry .5 30")
(print "marine_02 - angry .5 30")
)
)
)
)
(script dormant c03_2030_mr4
(script dormant c03_2030_mr4
(begin
(begin
(sleep 278)
(sleep 278)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1)
(cinematic_subtitle c03_2030_mr4 3)
(cinematic_subtitle c03_2030_mr4 3)
)
)
)
)
(script dormant c03_intra1_fov_01
(script dormant c03_intra1_fov_01
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 263)
(sleep 263)
(camera_set_field_of_view 14 0)
(camera_set_field_of_view 14 0)
(sleep 1)
(sleep 1)
(camera_set_field_of_view 10 144)
(camera_set_field_of_view 10 144)
(time_code_reset)
(time_code_reset)
(sleep 144)
(sleep 144)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
)
)
)
)
(script dormant drop_tank
(script dormant drop_tank
(begin
(begin
(sleep 598)
(sleep 598)
(objects_detach pelican_01a scorpion_01)
(objects_detach pelican_01a scorpion_01)
(print "special delivery")
(print "special delivery")
)
)
)
)
(script dormant destroy_scarab
(script dormant destroy_scarab
(begin
(begin
(sleep 410)
(sleep 410)
(object_destroy scarab_01)
(object_destroy scarab_01)
(print "destroy scarab")
(print "destroy scarab")
)
)
)
)
(script dormant c03_intra1_cinematic_light_01
(script dormant c03_intra1_cinematic_light_01
(begin
(begin
(cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922)
(cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922)
(cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902)
(cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.6)
(rasterizer_bloom_override_threshold 0.6)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting marine_01 True)
(object_uses_cinematic_lighting marine_01 True)
(object_uses_cinematic_lighting marine_02 True)
(object_uses_cinematic_lighting marine_02 True)
(object_uses_cinematic_lighting rifle_01 True)
(object_uses_cinematic_lighting rifle_01 True)
(object_uses_cinematic_lighting rifle_02 True)
(object_uses_cinematic_lighting rifle_02 True)
(object_uses_cinematic_lighting rifle_03 True)
(object_uses_cinematic_lighting rifle_03 True)
(object_uses_cinematic_lighting pelican_01a True)
(object_uses_cinematic_lighting pelican_01a True)
(object_uses_cinematic_lighting scarab_02 True)
(object_uses_cinematic_lighting scarab_02 True)
(object_uses_cinematic_lighting scorpion_01 True)
(object_uses_cinematic_lighting scorpion_01 True)
)
)
)
)
(script dormant c03_intra1_problem_actors
(script dormant c03_intra1_problem_actors
(begin
(begin
(print "problem actors")
(print "problem actors")
(object_create_anew marine_01)
(object_create_anew marine_01)
(object_create_anew marine_02)
(object_create_anew marine_02)
(object_create_anew rifle_02)
(object_create_anew rifle_02)
(object_create_anew rifle_03)
(object_create_anew rifle_03)
(object_cinematic_lod marine_01 True)
(object_cinematic_lod marine_01 True)
(object_cinematic_lod marine_02 True)
(object_cinematic_lod marine_02 True)
(objects_attach marine_01 right_hand rifle_02 )
(objects_attach marine_01 right_hand rifle_02 )
(objects_attach marine_02 right_hand rifle_03 )
(objects_attach marine_02 right_hand rifle_03 )
(object_set_permutation marine_02 head michelle)
(object_set_permutation marine_02 head michelle)
)
)
)
)
(script static c03_intra1_01_setup
(script static c03_intra1_01_setup
(begin
(begin
(object_create_anew chief)
(object_create_anew chief)
(object_create_anew johnson)
(object_create_anew johnson)
(object_create_anew pelican_01a)
(object_create_anew pelican_01a)
(object_create_anew scorpion_01)
(object_create_anew scorpion_01)
(object_create_anew scarab_01)
(object_create_anew scarab_01)
(object_create_anew rifle_01)
(object_create_anew rifle_01)
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(object_cinematic_lod johnson True)
(object_cinematic_lod johnson True)
(object_cinematic_lod pelican_01a True)
(object_cinematic_lod pelican_01a True)
(object_cinematic_lod scorpion_01 True)
(object_cinematic_lod scorpion_01 True)
(object_cinematic_lod scarab_01 True)
(object_cinematic_lod scarab_01 True)
(objects_attach chief right_hand rifle_01 )
(objects_attach chief right_hand rifle_01 )
(objects_attach pelican_01a pelican_sc_01 scorpion_01 scorpion_b_t)
(objects_attach pelican_01a pelican_sc_01 scorpion_01 scorpion_b_t)
(object_set_function_variable pelican_01a hover 1 0)
(object_set_function_variable pelican_01a hover 1 0)
(wake c03_intra1_sound_scene1_01)
(wake c03_intra1_sound_scene1_01)
(wake c03_intra1_score_01)
(wake c03_intra1_score_01)
(wake c03_intra1_foley_01)
(wake c03_intra1_foley_01)
(wake c03_2010_mr3)
(wake c03_2010_mr3)
(wake c03_2020_mr4)
(wake c03_2020_mr4)
(wake c03_2030_mr4)
(wake c03_2030_mr4)
(wake c03_intra1_fov_01)
(wake c03_intra1_fov_01)
(wake c03_intra1_cinematic_light_01)
(wake c03_intra1_cinematic_light_01)
(wake drop_tank)
(wake drop_tank)
(wake destroy_scarab)
(wake destroy_scarab)
)
)
)
)
(script static c03_intra1_scene_01
(script static c03_intra1_scene_01
(begin
(begin
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(03_intra1_01_predict_stub)
(03_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol)
(wake c03_intra1_problem_actors)
(wake c03_intra1_problem_actors)
(sleep prediction_offset)
(sleep prediction_offset)
(c03_intra1_01_setup)
(c03_intra1_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_01 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_01 none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_01 False anchor_intra1)
(custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_01 False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_01 False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_01 False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_01 False anchor_intra1)
(custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_01 False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_01 False anchor_intra1)
(custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_01 False anchor_intra1)
(custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_01 False anchor_intra1)
(custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_01 False anchor_intra1)
(scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 scarab_01 anchor_intra1)
(scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 scarab_01 anchor_intra1)
(sleep 45)
(sleep 45)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(03_intra1_02a_predict_stub)
(03_intra1_02a_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant c03_intra1_foley_02a
(script dormant c03_intra1_foley_02a
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1)
(print "c03_intro foley 02a start")
(print "c03_intro foley 02a start")
)
)
)
)
(script dormant c03_2040_jon
(script dormant c03_2040_jon
(begin
(begin
(sleep 115)
(sleep 115)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1)
(cinematic_subtitle c03_2040_jon 1)
(cinematic_subtitle c03_2040_jon 1)
)
)
)
)
(script dormant c03_2050_mr4
(script dormant c03_2050_mr4
(begin
(begin
(sleep 161)
(sleep 161)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1)
(cinematic_subtitle c03_2050_mr4 1)
(cinematic_subtitle c03_2050_mr4 1)
)
)
)
)
(script dormant c03_2060_mr3
(script dormant c03_2060_mr3
(begin
(begin
(sleep 200)
(sleep 200)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1)
(cinematic_subtitle c03_2060_mr3 3)
(cinematic_subtitle c03_2060_mr3 3)
(unit_set_emotional_state marine_01 scared 0.5 30)
(unit_set_emotional_state marine_01 scared 0.5 30)
(print "marine_01 - angry .5 30")
(print "marine_01 - angry .5 30")
)
)
)
)
(script dormant c03_2070_jon
(script dormant c03_2070_jon
(begin
(begin
(sleep 288)
(sleep 288)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1)
(cinematic_subtitle c03_2070_jon 1)
(cinematic_subtitle c03_2070_jon 1)
(unit_set_emotional_state johnson angry 0.5 30)
(unit_set_emotional_state johnson angry 0.5 30)
(print "johnson - angry .5 30")
(print "johnson - angry .5 30")
)
)
)
)
(script dormant c03_2080_mr3
(script dormant c03_2080_mr3
(begin
(begin
(sleep 328)
(sleep 328)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1)
(cinematic_subtitle c03_2080_mr3 1)
(cinematic_subtitle c03_2080_mr3 1)
)
)
)
)
(script dormant c03_2090_jon
(script dormant c03_2090_jon
(begin
(begin
(sleep 370)
(sleep 370)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1)
(cinematic_subtitle c03_2090_jon 1)
(cinematic_subtitle c03_2090_jon 1)
)
)
)
)
(script dormant swap_tanks
(script dormant swap_tanks
(begin
(begin
(sleep 200)
(sleep 200)
(object_destroy scorpion_01)
(object_destroy scorpion_01)
(object_create_anew scorpion_02)
(object_create_anew scorpion_02)
(object_cinematic_lod scorpion_02 True)
(object_cinematic_lod scorpion_02 True)
(object_uses_cinematic_lighting scorpion_02 True)
(object_uses_cinematic_lighting scorpion_02 True)
(print "swap tanks")
(print "swap tanks")
)
)
)
)
(script static c03_intra1_02a_setup
(script static c03_intra1_02a_setup
(begin
(begin
(wake c03_2040_jon)
(wake c03_2040_jon)
(wake c03_2050_mr4)
(wake c03_2050_mr4)
(wake c03_2060_mr3)
(wake c03_2060_mr3)
(wake c03_2070_jon)
(wake c03_2070_jon)
(wake c03_2080_mr3)
(wake c03_2080_mr3)
(wake c03_2090_jon)
(wake c03_2090_jon)
(wake c03_intra1_foley_02a)
(wake c03_intra1_foley_02a)
(wake swap_tanks)
(wake swap_tanks)
)
)
)
)
(script static c03_intra1_scene_02a
(script static c03_intra1_scene_02a
(begin
(begin
(c03_intra1_02a_setup)
(c03_intra1_02a_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02a none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02a none anchor_flag_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02a False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02a False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02a False anchor_intra1)
(custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02a False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02a False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02a False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02a False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02a False anchor_intra1)
(custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_02a False anchor_intra1)
(custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_02a False anchor_intra1)
(custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 scorpion_02a False anchor_intra1)
(custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 scorpion_02a False anchor_intra1)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(03_intra1_02b_predict_stub)
(03_intra1_02b_predict_stub)
(sleep (camera_time))
(sleep (camera_time))
(object_destroy pelican_01a)
(object_destroy pelican_01a)
)
)
)
)
(script dormant c03_intra1_speech_easy
(script dormant c03_intra1_speech_easy
(begin
(begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5)
(sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1)
(cinematic_subtitle c03_2097_jon 8)
(cinematic_subtitle c03_2097_jon 8)
)
)
)
)
(script dormant c03_intra1_speech_normal
(script dormant c03_intra1_speech_normal
(begin
(begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5)
(sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1)
(cinematic_subtitle c03_2091_jon 8)
(cinematic_subtitle c03_2091_jon 8)
)
)
)
)
(script dormant c03_intra1_speech_heroic
(script dormant c03_intra1_speech_heroic
(begin
(begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5)
(sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1)
(cinematic_subtitle c03_2093_jon 8)
(cinematic_subtitle c03_2093_jon 8)
)
)
)
)
(script dormant c03_intra1_speech_legendary
(script dormant c03_intra1_speech_legendary
(begin
(begin
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1)
(sleep 5)
(sleep 5)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1)
(cinematic_subtitle c03_2095_jon 8)
(cinematic_subtitle c03_2095_jon 8)
)
)
)
)
(script static c03_intra1_scene_02b
(script static c03_intra1_scene_02b
(begin
(begin
(if (= easy (game_difficulty_get_real))
(if (= easy (game_difficulty_get_real))
(begin
(begin
(print "easy speech")
(print "easy speech")
(wake c03_intra1_speech_easy)
(wake c03_intra1_speech_easy)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 261)
(camera_set c03_intra1_02 261)
(sleep 261)
(sleep 261)
(sleep 15)
(sleep 15)
))
))
(if (= normal (game_difficulty_get_real))
(if (= normal (game_difficulty_get_real))
(begin
(begin
(print "normal speech")
(print "normal speech")
(wake c03_intra1_speech_normal)
(wake c03_intra1_speech_normal)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 246)
(camera_set c03_intra1_02 246)
(sleep 246)
(sleep 246)
(sleep 15)
(sleep 15)
))
))
(if (= heroic (game_difficulty_get_real))
(if (= heroic (game_difficulty_get_real))
(begin
(begin
(print "heroic speech")
(print "heroic speech")
(wake c03_intra1_speech_heroic)
(wake c03_intra1_speech_heroic)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 290)
(camera_set c03_intra1_02 290)
(sleep 290)
(sleep 290)
(sleep 15)
(sleep 15)
))
))
(if (= legendary (game_difficulty_get_real))
(if (= legendary (game_difficulty_get_real))
(begin
(begin
(print "legendary speech")
(print "legendary speech")
(wake c03_intra1_speech_legendary)
(wake c03_intra1_speech_legendary)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_01 0)
(camera_set c03_intra1_02 320)
(camera_set c03_intra1_02 320)
(sleep 320)
(sleep 320)
(sleep 15)
(sleep 15)
))
))
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(03_intra1_02c_predict_stub)
(03_intra1_02c_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol)
)
)
)
)
(script dormant c03_intra1_foley_02c
(script dormant c03_intra1_foley_02c
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1)
(print "c03_intra1 foley 02c start")
(print "c03_intra1 foley 02c start")
)
)
)
)
(script dormant c03_2092_jon
(script dormant c03_2092_jon
(begin
(begin
(sleep 4)
(sleep 4)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1)
(cinematic_subtitle c03_2092_jon 2)
(cinematic_subtitle c03_2092_jon 2)
(sleep 65)
(sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30")
(print "marine_01 - shocked .5 30")
)
)
)
)
(script dormant c03_2094_jon
(script dormant c03_2094_jon
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1)
(cinematic_subtitle c03_2094_jon 2)
(cinematic_subtitle c03_2094_jon 2)
(sleep 65)
(sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30")
(print "marine_01 - shocked .5 30")
)
)
)
)
(script dormant c03_2096_jon
(script dormant c03_2096_jon
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1)
(cinematic_subtitle c03_2096_jon 2)
(cinematic_subtitle c03_2096_jon 2)
(sleep 65)
(sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30")
(print "marine_01 - shocked .5 30")
)
)
)
)
(script dormant c03_2098_jon
(script dormant c03_2098_jon
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1)
(cinematic_subtitle c03_2098_jon 2)
(cinematic_subtitle c03_2098_jon 2)
(sleep 65)
(sleep 65)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(unit_set_emotional_state marine_01 shocked 0.5 30)
(print "marine_01 - shocked .5 30")
(print "marine_01 - shocked .5 30")
)
)
)
)
(script dormant c03_2100_mr4
(script dormant c03_2100_mr4
(begin
(begin
(sleep 81)
(sleep 81)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(cinematic_subtitle c03_2100_mr4 1)
(cinematic_subtitle c03_2100_mr4 1)
)
)
)
)
(script dormant c03_2100_mr4_hard
(script dormant c03_2100_mr4_hard
(begin
(begin
(sleep 86)
(sleep 86)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(cinematic_subtitle c03_2100_mr4 1)
(cinematic_subtitle c03_2100_mr4 1)
)
)
)
)
(script dormant c03_2100_mr4_leg
(script dormant c03_2100_mr4_leg
(begin
(begin
(sleep 102)
(sleep 102)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1)
(cinematic_subtitle c03_2100_mr4 1)
(cinematic_subtitle c03_2100_mr4 1)
)
)
)
)
(script dormant c03_2110_jon
(script dormant c03_2110_jon
(begin
(begin
(sleep 119)
(sleep 119)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1)
(cinematic_subtitle c03_2110_jon 3)
(cinematic_subtitle c03_2110_jon 3)
(sleep 90)
(sleep 90)
(unit_set_emotional_state marine_01 repulsed 0.25 60)
(unit_set_emotional_state marine_01 repulsed 0.25 60)
(print "marine_01 - repulsed .25 60")
(print "marine_01 - repulsed .25 60")
)
)
)
)
(script dormant c03_2110_jon_leg
(script dormant c03_2110_jon_leg
(begin
(begin
(sleep 133)
(sleep 133)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1)
(cinematic_subtitle c03_2110_jon 3)
(cinematic_subtitle c03_2110_jon 3)
)
)
)
)
(script dormant c03_2120_jon
(script dormant c03_2120_jon
(begin
(begin
(sleep 235)
(sleep 235)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03
Diferencias guardadas
Texto original
Abrir archivo
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool g_mission_over False) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global bool g_e23_scarab_arrived False) (global bool g_e23_scarab_climbed_down False) (global bool g_e23_scarab_before_bridge0 False) (global bool g_e23_scarab_under_bridge0 False) (global bool g_e23_scarab_before_bridge1 False) (global bool g_e23_scarab_under_bridge1 False) (global bool g_e23_scarab_before_bridge2 False) (global bool g_e23_scarab_under_bridge2 False) (global bool g_e23_scarab_after_bridge2 False) (global bool g_e23_scarab_after_turn False) (global bool g_e23_scarab_arrived_at_end False) (global real g_scarab_interpolation 0.25) (global bool g_e23_started False) (global bool g_e23_mars_pelican0_appeared False) (global bool g_e23_scarab_active True) (global short g_e23_target_pelican -1) (global bool g_e23_mars_pelican2_2_active False) (global script_object g_target none) (global bool g_e22_started False) (global bool g_e22_scarab_visible False) (global bool g_e22_scarab_appeared False) (global bool g_e22_scarab_advancing False) (global bool g_e22_scarab_before_climb False) (global bool g_e22_scarab_started_climb False) (global bool g_e22_scarab_mid_climb False) (global bool g_e22_scarab_past_climb False) (global bool g_e22_done_street_cleanup False) (global bool g_e22_scorpion_asplode False) (global bool g_e21_started False) (global bool g_e21_cov_phantom0_retreating False) (global bool g_e21_cov_phantom1_retreating False) (global bool g_e20_started False) (global bool g_e19_started False) (global bool g_e18_started False) (global short g_e18_orbit_count 0) (global short g_e18_cov_inf2_spawn_max 5) (global bool g_e18_mars_warthog0_spoke False) (global bool g_e17_started False) (global bool g_e17_mars_warthog0_arrived False) (global bool g_e16_started False) (global bool g_e15_started False) (global bool g_e14_started False) (global short g_e14_ghost_respawn_limit 8) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (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)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 03_intra1_01_predict_stub (begin (wake 03_intra1_01_predict) ) ) (script static 03_intra1_02a_predict_stub (begin (wake 03_intra1_02a_predict) ) ) (script static 03_intra1_02b_predict_stub (begin (wake 03_intra1_02b_predict) ) ) (script static 03_intra1_02c_predict_stub (begin (wake 03_intra1_02c_predict) ) ) (script static 03_intra1_03_predict_stub (begin (wake 03_intra1_03_predict) ) ) (script static x03_01_predict_stub (begin (wake x03_01_predict) ) ) (script static x03_02_predict_stub (begin (wake x03_02_predict) ) ) (script static x03_03_predict_stub (begin (wake x03_03_predict) ) ) (script static x03_04_predict_stub (begin (wake x03_04_predict) ) ) (script static x03_05_predict_stub (begin (wake x03_05_predict) ) ) (script static x03_06_predict_stub (begin (wake x03_06_predict) ) ) (script static x03_07_predict_stub (begin (print "!!!07 predict") (wake x03_07_predict) ) ) (script static x03_08_predict_stub (begin (print "!!!08 predict") (wake x03_08_predict) ) ) (script dormant c03_intra1_sound_scene1_01 (begin (sound_class_set_gain "vehicle_engine" 0 0) (sleep 390) (sound_class_set_gain "vehicle_engine" 0.5 60) ) ) (script dormant c03_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1) (print "c03_intro score 01 start") ) ) (script dormant c03_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1) (print "c03_intro foley 01 start") ) ) (script dormant c03_2010_mr3 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1) (cinematic_subtitle c03_2010_mr3 4) (unit_set_emotional_state marine_01 scared 1 0) (print "marine_01 - scared 1 0") ) ) (script dormant c03_2020_mr4 (begin (unit_set_emotional_state marine_02 shocked 0.25 0) (print "marine_02 - shocked .25 0") (sleep 200) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1) (cinematic_subtitle c03_2020_mr4 2) (sleep 15) (unit_set_emotional_state marine_02 angry 0.5 30) (print "marine_02 - angry .5 30") ) ) (script dormant c03_2030_mr4 (begin (sleep 278) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1) (cinematic_subtitle c03_2030_mr4 3) ) ) (script dormant c03_intra1_fov_01 (begin (time_code_reset) (sleep 263) (camera_set_field_of_view 14 0) (sleep 1) (camera_set_field_of_view 10 144) (time_code_reset) (sleep 144) (camera_set_field_of_view 60 0) ) ) (script dormant drop_tank (begin (sleep 598) (objects_detach pelican_01a scorpion_01) (print "special delivery") ) ) (script dormant destroy_scarab (begin (sleep 410) (object_destroy scarab_01) (print "destroy scarab") ) ) (script dormant c03_intra1_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922) (cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting rifle_01 True) (object_uses_cinematic_lighting rifle_02 True) (object_uses_cinematic_lighting rifle_03 True) (object_uses_cinematic_lighting pelican_01a True) (object_uses_cinematic_lighting scarab_02 True) (object_uses_cinematic_lighting scorpion_01 True) ) ) (script dormant c03_intra1_problem_actors (begin (print "problem actors") (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew rifle_02) (object_create_anew rifle_03) (object_cinematic_lod marine_01 True) (object_cinematic_lod marine_02 True) (objects_attach marine_01 right_hand rifle_02 ) (objects_attach marine_02 right_hand rifle_03 ) (object_set_permutation marine_02 head michelle) ) ) (script static c03_intra1_01_setup (begin (object_create_anew chief) (object_create_anew johnson) (object_create_anew pelican_01a) (object_create_anew scorpion_01) (object_create_anew scarab_01) (object_create_anew rifle_01) (object_cinematic_lod chief True) (object_cinematic_lod johnson True) (object_cinematic_lod pelican_01a True) (object_cinematic_lod scorpion_01 True) (object_cinematic_lod scarab_01 True) (objects_attach chief right_hand rifle_01 ) (objects_attach pelican_01a pelican_sc_01 scorpion_01 scorpion_b_t) (object_set_function_variable pelican_01a hover 1 0) (wake c03_intra1_sound_scene1_01) (wake c03_intra1_score_01) (wake c03_intra1_foley_01) (wake c03_2010_mr3) (wake c03_2020_mr4) (wake c03_2030_mr4) (wake c03_intra1_fov_01) (wake c03_intra1_cinematic_light_01) (wake drop_tank) (wake destroy_scarab) ) ) (script static c03_intra1_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (03_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol) (wake c03_intra1_problem_actors) (sleep prediction_offset) (c03_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_01 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_01 False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_01 False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_01 False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_01 False anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_01 False anchor_intra1) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 scarab_01 anchor_intra1) (sleep 45) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (03_intra1_02a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol) (sleep (camera_time)) ) ) (script dormant c03_intra1_foley_02a (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1) (print "c03_intro foley 02a start") ) ) (script dormant c03_2040_jon (begin (sleep 115) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1) (cinematic_subtitle c03_2040_jon 1) ) ) (script dormant c03_2050_mr4 (begin (sleep 161) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1) (cinematic_subtitle c03_2050_mr4 1) ) ) (script dormant c03_2060_mr3 (begin (sleep 200) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1) (cinematic_subtitle c03_2060_mr3 3) (unit_set_emotional_state marine_01 scared 0.5 30) (print "marine_01 - angry .5 30") ) ) (script dormant c03_2070_jon (begin (sleep 288) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1) (cinematic_subtitle c03_2070_jon 1) (unit_set_emotional_state johnson angry 0.5 30) (print "johnson - angry .5 30") ) ) (script dormant c03_2080_mr3 (begin (sleep 328) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1) (cinematic_subtitle c03_2080_mr3 1) ) ) (script dormant c03_2090_jon (begin (sleep 370) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1) (cinematic_subtitle c03_2090_jon 1) ) ) (script dormant swap_tanks (begin (sleep 200) (object_destroy scorpion_01) (object_create_anew scorpion_02) (object_cinematic_lod scorpion_02 True) (object_uses_cinematic_lighting scorpion_02 True) (print "swap tanks") ) ) (script static c03_intra1_02a_setup (begin (wake c03_2040_jon) (wake c03_2050_mr4) (wake c03_2060_mr3) (wake c03_2070_jon) (wake c03_2080_mr3) (wake c03_2090_jon) (wake c03_intra1_foley_02a) (wake swap_tanks) ) ) (script static c03_intra1_scene_02a (begin (c03_intra1_02a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02a none anchor_flag_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02a False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02a False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02a False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02a False anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_02a False anchor_intra1) (custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 scorpion_02a False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (03_intra1_02b_predict_stub) (sleep (camera_time)) (object_destroy pelican_01a) ) ) (script dormant c03_intra1_speech_easy (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1) (cinematic_subtitle c03_2097_jon 8) ) ) (script dormant c03_intra1_speech_normal (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1) (cinematic_subtitle c03_2091_jon 8) ) ) (script dormant c03_intra1_speech_heroic (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1) (cinematic_subtitle c03_2093_jon 8) ) ) (script dormant c03_intra1_speech_legendary (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1) (cinematic_subtitle c03_2095_jon 8) ) ) (script static c03_intra1_scene_02b (begin (if (= easy (game_difficulty_get_real)) (begin (print "easy speech") (wake c03_intra1_speech_easy) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 261) (sleep 261) (sleep 15) )) (if (= normal (game_difficulty_get_real)) (begin (print "normal speech") (wake c03_intra1_speech_normal) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 246) (sleep 246) (sleep 15) )) (if (= heroic (game_difficulty_get_real)) (begin (print "heroic speech") (wake c03_intra1_speech_heroic) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 290) (sleep 290) (sleep 15) )) (if (= legendary (game_difficulty_get_real)) (begin (print "legendary speech") (wake c03_intra1_speech_legendary) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 320) (sleep 320) (sleep 15) )) (sleep (- (camera_time) prediction_offset)) (03_intra1_02c_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol) ) ) (script dormant c03_intra1_foley_02c (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1) (print "c03_intra1 foley 02c start") ) ) (script dormant c03_2092_jon (begin (sleep 4) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1) (cinematic_subtitle c03_2092_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2094_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1) (cinematic_subtitle c03_2094_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2096_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1) (cinematic_subtitle c03_2096_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2098_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1) (cinematic_subtitle c03_2098_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2100_mr4 (begin (sleep 81) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) ) (script dormant c03_2100_mr4_hard (begin (sleep 86) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) ) (script dormant c03_2100_mr4_leg (begin (sleep 102) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) ) (script dormant c03_2110_jon (begin (sleep 119) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (cinematic_subtitle c03_2110_jon 3) (sleep 90) (unit_set_emotional_state marine_01 repulsed 0.25 60) (print "marine_01 - repulsed .25 60") ) ) (script dormant c03_2110_jon_leg (begin (sleep 133) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (cinematic_subtitle c03_2110_jon 3) ) ) (script dormant c03_2120_jon (begin (sleep 235) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (cinematic_subtitle c03_2120_jon 3) ) ) (script dormant c03_2120_jon_leg (begin (sleep 249) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (cinematic_subtitle c03_2120_jon 2) ) ) (script dormant c03_2130_mr4 (begin (sleep 301) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (cinematic_subtitle c03_2130_mr4 1) ) ) (script dormant c03_2130_mr4_leg (begin (sleep 315) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (cinematic_subtitle c03_2130_mr4 1) ) ) (script dormant c03_2140_cor (begin (sleep 352) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_in) (cinematic_subtitle c03_2140_cor 3) ) ) (script dormant c03_2140_cor_leg (begin (sleep 366) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_loop) (cinematic_subtitle c03_2140_cor 3) ) ) (script static c03_intra1_scene_02c (begin (unit_set_emotional_state johnson angry 0.5 0) (print "johnson - angry .5 0") (unit_set_emotional_state marine_01 scared 0.5 0) (print "marine_01 - scared .5 0") (if (= easy (game_difficulty_get_real)) (begin (print "easy speech") (object_create_anew cigar) (wake c03_2098_jon) (wake c03_2100_mr4) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ce none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ce False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ce False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ce False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ce False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02e anchor_intra1) )) (if (= normal (game_difficulty_get_real)) (begin (print "normal speech") (object_create_anew cigar) (wake c03_2092_jon) (wake c03_2100_mr4) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cn none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cn False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cn False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cn False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cn False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02n anchor_intra1) )) (if (= heroic (game_difficulty_get_real)) (begin (print "heroic speech") (object_create_anew cigar) (wake c03_2094_jon) (wake c03_2100_mr4_hard) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ch none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ch False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ch False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ch False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ch False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02h anchor_intra1) )) (if (= legendary (game_difficulty_get_real)) (begin (print "legendary speech") (object_create_anew cigar) (wake c03_2096_jon) (wake c03_2100_mr4_leg) (wake c03_2110_jon_leg) (wake c03_2120_jon_leg) (wake c03_2130_mr4_leg) (wake c03_2140_cor_leg) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cl none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cl False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cl False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cl False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cl False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02l anchor_intra1) )) (sleep (- (camera_time) 15)) (object_destroy pelican_01a) (object_destroy cigar) (print "problem actors") (object_create_anew pelican_01b) (object_create_anew rear_gun) (object_cinematic_lod pelican_01b True) (object_cinematic_lod rear_gun True) (object_uses_cinematic_lighting pelican_01b True) (object_uses_cinematic_lighting rear_gun True) (sleep (- (camera_time) prediction_offset)) (03_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol) (sleep (camera_time)) ) ) (script dormant c03_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol none 1) (print "c03_intra1 foley 03 start") ) ) (script dormant c03_2150_jon (begin (sleep 59) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2150_jon johnson 1) (cinematic_subtitle c03_2150_jon 2) (sleep 15) (unit_set_emotional_state johnson amorous 1 15) (print "johnson - amorous 1 15") ) ) (script dormant c03_intra1_cinematic_light_03 (begin (cinematic_lighting_set_primary_light 31 72 0.105882 0.0941177 0.0705882) (cinematic_lighting_set_secondary_light 17 56 0.0784314 0.0784314 0.129412) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ) (script static c03_intra1_03_setup (begin (wake c03_2150_jon) (wake c03_intra1_foley_03) (wake c03_intra1_cinematic_light_03) ) ) (script static c03_intra1_03_cleanup (begin (object_destroy chief) (object_destroy johnson) (object_destroy marine_01) (object_destroy marine_02) (object_destroy rear_gun) (object_destroy pelican_01b) (object_destroy scorpion_02) (object_destroy rifle_01) (object_destroy rifle_02) (object_destroy rifle_03) ) ) (script static c03_intra1_scene_03 (begin (c03_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_03 none anchor_flag_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_03 False anchor_intra1) (custom_animation_relative pelican_01b objects\vehicles\pelican\03_intra1\03_intra1 pelican_03 False anchor_intra1) (scenery_animation_start_relative rear_gun objects\vehicles\pelican\pelican_rear_gun\03_intra1\03_intra1 rear_gun_03 anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c03_intra1_03_cleanup) (sleep 30) ) ) (script static c03_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle_collision" 0 0) (sound_class_set_gain "amb" 0.25 1) (switch_bsp_by_name earthcity_3b) (sleep 1) (c03_intra1_scene_01) (c03_intra1_scene_02a) (c03_intra1_scene_02b) (c03_intra1_scene_02c) (c03_intra1_scene_03) (sound_class_set_gain "vehicle_collision" 1 1) (sound_class_set_gain "amb" 1 1) (rasterizer_bloom_override False) ) ) (script dormant x03_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_01_fol none 1) (print "x03 foley 01 start") ) ) (script dormant x03_0010_jon (begin (sleep 484) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0010_jon johnson 1 radio_default) (cinematic_subtitle x03_0010_jon 2) ) ) (script dormant x03_0020_mir (begin (sleep 552) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0020_mir none 1 radio_default) (cinematic_subtitle x03_0020_mir 1.5) ) ) (script dormant x03_fov_01 (begin (sleep 88) (print "fov change: 65 -> 45 over 90 ticks") (camera_set_field_of_view 55 90) (sleep 91) (print "fov change: 45 -> 50 over 0 ticks") (camera_set_field_of_view 60 0) (sleep 299) (print "fov change: 50 -> 20 over 0 ticks") (camera_set_field_of_view 20 0) (object_destroy scarab_02) ) ) (script dormant x03_01_dof_1 (begin (sleep 479) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (print "rack focus") ) ) (script dormant scarab_shake_1 (begin (sleep 135) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant scarab_shake_2 (begin (sleep 179) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.4 0) (sleep 25) (player_effect_stop 3) ) ) (script dormant effect_scarab_death (begin (sleep 27) (print "blow main-gun") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion_mouth scarab_02 primary_trigger) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 head_destroyed_cine) (sleep 2) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed_cine) (sleep 3) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed2_cine) (sleep 5) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed_cine) (sleep 2) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 belly_destroyed_cine) (sleep 3) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 calf_destroyed_cine) (sleep 5) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed02_cine) ) ) (script dormant effect_smoke_start (begin (sleep 165) (print "smoke start") (object_create x03_smoke) ) ) (script dormant effect_smoke_stop (begin (sleep 475) (print "smoke stop") (object_destroy x03_smoke) ) ) (script dormant effect_grav_lift (begin (sleep 330) (object_set_function_variable carrier grav_lift_control 0 75) (print "grav-lift deactivate") ) ) (script dormant x03_cinematic_lighting_01 (begin (cinematic_lighting_set_primary_light 31 72 0.529412 0.466667 0.396078) (cinematic_lighting_set_secondary_light -60 180 0.0627451 0.0588235 0.117647) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting johnson_02 True) (object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting pelican_01a True) (object_uses_cinematic_lighting scarab_02 True) (object_uses_cinematic_lighting carrier True) ) ) (script static x03_01_setup (begin (object_create_anew chief) (object_create_anew johnson_02) (object_create_anew pilot) (object_create_anew pelican_01a) (object_create_anew scarab_02) (object_create_anew carrier) (object_cinematic_lod chief True) (object_cinematic_lod johnson_02 True) (object_cinematic_lod pilot True) (object_cinematic_lod pelican_01a True) (object_cinematic_lod scarab_02 True) (object_cinematic_lod carrier True) (cinematic_clone_players_weapon chief right_hand ) (object_set_function_variable carrier grav_lift_control 1 0) (wake x03_0010_jon) (wake x03_0020_mir) (wake x03_foley_01) (wake x03_fov_01) (wake x03_01_dof_1) (wake scarab_shake_1) (wake scarab_shake_2) (wake effect_grav_lift) (wake effect_scarab_death) (wake effect_smoke_start) (wake effect_smoke_stop) (wake x03_cinematic_lighting_01) ) ) (script static x03_01_cleanup (begin (object_destroy chief) (object_destroy johnson_02) (object_destroy pilot) (object_destroy pelican_01a) (object_destroy carrier) (object_destroy x03_smoke) ) ) (script static x03_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x03_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_01_fol) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_01 none anchor_flag_x03_01) (x03_01_setup) (custom_animation_relative chief objects\characters\masterchief\x03\x03 chief_01 False anchor_x03_01) (custom_animation_relative johnson_02 objects\characters\marine\x03\x03 johnson_01 False anchor_x03_01) (custom_animation_relative pilot objects\characters\marine\x03\x03 pilot_01 False anchor_x03_01) (custom_animation_relative pelican_01a objects\vehicles\pelican\x03\x03 pelican_01 False anchor_x03_01) (scenery_animation_start_relative scarab_02 scenarios\objects\covenant\military\scarab\x03\x03 scarab_01 anchor_x03_01) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_01 anchor_x03_01) (sleep 15) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x03_01_cleanup) ) ) (script dormant c03_intra1_sound_scene2_01 (begin (sleep 30) (sound_class_set_gain "vehicle_engine" 0.2 60) ) ) (script dormant x03_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_02_fol none 1) (print "x03 foley 02 start") ) ) (script dormant x03_0030_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0030_mir miranda 1) (cinematic_subtitle x03_0030_mir 2) ) ) (script dormant x03_0040_jon (begin (sleep 73) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0040_jon johnson_03 1 radio_default) (cinematic_subtitle x03_0040_jon 1) ) ) (script dormant x03_0050_lhd (begin (sleep 106) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0050_lhd hood 1 radio_default) (cinematic_subtitle x03_0050_lhd 1) ) ) (script dormant x03_0060_mir (begin (sleep 133) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0060_mir miranda 1) (cinematic_subtitle x03_0060_mir 3) ) ) (script dormant x03_texture_camera_scene_02 (begin (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_02 anchor_x03_02) ) ) (script dormant x03_cinematic_lighting_02 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting johnson_03 True) (object_uses_cinematic_lighting pilot_02 True) ) ) (script static x03_03_problem_actors (begin (print "problem actors") (object_create_anew iac) (object_cinematic_lod iac True) ) ) (script dormant delete_johnson (begin (sleep 150) (print "delete johnson and pelican") (object_destroy johnson_03) (object_destroy pilot_02) ) ) (script dormant x03_emotion_02 (begin (unit_set_emotional_state miranda angry 0.25 0) (print "miranda - angry .25 0") (unit_set_emotional_state johnson angry 0.5 0) (print "johnson - angry .5 0") (unit_set_emotional_state hood angry 0.25 0) (print "hood - angry .25 0") ) ) (script static x03_02_setup (begin (object_create_anew miranda) (object_create_anew hood) (object_create johnson_03) (object_create pilot_02) (object_create_anew iac_bridge) (object_create_anew pelican_02) (object_cinematic_lod miranda True) (object_cinematic_lod hood True) (object_cinematic_lod johnson True) (object_cinematic_lod pilot True) (object_cinematic_lod iac_bridge True) (object_cinematic_lod pelican_02 True) (wake c03_intra1_sound_scene2_01) (wake x03_foley_02) (wake x03_0030_mir) (wake x03_0040_jon) (wake x03_0050_lhd) (wake x03_0060_mir) (wake delete_johnson) (wake x03_emotion_02) (wake x03_texture_camera_scene_02) (wake x03_cinematic_lighting_02) ) ) (script static x03_scene_02 (begin (cinematic_screen_effect_stop) (print "rack focus stop") (camera_set_field_of_view 60 0) (x03_02_predict_stub) (x03_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_02 none anchor_flag_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_02 False anchor_x03_02) (custom_animation_relative johnson_03 objects\characters\marine\x03\x03 johnson_02 False anchor_x03_02) (custom_animation_relative pilot_02 objects\characters\marine\x03\x03 pilot_02 False anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_02 False anchor_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_02 False anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_02 anchor_x03_02) (sleep 20) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x03_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\music\x03_03_mus) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_03_fol) (sleep (- (camera_time) 15)) (x03_03_problem_actors) (sleep (camera_time)) (print "texture camera stop") (object_hide hood True) (print "hide hood") ) ) (script dormant x03_score_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\music\x03_03_mus none 1) (print "x03 score 03 start") ) ) (script dormant x03_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_03_fol none 1) (print "x03 foley 03 start") ) ) (script dormant x03_0070_lhd (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0070_lhd none 1 radio_default) (cinematic_subtitle x03_0070_lhd 1) ) ) (script dormant x03_0080_lhd (begin (sleep 50) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0080_lhd none 1 radio_default) (cinematic_subtitle x03_0080_lhd 2) ) ) (script dormant x03_0090_nv1 (begin (sleep 195) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0090_nv1 none 1) (cinematic_subtitle x03_0090_nv1 3) ) ) (script dormant x03_fov_03 (begin (sleep 27) (print "fov change: 5 -> 50 over 38 ticks") (camera_set_field_of_view 60 38) (sleep 191) (print "fov change: 50 -> 15 over 26 ticks") (camera_set_field_of_view 25 26) ) ) (script dormant effect_slipspace_open (begin (sleep 161) (print "effect - slipspace open") (effect_new_on_object_marker effects\cinematics\03\slipspace_open carrier_02 bow) ) ) (script dormant x03_cinematic_lighting_03 (begin (cinematic_lighting_set_primary_light 31 68 0.513726 0.415686 0.313726) (cinematic_lighting_set_secondary_light -63 42 0.0901961 0.0901961 0.117647) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting carrier_02 True) ) ) (script static x03_04_problem_actors (begin (print "problem actors") (object_create_anew nav_officer) (object_cinematic_lod nav_officer True) (object_uses_cinematic_lighting nav_officer True) ) ) (script dormant hide_iac_crew_03 (begin (print "hide iac bridge") (object_hide miranda True) (object_hide iac_bridge True) ) ) (script static x03_03_setup (begin (object_create_anew carrier_02) (object_cinematic_lod carrier_02 True) (wake x03_0070_lhd) (wake x03_0080_lhd) (wake x03_0090_nv1) (wake x03_score_03) (wake x03_foley_03) (wake x03_fov_03) (wake x03_cinematic_lighting_03) (wake effect_slipspace_open) (wake hide_iac_crew_03) ) ) (script static x03_scene_03 (begin (print "fov change: 50 -> 5 over 0 ticks") (camera_set_field_of_view 15 0) (x03_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_03 none anchor_flag_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_03 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_03 anchor_x03_02) (sleep (- (camera_time) prediction_offset)) (x03_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_04_fol) (x03_04_problem_actors) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant x03_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_04_fol none 1) (print "x03 foley 04 start") ) ) (script dormant x03_0100_nv1 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0100_nv1 nav_officer 1) (cinematic_subtitle x03_0100_nv1 2) ) ) (script dormant x03_0110_mir (begin (sleep 121) (object_hide iac True) (object_hide carrier_02 True) (print "hide iac, carrier") (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0110_mir miranda 1) (cinematic_subtitle x03_0110_mir 1) (unit_set_emotional_state miranda shocked 0.25 30) (print "miranda - shocked .25 30") (sleep 30) (object_hide hood False) (print "unhide hoodr") ) ) (script dormant x03_0120_lhd (begin (sleep 175) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0120_lhd hood 1 radio_default) (cinematic_subtitle x03_0120_lhd 2) (unit_set_emotional_state hood angry 0.5 30) (print "hood - angry .5 30") ) ) (script dormant x03_texture_camera_scene_04 (begin (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_04 anchor_x03_02) ) ) (script dormant x03_cinematic_lighting_04 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script dormant x03_emotion_04 (begin (unit_set_emotional_state miranda angry 0.25 0) (print "miranda - angry .25 0") (unit_set_emotional_state hood angry 0.25 0) (print "hood - angry .25 0") (unit_set_emotional_state nav_officer angry 0.25 0) (print "nav_officer - angry .25 0") (sleep 20) (unit_set_emotional_state nav_officer shocked 0.5 30) (print "nav_officer - shocked .5 30") ) ) (script static x03_04_setup (begin (object_hide miranda False) (object_hide iac_bridge False) (wake x03_0100_nv1) (wake x03_0110_mir) (wake x03_0120_lhd) (wake x03_foley_04) (wake x03_texture_camera_scene_04) (wake x03_cinematic_lighting_04) ) ) (script static x03_scene_04 (begin (print "fov change: 15 -> 50 over 0 ticks") (camera_set_field_of_view 60 0) (x03_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_04 none anchor_flag_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_04 False anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_04 False anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_04 False anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_04 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_04 anchor_x03_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (x03_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_05_fol) (sleep (camera_time)) (object_destroy hood) (texture_camera_off) (print "texture camera stop") ) ) (script dormant x03_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_05_fol none 1) (print "x03 foley 05 start") ) ) (script dormant x03_0130_mir (begin (sleep 94) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0130_mir none 1) (cinematic_subtitle x03_0130_mir 1.5) ) ) (script dormant effect_iac_engines (begin (sleep 112) (print "effect - engine") (effect_new_on_object_marker effects\cinematics\03\iac_engine_fire iac ) ) ) (script dormant effect_slipspace_widen (begin (sleep 0) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 bow) (print "slipspace open") ) ) (script dormant x03_cinematic_lighting_05 (begin (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ) (script dormant delete_pelican (begin (sleep 87) (object_destroy pelican_02) ) ) (script dormant hide_iac_crew_05 (begin (print "hide iac bridge") (object_hide miranda True) (object_hide nav_officer True) (object_hide iac_bridge True) ) ) (script static x03_05_setup (begin (object_hide iac False) (object_hide carrier_02 False) (wake x03_foley_05) (wake x03_0130_mir) (wake x03_cinematic_lighting_05) (wake effect_iac_engines) (wake effect_slipspace_widen) (wake delete_pelican) (wake hide_iac_crew_05) ) ) (script static x03_scene_05 (begin (x03_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_05 none anchor_flag_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_05 False anchor_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_05 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_05 anchor_x03_02) (sleep (- (camera_time) prediction_offset)) (x03_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_06_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant x03_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_06_fol none 1) (print "x03 foley 06 start") ) ) (script dormant x03_0140_nv1 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0140_nv1 nav_officer 1) (cinematic_subtitle x03_0140_nv1 2) (unit_set_emotional_state miranda angry 0.15 0) (print "miranda - angry .15 0") ) ) (script dormant x03_0150_mir (begin (sleep 55) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0150_mir miranda 1) (cinematic_subtitle x03_0150_mir 1) (unit_set_emotional_state miranda angry 0.35 45) (print "miranda - angry .35 45") ) ) (script dormant x03_fov_06 (begin (sleep 53) (print "fov change: 80 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant x03_texture_camera_scene_06 (begin (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_06 anchor_x03_02) ) ) (script dormant x03_cinematic_lighting_06 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x03_06_setup (begin (object_hide miranda False) (object_hide nav_officer False) (object_hide iac_bridge False) (wake x03_0140_nv1) (wake x03_0150_mir) (wake x03_foley_06) (wake x03_texture_camera_scene_06) (wake x03_fov_06) (wake x03_cinematic_lighting_06) ) ) (script static x03_06_cleanup (begin (object_destroy miranda) (object_destroy nav_officer) (object_destroy iac_bridge) ) ) (script static x03_scene_06 (begin (camera_set_field_of_view 80 0) (x03_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_06 none anchor_flag_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_06 False anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_06 False anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_06 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_06 anchor_x03_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (x03_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_07_fol) (sleep (camera_time)) (x03_06_cleanup) (texture_camera_off) (print "texture camera stop") ) ) (script dormant x03_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_07_fol none 1) (print "x03 foley 07 start") ) ) (script dormant effect_slipspace_collapse (begin (sleep 150) (object_create_anew x03_slipspace_collapse) (print "effect - slipspace collapse") ) ) (script dormant effect_shockwave_start (begin (sleep 218) (object_create_anew x03_shockwave_start) (print "effect - shockwave start") ) ) (script dormant shockwave_shake_01 (begin (time_code_reset) (sleep 234) (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.4 1) ) ) (script dormant x03_cinematic_lighting_07 (begin (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ) (script dormant delete_iac (begin (sleep 152) (object_destroy iac) ) ) (script dormant delete_carrier (begin (sleep 172) (object_destroy carrier_02) ) ) (script static x03_07_setup (begin (wake delete_iac) (wake delete_carrier) (wake effect_slipspace_collapse) (wake effect_shockwave_start) (wake shockwave_shake_01) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 bow) (wake x03_cinematic_lighting_07) (wake x03_foley_07) ) ) (script static x03_scene_07 (begin (x03_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_07 none anchor_flag_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_07 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_07 anchor_x03_02) (sleep (- (camera_time) prediction_offset)) (x03_08_predict_stub) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (player_effect_stop 0) ) ) (script dormant effect_ease_on_down_the_road (begin (sleep 0) (object_create_anew x03_shockwave_close) (print "effetc - tetsuo!!!") ) ) (script dormant effect_akira (begin (sleep 130) (object_create_anew x03_shockwave_far) (print "effect - kaneda!!!") ) ) (script dormant shockwave_shake_02 (begin (time_code_reset) (sleep 40) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 2) (time_code_reset) (sleep 89) (print "shake stop") (player_effect_stop 0) ) ) (script dormant shockwave_shake_03 (begin (time_code_reset) (sleep 270) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 6) ) ) (script dormant final_fade (begin (sleep 125) (fade_out 1 1 1 5) (sleep 5) (sleep 10) (fade_in 1 1 1 5) ) ) (script static x03_08_setup (begin (object_create_anew x03_bus) (object_create_anew x03_truck) (object_create_anew x03_generator) (object_create_anew x03_dumpster) (object_destroy_containing "x03_palm") (object_destroy x03_shockwave_start) (object_destroy x03_slipspace_collapse) (wake effect_ease_on_down_the_road) (wake final_fade) (wake effect_akira) (wake shockwave_shake_02) (wake shockwave_shake_03) ) ) (script static x03_08_cleanup (begin (object_destroy x03_shockwave_close) (object_destroy x03_shockwave_far) (object_destroy x03_bus) (object_destroy x03_truck) (object_destroy x03_generator) (object_destroy x03_dumpster) ) ) (script static x03_scene_08 (begin (x03_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_08 none anchor_flag_x03_03) (scenery_animation_start_relative x03_bus objects\vehicles\civilian\bus\x03\x03 bus_08 anchor_x03_03) (scenery_animation_start_relative x03_truck objects\vehicles\civilian\panel_truck\x03\x03 panel_truck_08 anchor_x03_03) (scenery_animation_start_relative x03_generator scenarios\objects\solo\earthcity\streetobjects\streetobj_big_generator\x03\x03 big_generator_08 anchor_x03_03) (scenery_animation_start_relative x03_dumpster scenarios\objects\solo\earthcity\streetobjects\streetobj_dumpster\x03\x03 dumpster_08 anchor_x03_03) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (player_effect_stop 1) (x03_08_cleanup) (sleep 150) ) ) (script static x03 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0.5 0) (sound_class_set_gain "amb" 0.5 0) (switch_bsp_by_name earthcity_4) (sleep 1) (x03_scene_01) (switch_bsp_by_name earthcity_cine_intro_bsp) (sleep 5) (x03_scene_02) (x03_scene_03) (x03_scene_04) (x03_scene_05) (x03_scene_06) (x03_scene_07) (x03_scene_08) ) ) (script dormant chapter_title0 (begin (sleep 30) (if (difficulty_legendary) (cinematic_set_title title0_legendary) (if (difficulty_heroic) (cinematic_set_title title0_heroic) (cinematic_set_title title0_normal))) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (c03_intra1)) (cinematic_skip_stop) ) ) (script static cinematic_outro (begin (if (cinematic_skip_start) (x03)) (cinematic_skip_stop) ) ) (script dormant objective0_set (begin (sleep 90) (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep_until (volume_test_objects tv_e17_objectives (players)) 15) (sleep 30) (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 300) (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (objectives_show_up_to 3) ) ) (script dormant music_03b_01_stop (begin (print "music 03b_01 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_01) ) ) (script dormant music_03b_01_start_alt (begin (print "music 03b_01 start alt") (sound_looping_set_alternate scenarios\solo\03b_newmombasa\03b_music\03b_01 True) ) ) (script dormant music_03b_01_start (begin (print "music 03b_01 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_01 none 1) ) ) (script dormant music_03b_02_stop (begin (print "music 03b_02 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_02) ) ) (script dormant music_03b_02_start (begin (print "music 03b_02 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_02 none 1) ) ) (script dormant music_03b_03_stop (begin (print "music 03b_03 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_03) ) ) (script dormant music_03b_03_start (begin (print "music 03b_03 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_03 none 1) ) ) (script dormant music_03b_04_stop (begin (print "music 03b_04 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_04) ) ) (script dormant music_03b_04_start_alt (begin (sleep_until (volume_test_objects tv_scarab (players)) 15) (print "music 03b_04 start alt") (sound_looping_set_alternate scenarios\solo\03b_newmombasa\03b_music\03b_04 True) ) ) (script dormant music_03b_04_start (begin (sleep_until (volume_test_objects tv_e23_entry_door (players)) 15) (print "music 03b_04 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_04 none 1) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script dormant flashlight_control (begin (sleep_until (begin (if (volume_test_objects tv_dark_area0 (players)) (game_can_use_flashlights True) (game_can_use_flashlights False)) False) 60) ) ) (script dormant scarab_no_save (begin (sleep_until (begin (sleep_until (volume_test_objects tv_scarab_no_save (players)) 5) (game_save_cancel) (print "game save canceled") False) 1) ) ) (script command cs_scarab_load_main_gun (begin (object_hide (ai_get_object ai_current_actor) True) (vehicle_load_magic (unit (object_at_marker scarab primary_trigger)) scarab_turret_d (ai_get_object ai_current_actor)) (sleep_forever) ) ) (script command cs_scarab_load_upper_gun (begin (object_hide (ai_get_object ai_current_actor) True) (vehicle_load_magic (unit (object_at_marker scarab t_f_turret)) scarab_turret_d (ai_get_object ai_current_actor)) ) ) (script command cs_scarab_load_rear_gun (begin (object_hide (ai_get_object ai_current_actor) True) (vehicle_load_magic (unit (object_at_marker scarab t_b_turret)) scarab_turret_d (ai_get_object ai_current_actor)) (sleep_forever) ) ) (script static scarab_idle_var0 (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_firing (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_walk_front (begin (print "scarab_idle_to_walk_front") (device_set_position_track scarab combat:idle:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_walk_front_fast (begin (print "scarab_idle_to_walk_front") (device_set_position_track scarab combat:idle:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 2 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_var0 (begin (print "scarab_walk_front_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_var0_fast (begin (print "scarab_walk_front_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 (/ 80 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_low_var0 (begin (print "scarab_walk_front_low_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 8 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_idle (begin (print "scarab_walk_front_to_idle") (device_set_position_track scarab combat:walk_front:2:idle g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_idle_fast (begin (print "scarab_walk_front_to_idle") (device_set_position_track scarab combat:walk_front:2:idle g_scarab_interpolation) (device_animate_position scarab 1 2 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_left (begin (print "scarab_idle_turn_22_left") (device_set_position_track scarab combat:turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_left (begin (print "scarab_idle_turn_45_left") (device_set_position_track scarab combat:turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_right (begin (print "scarab_idle_turn_45_right") (device_set_position_track scarab combat:turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_left (begin (print "scarab_walk_front_turn_15_left") (device_set_position_track scarab combat:walk_front_turn_15_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_right (begin (print "scarab_walk_front_turn_15_right") (device_set_position_track scarab combat:walk_front_turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_22_left (begin (print "scarab_walk_front_turn_22_left") (device_set_position_track scarab combat:walk_front_turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_left (begin (print "scarab_walk_front_turn_45_left") (device_set_position_track scarab combat:walk_front_turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_right (begin (print "scarab_walk_front_turn_45_right") (device_set_position_track scarab combat:walk_front_turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_walk_low (begin (print "scarab_walk_front_to_walk_low") (device_set_position_track scarab combat:walk_front:2:walk_narrow_front g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_low_to_walk_front (begin (print "scarab_walk_narrow_to_walk_front") (device_set_position_track scarab combat:walk_narrow_front:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_low_var0 (begin (print "scarab_walk_narrow_var0") (device_set_position_track scarab combat:walk_narrow_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_left (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_right (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_firing (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_firing (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_left_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_right_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_gun_open_instant (begin (device_set_overlay_track scarab combat:fire_open) (device_animate_overlay scarab 1 0.05 0 0) ) ) (script static scarab_gun_open (begin (device_set_overlay_track scarab combat:fire_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire (begin (device_set_overlay_track scarab combat:fire) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_close (begin (device_set_overlay_track scarab combat:fire_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_open_down_instant (begin (device_set_overlay_track scarab combat:fire_down_open) (device_animate_overlay scarab 1 0.05 0 0) ) ) (script static scarab_gun_open_down (begin (device_set_overlay_track scarab combat:fire_down_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire_down (begin (device_set_overlay_track scarab combat:fire_down) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_close_down (begin (device_set_overlay_track scarab combat:fire_down_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script command cs_e23_mars_pelican2_0_entry (begin (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_fly_by e23_mars_pelican2_flyby/p0) (cs_fly_by e23_mars_pelican2_flyby/p1) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_1_entry (begin (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_fly_by e23_mars_pelican2_flyby/p2) (cs_fly_by e23_mars_pelican2_flyby/p3) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_gunners0 (begin (sleep 60) (if (not (volume_test_objects tv_scarab (players))) (cs_shoot_point True e22_scarab_target/leg1)) (sleep 60) (cs_shoot_point False e22_scarab_target/leg1) (sleep 1) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_gunners1 (begin (sleep 120) (if (not (volume_test_objects tv_scarab (players))) (cs_shoot_point True e22_scarab_target/leg0)) (sleep 60) (cs_shoot_point False e22_scarab_target/leg0) (sleep 1) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_2_entry (begin (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_fly_by e23_mars_pelican2_flyby/p4) (cs_vehicle_boost False) (cs_face True e23_mars_pelican2_flyby/f0) (cs_fly_to e23_mars_pelican2_flyby/p5) (if g_e23_scarab_after_turn (begin (cs_run_command_script e23_mars_pelican2/gunner0 cs_e23_mars_pelican2_gunners0) (cs_run_command_script e23_mars_pelican2/gunner1 cs_e23_mars_pelican2_gunners1) )) (cs_fly_by e23_mars_pelican2_flyby/p6 16) (set g_e23_mars_pelican2_2_active False) (cs_face False e23_mars_pelican2_flyby/f0) (cs_face True e23_mars_pelican2_flyby/p7) (cs_fly_by e23_mars_pelican2_flyby/p6 2) (cs_face False e23_mars_pelican2_flyby/p7) (cs_fly_by e23_mars_pelican2_flyby/p7) (cs_vehicle_boost True) (cs_fly_by e23_mars_pelican2_flyby/p8) (cs_fly_by e23_mars_pelican2_flyby/p1) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_inf1_shoot (begin (sleep_until g_e23_scarab_climbed_down 15) (sleep (random_range 10 30)) (cs_enable_moving True) (sleep_until (begin (cs_shoot True (list_get (ai_actors e23_cov_inf0) (random_range 0 (list_count (ai_actors e23_cov_inf0))))) (sleep (random_range 45 75)) g_e23_scarab_before_bridge0) 15) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e23_mars_inf0_shoot (begin (sleep_until g_e23_scarab_under_bridge0 15) (sleep (random_range 100 120)) (sleep_until (begin (cs_shoot True (list_get (ai_actors e23_cov_inf0) (random_range 0 (list_count (ai_actors e23_cov_inf0))))) (sleep (random_range 45 75)) g_e23_scarab_before_bridge1) 15) ) ) (script command cs_e23_cov_inf1_pilot_exit (begin (objects_detach scarab (ai_get_object ai_current_actor)) (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite scarab_d_r:any:any:exit True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (unit_stop_custom_animation (ai_get_unit ai_current_actor)) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e23_cov_inf1_pilot0 (begin (object_cannot_die (ai_get_object ai_current_actor) True) (cs_queue_command_script ai_current_actor cs_e23_cov_inf1_pilot_exit) (cs_abort_on_damage True) (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\elite\elite scarab_d_r:any:any:idle:var0 False) (objects_attach scarab scarab_d_l (ai_get_object ai_current_actor) ) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 7) 10) (objects_detach scarab (ai_get_object ai_current_actor)) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3) 10) ) ) (script command cs_e23_cov_inf1_pilot1 (begin (object_cannot_die (ai_get_object ai_current_actor) True) (cs_queue_command_script ai_current_actor cs_e23_cov_inf1_pilot_exit) (cs_abort_on_damage True) (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\elite\elite scarab_d_r:any:any:idle:var0 False) (objects_attach scarab scarab_d_r (ai_get_object ai_current_actor) ) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 7) 10) (objects_detach scarab (ai_get_object ai_current_actor)) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3) 10) ) ) (script command cs_e23_scarab_upper_gun (begin (cs_shoot True (ai_vehicle_get e23_mars_pelican0_1/pelican0)) (sleep 120) ) ) (script command cs_best_cs_ever (begin (cs_approach g_target 0.5 5 50) (sleep_until (begin (cs_crouch True) (sleep 8) (cs_crouch False) (sleep 8) False) 1) ) ) (script static e23_scarab_before_bridge0 (begin (= g_e23_scarab_before_bridge0 True) ) ) (script static e23_scarab_before_bridge1 (begin (= g_e23_scarab_before_bridge1 True) ) ) (script static e23_scarab_before_bridge2 (begin (= g_e23_scarab_before_bridge2 True) ) ) (script static e23_scarab_after_bridge2 (begin (= g_e23_scarab_after_bridge2 True) ) ) (script static e23_scarab_after_turn (begin (= g_e23_scarab_after_turn True) ) ) (script dormant scarab_upper_gunner_main (begin (ai_place scarab_gunners/upper_gunner) (sleep 5) (cs_run_command_script scarab_gunners/upper_gunner cs_e23_scarab_upper_gun) ) ) (script dormant e23_scarab (begin (wake scarab_no_save) (pvs_set_object scarab) (ai_erase scarab_gunners/main_gunner) (device_set_position_track scarab finale_climb_off_buildings g_scarab_interpolation) (device_animate_position scarab 1 (/ 401 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (set g_e23_scarab_climbed_down True) (sleep_until g_e23_started 1) (scarab_walk_front_var0) (set g_e23_scarab_before_bridge0 True) (scarab_walk_front_to_walk_low) (scarab_walk_low_var0) (scarab_walk_low_var0) (set g_e23_scarab_under_bridge0 True) (if (difficulty_legendary) (begin (scarab_walk_low_to_walk_front) (scarab_walk_front_var0) ) (begin (scarab_walk_low_var0) (scarab_walk_low_var0) )) (set g_e23_scarab_before_bridge1 True) (if (difficulty_legendary) (scarab_walk_front_to_walk_low) (scarab_walk_low_var0)) (scarab_walk_low_var0) (scarab_walk_low_var0) (set g_e23_scarab_under_bridge1 True) (if (difficulty_legendary) (scarab_walk_low_to_walk_front) (scarab_walk_low_var0)) (if (difficulty_legendary) (scarab_walk_front_var0) (scarab_walk_low_var0)) (set g_e23_scarab_before_bridge2 True) (if (difficulty_legendary) (scarab_walk_front_to_walk_low) (begin (scarab_walk_low_var0) (scarab_walk_low_var0) )) (scarab_walk_low_var0) (scarab_walk_low_var0) (set g_e23_scarab_under_bridge2 True) (scarab_walk_low_to_walk_front) (set g_e23_scarab_after_bridge2 True) (scarab_walk_front_to_idle) (sleep_until (volume_test_objects tv_e23_scarab_corner_continue (players)) 1) (game_save) (scarab_idle_turn_22_left) (scarab_idle_turn_45_left) (set g_e23_scarab_after_turn True) (scarab_idle_turn_22_left) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_turn_15_left) (if (difficulty_legendary) (begin (scarab_walk_front_var0) (scarab_walk_front_turn_15_right) ) (begin (scarab_walk_front_turn_15_right) (scarab_walk_front_var0) )) (print "cortana: it can't go any further this way. we have it trapped!") (ai_play_line_on_object none 2030) (scarab_walk_front_to_idle) (set g_e23_scarab_arrived_at_end True) (scarab_gun_open) (scarab_idle_var0) (sleep_until (begin (begin_random (if g_e23_scarab_active (begin (if g_e23_scarab_active (scarab_idle_to_twist_5_right)) (if g_e23_scarab_active (if (= (random_range 0 2) 0) (scarab_twist_5_right))) (if g_e23_scarab_active (scarab_twist_5_right_to_idle)) )) (if g_e23_scarab_active (begin (if g_e23_scarab_active (scarab_idle_to_twist_5_left)) (if g_e23_scarab_active (if (= (random_range 0 2) 0) (scarab_twist_5_left))) (if g_e23_scarab_active (scarab_twist_5_left_to_idle)) )) ) (not g_e23_scarab_active) ) 1) ) ) (script dormant e23_ultra_dialogue (begin (sleep_until (>= (ai_combat_status e23_cov_inf1_0) ai_combat_status_clear_los)) (sleep_until (<= (ai_combat_status e23_cov_inf1_0) ai_combat_status_active)) (print "cortana: careful chief, that elite was an ultra! and those pilots are no pushovers either!!") (ai_play_line_on_object none 2050) ) ) (script dormant e23_ultra_dialogue_kill (begin (sleep_until (<= (ai_living_count e23_cov_inf1_0/ultra0) 0) 15) (sleep_forever e23_ultra_dialogue) ) ) (script dormant e23_dialogue_boarding (begin (sleep 30) (print "cortana: chief, you're going to have to board the scarab!") (ai_play_line_on_object none 2020) (sleep 600) (print "cortana: we can't do anything more to that scarab from here") (ai_play_line_on_object none 2040) (sleep 75) (activate_team_nav_point_object default player scarab 8.5) ) ) (script dormant e23_dialogue_boarding_kill (begin (sleep_until (or g_mission_over (volume_test_objects tv_scarab (players))) 15) (sleep_forever e23_dialogue_boarding) (deactivate_team_nav_point_object player scarab) ) ) (script dormant e23_best_cs_ever (begin (if (not (difficulty_legendary)) (sleep_forever)) (if (not (= (random_range 0 10) 0)) (sleep_forever)) (set g_target (player0) ) (sleep_until (<= (object_get_health g_target) 0) 10) (cs_run_command_script e23_cov_inf1_0/ultra0 cs_best_cs_ever) ) ) (script dormant e23_cov_inf1_main (begin (sleep_until g_e23_scarab_climbed_down 5) (sleep_until (volume_test_objects tv_scarab_stairwell (players)) 15) (ai_place e23_cov_inf1_1) (ai_place e23_cov_inf1_0 (pin (- 4 (ai_living_count e23_cov_inf0)) 1 3)) (wake e23_ultra_dialogue) (wake e23_ultra_dialogue_kill) (wake e23_best_cs_ever) (sleep_until (and (not (cs_command_script_queued e23_cov_inf1_1/pilot0 cs_e23_cov_inf1_pilot0)) (not (cs_command_script_queued e23_cov_inf1_1/pilot1 cs_e23_cov_inf1_pilot1)))) (set g_e23_scarab_active False) (sleep_until (<= (ai_living_count e23_cov_inf1) 0)) (set g_mission_over True) ) ) (script dormant e23_cov_inf0_main (begin (sleep_until g_e23_scarab_climbed_down 5) (ai_place e23_cov_inf0_0) (sleep_until (or g_e23_scarab_under_bridge1 (<= (ai_living_count e23_cov_inf0) 2) (volume_test_objects tv_scarab_interior (players))) 15) (ai_place e23_cov_inf0_1 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 4)) (sleep_until (or g_e23_scarab_under_bridge2 (<= (ai_living_count e23_cov_inf0) 2) (volume_test_objects tv_scarab_interior (players))) 15) (ai_place e23_cov_inf0_2 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 3)) (sleep_until (or g_e23_scarab_arrived_at_end (<= (ai_living_count e23_cov_inf0) 2) (volume_test_objects tv_scarab_interior (players))) 15) (ai_place e23_cov_inf0_3 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 2)) (sleep_until (or g_e23_scarab_arrived_at_end (volume_test_objects tv_scarab (players))) 15) (ai_place e23_cov_inf0_4 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 5)) (game_save) (sleep_until (<= (ai_living_count e23_cov_inf0) 2)) (wake e23_dialogue_boarding) (sleep 10) (wake e23_dialogue_boarding_kill) (sleep_until (<= (ai_living_count e23_cov_inf0) 0)) (game_save) ) ) (script dormant e23_mars_pelican2_main (begin (sleep_until (volume_test_objects tv_e23_mars_pelican0_begin (players)) 15) (sleep_until (begin (begin_random (begin (ai_place e23_mars_pelican2/pelican0) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican1) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican0) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican1) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican2) (ai_place e23_mars_pelican2/gunner0) (ai_place e23_mars_pelican2/gunner1) (sleep 1) (vehicle_load_magic (ai_vehicle_get e23_mars_pelican2/pelican2) pelican_g_pod (ai_get_object e23_mars_pelican2/gunner0)) (vehicle_load_magic (ai_vehicle_get e23_mars_pelican2/pelican2) pelican_g_pod (ai_get_object e23_mars_pelican2/gunner1)) (set g_e23_mars_pelican2_2_active True) (sleep_until (not g_e23_mars_pelican2_2_active)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) ) g_mission_over) ) ) ) (script dormant e23_mars_pelican1_main (begin (sleep_until (volume_test_objects tv_e23_mars_pelican1_begin (players)) 15) (ai_place e23_mars_pelican1_0) (sleep 60) (ai_place e23_mars_pelican1_1) ) ) (script dormant e23_mars_pelican0_main (begin (sleep_until (or (volume_test_objects tv_e23_mars_pelican0_begin (players)) g_e23_scarab_under_bridge1) 15) (ai_place e23_mars_pelican0) (ai_vehicle_enter_immediate e23_mars_pelican0_0/gunner0 (ai_vehicle_get e23_mars_pelican0_0/pelican0) pelican_g_pod) (ai_vehicle_enter_immediate e23_mars_pelican0_0/gunner1 (ai_vehicle_get e23_mars_pelican0_0/pelican0) pelican_g_pod) (ai_vehicle_enter_immediate e23_mars_pelican0_1/gunner0 (ai_vehicle_get e23_mars_pelican0_1/pelican0) pelican_g_pod) (ai_vehicle_enter_immediate e23_mars_pelican0_1/gunner1 (ai_vehicle_get e23_mars_pelican0_1/pelican0) pelican_g_pod) ) ) (script dormant e23_mars_inf1_main (begin (ai_migrate e22_mars_inf1 e23_mars_inf1) (ai_place e23_mars_inf1 (- 3 (ai_living_count e23_mars_inf1))) ) ) (script dormant e23_mars_inf0_main (begin (ai_place e23_mars_inf0) ) ) (script dormant e23_main (begin (sleep_until (volume_test_objects tv_e23_main_begin (players)) 15) (set g_e23_started True) (print "e23_main") (data_mine_set_mission_segment "e23_scarab_boarding") (game_save) (if (difficulty_legendary) (object_destroy e23_gun)) (wake music_03b_04_start) (wake music_03b_04_start_alt) (kill_volume_enable kill_e23_0) (kill_volume_enable kill_e23_1) (kill_volume_enable kill_e23_2) (wake e23_mars_inf1_main) (wake e23_mars_pelican2_main) (wake e23_cov_inf0_main) (wake e23_cov_inf1_main) ) ) (script static test_scarab_boarding (begin (object_teleport (player0) e23_test) (object_create scarab) (pvs_set_object scarab) (object_teleport scarab e23_scarab_start) (set g_e23_scarab_arrived True) (if (not g_e23_started) (wake e23_main)) (wake e23_scarab) ) ) (script command cs_e22_mars1_go (begin (cs_enable_pathfinding_failsafe True) (ai_vehicle_exit ai_current_actor) (cs_go_to e22_mars_inf1/p0) ) ) (script command cs_e22_mars1_lieutenant (begin (cs_enable_pathfinding_failsafe True) (cs_enable_looking False) (cs_look True e22_mars_inf1/scarab_entry) (sleep_until (volume_test_objects tv_e22_scarab_entry_begin (players)) 10) (cs_look_player True) (sleep_until (and (> (device_get_position e22_door3) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3.5) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0)) 5) (sleep 30) (print "lt: when i asked for reinforcements...") (sleep (- (ai_play_line ai_current_actor 0770) 75)) (cs_look True e22_scarab_target/target) (sleep 55) (cs_aim True e22_scarab_target/target) (sleep 27) (cs_crouch True) (sleep (ai_play_line ai_current_actor 8030)) (print "lf: we got trouble") (sleep_until (<= (ai_living_count e22_mars_scorpions0) 0) 15) (sleep 60) (print "gnr: alright, this is the shit") (sleep (- (ai_play_line e22_mars_inf1/marine0 8060) 30)) (cs_look_object True (ai_get_object e22_mars_inf1/marine0)) (sleep 45) (print "lt: marine, did i give you permission to bitch?") (sleep (ai_play_line ai_current_actor 8010)) (cs_look True e22_scarab_target/target) (cs_movement_mode ai_movement_combat) (cs_aim True e22_scarab_target/target) (sleep_until g_e22_scarab_before_climb 5) (print "lt: i don't think it's stopping") (ai_play_line ai_current_actor 0790) (sleep_until g_e22_scarab_mid_climb 5) (cs_crouch False) (sleep 90) (ai_play_line ai_current_actor 8040) (print "lt: that thing is starting to piss me off") (sleep 100) (cs_aim False e22_scarab_target/target) (cs_face_player True) (ai_play_line ai_current_actor 0830) (print "lt: marines, time to kill us a scarab") (cs_look_player False) (sleep 30) (cs_enable_looking True) (cs_start_to e22_mars_inf1/p0) (sleep 20) (cs_run_command_script e22_mars_inf1/marine0 cs_e22_mars1_go) (sleep 20) (cs_run_command_script e22_mars_inf0/perez cs_e22_mars1_go) (wake objective3_set) ) ) (script command cs_e22_mars0_crouch (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_combat) (cs_crouch True) (cs_look_player True) (sleep_forever) ) ) (script command cs_e22_mars0_stand (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_patrol) (cs_look_player True) (sleep_forever) ) ) (script command cs_e22_mars0_perez (begin (cs_enable_pathfinding_failsafe True) (cs_face_player True) (cs_go_to e22_mars_inf0_perez/p0) (cs_start_approach_player 3 20 35) (print "perez: hey chief!") (sleep_until (not (players_in_vehicle)) 10) (cs_approach_player 1.5 5 10) (cs_face_player True) (sleep (- (ai_play_line_at_player ai_current_actor 0710) 30)) (cs_face_player False) (cs_enable_looking True) (cs_start_to e22_mars_inf0_perez/p1) (sleep 45) (cs_look_player True) (print "the lt. got hit") (sleep (ai_play_line ai_current_actor 0730)) (sleep 15) (print "who in charge") (sleep (- (ai_play_line_on_object none 0740) 30)) (cs_look_player True) (sleep 45) (sleep_until (not (cs_moving)) 5) (cs_face_player True) (sleep (ai_play_line_at_player ai_current_actor 0750)) (cs_face_player False) (cs_look_player False) (cs_enable_looking True) (cs_start_to e22_mars_inf0_perez/p2) (print "c'mon, i'll show you") (ai_play_line ai_current_actor 0760) (sleep 20) (sleep_until (not (cs_moving)) 5) (cs_look_player True) ) ) (script command cs_e22_mars_inf1_crouch (begin (cs_crouch True) (cs_face True e22_scarab_target/target) (cs_aim True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep 150) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_before_climb 5) (cs_shoot_point False e22_scarab_target/target) (ai_vehicle_exit ai_current_actor) (sleep_until g_e22_scarab_mid_climb 5) (sleep 20) (cs_crouch False) (sleep_until g_e22_scarab_past_climb 5) (sleep (random_range 20 40)) (cs_go_to e22_mars_inf1/p0) ) ) (script command cs_e22_mars_inf1_marine1 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 3) (cs_start_to e22_mars_inf1/p1) (cs_look True e22_mars_scorpions0/scarab_target) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 11) 5) (cs_face_player True) (ai_play_line_at_player ai_current_actor 0840) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4) 5) (cs_face_player False) (cs_go_to e22_mars_inf1/p0) ) ) (script command cs_e22_mars_inf2_marine_end (begin (cs_face True e22_scarab_target/target) (cs_crouch True) (sleep_until g_e22_scarab_mid_climb 5) (cs_crouch False) (sleep_until g_e22_scarab_past_climb 5) (cs_force_combat_status 2) (sleep_forever) ) ) (script command cs_e22_mars_inf2_marine0 (begin (cs_force_combat_status 3) (cs_crouch True) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 120 150)) (cs_shoot_point False e22_scarab_target/target) (cs_crouch False) (cs_go_to e22_mars_inf2/p0) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine1 (begin (cs_force_combat_status 3) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 120 150)) (cs_shoot_point False e22_scarab_target/target) (ai_vehicle_exit ai_current_actor) (cs_crouch False) (cs_go_to e22_mars_inf2/p1) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine2 (begin (cs_force_combat_status 3) (cs_crouch True) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 180 210)) (cs_shoot_point False e22_scarab_target/target) (cs_crouch False) (cs_go_to e22_mars_inf2/p2) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine3 (begin (cs_force_combat_status 3) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 180 210)) (cs_shoot_point False e22_scarab_target/target) (ai_vehicle_exit ai_current_actor) (cs_crouch False) (cs_go_to e22_mars_inf2/p3) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine4 (begin (cs_force_combat_status 3) (cs_crouch True) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 240 270)) (cs_shoot_point False e22_scarab_target/target) (cs_crouch False) (cs_go_to e22_mars_inf2/p4) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_scorpion0 (begin (cs_force_combat_status 3) (cs_aim True e22_scarab_target/target) (sleep_until g_e22_scarab_visible 5) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scorpion_asplode 5) (unit_kill (ai_vehicle_get ai_current_actor)) ) ) (script command cs_e22_scarab_main_gun (begin (cs_shoot True (ai_vehicle_get e22_mars_scorpions0/scorpion0)) (sleep 120) (set g_e22_scorpion_asplode True) (sleep 45) ) ) (script dormant e22_scarab_climbing_events (begin (sleep 45) (set g_e22_scarab_started_climb True) (print "g_e22_scarab_started_climb ") (sleep 100) (set g_e22_scarab_mid_climb True) (print "g_e22_scarab_mid_climb ") (print "todo: boom boom dust shakes") (sleep 90) (set g_e22_scarab_past_climb True) (print "g_e22_scarab_past_climb ") ) ) (script dormant e22_scarab_advancing_events (begin (set g_e22_scarab_advancing True) (print "g_e22_scarab_advancing ") (sleep 259) (object_damage_damage_section e22_bridge0_2 main 1) (object_damage_damage_section e22_bridge0_3 main 1) (object_damage_damage_section e22_bridge0_4 main 1) (object_damage_damage_section e22_bridge0_5 main 1) (sleep 2) (object_damage_damage_section e22_bridge0_0 main 1) (object_damage_damage_section e22_bridge0_1 main 1) (sleep 118) (object_damage_damage_section e22_bridge1_2 main 1) (sleep 1) (object_damage_damage_section e22_bridge1_0 main 1) (object_damage_damage_section e22_bridge1_1 main 1) (object_damage_damage_section e22_bridge1_3 main 1) (object_damage_damage_section e22_bridge1_4 main 1) (sleep 1) (object_damage_damage_section e22_bridge1_5 main 1) (object_damage_damage_section e22_bridge1_6 main 1) (sleep 1) (object_damage_damage_section e22_bridge1_7 main 1) (object_damage_damage_section e22_bridge1_8 main 1) (object_damage_damage_section e22_bridge1_9 main 1) (sleep 19) (object_damage_damage_section e22_bridge2_0 main 1) (sleep 1) (object_damage_damage_section e22_bridge2_3 main 1) (object_damage_damage_section e22_bridge2_5 main 1) (sleep 1) (object_damage_damage_section e22_bridge2_1 main 1) (object_damage_damage_section e22_bridge2_2 main 1) (object_damage_damage_section e22_bridge2_4 main 1) (sleep 30) (set g_e22_scarab_before_climb True) (print "g_e22_scarab_before_climb ") ) ) (script dormant e22_scarab_appearance_events (begin (sleep 60) (set g_e22_scarab_visible True) (sleep 180) (set g_e22_scarab_appeared True) (print "g_e22_scarab_appeared ") ) ) (script dormant e22_scarab_intro_gun (begin (object_create e22_scarab_gun) (weapon_hold_trigger e22_scarab_gun 0 True) (sleep 45) (weapon_hold_trigger e22_scarab_gun 0 False) (sleep 60) (object_destroy e22_scarab_gun) ) ) (script dormant e22_scarab (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 10) (sleep_until (volume_test_objects tv_e22_scarab_entry_begin (players)) 10) (wake e22_scarab_intro_gun) (wake chapter_title2) (sleep 50) (ai_place scarab_gunners/main_gunner) (object_create_anew scarab) (object_teleport scarab e22_scarab_start) (pvs_set_object scarab) (wake e22_scarab_appearance_events) (scarab_gun_open_down_instant) (device_set_position_track scarab finale_enter 0) (device_animate_position scarab 1 (/ 266 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (cs_stack_command_script scarab_gunners/main_gunner cs_e22_scarab_main_gun) (scarab_gun_fire_down) (scarab_idle_firing) (wake e22_scarab_advancing_events) (scarab_idle_to_walk_front_fast) (scarab_walk_front_var0_fast) (scarab_gun_close_down) (scarab_walk_front_var0_fast) (scarab_walk_front_var0_fast) (scarab_walk_front_var0_fast) (scarab_walk_front_var0_fast) (wake e22_scarab_climbing_events) (device_set_position_track scarab finale_climb_on_buildings g_scarab_interpolation) (device_animate_position scarab 1 (/ 446 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (set g_e23_scarab_arrived True) (begin_random (if (not g_e23_started) (begin (scarab_idle_to_twist_5_right) (scarab_twist_5_right_to_idle) )) (if (not g_e23_started) (begin (scarab_idle_to_twist_5_left) (scarab_twist_5_left_to_idle) )) ) (wake e23_scarab) ) ) (script dormant e22_nasty_player_synch (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 5) (volume_teleport_players_not_inside tv_e22_no_teleport e22_nasty_player_synch) (sleep_until (if (> (list_count (volume_return_objects_by_type tv_e22_street_cleanup 2)) 0) (begin (object_destroy (list_get (volume_return_objects_by_type tv_e22_street_cleanup 2) 0)) (= 1 0) ) (= 1 1)) 1) (garbage_collect_unsafe) (set g_e22_done_street_cleanup True) ) ) (script dormant e22_objective (begin (sleep_until (volume_test_objects tv_e22_scarab_entry_begin (players)) 5) (wake objective2_clear) (sleep_until g_e22_scarab_past_climb) (wake objective3_set) ) ) (script dormant e22_dialogue (begin (sleep_until (volume_test_objects tv_e22_away_from_building (players)) 5 30_seconds) (ai_play_line_on_object none 2000) (sleep 75) (activate_team_nav_point_flag default player e22_navpoint 0) (sleep_until (volume_test_objects tv_e22_near_building (players)) 5 450) (if (not (volume_test_objects tv_e22_near_building (players))) (ai_play_line_on_object none 2010)) ) ) (script dormant e22_dialogue_kill (begin (sleep_until (or g_e23_started (volume_test_objects tv_e22_main_begin (players))) 10) (sleep_forever e22_dialogue) (sleep_until (or g_e23_started (volume_test_objects tv_e22_doorway (players))) 10) (deactivate_team_nav_point_flag player e22_navpoint) ) ) (script dormant e22_mars_inf3_main (begin (sleep_until (volume_test_objects tv_e22_mars_inf3_begin (players)) 10) ) ) (script dormant e22_mars_inf2_main (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 10) (ai_place e22_mars_inf2) (ai_erase e21_mars_pelican1) (cs_run_command_script e22_mars_inf2/marine0 cs_e22_mars_inf2_marine0) (cs_run_command_script e22_mars_inf2/marine1 cs_e22_mars_inf2_marine1) (cs_run_command_script e22_mars_inf2/marine2 cs_e22_mars_inf2_marine2) (cs_run_command_script e22_mars_inf2/marine3 cs_e22_mars_inf2_marine3) (cs_run_command_script e22_mars_inf2/marine4 cs_e22_mars_inf2_marine4) ) ) (script dormant e22_mars_inf1_main (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 10) (ai_place e22_mars_inf1/lieutenant) (ai_place e22_mars_inf1/marine0) (object_set_permutation (ai_get_object e22_mars_inf1/lieutenant) comm_pack on) (sleep_until g_e22_scarab_past_climb 5) (device_operates_automatically_set e22_door1 True) (device_operates_automatically_set e22_door2 True) (device_closes_automatically_set e22_door1 False) (device_closes_automatically_set e22_door2 False) (device_set_position e22_door1 1) (device_set_position e22_door2 1) (ai_place e22_mars_inf1/marine1) (if (<= (ai_living_count e22_mars_inf1/lieutenant) 0) (begin (cs_run_command_script e22_mars_inf1/marine0 cs_e22_mars1_go) (cs_run_command_script e22_mars_inf0/perez cs_e22_mars1_go) )) ) ) (script dormant e22_mars_inf0_main (begin (device_set_position e22_door0 1) (device_operates_automatically_set e22_door0 True) (ai_place e22_mars_inf0/perez) (ai_place e22_mars_inf0/guard0) (ai_place e22_mars_inf0/guard2) (sleep_until (volume_test_objects tv_e22_main_begin (players)) 15) (ai_place e22_mars_inf0/guard1) (ai_place e22_mars_inf0/medic0) (ai_migrate e21_mars_warthog0 e22_mars_inf0) (ai_vehicle_exit e22_mars_inf0) (sleep_until (or (volume_test_objects tv_e22_stairwell (players)) (volume_test_objects tv_e22_stairwell (ai_get_object e22_mars_inf0/perez))) 15) (ai_set_orders e22_mars_inf0 e22_mars_inf0_advance1) (sleep_until (volume_test_objects tv_e22_mars_inf3_begin (players)) 10) (sleep_until (not (volume_test_objects tv_e22_mars_inf0_visible (players)))) (ai_erase e22_mars_inf0/guard0) (ai_erase e22_mars_inf0/guard1) (ai_erase e22_mars_inf0/guard2) (ai_erase e22_mars_inf0/medic0) ) ) (script dormant e22_mars_scorpions0_main (begin (sleep_until g_e22_done_street_cleanup 10) (ai_place e22_mars_scorpions0) (cs_run_command_script e22_mars_scorpions0/scorpion0 cs_e22_mars_scorpion0) ) ) (script dormant e22_main (begin (set g_e22_started True) (print "e22_main") (data_mine_set_mission_segment "e22_scarab_intro") (game_save) (wake e23_main) (wake music_03b_03_stop) (wake e22_nasty_player_synch) (wake e22_mars_inf0_main) (wake e22_mars_inf1_main) (wake e22_mars_inf2_main) (wake e22_mars_inf3_main) (wake e22_mars_scorpions0_main) (wake e22_scarab) (wake e22_objective) (wake e22_dialogue) (wake e22_dialogue_kill) (sleep_until g_e23_started) (sleep_forever e22_nasty_player_synch) (sleep_forever e22_mars_inf0_main) (sleep_forever e22_mars_inf1_main) (sleep_forever e22_mars_inf2_main) (sleep_forever e22_mars_inf3_main) (sleep_forever e22_mars_scorpions0_main) (sleep_forever e22_dialogue) ) ) (script static test_scarab_intro (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e22_test) (object_destroy scarab) (if (not g_e22_started) (wake e22_main)) ) ) (script command cs_e21_cov_phantom0_bombard (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_definite) (sleep_until (begin (begin_random (begin (cs_shoot_point True e21_cov_bombard/p5) (sleep 120) ) (begin (cs_shoot_point True e21_cov_bombard/p6) (sleep 120) ) (begin (cs_shoot_point True e21_cov_bombard/p7) (sleep 120) ) (begin (cs_shoot_point True e21_cov_bombard/p8) (sleep 120) ) ) False) ) ) ) (script command cs_e21_cov_wraiths0_bombard (begin (cs_abort_on_damage True) (sleep_until (begin (begin_random (begin (cs_shoot_point True e21_cov_bombard/p0) (sleep 60) ) (begin (cs_shoot_point True e21_cov_bombard/p1) (sleep 60) ) (begin (cs_shoot_point True e21_cov_bombard/p2) (sleep 60) ) ) False) ) ) ) (script command cs_e21_cov_abort_bombard (begin (sleep 1) ) ) (script command cs_e21_cov_phantom1_entry (begin (cs_fly_by e21_cov_phantom1_entry/p0) (cs_fly_by e21_cov_phantom1_entry/p1) (cs_fly_to e21_cov_phantom1_entry/p2) (sleep 15) (cs_fly_to e21_cov_phantom1_entry/p3 0.5) (sleep 30) (begin_random (begin (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_sc01) (sleep 15) ) (begin (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_sc02) (sleep 15) ) ) (sleep 15) ) ) (script command cs_e21_cov_phantom_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e21_cov_phantom_exit/p0) (cs_fly_to e21_cov_phantom_exit/p1) (cs_fly_to e21_cov_phantom_exit/p2 0.5) (ai_erase ai_current_squad) ) ) (script command cs_e21_mars_pelican0_entry (begin (cs_fly_by e21_mars_pelican0_entry/p0) (cs_fly_to e21_mars_pelican0_entry/p1 0.5) (cs_face True e21_mars_pelican0_entry/p1_facing) (sleep_forever) ) ) (script command cs_e21_mars_pelican0_exit (begin (cs_fly_by e21_mars_pelican0_entry/p2) (cs_fly_by e21_mars_pelican0_entry/p3) (cs_vehicle_boost True) (cs_fly_by e21_mars_pelican0_entry/p4) (cs_fly_by e21_mars_pelican0_entry/p5) (ai_erase ai_current_squad) ) ) (script command cs_e21_mars_pelican1_entry (begin (cs_fly_by e21_mars_pelican1_entry/p0) (cs_fly_by e21_mars_pelican1_entry/p0_1) (cs_fly_by e21_mars_pelican1_entry/p0_2) (cs_fly_to e21_mars_pelican1_entry/p1 0.5) (cs_face True e21_mars_pelican1_entry/p1_facing) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) pelican_p) (sleep 180) (cs_face False e21_mars_pelican1_entry/p1_facing) (cs_fly_by e21_mars_pelican1_entry/p2) (cs_fly_by e21_mars_pelican1_entry/p3) (cs_vehicle_boost True) (cs_fly_by e21_mars_pelican1_entry/p4) (cs_fly_by e21_mars_pelican1_entry/p5) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e21_mars_inf1_exit (begin (cs_go_to e21_mars_inf1/p0) (ai_erase ai_current_actor) ) ) (script static e21_cov_phantom1_retreating (begin (= g_e21_cov_phantom1_retreating True) ) ) (script static e21_cov_phantom0_retreating (begin (= g_e21_cov_phantom0_retreating True) ) ) (script dormant e21_dialog (begin (sleep_until (volume_test_objects tv_e21_boulevard1 (players)) 15) (sleep (ai_play_line_on_object none 0690)) (sleep 10) (sleep (ai_play_line_on_object none 0700)) ) ) (script dormant e21_cov_creep0_main (begin (sleep_until (or (volume_test_objects tv_e21_cov_creep0_main (players)) (volume_test_objects tv_e21_cov_inf0_unsafe (players))) 15) (ai_place e21_cov_creep0) ) ) (script dormant e21_cov_phantom1_main (begin (sleep_until (<= (ai_living_count e21_cov_wraiths0) 1) 30 two_minutes) (ai_place e21_cov_phantom1) (ai_place e21_cov_ghosts0_0) (sleep 2) (vehicle_load_magic (ai_vehicle_get_from_starting_location e21_cov_phantom1/phantom0) phantom_sc01 (ai_vehicle_get_from_starting_location e21_cov_ghosts0_0/ghost0)) (vehicle_load_magic (ai_vehicle_get_from_starting_location e21_cov_phantom1/phantom0) phantom_sc02 (ai_vehicle_get_from_starting_location e21_cov_ghosts0_0/ghost1)) (cs_run_command_script e21_cov_phantom1/phantom0 cs_e21_cov_phantom1_entry) (sleep_until (or (<= (object_get_health (ai_vehicle_get e21_cov_phantom1/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e21_cov_phantom1/phantom0) target_front) 3)) 10 one_minute) (set g_e21_cov_phantom1_retreating True) (cs_run_command_script e21_cov_phantom1/phantom0 cs_e21_cov_phantom_exit) ) ) (script dormant e21_cov_wraiths0_main (begin (ai_place e21_cov_wraiths0_0) (ai_place e21_cov_wraiths0_1) (sleep 2) (ai_vehicle_reserve (ai_vehicle_get e21_cov_wraiths0_0/wraith0) True) (ai_vehicle_reserve (ai_vehicle_get e21_cov_wraiths0_1/wraith0) True) (sleep_until (or (<= (ai_living_count e21_cov_wraiths0) 1) (volume_test_objects tv_e21_cov_wraith0_2_unsafe (players))) 15) (if (not (volume_test_objects tv_e21_cov_wraith0_2_unsafe (players))) (ai_place e21_cov_wraiths0_2 (pin (- 2 (ai_living_count e21_cov_wraiths0)) 0 1))) (sleep 2) (ai_vehicle_reserve (ai_vehicle_get e21_cov_wraiths0_2/wraith0) True) (wake e21_cov_phantom1_main) ) ) (script dormant e21_cov_inf0_main (begin (ai_place e21_cov_inf0) ) ) (script dormant e21_mars_pelican1_main (begin (sleep_until g_e21_cov_phantom1_retreating) (sleep 60) (ai_place e21_mars_pelican1) (cs_run_command_script e21_mars_pelican1/pelican0 cs_e21_mars_pelican1_entry) ) ) (script dormant e21_mars_pelican0_main (begin (sleep_until g_e21_cov_phantom1_retreating) (ai_place e21_mars_pelican0/pelican0) (cs_run_command_script e21_mars_pelican0/pelican0 cs_e21_mars_pelican0_entry) (ai_place e21_mars_pelican0/scorpion0) (vehicle_load_magic (ai_vehicle_get e21_mars_pelican0/pelican0) pelican_lc (ai_vehicle_get_from_starting_location e21_mars_pelican0/scorpion0)) (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 15) (cs_run_command_script e21_mars_pelican0/pelican0 cs_e21_mars_pelican0_exit) ) ) (script dormant e21_mars_warthog0_main (begin (ai_migrate e20_mars_warthog0 e21_mars_warthog0) (ai_migrate e20_mars_warthog1 e21_mars_warthog0) ) ) (script dormant e21_mars_inf1_main (begin (sleep_until g_e21_cov_phantom0_retreating 15) (ai_place e21_mars_inf1) (ai_disregard (ai_actors e21_mars_inf1) True) (sleep_until g_e22_started) (cs_run_command_script e21_mars_inf1 cs_e21_mars_inf1_exit) ) ) (script dormant e21_mars_inf0_main (begin (sleep_until (begin (if (and (< (ai_living_count e21_mars_inf0) 2) (< (ai_spawn_count e21_mars_inf0) 10) (not (volume_test_objects tv_e21_mars_inf0_unsafe (players)))) (ai_place e21_mars_inf0 1)) (or (>= (ai_spawn_count e21_mars_inf0) 10) g_e22_started) )) ) ) (script dormant e21_main_end_condition (begin (sleep_until g_e21_cov_phantom1_retreating) (sleep_until (and (<= (ai_living_count e21_cov_ghosts0) 0) (<= (ai_living_count e21_cov_wraiths0) 0)) 30 one_minute) (wake e22_main) ) ) (script dormant e21_main (begin (sleep_until (volume_test_objects tv_e21_main_begin (players)) 15) (set g_e21_started True) (print "e21_main") (data_mine_set_mission_segment "e21_hospital_seige") (game_save) (wake e21_main_end_condition) (wake e21_mars_warthog0_main) (wake e21_mars_pelican0_main) (wake e21_mars_pelican1_main) (wake e21_cov_inf0_main) (wake e21_cov_wraiths0_main) (wake e21_dialog) (sleep_until g_e22_started) (sleep_forever e21_mars_warthog0_main) (sleep_forever e21_mars_inf0_main) (sleep_forever e21_mars_inf1_main) (sleep_forever e21_cov_creep0_main) (sleep_forever e21_cov_wraiths0_main) (sleep_forever e21_cov_phantom1_main) (sleep_forever e21_dialog) (ai_disposable e21_cov True) (ai_disposable e21_cov_phantom0 False) (ai_disposable e21_cov_phantom1 False) ) ) (script static test_hospital_seige (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e21_test) (object_destroy scarab) (ai_place e21_mars_warthog0) (if (not g_e21_started) (wake e21_main)) ) ) (script dormant e20_cov_ghosts0_main (begin (ai_migrate e19_cov_ghosts0 e20_cov_ghosts0) (ai_place e20_cov_ghosts0) ) ) (script dormant e20_mars_warthog1_main (begin (ai_place e20_mars_warthog1) (if (> (ai_living_count e20_mars_warthog0) 1) (ai_erase e20_mars_warthog1/spare)) ) ) (script dormant e20_mars_warthog0_main (begin (ai_migrate e19_mars_warthog0 e20_mars_warthog0) (wake e20_mars_warthog1_main) ) ) (script dormant e20_main (begin (sleep_until (volume_test_objects tv_e20_main_begin (players)) 15) (set g_e20_started True) (print "e20_main") (data_mine_set_mission_segment "e20_road_skirmish") (game_save) (wake music_03b_03_start) (wake e20_mars_warthog0_main) (wake e20_cov_ghosts0_main) (sleep_until g_e21_started) (ai_disposable e20_cov True) ) ) (script static test_road_skirmishes (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e20_test) (object_destroy scarab) (ai_place e20_mars_warthog0) (wake e20_main) (wake e21_main) ) ) (script command cs_e19_cov_ghosts0_1_entry1 (begin (cs_vehicle_boost True) (cs_go_to e19_cov_ghosts0_1/p2) (cs_go_to e19_cov_ghosts0_1/p3) (sleep 60) ) ) (script command cs_e19_cov_ghosts0_1_entry0 (begin (cs_vehicle_boost True) (cs_go_to e19_cov_ghosts0_1/p0) (cs_go_to e19_cov_ghosts0_1/p1) (sleep 60) ) ) (script dormant e19_cov_ghosts0_main (begin (ai_migrate e18_cov_ghosts0 e19_cov_ghosts0_0) (sleep_until (volume_test_objects tv_e19_player_advanced (players)) 15) (ai_place e19_cov_ghosts0_0) (sleep_until (begin (if (<= (ai_living_count e19_cov_ghosts0) 0) (begin (sleep 300) (sleep_until (not (volume_test_objects tv_e19_cov_ghosts0_1_unsafe (players)))) (ai_place e19_cov_ghosts0_1) )) (>= (ai_spawn_count e19_cov_ghosts0) 6) )) ) ) (script dormant e19_cov_wraiths0_main (begin (ai_place e19_cov_wraiths0_0) ) ) (script dormant e19_cov_inf0_main (begin (ai_place e19_cov_inf0) ) ) (script dormant e19_mars_inf0_main (begin (ai_migrate e18_mars_inf0 e19_mars_warthog0) (ai_migrate e18_mars_warthog0 e19_mars_warthog0) ) ) (script dormant e19_main (begin (sleep_until (or (volume_test_objects tv_e19_main_begin0 (players)) (volume_test_objects tv_e19_main_begin1 (players))) 15) (set g_e19_started True) (print "e19_main") (data_mine_set_mission_segment "e19_park") (game_save) (object_create_anew e19_tree0) (object_create_anew e19_tree1) (wake e19_mars_inf0_main) (wake e19_cov_inf0_main) (wake e19_cov_wraiths0_main) (wake e19_cov_ghosts0_main) (sleep_until g_e20_started) (sleep_forever e19_mars_inf0_main) (sleep_forever e19_cov_inf0_main) (sleep_forever e19_cov_wraiths0_main) (sleep_forever e19_cov_ghosts0_main) (ai_disposable e19_cov True) ) ) (script command cs_e18_mars_warthog0_orbit (begin (sleep_until (begin (cs_go_by e18_mars_warthog0_orbit/p4 e18_mars_warthog0_orbit/p5) (cs_go_by e18_mars_warthog0_orbit/p5 e18_mars_warthog0_orbit/p6) (cs_go_by e18_mars_warthog0_orbit/p6 e18_mars_warthog0_orbit/p0) (cs_go_by e18_mars_warthog0_orbit/p0 e18_mars_warthog0_orbit/p1) (cs_go_by e18_mars_warthog0_orbit/p1 e18_mars_warthog0_orbit/p2) (cs_go_by e18_mars_warthog0_orbit/p2 e18_mars_warthog0_orbit/p3) (cs_go_by e18_mars_warthog0_orbit/p3 e18_mars_warthog0_orbit/p4) (if (or (vehicle_test_seat_list (ai_vehicle_get ai_current_actor) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get ai_current_actor) warthog_p (players))) (set g_e18_orbit_count (+ g_e18_orbit_count 1))) (or g_e19_started (<= (ai_living_count e18_cov_inf1_1) 0) (>= g_e18_orbit_count 2)) ) 1) ) ) (script command cs_e18_mars_warthog0_approach0 (begin (cs_approach_player 5 50 50) (if (not g_e18_mars_warthog0_spoke) (begin (ai_play_line_at_player ai_current_actor 8000) (print "could use a gunner, sir!") (set g_e18_mars_warthog0_spoke True) )) (sleep_until (or (> (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player0) ) 7) (unit_in_vehicle (unit (player0) ))) 15 600) ) ) (script command cs_e18_mars_warthog0_approach1 (begin (cs_approach_player 5 50 50) (if (not g_e18_mars_warthog0_spoke) (begin (ai_play_line_at_player ai_current_actor 8000) (print "could use a gunner, sir!") (set g_e18_mars_warthog0_spoke True) )) (sleep_until (or (> (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player1) ) 7) (unit_in_vehicle (unit (player1) ))) 15 600) ) ) (script command cs_e18_mars_warthog0_abort (begin (sleep 1) ) ) (script command cs_e18_cov_inf0_sniper0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_dangerous) (cs_aim_object True (ai_vehicle_get e18_mars_warthog0/warthog0)) (sleep_forever) ) ) (script command cs_e18_cov_inf2_1_entry0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e18_cov_inf2_entry/p0) (cs_go_to e18_cov_inf2_entry/p1) ) ) (script dormant e18_scarab_main (begin (object_create_anew scarab) (object_teleport scarab e18_scarab_start) (pvs_set_object scarab) (sleep_until (begin (device_set_position_track scarab park_idle 0) (device_animate_position scarab 1 (/ 119 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (volume_test_objects tv_e19_scarab_withdraws (players)) ) 1 30_seconds) (device_set_position_track scarab park_exit 0) (device_animate_position scarab 1 (/ 831 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_walk_front_var0) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_45_right) (scarab_idle_turn_45_right) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (object_destroy scarab) ) ) (script dormant e18_cov_ghosts0_main (begin (sleep_until (or (<= (ai_living_count e18_cov_inf1_1) 0) (volume_test_objects tv_e19_main_begin1 (players)))) (if (not (volume_test_objects tv_e19_main_begin1 (players))) (ai_place e18_cov_ghosts0)) ) ) (script static e18_cov_inf2_spawn (begin (if (volume_test_objects tv_e18_second_half (players)) (if (not (volume_test_objects tv_e18_cov_inf2_1_unsafe1 (players))) (ai_place e18_cov_inf2_1/sniper1)) (if (not (volume_test_objects tv_e18_cov_inf2_1_unsafe0 (players))) (ai_place e18_cov_inf2_1/sniper0))) ) ) (script dormant e18_cov_inf2_main (begin (ai_place e18_cov_inf2_0) (if (difficulty_heroic) (set g_e18_cov_inf2_spawn_max 8)) (if (difficulty_legendary) (set g_e18_cov_inf2_spawn_max 12)) (sleep_until (begin (if (or (< (ai_living_count e18_cov_inf2) 1) (and (< (ai_living_count e18_cov_inf1) 5) (< (ai_living_count e18_cov_inf2) 2)) (and (difficulty_legendary) (< (ai_living_count e18_cov_inf1) 4) (< (ai_living_count e18_cov_inf2) 2))) (begin (e18_cov_inf2_spawn) (sleep (random_range 60 300)) )) (>= (ai_spawn_count e18_cov_inf2) g_e18_cov_inf2_spawn_max) )) ) ) (script dormant e18_cov_inf1_main (begin (ai_place e18_cov_inf1) ) ) (script dormant e18_cov_inf0_main (begin (ai_place e18_cov_inf0) ) ) (script dormant e18_mars_warthog0_main (begin (ai_place e18_mars_warthog0) (sleep_until (begin (if (and (< (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player0) ) 6) (not (unit_in_vehicle (unit (player0) )))) (begin (cs_stack_command_script e18_mars_warthog0/warthog0 cs_e18_mars_warthog0_approach0) (sleep_until (not (unit_in_vehicle (ai_get_unit e18_mars_warthog0/warthog0))) 30 900) ) (if (and (game_is_cooperative) (< (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player1) ) 6) (not (unit_in_vehicle (unit (player1) )))) (begin (cs_stack_command_script e18_mars_warthog0/warthog0 cs_e18_mars_warthog0_approach1) (sleep_until (not (unit_in_vehicle (ai_get_unit e18_mars_warthog0/warthog0))) 30 900) ))) (not (unit_in_vehicle (ai_get_unit e18_mars_warthog0/warthog0))) ) 15) (print "omg?") (cs_run_command_script e18_mars_warthog0/warthog0 cs_e18_mars_warthog0_abort) ) ) (script dormant e18_mars_inf0_main (begin (ai_migrate e17_mars_inf0 e18_mars_inf0) ) ) (script dormant e18_key (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create key) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 9) ) ) (script dormant e18_main (begin (sleep_until (volume_test_objects tv_e18_main_begin (players)) 15) (set g_e18_started True) (print "e18_main") (data_mine_set_mission_segment "e18_park") (game_save) (kill_volume_enable kill_e18_0) (object_destroy e19_tree0) (object_destroy e19_tree1) (wake chapter_title1) (wake objective1_clear) (wake objective2_set) (wake e19_main) (wake e20_main) (wake e21_main) (wake e18_mars_inf0_main) (wake e18_mars_warthog0_main) (wake e18_cov_inf0_main) (wake e18_cov_inf1_main) (wake e18_cov_inf2_main) (wake e18_cov_ghosts0_main) (wake e18_scarab_main) (wake e18_key) (sleep_until g_e19_started) (sleep_forever e18_mars_inf0_main) (sleep_forever e18_mars_warthog0_main) (sleep_forever e18_cov_inf0_main) (sleep_forever e18_cov_inf1_main) (sleep_forever e18_cov_inf2_main) (sleep_forever e18_cov_ghosts0_main) (ai_disposable e18_cov True) ) ) (script static test_park (begin (switch_bsp 1) (object_teleport (player0) e18_test) (ai_place e18_mars_inf0) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e17_mars_inf0_drive (begin (cs_enable_pathfinding_failsafe True) (object_cannot_die (ai_get_object e17_mars_inf0/warthog0) True) (object_cannot_die (ai_get_object e17_mars_inf0/passenger0) True) (cs_go_to e17_mars_inf0_entry/p0) (sleep_until (or (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 13) (volume_test_objects tv_e17_near_first_wall (players))) 15 one_minute) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 5) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (sleep 5) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 15) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (sleep_until (or (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (<= (ai_strength ai_current_actor) 0.5) (<= (ai_strength ai_current_squad) 0.75) (volume_test_objects tv_e17_first_wall_approach (players))) 15 600) (cs_go_by e17_mars_inf0_entry/p0_1 e17_mars_inf0_entry/p1) (cs_go_to e17_mars_inf0_entry/p1) (set g_e17_mars_warthog0_arrived True) (sleep 20) (object_cannot_die (ai_get_object e17_mars_inf0/warthog0) False) (object_cannot_die (ai_get_object e17_mars_inf0/passenger0) False) (ai_vehicle_exit e17_mars_inf0/warthog0) (ai_vehicle_exit e17_mars_inf0/passenger0) ) ) (script command cs_e17_shotgun_scene (begin (print "marine: hey, sir!") (cs_approach_player 1 10 15) (sleep (ai_play_line_at_player ai_current_actor 0640)) (sleep_until (or (not (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\rifle\shotgun\shotgun.weapon)) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5)) 15 one_minute) ) ) (script command cs_e17_cov_inf0_0_turret0 (begin (cs_enable_pathfinding_failsafe True) (cs_deploy_turret e17_turrets/p0) ) ) (script command cs_e17_cov_ghost0_entry0 (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (cs_go_to e17_cov_ghost0_entry/p0) (sleep 30) (cs_vehicle_boost False) (cs_go_to e17_cov_ghost0_entry/p0 0.1) (cs_face True e17_cov_ghost0_entry/p1) (sleep 60) (cs_vehicle_boost True) (cs_face False e17_cov_ghost0_entry/p1) (cs_go_to e17_cov_ghost0_entry/p1) (sleep 30) (cs_vehicle_boost False) ) ) (script command cs_e17_mars_selective_migrate (begin (if (and (unit_in_vehicle (ai_get_unit ai_current_actor)) (volume_test_object tv_e17_migration_area (ai_get_object ai_current_actor)) (<= (ai_living_count e17_mars_inf0) 2)) (ai_migrate ai_current_actor e17_mars_inf0)) ) ) (script command cs_e17_cov_inf0_2_ambush (begin (cs_abort_on_combat_status ai_combat_status_dangerous) (cs_abort_on_damage True) (cs_crouch True) (cs_enable_looking True) (sleep_until (or (volume_test_object tv_e17_section3 (ai_get_object ai_current_actor)) (< (ai_strength ai_current_squad) 1)) 10) ) ) (script static e17_door0_open (begin (>= (device_get_position e17_door0) 0.5) ) ) (script static e17_door1_open (begin (>= (device_get_position e17_door1) 0.5) ) ) (script static e17_mars_warthog0_can_wait (begin (or g_e17_mars_warthog0_arrived (volume_test_objects tv_e17_on_first_wall (players))) ) ) (script dormant e17_doors_main (begin (device_set_position e17_door1 1) (sleep_until (volume_test_objects tv_e17_section2 (players)) 15) (device_set_position e17_door0 1) ) ) (script dormant e17_shotgun_scene (begin (sleep_until (ai_scene e17_shotgun_scene cs_e17_shotgun_scene e17_mars_inf0/passenger0) 5 two_minutes) ) ) (script dormant e17_dialog (begin (sleep_until (volume_test_objects tv_e17_on_first_wall (players)) 15) (sleep (ai_play_line_on_object none 0650)) (sleep 20) (sleep_until (volume_test_objects tv_e17_section0 (players)) 15) (sleep_until (game_safe_to_save) 30 one_minute) (ai_play_line_on_object none 0660) ) ) (script dormant e17_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e17_near_first_wall (players)) 15) (ai_place e17_cov_inf2_0) (sleep_until (volume_test_objects tv_e17_cov_inf2_1_begin (players)) 15) (ai_place e17_cov_inf2_1) (sleep_until (volume_test_objects tv_e17_section2 (players)) 15) (ai_place e17_cov_inf2_2) (sleep_until (volume_test_objects tv_e17_section3 (players)) 15) (ai_place e17_cov_inf2_3 (pin (- 3 (ai_living_count e17_cov_inf2)) 0 1)) ) ) (script dormant e17_cov_inf1_main (begin (ai_place e17_cov_inf1_0) ) ) (script dormant e17_cov_inf0_aux (begin (sleep_until (volume_test_objects tv_e17_cov_inf0_2_init (players)) 15) (ai_place e17_cov_inf0_2) (sleep_until (volume_test_objects tv_e17_near_second_wall (players)) 15) (if (difficulty_legendary) (ai_place e17_cov_inf0_3)) ) ) (script dormant e17_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e17_near_first_wall (players)) 15) (wake e17_cov_inf0_aux) (game_save) (wake music_03b_02_stop) (sleep_until (volume_test_objects tv_e17_on_first_wall (players)) 15) (ai_place e17_cov_inf0_0) (sleep_until (volume_test_objects tv_e17_section1 (players)) 15) (if (<= (ai_living_count e17_cov_inf0) 4) (ai_place e17_cov_inf0_1)) (sleep_until (volume_test_objects tv_e17_section2 (players)) 15) (game_save) (sleep 30) (if (<= (ai_living_count e17_cov_inf0) 4) (ai_place e17_cov_inf0_1)) (sleep_until (volume_test_objects tv_e17_section3 (players)) 15) (if (<= (ai_living_count e17_cov_inf0) 4) (ai_place e17_cov_inf0_1)) ) ) (script dormant e17_mars_inf0_main (begin (cs_run_command_script e16_mars_inf0 cs_e17_mars_selective_migrate) (sleep 15) (ai_place e17_mars_inf0) (ai_vehicle_reserve (ai_vehicle_get e17_mars_inf0/warthog0) True) (ai_disposable e16_mars True) (wake e17_shotgun_scene) ) ) (script dormant e17_main (begin (sleep_until (volume_test_objects tv_e17_main_begin (players)) 15) (set g_e17_started True) (print "e17_main") (data_mine_set_mission_segment "e17_flooded_tunnel") (game_save) (wake objective0_clear) (wake objective1_set) (wake e17_mars_inf0_main) (wake e17_cov_inf0_main) (wake e17_cov_inf1_main) (wake e17_cov_inf2_main) (wake e17_doors_main) (sleep_until g_e18_started) (sleep_forever e17_mars_inf0_main) (sleep_forever e17_cov_inf0_main) (sleep_forever e17_cov_inf1_main) (sleep_forever e17_cov_inf2_main) (sleep_forever e17_doors_main) (sleep_forever e17_dialog) (ai_disposable e17_cov True) ) ) (script static test_flooded_tunnel (begin (object_teleport (player0) e17_test) (object_create e17_test_tank) (if (not g_e17_started) (wake e17_main)) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e16_cov_ghosts0_advance1 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e16_cov_ghosts0_advance/start) (cs_go_to e16_cov_ghosts0_advance/p0) (cs_go_to e16_cov_ghosts0_advance/p5) (cs_go_to e16_cov_ghosts0_advance/p6) (cs_go_to e16_cov_ghosts0_advance/p7) (cs_go_to e16_cov_ghosts0_advance/p8) ) ) (script command cs_e16_cov_ghosts0_advance0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e16_cov_ghosts0_advance/start) (cs_go_to e16_cov_ghosts0_advance/p0) (cs_go_to e16_cov_ghosts0_advance/p1) (cs_go_to e16_cov_ghosts0_advance/p2) (cs_go_to e16_cov_ghosts0_advance/p3) (cs_go_to e16_cov_ghosts0_advance/p4) ) ) (script command cs_e16_cov_banshee_boost0 (begin (cs_vehicle_boost True) (cs_fly_by e16_cov_banshees0/p0) (cs_fly_by e16_cov_banshees0/p1) (sleep (random_range 30 60)) ) ) (script command cs_e16_cov_banshee_boost1 (begin (cs_vehicle_boost True) (cs_fly_by e16_cov_banshees0/p2) (cs_fly_by e16_cov_banshees0/p3) (sleep (random_range 30 60)) ) ) (script command cs_e16_cov_inf0_last_stand (begin (cs_abort_on_damage True) (cs_enable_targeting True) (cs_face_player True) (cs_crouch True) (sleep_until (or (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 12) (<= (ai_strength ai_current_actor) 0.9) (<= (ai_strength ai_current_squad) 0.5))) ) ) (script command cs_e16_cov_phantom0_entry (begin (cs_vehicle_boost True) (sleep 135) ) ) (script command cs_e16_cov_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face e16_cov_phantom0/p0 e16_cov_phantom0/p1 1) (cs_fly_by e16_cov_phantom0/p1) (cs_vehicle_boost True) (cs_fly_by e16_cov_phantom0/p2) (ai_erase ai_current_squad) ) ) (script command cs_e16_cov_wraiths1_entry (begin (cs_enable_moving True) (cs_vehicle_boost True) (sleep 180) ) ) (script command cs_e16_cov_ghosts1_entry (begin (cs_enable_moving True) (cs_vehicle_boost True) (sleep 150) ) ) (script dormant e16_cov_phantom0_main (begin (sleep_until (<= (ai_living_count e16_cov_wraiths1) 0)) (ai_place e16_cov_phantom0) (sleep_until (or (<= (object_get_health (ai_vehicle_get e16_cov_phantom0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e16_cov_phantom0/phantom0) target_front) 2)) 30) (cs_run_command_script e16_cov_phantom0/phantom0 cs_e16_cov_phantom0_exit) ) ) (script dormant e16_cov_wraiths1_main (begin (sleep_until (or (volume_test_objects tv_e16_toll_plaza (players)) (<= (+ (ai_living_count e16_cov_ghosts1) (ai_living_count e16_cov_banshees0)) 1))) (ai_place e16_cov_wraiths1) ) ) (script dormant e16_cov_ghosts1_main (begin (sleep_until (or (volume_test_objects tv_e16_toll_plaza (players)) (<= (ai_living_count e16_cov_banshees0) 1))) (ai_place e16_cov_ghosts1 (- 3 (ai_living_count e16_cov_ghosts0))) ) ) (script dormant e16_cov_banshees0_main (begin (ai_migrate e15_cov_banshees0 e16_cov_banshees0_0) (sleep_until (volume_test_objects tv_e16_bridge_end (players)) 15) (ai_place e16_cov_banshees0_1 (- 3 (ai_living_count e16_cov_banshees0))) (sleep 150) (ai_play_line_on_object none 0620) (wake music_03b_01_start_alt) (game_save) (wake e16_cov_ghosts1_main) (sleep_until (and (> (ai_spawn_count e16_cov_ghosts1) 0) (<= (+ (ai_living_count e16_cov_ghosts1) (ai_living_count e16_cov_banshees0)) 1))) (game_save) (ai_place e16_cov_banshees0_1) (wake e16_cov_wraiths1_main) ) ) (script dormant e16_cov_ghosts0_main (begin (ai_place e16_cov_ghosts0_0) (sleep_until (begin (if (or (and (<= (ai_living_count e16_cov_wraiths0) 0) (< (ai_living_count e16_cov_ghosts0) 4)) (< (ai_living_count e16_cov_ghosts0) 3)) (begin (ai_place e16_cov_ghosts0_1 1) )) (or (volume_test_objects tv_e16_bridge_end (players)) (>= (ai_spawn_count e16_cov_ghosts0) 10)) ) 90) (game_save) ) ) (script dormant e16_cov_wraiths0_main (begin (sleep_until (> (ai_spawn_count e16_cov_wraiths0) 0)) (sleep_until (or (volume_test_objects tv_e16_toll_plaza (players)) (<= (ai_living_count e16_cov_wraiths0_0) 0))) (game_save) ) ) (script dormant e16_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e16_tunnel (players)) 15) (game_save) (sleep 15) (wake music_03b_01_stop) (wake music_03b_02_start) (sleep_until (volume_test_objects tv_e16_cov_inf0_1_begin (players)) 15) (ai_place e16_cov_inf0_1 (pin (- 9 (ai_living_count e16_cov_inf0)) 0 2)) (sleep_until (volume_test_objects tv_e16_cov_inf0_2_begin (players)) 15) (ai_place e16_cov_inf0_2 (pin (- 9 (ai_living_count e16_cov_inf0)) 0 1)) ) ) (script dormant e16_mars_inf0_main (begin (ai_migrate e15_mars_inf0 e16_mars_inf0) ) ) (script dormant e16_main (begin (sleep_until (volume_test_objects tv_e16_main_begin (players)) 15) (set g_e16_started True) (print "e16_main") (data_mine_set_mission_segment "e16_bridge_descent") (game_save) (wake e16_mars_inf0_main) (wake e16_cov_inf0_main) (wake e16_cov_wraiths0_main) (wake e16_cov_ghosts0_main) (wake e16_cov_banshees0_main) (sleep_until g_e17_started) (sleep_forever e16_mars_inf0_main) (sleep_forever e16_cov_inf0_main) (sleep_forever e16_cov_wraiths0_main) (sleep_forever e16_cov_ghosts0_main) (sleep_forever e16_cov_wraiths1_main) (sleep_forever e16_cov_ghosts1_main) (sleep_forever e16_cov_banshees0_main) (ai_disposable e16_cov True) (sleep_until (= (structure_bsp_index) 1)) (ai_erase e16_mars) (ai_erase e16_cov) ) ) (script static test_bridge_descent (begin (object_teleport (player0) e16_test) (ai_place e16_mars_inf0) (if (not g_e16_started) (wake e16_main)) (if (not g_e17_started) (wake e17_main)) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e15_cov_phantom0_1_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_1_entry/p0) (cs_vehicle_boost False) (cs_fly_to e15_cov_phantom0_1_entry/p2) ) ) (script command cs_e15_cov_phantom0_1_exit (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (if (> (ai_living_count e16_cov_wraiths0_0/wraith1) 0) (begin (cs_fly_by e15_cov_phantom0_1_entry/p4) (cs_face_player True) (cs_fly_to e15_cov_phantom0_1_entry/p5 1) (cs_fly_to e15_cov_phantom0_1_entry/p6 0.5) (if (not (volume_test_objects tv_e15_phantom_drop_zone1 (players))) (begin (sleep 75) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (sleep 20) )) (cs_face_player False) (cs_fly_by e15_cov_phantom0_1_entry/p5 1) (cs_fly_to_and_face e15_cov_phantom0_1_entry/p7_1 e15_cov_phantom0_1_entry/p8) ) (cs_fly_by e15_cov_phantom0_1_entry/p7)) (cs_fly_to e15_cov_phantom0_1_entry/p8) (cs_fly_to_and_face e15_cov_phantom0_1_entry/p8 e15_cov_phantom0_1_entry/p9 1) (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_1_entry/p9) (ai_erase ai_current_squad) ) ) (script command cs_e15_cov_phantom0_0_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_0_entry/p0) (cs_vehicle_boost False) (cs_fly_to e15_cov_phantom0_0_entry/p2) ) ) (script command cs_e15_cov_phantom0_0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (if (> (ai_living_count e16_cov_wraiths0_0/wraith0) 0) (begin (cs_fly_by e15_cov_phantom0_0_entry/p4) (cs_fly_to e15_cov_phantom0_0_entry/p5 1) (cs_face_player True) (cs_fly_to e15_cov_phantom0_0_entry/p6 0.5) (if (not (volume_test_objects tv_e15_phantom_drop_zone0 (players))) (begin (sleep 75) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (sleep 20) )) (cs_face_player False) (cs_fly_by e15_cov_phantom0_0_entry/p5 1) (cs_fly_to_and_face e15_cov_phantom0_0_entry/p7 e15_cov_phantom0_0_entry/p8 1) )) (cs_fly_to_and_face e15_cov_phantom0_0_entry/p3 e15_cov_phantom0_0_entry/p8 0.5) (cs_fly_by e15_cov_phantom0_0_entry/p8) (cs_fly_to_and_face e15_cov_phantom0_0_entry/p8 e15_cov_phantom0_0_entry/p9 1) (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_0_entry/p9) (ai_erase ai_current_squad) ) ) (script command cs_e15_cov_phantom1_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_overflights/p0) (ai_erase ai_current_squad) ) ) (script command cs_e15_cov_banshee0_0_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_overflights/p1) ) ) (script command cs_e15_cov_banshee0_1_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_overflights/p2) ) ) (script command cs_e15_mars_inf0_unload (begin (if (and (> (ai_living_count e15_mars_inf0) 1) (not (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\support_high\rocket_launcher\rocket_launcher.weapon))) (begin (sleep 30) (ai_vehicle_exit ai_current_actor) )) ) ) (script command cs_e15_mars_inf0_init (begin (cs_enable_targeting True) (cs_crouch True) (sleep_until (or g_e16_started (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 8)) 15) ) ) (script command cs_e15_mars_inf0_abort (begin (sleep 1) ) ) (script static oes_e14_blind (begin (ai_set_blind ai_current_squad True) (ai_set_deaf ai_current_squad True) ) ) (script static oes_e14_unblind (begin (ai_set_blind ai_current_squad False) (ai_set_deaf ai_current_squad False) ) ) (script dormant e15_cov_banshees0_main (begin (ai_place e15_cov_banshees0) (cs_run_command_script e15_cov_banshees0/banshee0 cs_e15_cov_banshee0_0_entry) (cs_run_command_script e15_cov_banshees0/banshee1 cs_e15_cov_banshee0_1_entry) ) ) (script dormant e15_cov_wraith1_main (begin (sleep 2) (ai_place e16_cov_wraiths0_0/wraith1) (ai_braindead e16_cov_wraiths0_0/wraith1 True) (sleep 2) (vehicle_load_magic (ai_vehicle_get e15_cov_phantom0_1/phantom0) phantom_lc (ai_vehicle_get e16_cov_wraiths0_0/wraith1)) (sleep_until (or (<= (ai_living_count e16_cov_wraiths0_0/wraith1) 0) (not (unit_in_vehicle (ai_vehicle_get e16_cov_wraiths0_0/wraith1))))) (vehicle_unload (ai_vehicle_get e15_cov_phantom0_1/phantom0) phantom_lc) (ai_braindead e16_cov_wraiths0_0/wraith1 False) ) ) (script dormant e15_cov_wraith0_main (begin (sleep 2) (ai_place e16_cov_wraiths0_0/wraith0) (ai_braindead e16_cov_wraiths0_0/wraith0 True) (sleep 2) (vehicle_load_magic (ai_vehicle_get e15_cov_phantom0_0/phantom0) phantom_lc (ai_vehicle_get e16_cov_wraiths0_0/wraith0)) (sleep_until (or (<= (ai_living_count e16_cov_wraiths0_0/wraith0) 0) (not (unit_in_vehicle (ai_vehicle_get e16_cov_wraiths0_0/wraith0))))) (vehicle_unload (ai_vehicle_get e15_cov_phantom0_0/phantom0) phantom_lc) (ai_braindead e16_cov_wraiths0_0/wraith0 False) ) ) (script dormant e15_cov_phantom1_main (begin (ai_place e15_cov_phantom1) (sleep_until (<= (objects_distance_to_object (players) (ai_vehicle_get e15_cov_phantom1/phantom0)) 20) 5 30_seconds) (wake music_03b_01_start) (sleep 10) (game_save_no_timeout) ) ) (script dormant e15_cov_phantom0_main (begin (sleep_until (volume_test_objects tv_e15_cov_phantoms0_begin (players)) 15) (ai_place e15_cov_phantom0_0) (sleep_until (or g_e16_started (<= (object_get_health (ai_vehicle_get e15_cov_phantom0_0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e15_cov_phantom0_0/phantom0) target_front) 2)) 30 one_minute) (cs_queue_command_script e15_cov_phantom0_0/phantom0 cs_e15_cov_phantom0_0_exit) (ai_place e15_cov_phantom0_1) (wake e15_cov_wraith1_main) (sleep_until (or g_e16_started (<= (object_get_health (ai_vehicle_get e15_cov_phantom0_1/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e15_cov_phantom0_1/phantom0) target_front) 2) (<= (ai_living_count e16_cov_wraiths0_0/wraith1) 0)) 30 one_minute) (cs_queue_command_script e15_cov_phantom0_1/phantom0 cs_e15_cov_phantom0_1_exit) ) ) (script dormant e15_cov_inf2_main (begin (ai_place e15_cov_inf2_0) (sleep_until (volume_test_objects tv_e15_cov_inf1_spring (players)) 15) (ai_place e15_cov_inf2_1 (- 10 (ai_living_count e15_cov))) ) ) (script dormant e15_cov_inf1_main (begin (sleep_until (volume_test_objects tv_e15_cov_inf1_spring (players)) 15) (ai_place e15_cov_inf1) (sleep 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger0) 2 0 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger1) 2 0 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger2) 3 0 6) (object_set_velocity (ai_get_object e15_cov_inf1/bugger3) 2 0 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger4) 3 0 6) (object_set_velocity (ai_get_object e15_cov_inf1/bugger5) 2 0 5) ) ) (script dormant e15_cov_inf0_main (begin (ai_place e15_cov_inf0) ) ) (script dormant e15_mars_inf0_main (begin (ai_migrate e14_mars_inf0 e15_mars_inf0) (ai_place e15_mars_inf0 (pin (- 3 (ai_living_count e15_mars_inf0)) 1 2)) ) ) (script dormant e15_main (begin (sleep_until (volume_test_objects tv_e15_main_begin (players)) 15) (set g_e15_started True) (print "e15_main") (data_mine_set_mission_segment "e15_bridge_summit") (game_save) (wake e15_mars_inf0_main) (wake e15_cov_phantom0_main) (wake e15_cov_phantom1_main) (wake e15_cov_banshees0_main) (sleep_until g_e17_started) (sleep_forever e15_mars_inf0_main) (sleep_forever e15_cov_inf0_main) (sleep_forever e15_cov_inf1_main) (sleep_forever e15_cov_inf2_main) (sleep_forever e15_cov_phantom0_main) (sleep_forever e15_cov_banshees0_main) (ai_disposable e15_cov True) (ai_disposable e15_cov_phantom0 False) ) ) (script static test_bridge_summit (begin (object_teleport (player0) e15_test) (ai_place e15_mars_inf0) (if (not g_e15_started) (wake e15_main)) (if (not g_e16_started) (wake e16_main)) (if (not g_e17_started) (wake e17_main)) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e14_cov_wraiths0_bombard (begin (cs_enable_moving True) (sleep_until (begin (if (unit_in_vehicle (unit (player1) )) (cs_shoot True (player1) )) (if (unit_in_vehicle (unit (player0) )) (cs_shoot True (player0) )) (sleep_until (volume_test_objects tv_e14_blockade4 (players)) 15 150) (cs_shoot False (player0) ) (cs_shoot False (player1) ) (sleep_until (volume_test_objects tv_e14_blockade4 (players)) 15 300) (volume_test_objects tv_e14_blockade4 (players)) )) ) ) (script command cs_e14_mars_pelican0 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.25) (sleep_until (or (volume_test_objects tv_e14_mars_inf0_advance (players)) (player_in_vehicle)) 15) (cs_vehicle_speed 1) (cs_fly_by e14_mars_pelican0/p8) (cs_fly_to_and_face e14_mars_pelican0/p6 e14_mars_pelican0/p7) (cs_vehicle_boost True) (cs_fly_by e14_mars_pelican0/p6) (cs_fly_by e14_mars_pelican0/p7) (ai_erase ai_current_squad) ) ) (script command cs_e14_cov_ghosts0_advance0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e14_cov_ghosts0_advance/p0) (cs_go_to e14_cov_ghosts0_advance/p1) (cs_go_to e14_cov_ghosts0_advance/p2) (cs_go_to e14_cov_ghosts0_advance/p3) (cs_go_to e14_cov_ghosts0_advance/p4) (cs_go_to e14_cov_ghosts0_advance/p5) (cs_go_to e14_cov_ghosts0_advance/p6) ) ) (script command cs_e14_cov_ghosts0_advance1 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e14_cov_ghosts0_advance/p3) (cs_go_to e14_cov_ghosts0_advance/p4) (cs_go_to e14_cov_ghosts0_advance/p5) ) ) (script dormant e14_cov_snipers0_main (begin (sleep 1) ) ) (script dormant e14_cov_wraiths0_main (begin (ai_place e14_cov_wraiths0/wraith0) (sleep_until (volume_test_objects tv_e14_blockade0 (players)) 15) (cs_run_command_script e14_cov_wraiths0 cs_e14_cov_wraiths0_bombard) ) ) (script dormant e14_cov_ghosts1_main (begin (sleep 1) ) ) (script dormant e14_cov_ghosts0_main (begin (ai_place e14_cov_ghosts0_0) (sleep_until (volume_test_objects tv_e14_blockade0 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade1 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade2 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade3 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade4 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade5 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) ) ) (script dormant e14_mars_pelican0_main (begin (ai_place e14_mars_pelican0) (object_cannot_take_damage (ai_actors e14_mars_pelican0)) (ai_vehicle_enter_immediate e14_mars_pelican0/gunner0 (ai_vehicle_get e14_mars_pelican0/pelican0) pelican_g) (ai_vehicle_enter_immediate e14_mars_pelican0/johnson0 (ai_vehicle_get e14_mars_pelican0/pelican0) pelican_g_rear) ) ) (script dormant e14_mars_inf0_main (begin (ai_place e14_mars_inf0) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e14_mars_inf0/scorpion0) scorpion_d True) (if (game_is_cooperative) (begin (ai_place e14_mars_inf0/warthog0) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e14_mars_inf0/warthog0) warthog_d True) ) (begin (ai_place e14_mars_inf0/warthog1) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e14_mars_inf0/warthog1) warthog_d True) )) ) ) (script dormant e14_main (begin (set g_e14_started True) (print "e14_main") (data_mine_set_mission_segment "e14_bridge_ascent") (game_save) (kill_volume_enable kill_e14_0) (wake objective0_set) (wake e15_main) (wake e16_main) (wake e17_main) (wake e18_main) (wake e14_mars_inf0_main) (wake e14_mars_pelican0_main) (wake e14_cov_ghosts0_main) (wake e14_cov_ghosts1_main) (wake e14_cov_wraiths0_main) (wake e14_cov_snipers0_main) (sleep_until g_e15_started) (sleep_forever e14_mars_inf0_main) (sleep_forever e14_cov_ghosts0_main) (sleep_forever e14_cov_ghosts1_main) (sleep_forever e14_cov_wraiths0_main) (sleep_forever e14_cov_snipers0_main) (ai_disposable e14_cov True) ) ) (script dormant mission_start (begin (wake flashlight_control) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_snap_to_white) (cinematic_intro) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) (wake e14_main) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_title0) (sleep_until g_mission_over 8) (wake music_03b_04_stop) (sleep 60) (playtest_mission) (sleep 15) (cinematic_fade_to_white) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (object_teleport (player0) player0_end) (object_teleport (player1) player1_end) (object_destroy scarab) (ai_erase e23_cov) (ai_erase e23_mars) (cinematic_outro) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance covenant prophet) (objectives_clear) (if (> (player_count) 0) (start)) ) ) (script dormant 03_intra1_01_predict (begin (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 0) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 1) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 2) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 3) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 4) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 5) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 6) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 7) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 4) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_barrier\toll_barrier 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 3) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 16 True) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_road_signal\sign_road_signal 1) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_b\concrete_chunk_b 0) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 15) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 12) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 13) (sleep 8) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (sleep 74) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 10 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 16 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 49 True) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\scorpion\scorpion 87) (predict_model_section objects\vehicles\scorpion\scorpion 99) (predict_model_section objects\vehicles\scorpion\scorpion 89) (predict_model_section objects\vehicles\scorpion\scorpion 90) (predict_model_section objects\vehicles\scorpion\scorpion 91) (predict_model_section objects\vehicles\scorpion\scorpion 92) (predict_model_section objects\vehicles\scorpion\scorpion 93) (predict_model_section objects\vehicles\scorpion\scorpion 94) (predict_model_section objects\vehicles\scorpion\scorpion 95) (predict_model_section objects\vehicles\scorpion\scorpion 96) (predict_model_section objects\vehicles\scorpion\scorpion 97) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 12) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 13) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (predict_model_section scenarios\objects\solo\earthcity\road_cone\road_cone 0) (predict_model_section scenarios\objects\solo\earthcity\crush_barrel\crush_barrel\crush_barrel 0) (sleep 31) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 2) (sleep 1) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (sleep 33) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (sleep 17) (predict_model_section scenarios\objects\multi\zanzibar\dumpster\dumpster 0) (sleep 83) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 39 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 48 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_mid_garb\bridge_light_mid_garb 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_brace_garb\bridge_light_brace_garb 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (predict_model_section objects\gear\human\industrial\crate_tech\crate_tech 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 1) (predict_model_section scenarios\objects\vehicles\h_semi_trailer\h_semi_trailer 0) (predict_model_section scenarios\objects\human\urban\air\air 0) (predict_model_section scenarios\objects\human\urban\air\air 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_lit_garb\bridge_light_lit_garb 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_street_arch\sign_street_arch 0) (predict_model_section objects\gear\human\industrial\crate_tech_giant\crate_tech_giant 0) (predict_model_section objects\gear\human\military\tire\tire 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis_tire\uberchassis_tire 0) (predict_model_section objects\gear\human\military\pallet\pallet 0) (predict_model_section objects\gear\human\military\crate_packing_giant\crate_packing_giant 0) (predict_model_section objects\gear\human\military\crate_packing\crate_packing 0) (predict_model_section objects\gear\human\military\drum_55gal\drum_55gal 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 38 False) (predict_model_section objects\cinematics\human\weapons\smg\smg 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 1) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 19 True) (predict_model_section objects\vehicles\civilian\bus\bus 2) (predict_model_section scenarios\objects\vehicles\h_semi_trailer\h_semi_trailer 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 2) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 25 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 38 False) (sleep 5) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 1) (sleep 85) (predict_model_section objects\gear\human\industrial\crate_tech\crate_tech 0) (sleep 49) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 False) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\scorpion\scorpion 87) (predict_model_section objects\vehicles\scorpion\scorpion 99) (predict_model_section objects\vehicles\scorpion\scorpion 89) (predict_model_section objects\vehicles\scorpion\scorpion 90) (predict_model_section objects\vehicles\scorpion\scorpion 91) (predict_model_section objects\vehicles\scorpion\scorpion 92) (predict_model_section objects\vehicles\scorpion\scorpion 93) (predict_model_section objects\vehicles\scorpion\scorpion 94) (predict_model_section objects\vehicles\scorpion\scorpion 95) (predict_model_section objects\vehicles\scorpion\scorpion 96) (predict_model_section objects\vehicles\scorpion\scorpion 97) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 12) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 13) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 45 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 14) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 0) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 39 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 2 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 True) (sleep 5) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 1) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 True) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (sleep 12) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 23 False) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 48 True) (sleep 3) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (sleep 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_mid_garb\bridge_light_mid_garb 0) (sleep 1) (predict_model_section objects\vehicles\civilian\bus\bus 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 0) (predict_model_section objects\gear\human\military\pallet\pallet 0) (predict_model_section objects\gear\human\military\crate_packing_giant\crate_packing_giant 0) (predict_model_section objects\gear\human\military\crate_packing\crate_packing 0) (sleep 1) (predict_model_section scenarios\objects\vehicles\h_semi_trailer\h_semi_trailer 0) (predict_model_section objects\gear\human\military\tire\tire 0) (predict_model_section objects\gear\human\military\drum_55gal\drum_55gal 0) (predict_model_section objects\cinematics\human\weapons\smg\smg 0) (sleep 2) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_street_arch\sign_street_arch 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_lit_garb\bridge_light_lit_garb 0) (sleep 1) (predict_model_section objects\gear\human\industrial\crate_tech_giant\crate_tech_giant 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_brace_garb\bridge_light_brace_garb 0) (sleep 1) (predict_model_section scenarios\objects\human\urban\air\air 0) (predict_model_section scenarios\objects\human\urban\air\air 1) (sleep 1) (predict_model_section objects\vehicles\civilian\bus\bus 0) (sleep 2) (predict_model_section scenarios\objects\vehicles\h_semi_trailer\h_semi_trailer 1) (sleep 1) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 0) (sleep 1) (predict_model_section scenarios\objects\multi\zanzibar\dumpster\dumpster 0) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 True) (sleep 4) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 1) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 1) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 False) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 1) (sleep 1) (predict_model_section objects\gear\human\industrial\crate_tech\crate_tech 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis_tire\uberchassis_tire 0) (sleep 4) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 34 False) (sleep 30) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_road_signal\sign_road_signal 1) (sleep 3) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 58) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (sleep 8) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_h\concrete_chunk_h 0) (sleep 8) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_b\concrete_chunk_b 0) ) ) (script dormant 03_intra1_02a_predict (begin (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 10 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 49 True) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (predict_model_section scenarios\objects\solo\earthcity\crush_barrel\crush_barrel\crush_barrel 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_j\concrete_chunk_j 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_barrier\toll_barrier 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 3) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 2) (sleep 75) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (sleep 32) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 39 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 48 True) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 1) (predict_model_section objects\vehicles\civilian\bus\bus 1) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 1) (predict_model_section 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scenarios\objects\solo\earthcity\streetobjects\streetobj_trashcan\streetobj_trashcan 0) ) ) (script dormant x03_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 29 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 33 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 66 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 76 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 68 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 97 False) (sleep 2) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 156 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 157 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 154 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 160 False) (predict_structure_section 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159 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 133 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 134 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 166 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 101 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 111 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 135 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 136 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 167 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 112 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 119 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 114 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 118 False) (predict_structure_section 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(predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 20 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 80 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 5 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 33 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 96 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 97 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section 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scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\powerups\rocket_launcher_ammo\rocket_launcher_ammo 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\vent_wall_a\vent_wall_a 0) (predict_model_section objects\gear\human\military\case_ap_turret\case_ap_turret 0) (predict_model_section objects\gear\human\military\case\case 0) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\fixed\h_turret_mp\h_turret_mp 0) (predict_model_section objects\powerups\shotgun_ammo\shotgun_ammo 0) (predict_model_section objects\powerups\battle_rifle_ammo\battle_rifle_ammo 0) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section scenarios\objects\solo\earthcity\nm_control_box\nm_control_box 0) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 95 True) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 4) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 5) (predict_model_section scenarios\skies\solo\earthcity\newmombasa\newmombasa 6) (sleep 63) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 95 True) (sleep 15) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 13 True) (sleep 26) (predict_structure_section 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scenarios\solo\03b_newmombasa\earthcity_4 36 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (sleep 3) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 109) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 154 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 47 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 153 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 51 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 158 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 34 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 35 True) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 140) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 161 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 157 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 165 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 131 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 103 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 113 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 159 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 160 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 133 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 164 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 130 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 102 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 166 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 101 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 134 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 111 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 132 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 136 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 135 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 167 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 112 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 114 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 118 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 152 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 17 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 16 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 9 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 10 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 11 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 18 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 21 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 36 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 19 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 20 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 81 True) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 33 True) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (predict_model_section objects\gear\human\military\case\case 0) (predict_model_section scenarios\objects\solo\earthcity\nm_control_box\nm_control_box 0) (sleep 10) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) ) ) (script dormant x03_02_predict (begin (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\vehicles\pelican\pelican 3) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (sleep 50) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (sleep 11) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 32 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (sleep 43) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (sleep 104) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) ) ) (script dormant x03_03_predict (begin (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 24) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (sleep 28) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (sleep 11) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (sleep 67) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) ) ) (script dormant x03_04_predict (begin (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (sleep 29) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (sleep 11) (predict_model_section objects\vehicles\pelican\pelican 3) (sleep 110) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 1) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_model_section objects\vehicles\pelican\pelican 3) ) ) (script dormant x03_05_predict (begin (sleep 4) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (sleep 22) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 85) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 90) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) ) ) (script dormant x03_06_predict (begin (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (sleep 14) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (sleep 40) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (sleep 28) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (sleep 9) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) ) ) (script dormant x03_07_predict (begin (sleep 50) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 21) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (sleep 10) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 2) (predict_model_section objects\cinematics\effects\slipspace_shockwave_start\slipspace_shockwave_start 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (predict_model_section scenarios\objects\solo\earthcity\streetobjects\streetobj_big_generator\streetobj_big_generator 0) (predict_model_section scenarios\objects\solo\earthcity\streetobjects\streetobj_dumpster\streetobj_dumpster 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) ) ) (script dormant x03_08_predict (begin (sleep 1) (predict_model_section objects\cinematics\effects\slipspace_shockwave_closeup\slipspace_shockwave_closeup 0) (sleep 72) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 2) (sleep 5) (predict_model_section objects\vehicles\civilian\bus\bus 1) (sleep 7) (predict_model_section objects\vehicles\civilian\bus\bus 2) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 4) (predict_model_section objects\cinematics\effects\slipspace_shockwave\slipspace_shockwave 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) ) )
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool g_mission_over False) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global bool g_e23_scarab_arrived False) (global bool g_e23_scarab_climbed_down False) (global bool g_e23_scarab_before_bridge0 False) (global bool g_e23_scarab_under_bridge0 False) (global bool g_e23_scarab_before_bridge1 False) (global bool g_e23_scarab_under_bridge1 False) (global bool g_e23_scarab_before_bridge2 False) (global bool g_e23_scarab_under_bridge2 False) (global bool g_e23_scarab_after_bridge2 False) (global bool g_e23_scarab_after_turn False) (global bool g_e23_scarab_arrived_at_end False) (global real g_scarab_interpolation 0.25) (global bool g_e23_started False) (global bool g_e23_mars_pelican0_appeared False) (global bool g_e23_scarab_active True) (global short g_e23_target_pelican -1) (global bool g_e23_mars_pelican2_2_active False) (global script_object g_target none) (global bool g_e22_started False) (global bool g_e22_scarab_visible False) (global bool g_e22_scarab_appeared False) (global bool g_e22_scarab_advancing False) (global bool g_e22_scarab_before_climb False) (global bool g_e22_scarab_started_climb False) (global bool g_e22_scarab_mid_climb False) (global bool g_e22_scarab_past_climb False) (global bool g_e22_done_street_cleanup False) (global bool g_e22_scorpion_asplode False) (global bool g_e21_started False) (global bool g_e21_cov_phantom0_retreating False) (global bool g_e21_cov_phantom1_retreating False) (global bool g_e20_started False) (global bool g_e19_started False) (global bool g_e18_started False) (global short g_e18_orbit_count 0) (global short g_e18_cov_inf2_spawn_max 5) (global bool g_e18_mars_warthog0_spoke False) (global bool g_e17_started False) (global bool g_e17_mars_warthog0_arrived False) (global bool g_e16_started False) (global bool g_e15_started False) (global bool g_e14_started False) (global short g_e14_ghost_respawn_limit 8) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (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)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 03_intra1_01_predict_stub (begin (wake 03_intra1_01_predict) ) ) (script static 03_intra1_02a_predict_stub (begin (wake 03_intra1_02a_predict) ) ) (script static 03_intra1_02b_predict_stub (begin (wake 03_intra1_02b_predict) ) ) (script static 03_intra1_02c_predict_stub (begin (wake 03_intra1_02c_predict) ) ) (script static 03_intra1_03_predict_stub (begin (wake 03_intra1_03_predict) ) ) (script static x03_01_predict_stub (begin (wake x03_01_predict) ) ) (script static x03_02_predict_stub (begin (wake x03_02_predict) ) ) (script static x03_03_predict_stub (begin (wake x03_03_predict) ) ) (script static x03_04_predict_stub (begin (wake x03_04_predict) ) ) (script static x03_05_predict_stub (begin (wake x03_05_predict) ) ) (script static x03_06_predict_stub (begin (wake x03_06_predict) ) ) (script static x03_07_predict_stub (begin (print "!!!07 predict") (wake x03_07_predict) ) ) (script static x03_08_predict_stub (begin (print "!!!08 predict") (wake x03_08_predict) ) ) (script dormant c03_intra1_sound_scene1_01 (begin (sound_class_set_gain "vehicle_engine" 0 0) (sleep 390) (sound_class_set_gain "vehicle_engine" 0.5 60) ) ) (script dormant c03_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1) (print "c03_intro score 01 start") ) ) (script dormant c03_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1) (print "c03_intro foley 01 start") ) ) (script dormant c03_2010_mr3 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1) (cinematic_subtitle c03_2010_mr3 4) (unit_set_emotional_state marine_01 scared 1 0) (print "marine_01 - scared 1 0") ) ) (script dormant c03_2020_mr4 (begin (unit_set_emotional_state marine_02 shocked 0.25 0) (print "marine_02 - shocked .25 0") (sleep 200) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1) (cinematic_subtitle c03_2020_mr4 2) (sleep 15) (unit_set_emotional_state marine_02 angry 0.5 30) (print "marine_02 - angry .5 30") ) ) (script dormant c03_2030_mr4 (begin (sleep 278) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1) (cinematic_subtitle c03_2030_mr4 3) ) ) (script dormant c03_intra1_fov_01 (begin (time_code_reset) (sleep 263) (camera_set_field_of_view 14 0) (sleep 1) (camera_set_field_of_view 10 144) (time_code_reset) (sleep 144) (camera_set_field_of_view 60 0) ) ) (script dormant drop_tank (begin (sleep 598) (objects_detach pelican_01a scorpion_01) (print "special delivery") ) ) (script dormant destroy_scarab (begin (sleep 410) (object_destroy scarab_01) (print "destroy scarab") ) ) (script dormant c03_intra1_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922) (cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting rifle_01 True) (object_uses_cinematic_lighting rifle_02 True) (object_uses_cinematic_lighting rifle_03 True) (object_uses_cinematic_lighting pelican_01a True) (object_uses_cinematic_lighting scarab_02 True) (object_uses_cinematic_lighting scorpion_01 True) ) ) (script dormant c03_intra1_problem_actors (begin (print "problem actors") (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew rifle_02) (object_create_anew rifle_03) (object_cinematic_lod marine_01 True) (object_cinematic_lod marine_02 True) (objects_attach marine_01 right_hand rifle_02 ) (objects_attach marine_02 right_hand rifle_03 ) (object_set_permutation marine_02 head michelle) ) ) (script static c03_intra1_01_setup (begin (object_create_anew chief) (object_create_anew johnson) (object_create_anew pelican_01a) (object_create_anew scorpion_01) (object_create_anew scarab_01) (object_create_anew rifle_01) (object_cinematic_lod chief True) (object_cinematic_lod johnson True) (object_cinematic_lod pelican_01a True) (object_cinematic_lod scorpion_01 True) (object_cinematic_lod scarab_01 True) (objects_attach chief right_hand rifle_01 ) (objects_attach pelican_01a pelican_sc_01 scorpion_01 scorpion_b_t) (object_set_function_variable pelican_01a hover 1 0) (wake c03_intra1_sound_scene1_01) (wake c03_intra1_score_01) (wake c03_intra1_foley_01) (wake c03_2010_mr3) (wake c03_2020_mr4) (wake c03_2030_mr4) (wake c03_intra1_fov_01) (wake c03_intra1_cinematic_light_01) (wake drop_tank) (wake destroy_scarab) ) ) (script static c03_intra1_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (03_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol) (wake c03_intra1_problem_actors) (sleep prediction_offset) (c03_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_01 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_01 False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_01 False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_01 False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_01 False anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_01 False anchor_intra1) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 scarab_01 anchor_intra1) (sleep 45) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (03_intra1_02a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol) (sleep (camera_time)) ) ) (script dormant c03_intra1_foley_02a (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1) (print "c03_intro foley 02a start") ) ) (script dormant c03_2040_jon (begin (sleep 115) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1) (cinematic_subtitle c03_2040_jon 1) ) ) (script dormant c03_2050_mr4 (begin (sleep 161) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1) (cinematic_subtitle c03_2050_mr4 1) ) ) (script dormant c03_2060_mr3 (begin (sleep 200) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1) (cinematic_subtitle c03_2060_mr3 3) (unit_set_emotional_state marine_01 scared 0.5 30) (print "marine_01 - angry .5 30") ) ) (script dormant c03_2070_jon (begin (sleep 288) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1) (cinematic_subtitle c03_2070_jon 1) (unit_set_emotional_state johnson angry 0.5 30) (print "johnson - angry .5 30") ) ) (script dormant c03_2080_mr3 (begin (sleep 328) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1) (cinematic_subtitle c03_2080_mr3 1) ) ) (script dormant c03_2090_jon (begin (sleep 370) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1) (cinematic_subtitle c03_2090_jon 1) ) ) (script dormant swap_tanks (begin (sleep 200) (object_destroy scorpion_01) (object_create_anew scorpion_02) (object_cinematic_lod scorpion_02 True) (object_uses_cinematic_lighting scorpion_02 True) (print "swap tanks") ) ) (script static c03_intra1_02a_setup (begin (wake c03_2040_jon) (wake c03_2050_mr4) (wake c03_2060_mr3) (wake c03_2070_jon) (wake c03_2080_mr3) (wake c03_2090_jon) (wake c03_intra1_foley_02a) (wake swap_tanks) ) ) (script static c03_intra1_scene_02a (begin (c03_intra1_02a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02a none anchor_flag_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02a False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02a False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02a False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02a False anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 pelican_02a False anchor_intra1) (custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 scorpion_02a False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (03_intra1_02b_predict_stub) (sleep (camera_time)) (object_destroy pelican_01a) ) ) (script dormant c03_intra1_speech_easy (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1) (cinematic_subtitle c03_2097_jon 8) ) ) (script dormant c03_intra1_speech_normal (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1) (cinematic_subtitle c03_2091_jon 8) ) ) (script dormant c03_intra1_speech_heroic (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1) (cinematic_subtitle c03_2093_jon 8) ) ) (script dormant c03_intra1_speech_legendary (begin (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 johnson_02b_easy False anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 chief_02b False anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02b False anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02b False anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1) (cinematic_subtitle c03_2095_jon 8) ) ) (script static c03_intra1_scene_02b (begin (if (= easy (game_difficulty_get_real)) (begin (print "easy speech") (wake c03_intra1_speech_easy) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 261) (sleep 261) (sleep 15) )) (if (= normal (game_difficulty_get_real)) (begin (print "normal speech") (wake c03_intra1_speech_normal) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 246) (sleep 246) (sleep 15) )) (if (= heroic (game_difficulty_get_real)) (begin (print "heroic speech") (wake c03_intra1_speech_heroic) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 290) (sleep 290) (sleep 15) )) (if (= legendary (game_difficulty_get_real)) (begin (print "legendary speech") (wake c03_intra1_speech_legendary) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 320) (sleep 320) (sleep 15) )) (sleep (- (camera_time) prediction_offset)) (03_intra1_02c_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol) ) ) (script dormant c03_intra1_foley_02c (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1) (print "c03_intra1 foley 02c start") ) ) (script dormant c03_2092_jon (begin (sleep 4) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1) (cinematic_subtitle c03_2092_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2094_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1) (cinematic_subtitle c03_2094_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2096_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1) (cinematic_subtitle c03_2096_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2098_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1) (cinematic_subtitle c03_2098_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked 0.5 30) (print "marine_01 - shocked .5 30") ) ) (script dormant c03_2100_mr4 (begin (sleep 81) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) ) (script dormant c03_2100_mr4_hard (begin (sleep 86) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) ) (script dormant c03_2100_mr4_leg (begin (sleep 102) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) ) (script dormant c03_2110_jon (begin (sleep 119) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (cinematic_subtitle c03_2110_jon 3) (sleep 90) (unit_set_emotional_state marine_01 repulsed 0.25 60) (print "marine_01 - repulsed .25 60") ) ) (script dormant c03_2110_jon_leg (begin (sleep 133) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (cinematic_subtitle c03_2110_jon 3) ) ) (script dormant c03_2120_jon (begin (sleep 235) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (cinematic_subtitle c03_2120_jon 3) ) ) (script dormant c03_2120_jon_leg (begin (sleep 249) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (cinematic_subtitle c03_2120_jon 2) ) ) (script dormant c03_2130_mr4 (begin (sleep 301) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (cinematic_subtitle c03_2130_mr4 1) ) ) (script dormant c03_2130_mr4_leg (begin (sleep 315) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (cinematic_subtitle c03_2130_mr4 1) ) ) (script dormant c03_2140_cor (begin (sleep 352) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_in) (cinematic_subtitle c03_2140_cor 3) ) ) (script dormant c03_2140_cor_leg (begin (sleep 366) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_loop) (cinematic_subtitle c03_2140_cor 3) ) ) (script static c03_intra1_scene_02c (begin (unit_set_emotional_state johnson angry 0.5 0) (print "johnson - angry .5 0") (unit_set_emotional_state marine_01 scared 0.5 0) (print "marine_01 - scared .5 0") (if (= easy (game_difficulty_get_real)) (begin (print "easy speech") (object_create_anew cigar) (wake c03_2098_jon) (wake c03_2100_mr4) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ce none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ce False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ce False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ce False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ce False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02e anchor_intra1) )) (if (= normal (game_difficulty_get_real)) (begin (print "normal speech") (object_create_anew cigar) (wake c03_2092_jon) (wake c03_2100_mr4) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cn none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cn False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cn False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cn False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cn False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02n anchor_intra1) )) (if (= heroic (game_difficulty_get_real)) (begin (print "heroic speech") (object_create_anew cigar) (wake c03_2094_jon) (wake c03_2100_mr4_hard) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02ch none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02ch False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02ch False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02ch False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02ch False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02h anchor_intra1) )) (if (= legendary (game_difficulty_get_real)) (begin (print "legendary speech") (object_create_anew cigar) (wake c03_2096_jon) (wake c03_2100_mr4_leg) (wake c03_2110_jon_leg) (wake c03_2120_jon_leg) (wake c03_2130_mr4_leg) (wake c03_2140_cor_leg) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_02cl none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 chief_02cl False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_02cl False anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 marine01_02cl False anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 marine02_02cl False anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 cigar_02l anchor_intra1) )) (sleep (- (camera_time) 15)) (object_destroy pelican_01a) (object_destroy cigar) (print "problem actors") (object_create_anew pelican_01b) (object_create_anew rear_gun) (object_cinematic_lod pelican_01b True) (object_cinematic_lod rear_gun True) (object_uses_cinematic_lighting pelican_01b True) (object_uses_cinematic_lighting rear_gun True) (sleep (- (camera_time) prediction_offset)) (03_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol) (sleep (camera_time)) ) ) (script dormant c03_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol none 1) (print "c03_intra1 foley 03 start") ) ) (script dormant c03_2150_jon (begin (sleep 59) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2150_jon johnson 1) (cinematic_subtitle c03_2150_jon 2) (sleep 15) (unit_set_emotional_state johnson amorous 1 15) (print "johnson - amorous 1 15") ) ) (script dormant c03_intra1_cinematic_light_03 (begin (cinematic_lighting_set_primary_light 31 72 0.105882 0.0941177 0.0705882) (cinematic_lighting_set_secondary_light 17 56 0.0784314 0.0784314 0.129412) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ) (script static c03_intra1_03_setup (begin (wake c03_2150_jon) (wake c03_intra1_foley_03) (wake c03_intra1_cinematic_light_03) ) ) (script static c03_intra1_03_cleanup (begin (object_destroy chief) (object_destroy johnson) (object_destroy marine_01) (object_destroy marine_02) (object_destroy rear_gun) (object_destroy pelican_01b) (object_destroy scorpion_02) (object_destroy rifle_01) (object_destroy rifle_02) (object_destroy rifle_03) ) ) (script static c03_intra1_scene_03 (begin (c03_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 03_intra1_03 none anchor_flag_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 johnson_03 False anchor_intra1) (custom_animation_relative pelican_01b objects\vehicles\pelican\03_intra1\03_intra1 pelican_03 False anchor_intra1) (scenery_animation_start_relative rear_gun objects\vehicles\pelican\pelican_rear_gun\03_intra1\03_intra1 rear_gun_03 anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c03_intra1_03_cleanup) (sleep 30) ) ) (script static c03_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle_collision" 0 0) (sound_class_set_gain "amb" 0.25 1) (switch_bsp_by_name earthcity_3b) (sleep 1) (c03_intra1_scene_01) (c03_intra1_scene_02a) (c03_intra1_scene_02b) (c03_intra1_scene_02c) (c03_intra1_scene_03) (sound_class_set_gain "vehicle_collision" 1 1) (sound_class_set_gain "amb" 1 1) (rasterizer_bloom_override False) ) ) (script dormant x03_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_01_fol none 1) (print "x03 foley 01 start") ) ) (script dormant x03_0010_jon (begin (sleep 484) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0010_jon johnson 1 radio_default) (cinematic_subtitle x03_0010_jon 2) ) ) (script dormant x03_0020_mir (begin (sleep 552) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0020_mir none 1 radio_default) (cinematic_subtitle x03_0020_mir 1.5) ) ) (script dormant x03_fov_01 (begin (sleep 88) (print "fov change: 65 -> 45 over 90 ticks") (camera_set_field_of_view 55 90) (sleep 91) (print "fov change: 45 -> 50 over 0 ticks") (camera_set_field_of_view 60 0) (sleep 299) (print "fov change: 50 -> 20 over 0 ticks") (camera_set_field_of_view 20 0) (object_destroy scarab_02) ) ) (script dormant x03_01_dof_1 (begin (sleep 479) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (print "rack focus") ) ) (script dormant scarab_shake_1 (begin (sleep 135) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant scarab_shake_2 (begin (sleep 179) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.4 0) (sleep 25) (player_effect_stop 3) ) ) (script dormant effect_scarab_death (begin (sleep 27) (print "blow main-gun") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion_mouth scarab_02 primary_trigger) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 head_destroyed_cine) (sleep 2) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed_cine) (sleep 3) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 neck_destroyed2_cine) (sleep 5) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed_cine) (sleep 2) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 belly_destroyed_cine) (sleep 3) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 calf_destroyed_cine) (sleep 5) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 knee_destroyed02_cine) ) ) (script dormant effect_smoke_start (begin (sleep 165) (print "smoke start") (object_create x03_smoke) ) ) (script dormant effect_smoke_stop (begin (sleep 475) (print "smoke stop") (object_destroy x03_smoke) ) ) (script dormant effect_grav_lift (begin (sleep 330) (object_set_function_variable carrier grav_lift_control 0 75) (print "grav-lift deactivate") ) ) (script dormant x03_cinematic_lighting_01 (begin (cinematic_lighting_set_primary_light 31 72 0.529412 0.466667 0.396078) (cinematic_lighting_set_secondary_light -60 180 0.0627451 0.0588235 0.117647) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting johnson_02 True) (object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting pelican_01a True) (object_uses_cinematic_lighting scarab_02 True) (object_uses_cinematic_lighting carrier True) ) ) (script static x03_01_setup (begin (object_create_anew chief) (object_create_anew johnson_02) (object_create_anew pilot) (object_create_anew pelican_01a) (object_create_anew scarab_02) (object_create_anew carrier) (object_cinematic_lod chief True) (object_cinematic_lod johnson_02 True) (object_cinematic_lod pilot True) (object_cinematic_lod pelican_01a True) (object_cinematic_lod scarab_02 True) (object_cinematic_lod carrier True) (cinematic_clone_players_weapon chief right_hand ) (object_set_function_variable carrier grav_lift_control 1 0) (wake x03_0010_jon) (wake x03_0020_mir) (wake x03_foley_01) (wake x03_fov_01) (wake x03_01_dof_1) (wake scarab_shake_1) (wake scarab_shake_2) (wake effect_grav_lift) (wake effect_scarab_death) (wake effect_smoke_start) (wake effect_smoke_stop) (wake x03_cinematic_lighting_01) ) ) (script static x03_01_cleanup (begin (object_destroy chief) (object_destroy johnson_02) (object_destroy pilot) (object_destroy pelican_01a) (object_destroy carrier) (object_destroy x03_smoke) ) ) (script static x03_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x03_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_01_fol) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_01 none anchor_flag_x03_01) (x03_01_setup) (custom_animation_relative chief objects\characters\masterchief\x03\x03 chief_01 False anchor_x03_01) (custom_animation_relative johnson_02 objects\characters\marine\x03\x03 johnson_01 False anchor_x03_01) (custom_animation_relative pilot objects\characters\marine\x03\x03 pilot_01 False anchor_x03_01) (custom_animation_relative pelican_01a objects\vehicles\pelican\x03\x03 pelican_01 False anchor_x03_01) (scenery_animation_start_relative scarab_02 scenarios\objects\covenant\military\scarab\x03\x03 scarab_01 anchor_x03_01) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_01 anchor_x03_01) (sleep 15) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x03_01_cleanup) ) ) (script dormant c03_intra1_sound_scene2_01 (begin (sleep 30) (sound_class_set_gain "vehicle_engine" 0.2 60) ) ) (script dormant x03_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_02_fol none 1) (print "x03 foley 02 start") ) ) (script dormant x03_0030_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0030_mir miranda 1) (cinematic_subtitle x03_0030_mir 2) ) ) (script dormant x03_0040_jon (begin (sleep 73) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0040_jon johnson_03 1 radio_default) (cinematic_subtitle x03_0040_jon 1) ) ) (script dormant x03_0050_lhd (begin (sleep 106) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0050_lhd hood 1 radio_default) (cinematic_subtitle x03_0050_lhd 1) ) ) (script dormant x03_0060_mir (begin (sleep 133) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0060_mir miranda 1) (cinematic_subtitle x03_0060_mir 3) ) ) (script dormant x03_texture_camera_scene_02 (begin (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_02 anchor_x03_02) ) ) (script dormant x03_cinematic_lighting_02 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting johnson_03 True) (object_uses_cinematic_lighting pilot_02 True) ) ) (script static x03_03_problem_actors (begin (print "problem actors") (object_create_anew iac) (object_cinematic_lod iac True) ) ) (script dormant delete_johnson (begin (sleep 150) (print "delete johnson and pelican") (object_destroy johnson_03) (object_destroy pilot_02) ) ) (script dormant x03_emotion_02 (begin (unit_set_emotional_state miranda angry 0.25 0) (print "miranda - angry .25 0") (unit_set_emotional_state johnson angry 0.5 0) (print "johnson - angry .5 0") (unit_set_emotional_state hood angry 0.25 0) (print "hood - angry .25 0") ) ) (script static x03_02_setup (begin (object_create_anew miranda) (object_create_anew hood) (object_create johnson_03) (object_create pilot_02) (object_create_anew iac_bridge) (object_create_anew pelican_02) (object_cinematic_lod miranda True) (object_cinematic_lod hood True) (object_cinematic_lod johnson True) (object_cinematic_lod pilot True) (object_cinematic_lod iac_bridge True) (object_cinematic_lod pelican_02 True) (wake c03_intra1_sound_scene2_01) (wake x03_foley_02) (wake x03_0030_mir) (wake x03_0040_jon) (wake x03_0050_lhd) (wake x03_0060_mir) (wake delete_johnson) (wake x03_emotion_02) (wake x03_texture_camera_scene_02) (wake x03_cinematic_lighting_02) ) ) (script static x03_scene_02 (begin (cinematic_screen_effect_stop) (print "rack focus stop") (camera_set_field_of_view 60 0) (x03_02_predict_stub) (x03_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_02 none anchor_flag_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_02 False anchor_x03_02) (custom_animation_relative johnson_03 objects\characters\marine\x03\x03 johnson_02 False anchor_x03_02) (custom_animation_relative pilot_02 objects\characters\marine\x03\x03 pilot_02 False anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_02 False anchor_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_02 False anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_02 anchor_x03_02) (sleep 20) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x03_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\music\x03_03_mus) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_03_fol) (sleep (- (camera_time) 15)) (x03_03_problem_actors) (sleep (camera_time)) (print "texture camera stop") (object_hide hood True) (print "hide hood") ) ) (script dormant x03_score_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\music\x03_03_mus none 1) (print "x03 score 03 start") ) ) (script dormant x03_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_03_fol none 1) (print "x03 foley 03 start") ) ) (script dormant x03_0070_lhd (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0070_lhd none 1 radio_default) (cinematic_subtitle x03_0070_lhd 1) ) ) (script dormant x03_0080_lhd (begin (sleep 50) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0080_lhd none 1 radio_default) (cinematic_subtitle x03_0080_lhd 2) ) ) (script dormant x03_0090_nv1 (begin (sleep 195) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0090_nv1 none 1) (cinematic_subtitle x03_0090_nv1 3) ) ) (script dormant x03_fov_03 (begin (sleep 27) (print "fov change: 5 -> 50 over 38 ticks") (camera_set_field_of_view 60 38) (sleep 191) (print "fov change: 50 -> 15 over 26 ticks") (camera_set_field_of_view 25 26) ) ) (script dormant effect_slipspace_open (begin (sleep 161) (print "effect - slipspace open") (effect_new_on_object_marker effects\cinematics\03\slipspace_open carrier_02 bow) ) ) (script dormant x03_cinematic_lighting_03 (begin (cinematic_lighting_set_primary_light 31 68 0.513726 0.415686 0.313726) (cinematic_lighting_set_secondary_light -63 42 0.0901961 0.0901961 0.117647) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting carrier_02 True) ) ) (script static x03_04_problem_actors (begin (print "problem actors") (object_create_anew nav_officer) (object_cinematic_lod nav_officer True) (object_uses_cinematic_lighting nav_officer True) ) ) (script dormant hide_iac_crew_03 (begin (print "hide iac bridge") (object_hide miranda True) (object_hide iac_bridge True) ) ) (script static x03_03_setup (begin (object_create_anew carrier_02) (object_cinematic_lod carrier_02 True) (wake x03_0070_lhd) (wake x03_0080_lhd) (wake x03_0090_nv1) (wake x03_score_03) (wake x03_foley_03) (wake x03_fov_03) (wake x03_cinematic_lighting_03) (wake effect_slipspace_open) (wake hide_iac_crew_03) ) ) (script static x03_scene_03 (begin (print "fov change: 50 -> 5 over 0 ticks") (camera_set_field_of_view 15 0) (x03_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_03 none anchor_flag_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_03 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_03 anchor_x03_02) (sleep (- (camera_time) prediction_offset)) (x03_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_04_fol) (x03_04_problem_actors) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant x03_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_04_fol none 1) (print "x03 foley 04 start") ) ) (script dormant x03_0100_nv1 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0100_nv1 nav_officer 1) (cinematic_subtitle x03_0100_nv1 2) ) ) (script dormant x03_0110_mir (begin (sleep 121) (object_hide iac True) (object_hide carrier_02 True) (print "hide iac, carrier") (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0110_mir miranda 1) (cinematic_subtitle x03_0110_mir 1) (unit_set_emotional_state miranda shocked 0.25 30) (print "miranda - shocked .25 30") (sleep 30) (object_hide hood False) (print "unhide hoodr") ) ) (script dormant x03_0120_lhd (begin (sleep 175) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0120_lhd hood 1 radio_default) (cinematic_subtitle x03_0120_lhd 2) (unit_set_emotional_state hood angry 0.5 30) (print "hood - angry .5 30") ) ) (script dormant x03_texture_camera_scene_04 (begin (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_04 anchor_x03_02) ) ) (script dormant x03_cinematic_lighting_04 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script dormant x03_emotion_04 (begin (unit_set_emotional_state miranda angry 0.25 0) (print "miranda - angry .25 0") (unit_set_emotional_state hood angry 0.25 0) (print "hood - angry .25 0") (unit_set_emotional_state nav_officer angry 0.25 0) (print "nav_officer - angry .25 0") (sleep 20) (unit_set_emotional_state nav_officer shocked 0.5 30) (print "nav_officer - shocked .5 30") ) ) (script static x03_04_setup (begin (object_hide miranda False) (object_hide iac_bridge False) (cinematic_set_near_clip_distance 0.05) (print "setting near clip distance to .05") (wake x03_0100_nv1) (wake x03_0110_mir) (wake x03_0120_lhd) (wake x03_foley_04) (wake x03_texture_camera_scene_04) (wake x03_cinematic_lighting_04) ) ) (script static x03_scene_04 (begin (print "fov change: 15 -> 50 over 0 ticks") (camera_set_field_of_view 60 0) (x03_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_04 none anchor_flag_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_04 False anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 hood_04 False anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_04 False anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_04 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_04 anchor_x03_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (x03_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_05_fol) (sleep (camera_time)) (object_destroy hood) (texture_camera_off) (print "texture camera stop") ) ) (script dormant x03_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_05_fol none 1) (print "x03 foley 05 start") ) ) (script dormant x03_0130_mir (begin (sleep 94) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0130_mir none 1) (cinematic_subtitle x03_0130_mir 1.5) ) ) (script dormant effect_iac_engines (begin (sleep 112) (print "effect - engine") (effect_new_on_object_marker effects\cinematics\03\iac_engine_fire iac ) ) ) (script dormant effect_slipspace_widen (begin (sleep 0) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 bow) (print "slipspace open") ) ) (script dormant x03_cinematic_lighting_05 (begin (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ) (script dormant delete_pelican (begin (sleep 87) (object_destroy pelican_02) ) ) (script dormant hide_iac_crew_05 (begin (print "hide iac bridge") (object_hide miranda True) (object_hide nav_officer True) (object_hide iac_bridge True) ) ) (script static x03_05_setup (begin (object_hide iac False) (object_hide carrier_02 False) (cinematic_set_near_clip_distance 0.06) (print "resetting near clip distance to .06") (wake x03_foley_05) (wake x03_0130_mir) (wake x03_cinematic_lighting_05) (wake effect_iac_engines) (wake effect_slipspace_widen) (wake delete_pelican) (wake hide_iac_crew_05) ) ) (script static x03_scene_05 (begin (x03_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_05 none anchor_flag_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 pelican_05 False anchor_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_05 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_05 anchor_x03_02) (sleep (- (camera_time) prediction_offset)) (x03_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_06_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant x03_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_06_fol none 1) (print "x03 foley 06 start") ) ) (script dormant x03_0140_nv1 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0140_nv1 nav_officer 1) (cinematic_subtitle x03_0140_nv1 2) (unit_set_emotional_state miranda angry 0.15 0) (print "miranda - angry .15 0") ) ) (script dormant x03_0150_mir (begin (sleep 55) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0150_mir miranda 1) (cinematic_subtitle x03_0150_mir 1) (unit_set_emotional_state miranda angry 0.35 45) (print "miranda - angry .35 45") ) ) (script dormant x03_fov_06 (begin (sleep 53) (print "fov change: 80 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant x03_texture_camera_scene_06 (begin (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 texture_camera_06 anchor_x03_02) ) ) (script dormant x03_cinematic_lighting_06 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x03_06_setup (begin (object_hide miranda False) (object_hide nav_officer False) (object_hide iac_bridge False) (wake x03_0140_nv1) (wake x03_0150_mir) (wake x03_foley_06) (wake x03_texture_camera_scene_06) (wake x03_fov_06) (wake x03_cinematic_lighting_06) ) ) (script static x03_06_cleanup (begin (object_destroy miranda) (object_destroy nav_officer) (object_destroy iac_bridge) ) ) (script static x03_scene_06 (begin (camera_set_field_of_view 80 0) (x03_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_06 none anchor_flag_x03_02) (custom_animation_relative miranda objects\characters\miranda\x03\x03 miranda_06 False anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 nav_06 False anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 iacbridge_06 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_06 anchor_x03_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (x03_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_07_fol) (sleep (camera_time)) (x03_06_cleanup) (texture_camera_off) (print "texture camera stop") ) ) (script dormant x03_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_07_fol none 1) (print "x03 foley 07 start") ) ) (script dormant effect_slipspace_collapse (begin (sleep 150) (object_create_anew x03_slipspace_collapse) (print "effect - slipspace collapse") ) ) (script dormant effect_shockwave_start (begin (sleep 218) (object_create_anew x03_shockwave_start) (print "effect - shockwave start") ) ) (script dormant shockwave_shake_01 (begin (time_code_reset) (sleep 234) (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.4 1) ) ) (script dormant x03_cinematic_lighting_07 (begin (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ) (script dormant delete_iac (begin (sleep 152) (object_destroy iac) ) ) (script dormant delete_carrier (begin (sleep 172) (object_destroy carrier_02) ) ) (script static x03_07_setup (begin (wake delete_iac) (wake delete_carrier) (wake effect_slipspace_collapse) (wake effect_shockwave_start) (wake shockwave_shake_01) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 bow) (wake x03_cinematic_lighting_07) (wake x03_foley_07) ) ) (script static x03_scene_07 (begin (x03_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_07 none anchor_flag_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 iac_07 anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 carrier_07 anchor_x03_02) (sleep (- (camera_time) prediction_offset)) (x03_08_predict_stub) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (player_effect_stop 0) ) ) (script dormant effect_ease_on_down_the_road (begin (sleep 0) (object_create_anew x03_shockwave_close) (print "effetc - tetsuo!!!") ) ) (script dormant effect_akira (begin (sleep 130) (object_create_anew x03_shockwave_far) (print "effect - kaneda!!!") ) ) (script dormant shockwave_shake_02 (begin (time_code_reset) (sleep 40) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 2) (time_code_reset) (sleep 89) (print "shake stop") (player_effect_stop 0) ) ) (script dormant shockwave_shake_03 (begin (time_code_reset) (sleep 270) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 6) ) ) (script dormant final_fade (begin (sleep 125) (fade_out 1 1 1 5) (sleep 5) (sleep 10) (fade_in 1 1 1 5) ) ) (script static x03_08_setup (begin (object_create_anew x03_bus) (object_create_anew x03_truck) (object_create_anew x03_generator) (object_create_anew x03_dumpster) (object_destroy_containing "x03_palm") (object_destroy x03_shockwave_start) (object_destroy x03_slipspace_collapse) (wake effect_ease_on_down_the_road) (wake final_fade) (wake effect_akira) (wake shockwave_shake_02) (wake shockwave_shake_03) ) ) (script static x03_08_cleanup (begin (object_destroy x03_shockwave_close) (object_destroy x03_shockwave_far) (object_destroy x03_bus) (object_destroy x03_truck) (object_destroy x03_generator) (object_destroy x03_dumpster) ) ) (script static x03_scene_08 (begin (x03_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 x03_08 none anchor_flag_x03_03) (scenery_animation_start_relative x03_bus objects\vehicles\civilian\bus\x03\x03 bus_08 anchor_x03_03) (scenery_animation_start_relative x03_truck objects\vehicles\civilian\panel_truck\x03\x03 panel_truck_08 anchor_x03_03) (scenery_animation_start_relative x03_generator scenarios\objects\solo\earthcity\streetobjects\streetobj_big_generator\x03\x03 big_generator_08 anchor_x03_03) (scenery_animation_start_relative x03_dumpster scenarios\objects\solo\earthcity\streetobjects\streetobj_dumpster\x03\x03 dumpster_08 anchor_x03_03) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (player_effect_stop 1) (x03_08_cleanup) (sleep 150) ) ) (script static x03 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0.5 0) (sound_class_set_gain "amb" 0.5 0) (switch_bsp_by_name earthcity_4) (sleep 1) (x03_scene_01) (switch_bsp_by_name earthcity_cine_intro_bsp) (sleep 5) (x03_scene_02) (x03_scene_03) (x03_scene_04) (x03_scene_05) (x03_scene_06) (x03_scene_07) (x03_scene_08) ) ) (script dormant chapter_title0 (begin (sleep 30) (if (difficulty_legendary) (cinematic_set_title title0_legendary) (if (difficulty_heroic) (cinematic_set_title title0_heroic) (cinematic_set_title title0_normal))) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (c03_intra1)) (cinematic_skip_stop) ) ) (script static cinematic_outro (begin (if (cinematic_skip_start) (x03)) (cinematic_skip_stop) ) ) (script dormant objective0_set (begin (sleep 90) (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep_until (volume_test_objects tv_e17_objectives (players)) 15) (sleep 30) (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 300) (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (objectives_show_up_to 3) ) ) (script dormant music_03b_01_stop (begin (print "music 03b_01 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_01) ) ) (script dormant music_03b_01_start_alt (begin (print "music 03b_01 start alt") (sound_looping_set_alternate scenarios\solo\03b_newmombasa\03b_music\03b_01 True) ) ) (script dormant music_03b_01_start (begin (print "music 03b_01 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_01 none 1) ) ) (script dormant music_03b_02_stop (begin (print "music 03b_02 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_02) ) ) (script dormant music_03b_02_start (begin (print "music 03b_02 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_02 none 1) ) ) (script dormant music_03b_03_stop (begin (print "music 03b_03 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_03) ) ) (script dormant music_03b_03_start (begin (print "music 03b_03 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_03 none 1) ) ) (script dormant music_03b_04_stop (begin (print "music 03b_04 stop") (sound_looping_stop scenarios\solo\03b_newmombasa\03b_music\03b_04) ) ) (script dormant music_03b_04_start_alt (begin (sleep_until (volume_test_objects tv_scarab (players)) 15) (print "music 03b_04 start alt") (sound_looping_set_alternate scenarios\solo\03b_newmombasa\03b_music\03b_04 True) ) ) (script dormant music_03b_04_start (begin (sleep_until (volume_test_objects tv_e23_entry_door (players)) 15) (print "music 03b_04 start") (sound_looping_start scenarios\solo\03b_newmombasa\03b_music\03b_04 none 1) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script dormant flashlight_control (begin (sleep_until (begin (if (volume_test_objects tv_dark_area0 (players)) (game_can_use_flashlights True) (game_can_use_flashlights False)) False) 60) ) ) (script dormant scarab_no_save (begin (sleep_until (begin (sleep_until (volume_test_objects tv_scarab_no_save (players)) 5) (game_save_cancel) (print "game save canceled") False) 1) ) ) (script command cs_scarab_load_main_gun (begin (object_hide (ai_get_object ai_current_actor) True) (vehicle_load_magic (unit (object_at_marker scarab primary_trigger)) scarab_turret_d (ai_get_object ai_current_actor)) (sleep_forever) ) ) (script command cs_scarab_load_upper_gun (begin (object_hide (ai_get_object ai_current_actor) True) (vehicle_load_magic (unit (object_at_marker scarab t_f_turret)) scarab_turret_d (ai_get_object ai_current_actor)) ) ) (script command cs_scarab_load_rear_gun (begin (object_hide (ai_get_object ai_current_actor) True) (vehicle_load_magic (unit (object_at_marker scarab t_b_turret)) scarab_turret_d (ai_get_object ai_current_actor)) (sleep_forever) ) ) (script static scarab_idle_var0 (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_firing (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_walk_front (begin (print "scarab_idle_to_walk_front") (device_set_position_track scarab combat:idle:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_walk_front_fast (begin (print "scarab_idle_to_walk_front") (device_set_position_track scarab combat:idle:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 2 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_var0 (begin (print "scarab_walk_front_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_var0_fast (begin (print "scarab_walk_front_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 (/ 80 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_low_var0 (begin (print "scarab_walk_front_low_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 8 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_idle (begin (print "scarab_walk_front_to_idle") (device_set_position_track scarab combat:walk_front:2:idle g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_idle_fast (begin (print "scarab_walk_front_to_idle") (device_set_position_track scarab combat:walk_front:2:idle g_scarab_interpolation) (device_animate_position scarab 1 2 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_left (begin (print "scarab_idle_turn_22_left") (device_set_position_track scarab combat:turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_left (begin (print "scarab_idle_turn_45_left") (device_set_position_track scarab combat:turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_right (begin (print "scarab_idle_turn_45_right") (device_set_position_track scarab combat:turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_left (begin (print "scarab_walk_front_turn_15_left") (device_set_position_track scarab combat:walk_front_turn_15_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_right (begin (print "scarab_walk_front_turn_15_right") (device_set_position_track scarab combat:walk_front_turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_22_left (begin (print "scarab_walk_front_turn_22_left") (device_set_position_track scarab combat:walk_front_turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_left (begin (print "scarab_walk_front_turn_45_left") (device_set_position_track scarab combat:walk_front_turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_right (begin (print "scarab_walk_front_turn_45_right") (device_set_position_track scarab combat:walk_front_turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_walk_low (begin (print "scarab_walk_front_to_walk_low") (device_set_position_track scarab combat:walk_front:2:walk_narrow_front g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_low_to_walk_front (begin (print "scarab_walk_narrow_to_walk_front") (device_set_position_track scarab combat:walk_narrow_front:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_low_var0 (begin (print "scarab_walk_narrow_var0") (device_set_position_track scarab combat:walk_narrow_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_left (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_right (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_firing (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_firing (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_left_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_right_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_gun_open_instant (begin (device_set_overlay_track scarab combat:fire_open) (device_animate_overlay scarab 1 0.05 0 0) ) ) (script static scarab_gun_open (begin (device_set_overlay_track scarab combat:fire_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire (begin (device_set_overlay_track scarab combat:fire) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_close (begin (device_set_overlay_track scarab combat:fire_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_open_down_instant (begin (device_set_overlay_track scarab combat:fire_down_open) (device_animate_overlay scarab 1 0.05 0 0) ) ) (script static scarab_gun_open_down (begin (device_set_overlay_track scarab combat:fire_down_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire_down (begin (device_set_overlay_track scarab combat:fire_down) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_close_down (begin (device_set_overlay_track scarab combat:fire_down_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script command cs_e23_mars_pelican2_0_entry (begin (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_fly_by e23_mars_pelican2_flyby/p0) (cs_fly_by e23_mars_pelican2_flyby/p1) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_1_entry (begin (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_fly_by e23_mars_pelican2_flyby/p2) (cs_fly_by e23_mars_pelican2_flyby/p3) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_gunners0 (begin (sleep 60) (if (not (volume_test_objects tv_scarab (players))) (cs_shoot_point True e22_scarab_target/leg1)) (sleep 60) (cs_shoot_point False e22_scarab_target/leg1) (sleep 1) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_gunners1 (begin (sleep 120) (if (not (volume_test_objects tv_scarab (players))) (cs_shoot_point True e22_scarab_target/leg0)) (sleep 60) (cs_shoot_point False e22_scarab_target/leg0) (sleep 1) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_pelican2_2_entry (begin (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_fly_by e23_mars_pelican2_flyby/p4) (cs_vehicle_boost False) (cs_face True e23_mars_pelican2_flyby/f0) (cs_fly_to e23_mars_pelican2_flyby/p5) (if g_e23_scarab_after_turn (begin (cs_run_command_script e23_mars_pelican2/gunner0 cs_e23_mars_pelican2_gunners0) (cs_run_command_script e23_mars_pelican2/gunner1 cs_e23_mars_pelican2_gunners1) )) (cs_fly_by e23_mars_pelican2_flyby/p6 16) (set g_e23_mars_pelican2_2_active False) (cs_face False e23_mars_pelican2_flyby/f0) (cs_face True e23_mars_pelican2_flyby/p7) (cs_fly_by e23_mars_pelican2_flyby/p6 2) (cs_face False e23_mars_pelican2_flyby/p7) (cs_fly_by e23_mars_pelican2_flyby/p7) (cs_vehicle_boost True) (cs_fly_by e23_mars_pelican2_flyby/p8) (cs_fly_by e23_mars_pelican2_flyby/p1) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e23_mars_inf1_shoot (begin (sleep_until g_e23_scarab_climbed_down 15) (sleep (random_range 10 30)) (cs_enable_moving True) (sleep_until (begin (cs_shoot True (list_get (ai_actors e23_cov_inf0) (random_range 0 (list_count (ai_actors e23_cov_inf0))))) (sleep (random_range 45 75)) g_e23_scarab_before_bridge0) 15) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e23_mars_inf0_shoot (begin (sleep_until g_e23_scarab_under_bridge0 15) (sleep (random_range 100 120)) (sleep_until (begin (cs_shoot True (list_get (ai_actors e23_cov_inf0) (random_range 0 (list_count (ai_actors e23_cov_inf0))))) (sleep (random_range 45 75)) g_e23_scarab_before_bridge1) 15) ) ) (script command cs_e23_cov_inf1_pilot_exit (begin (objects_detach scarab (ai_get_object ai_current_actor)) (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite scarab_d_r:any:any:exit True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (unit_stop_custom_animation (ai_get_unit ai_current_actor)) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e23_cov_inf1_pilot0 (begin (object_cannot_die (ai_get_object ai_current_actor) True) (cs_queue_command_script ai_current_actor cs_e23_cov_inf1_pilot_exit) (cs_abort_on_damage True) (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\elite\elite scarab_d_r:any:any:idle:var0 False) (objects_attach scarab scarab_d_l (ai_get_object ai_current_actor) ) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 7) 10) (objects_detach scarab (ai_get_object ai_current_actor)) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3) 10) ) ) (script command cs_e23_cov_inf1_pilot1 (begin (object_cannot_die (ai_get_object ai_current_actor) True) (cs_queue_command_script ai_current_actor cs_e23_cov_inf1_pilot_exit) (cs_abort_on_damage True) (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\elite\elite scarab_d_r:any:any:idle:var0 False) (objects_attach scarab scarab_d_r (ai_get_object ai_current_actor) ) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 7) 10) (objects_detach scarab (ai_get_object ai_current_actor)) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3) 10) ) ) (script command cs_e23_scarab_upper_gun (begin (cs_shoot True (ai_vehicle_get e23_mars_pelican0_1/pelican0)) (sleep 120) ) ) (script command cs_best_cs_ever (begin (cs_approach g_target 0.5 5 50) (sleep_until (begin (cs_crouch True) (sleep 8) (cs_crouch False) (sleep 8) False) 1) ) ) (script static e23_scarab_before_bridge0 (begin (= g_e23_scarab_before_bridge0 True) ) ) (script static e23_scarab_before_bridge1 (begin (= g_e23_scarab_before_bridge1 True) ) ) (script static e23_scarab_before_bridge2 (begin (= g_e23_scarab_before_bridge2 True) ) ) (script static e23_scarab_after_bridge2 (begin (= g_e23_scarab_after_bridge2 True) ) ) (script static e23_scarab_after_turn (begin (= g_e23_scarab_after_turn True) ) ) (script dormant scarab_upper_gunner_main (begin (ai_place scarab_gunners/upper_gunner) (sleep 5) (cs_run_command_script scarab_gunners/upper_gunner cs_e23_scarab_upper_gun) ) ) (script dormant e23_scarab (begin (wake scarab_no_save) (pvs_set_object scarab) (ai_erase scarab_gunners/main_gunner) (device_set_position_track scarab finale_climb_off_buildings g_scarab_interpolation) (device_animate_position scarab 1 (/ 401 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (set g_e23_scarab_climbed_down True) (sleep_until g_e23_started 1) (scarab_walk_front_var0) (set g_e23_scarab_before_bridge0 True) (scarab_walk_front_to_walk_low) (scarab_walk_low_var0) (scarab_walk_low_var0) (set g_e23_scarab_under_bridge0 True) (if (difficulty_legendary) (begin (scarab_walk_low_to_walk_front) (scarab_walk_front_var0) ) (begin (scarab_walk_low_var0) (scarab_walk_low_var0) )) (set g_e23_scarab_before_bridge1 True) (if (difficulty_legendary) (scarab_walk_front_to_walk_low) (scarab_walk_low_var0)) (scarab_walk_low_var0) (scarab_walk_low_var0) (set g_e23_scarab_under_bridge1 True) (if (difficulty_legendary) (scarab_walk_low_to_walk_front) (scarab_walk_low_var0)) (if (difficulty_legendary) (scarab_walk_front_var0) (scarab_walk_low_var0)) (set g_e23_scarab_before_bridge2 True) (if (difficulty_legendary) (scarab_walk_front_to_walk_low) (begin (scarab_walk_low_var0) (scarab_walk_low_var0) )) (scarab_walk_low_var0) (scarab_walk_low_var0) (set g_e23_scarab_under_bridge2 True) (scarab_walk_low_to_walk_front) (set g_e23_scarab_after_bridge2 True) (scarab_walk_front_to_idle) (sleep_until (volume_test_objects tv_e23_scarab_corner_continue (players)) 1) (game_save) (scarab_idle_turn_22_left) (scarab_idle_turn_45_left) (set g_e23_scarab_after_turn True) (scarab_idle_turn_22_left) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_turn_15_left) (if (difficulty_legendary) (begin (scarab_walk_front_var0) (scarab_walk_front_turn_15_right) ) (begin (scarab_walk_front_turn_15_right) (scarab_walk_front_var0) )) (print "cortana: it can't go any further this way. we have it trapped!") (ai_play_line_on_object none 2030) (scarab_walk_front_to_idle) (set g_e23_scarab_arrived_at_end True) (scarab_gun_open) (scarab_idle_var0) (sleep_until (begin (begin_random (if g_e23_scarab_active (begin (if g_e23_scarab_active (scarab_idle_to_twist_5_right)) (if g_e23_scarab_active (if (= (random_range 0 2) 0) (scarab_twist_5_right))) (if g_e23_scarab_active (scarab_twist_5_right_to_idle)) )) (if g_e23_scarab_active (begin (if g_e23_scarab_active (scarab_idle_to_twist_5_left)) (if g_e23_scarab_active (if (= (random_range 0 2) 0) (scarab_twist_5_left))) (if g_e23_scarab_active (scarab_twist_5_left_to_idle)) )) ) (not g_e23_scarab_active) ) 1) ) ) (script dormant e23_ultra_dialogue (begin (sleep_until (>= (ai_combat_status e23_cov_inf1_0) ai_combat_status_clear_los)) (sleep_until (<= (ai_combat_status e23_cov_inf1_0) ai_combat_status_active)) (print "cortana: careful chief, that elite was an ultra! and those pilots are no pushovers either!!") (ai_play_line_on_object none 2050) ) ) (script dormant e23_ultra_dialogue_kill (begin (sleep_until (<= (ai_living_count e23_cov_inf1_0/ultra0) 0) 15) (sleep_forever e23_ultra_dialogue) ) ) (script dormant e23_dialogue_boarding (begin (sleep 30) (print "cortana: chief, you're going to have to board the scarab!") (ai_play_line_on_object none 2020) (sleep 600) (print "cortana: we can't do anything more to that scarab from here") (ai_play_line_on_object none 2040) (sleep 75) (activate_team_nav_point_object default player scarab 8.5) ) ) (script dormant e23_dialogue_boarding_kill (begin (sleep_until (or g_mission_over (volume_test_objects tv_scarab (players))) 15) (sleep_forever e23_dialogue_boarding) (deactivate_team_nav_point_object player scarab) ) ) (script dormant e23_best_cs_ever (begin (if (not (difficulty_legendary)) (sleep_forever)) (if (not (= (random_range 0 10) 0)) (sleep_forever)) (set g_target (player0) ) (sleep_until (<= (object_get_health g_target) 0) 10) (cs_run_command_script e23_cov_inf1_0/ultra0 cs_best_cs_ever) ) ) (script dormant e23_cov_inf1_main (begin (sleep_until g_e23_scarab_climbed_down 5) (sleep_until (volume_test_objects tv_scarab_stairwell (players)) 15) (ai_place e23_cov_inf1_1) (ai_place e23_cov_inf1_0 (pin (- 4 (ai_living_count e23_cov_inf0)) 1 3)) (wake e23_ultra_dialogue) (wake e23_ultra_dialogue_kill) (wake e23_best_cs_ever) (sleep_until (and (not (cs_command_script_queued e23_cov_inf1_1/pilot0 cs_e23_cov_inf1_pilot0)) (not (cs_command_script_queued e23_cov_inf1_1/pilot1 cs_e23_cov_inf1_pilot1)))) (set g_e23_scarab_active False) (sleep_until (<= (ai_living_count e23_cov_inf1) 0)) (set g_mission_over True) ) ) (script dormant e23_cov_inf0_main (begin (sleep_until g_e23_scarab_climbed_down 5) (ai_place e23_cov_inf0_0) (sleep_until (or g_e23_scarab_under_bridge1 (<= (ai_living_count e23_cov_inf0) 2) (volume_test_objects tv_scarab_interior (players))) 15) (ai_place e23_cov_inf0_1 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 4)) (sleep_until (or g_e23_scarab_under_bridge2 (<= (ai_living_count e23_cov_inf0) 2) (volume_test_objects tv_scarab_interior (players))) 15) (ai_place e23_cov_inf0_2 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 3)) (sleep_until (or g_e23_scarab_arrived_at_end (<= (ai_living_count e23_cov_inf0) 2) (volume_test_objects tv_scarab_interior (players))) 15) (ai_place e23_cov_inf0_3 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 2)) (sleep_until (or g_e23_scarab_arrived_at_end (volume_test_objects tv_scarab (players))) 15) (ai_place e23_cov_inf0_4 (pin (- 6 (ai_living_count e23_cov_inf0)) 0 5)) (game_save) (sleep_until (<= (ai_living_count e23_cov_inf0) 2)) (wake e23_dialogue_boarding) (sleep 10) (wake e23_dialogue_boarding_kill) (sleep_until (<= (ai_living_count e23_cov_inf0) 0)) (game_save) ) ) (script dormant e23_mars_pelican2_main (begin (sleep_until (volume_test_objects tv_e23_mars_pelican0_begin (players)) 15) (sleep_until (begin (begin_random (begin (ai_place e23_mars_pelican2/pelican0) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican1) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican0) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican1) (sleep (random_range 60 90)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) (begin (ai_place e23_mars_pelican2/pelican2) (ai_place e23_mars_pelican2/gunner0) (ai_place e23_mars_pelican2/gunner1) (sleep 1) (vehicle_load_magic (ai_vehicle_get e23_mars_pelican2/pelican2) pelican_g_pod (ai_get_object e23_mars_pelican2/gunner0)) (vehicle_load_magic (ai_vehicle_get e23_mars_pelican2/pelican2) pelican_g_pod (ai_get_object e23_mars_pelican2/gunner1)) (set g_e23_mars_pelican2_2_active True) (sleep_until (not g_e23_mars_pelican2_2_active)) (sleep_until (< (ai_living_count e23_mars_pelican2) 2)) ) ) g_mission_over) ) ) ) (script dormant e23_mars_pelican1_main (begin (sleep_until (volume_test_objects tv_e23_mars_pelican1_begin (players)) 15) (ai_place e23_mars_pelican1_0) (sleep 60) (ai_place e23_mars_pelican1_1) ) ) (script dormant e23_mars_pelican0_main (begin (sleep_until (or (volume_test_objects tv_e23_mars_pelican0_begin (players)) g_e23_scarab_under_bridge1) 15) (ai_place e23_mars_pelican0) (ai_vehicle_enter_immediate e23_mars_pelican0_0/gunner0 (ai_vehicle_get e23_mars_pelican0_0/pelican0) pelican_g_pod) (ai_vehicle_enter_immediate e23_mars_pelican0_0/gunner1 (ai_vehicle_get e23_mars_pelican0_0/pelican0) pelican_g_pod) (ai_vehicle_enter_immediate e23_mars_pelican0_1/gunner0 (ai_vehicle_get e23_mars_pelican0_1/pelican0) pelican_g_pod) (ai_vehicle_enter_immediate e23_mars_pelican0_1/gunner1 (ai_vehicle_get e23_mars_pelican0_1/pelican0) pelican_g_pod) ) ) (script dormant e23_mars_inf1_main (begin (ai_migrate e22_mars_inf1 e23_mars_inf1) (ai_place e23_mars_inf1 (- 3 (ai_living_count e23_mars_inf1))) ) ) (script dormant e23_mars_inf0_main (begin (ai_place e23_mars_inf0) ) ) (script dormant e23_main (begin (sleep_until (volume_test_objects tv_e23_main_begin (players)) 15) (set g_e23_started True) (print "e23_main") (data_mine_set_mission_segment "e23_scarab_boarding") (game_save) (if (difficulty_legendary) (object_destroy e23_gun)) (wake music_03b_04_start) (wake music_03b_04_start_alt) (kill_volume_enable kill_e23_0) (kill_volume_enable kill_e23_1) (kill_volume_enable kill_e23_2) (wake e23_mars_inf1_main) (wake e23_mars_pelican2_main) (wake e23_cov_inf0_main) (wake e23_cov_inf1_main) ) ) (script static test_scarab_boarding (begin (object_teleport (player0) e23_test) (object_create scarab) (pvs_set_object scarab) (object_teleport scarab e23_scarab_start) (set g_e23_scarab_arrived True) (if (not g_e23_started) (wake e23_main)) (wake e23_scarab) ) ) (script command cs_e22_mars1_go (begin (cs_enable_pathfinding_failsafe True) (ai_vehicle_exit ai_current_actor) (cs_go_to e22_mars_inf1/p0) ) ) (script command cs_e22_mars1_lieutenant (begin (cs_enable_pathfinding_failsafe True) (cs_enable_looking False) (cs_look True e22_mars_inf1/scarab_entry) (sleep_until (volume_test_objects tv_e22_scarab_entry_begin (players)) 10) (cs_look_player True) (sleep_until (and (> (device_get_position e22_door3) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3.5) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0)) 5) (sleep 30) (print "lt: when i asked for reinforcements...") (sleep (- (ai_play_line ai_current_actor 0770) 75)) (cs_look True e22_scarab_target/target) (sleep 55) (cs_aim True e22_scarab_target/target) (sleep 27) (cs_crouch True) (sleep (ai_play_line ai_current_actor 8030)) (print "lf: we got trouble") (sleep_until (<= (ai_living_count e22_mars_scorpions0) 0) 15) (sleep 60) (print "gnr: alright, this is the shit") (sleep (- (ai_play_line e22_mars_inf1/marine0 8060) 30)) (cs_look_object True (ai_get_object e22_mars_inf1/marine0)) (sleep 45) (print "lt: marine, did i give you permission to bitch?") (sleep (ai_play_line ai_current_actor 8010)) (cs_look True e22_scarab_target/target) (cs_movement_mode ai_movement_combat) (cs_aim True e22_scarab_target/target) (sleep_until g_e22_scarab_before_climb 5) (print "lt: i don't think it's stopping") (ai_play_line ai_current_actor 0790) (sleep_until g_e22_scarab_mid_climb 5) (cs_crouch False) (sleep 90) (ai_play_line ai_current_actor 8040) (print "lt: that thing is starting to piss me off") (sleep 100) (cs_aim False e22_scarab_target/target) (cs_face_player True) (ai_play_line ai_current_actor 0830) (print "lt: marines, time to kill us a scarab") (cs_look_player False) (sleep 30) (cs_enable_looking True) (cs_start_to e22_mars_inf1/p0) (sleep 20) (cs_run_command_script e22_mars_inf1/marine0 cs_e22_mars1_go) (sleep 20) (cs_run_command_script e22_mars_inf0/perez cs_e22_mars1_go) (wake objective3_set) ) ) (script command cs_e22_mars0_crouch (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_combat) (cs_crouch True) (cs_look_player True) (sleep_forever) ) ) (script command cs_e22_mars0_stand (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_patrol) (cs_look_player True) (sleep_forever) ) ) (script command cs_e22_mars0_perez (begin (cs_enable_pathfinding_failsafe True) (cs_face_player True) (cs_go_to e22_mars_inf0_perez/p0) (cs_start_approach_player 3 20 35) (print "perez: hey chief!") (sleep_until (not (players_in_vehicle)) 10) (cs_approach_player 1.5 5 10) (cs_face_player True) (sleep (- (ai_play_line_at_player ai_current_actor 0710) 30)) (cs_face_player False) (cs_enable_looking True) (cs_start_to e22_mars_inf0_perez/p1) (sleep 45) (cs_look_player True) (print "the lt. got hit") (sleep (ai_play_line ai_current_actor 0730)) (sleep 15) (print "who in charge") (sleep (- (ai_play_line_on_object none 0740) 30)) (cs_look_player True) (sleep 45) (sleep_until (not (cs_moving)) 5) (cs_face_player True) (sleep (ai_play_line_at_player ai_current_actor 0750)) (cs_face_player False) (cs_look_player False) (cs_enable_looking True) (cs_start_to e22_mars_inf0_perez/p2) (print "c'mon, i'll show you") (ai_play_line ai_current_actor 0760) (sleep 20) (sleep_until (not (cs_moving)) 5) (cs_look_player True) ) ) (script command cs_e22_mars_inf1_crouch (begin (cs_crouch True) (cs_face True e22_scarab_target/target) (cs_aim True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep 150) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_before_climb 5) (cs_shoot_point False e22_scarab_target/target) (ai_vehicle_exit ai_current_actor) (sleep_until g_e22_scarab_mid_climb 5) (sleep 20) (cs_crouch False) (sleep_until g_e22_scarab_past_climb 5) (sleep (random_range 20 40)) (cs_go_to e22_mars_inf1/p0) ) ) (script command cs_e22_mars_inf1_marine1 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 3) (cs_start_to e22_mars_inf1/p1) (cs_look True e22_mars_scorpions0/scarab_target) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 11) 5) (cs_face_player True) (ai_play_line_at_player ai_current_actor 0840) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4) 5) (cs_face_player False) (cs_go_to e22_mars_inf1/p0) ) ) (script command cs_e22_mars_inf2_marine_end (begin (cs_face True e22_scarab_target/target) (cs_crouch True) (sleep_until g_e22_scarab_mid_climb 5) (cs_crouch False) (sleep_until g_e22_scarab_past_climb 5) (cs_force_combat_status 2) (sleep_forever) ) ) (script command cs_e22_mars_inf2_marine0 (begin (cs_force_combat_status 3) (cs_crouch True) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 120 150)) (cs_shoot_point False e22_scarab_target/target) (cs_crouch False) (cs_go_to e22_mars_inf2/p0) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine1 (begin (cs_force_combat_status 3) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 120 150)) (cs_shoot_point False e22_scarab_target/target) (ai_vehicle_exit ai_current_actor) (cs_crouch False) (cs_go_to e22_mars_inf2/p1) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine2 (begin (cs_force_combat_status 3) (cs_crouch True) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 180 210)) (cs_shoot_point False e22_scarab_target/target) (cs_crouch False) (cs_go_to e22_mars_inf2/p2) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine3 (begin (cs_force_combat_status 3) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 180 210)) (cs_shoot_point False e22_scarab_target/target) (ai_vehicle_exit ai_current_actor) (cs_crouch False) (cs_go_to e22_mars_inf2/p3) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_inf2_marine4 (begin (cs_force_combat_status 3) (cs_crouch True) (sleep_until g_e22_scarab_appeared 5) (sleep (random_range 30 45)) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scarab_advancing 5) (sleep (random_range 240 270)) (cs_shoot_point False e22_scarab_target/target) (cs_crouch False) (cs_go_to e22_mars_inf2/p4) (cs_run_command_script ai_current_actor cs_e22_mars_inf2_marine_end) ) ) (script command cs_e22_mars_scorpion0 (begin (cs_force_combat_status 3) (cs_aim True e22_scarab_target/target) (sleep_until g_e22_scarab_visible 5) (cs_shoot_point True e22_scarab_target/target) (sleep_until g_e22_scorpion_asplode 5) (unit_kill (ai_vehicle_get ai_current_actor)) ) ) (script command cs_e22_scarab_main_gun (begin (cs_shoot True (ai_vehicle_get e22_mars_scorpions0/scorpion0)) (sleep 120) (set g_e22_scorpion_asplode True) (sleep 45) ) ) (script dormant e22_scarab_climbing_events (begin (sleep 45) (set g_e22_scarab_started_climb True) (print "g_e22_scarab_started_climb ") (sleep 100) (set g_e22_scarab_mid_climb True) (print "g_e22_scarab_mid_climb ") (print "todo: boom boom dust shakes") (sleep 90) (set g_e22_scarab_past_climb True) (print "g_e22_scarab_past_climb ") ) ) (script dormant e22_scarab_advancing_events (begin (set g_e22_scarab_advancing True) (print "g_e22_scarab_advancing ") (sleep 259) (object_damage_damage_section e22_bridge0_2 main 1) (object_damage_damage_section e22_bridge0_3 main 1) (object_damage_damage_section e22_bridge0_4 main 1) (object_damage_damage_section e22_bridge0_5 main 1) (sleep 2) (object_damage_damage_section e22_bridge0_0 main 1) (object_damage_damage_section e22_bridge0_1 main 1) (sleep 118) (object_damage_damage_section e22_bridge1_2 main 1) (sleep 1) (object_damage_damage_section e22_bridge1_0 main 1) (object_damage_damage_section e22_bridge1_1 main 1) (object_damage_damage_section e22_bridge1_3 main 1) (object_damage_damage_section e22_bridge1_4 main 1) (sleep 1) (object_damage_damage_section e22_bridge1_5 main 1) (object_damage_damage_section e22_bridge1_6 main 1) (sleep 1) (object_damage_damage_section e22_bridge1_7 main 1) (object_damage_damage_section e22_bridge1_8 main 1) (object_damage_damage_section e22_bridge1_9 main 1) (sleep 19) (object_damage_damage_section e22_bridge2_0 main 1) (sleep 1) (object_damage_damage_section e22_bridge2_3 main 1) (object_damage_damage_section e22_bridge2_5 main 1) (sleep 1) (object_damage_damage_section e22_bridge2_1 main 1) (object_damage_damage_section e22_bridge2_2 main 1) (object_damage_damage_section e22_bridge2_4 main 1) (sleep 30) (set g_e22_scarab_before_climb True) (print "g_e22_scarab_before_climb ") ) ) (script dormant e22_scarab_appearance_events (begin (sleep 60) (set g_e22_scarab_visible True) (sleep 180) (set g_e22_scarab_appeared True) (print "g_e22_scarab_appeared ") ) ) (script dormant e22_scarab_intro_gun (begin (object_create e22_scarab_gun) (weapon_hold_trigger e22_scarab_gun 0 True) (sleep 45) (weapon_hold_trigger e22_scarab_gun 0 False) (sleep 60) (object_destroy e22_scarab_gun) ) ) (script dormant e22_scarab (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 10) (sleep_until (volume_test_objects tv_e22_scarab_entry_begin (players)) 10) (wake e22_scarab_intro_gun) (wake chapter_title2) (sleep 50) (ai_place scarab_gunners/main_gunner) (object_create_anew scarab) (object_teleport scarab e22_scarab_start) (pvs_set_object scarab) (wake e22_scarab_appearance_events) (scarab_gun_open_down_instant) (device_set_position_track scarab finale_enter 0) (device_animate_position scarab 1 (/ 266 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (cs_stack_command_script scarab_gunners/main_gunner cs_e22_scarab_main_gun) (scarab_gun_fire_down) (scarab_idle_firing) (wake e22_scarab_advancing_events) (scarab_idle_to_walk_front_fast) (scarab_walk_front_var0_fast) (scarab_gun_close_down) (scarab_walk_front_var0_fast) (scarab_walk_front_var0_fast) (scarab_walk_front_var0_fast) (scarab_walk_front_var0_fast) (wake e22_scarab_climbing_events) (device_set_position_track scarab finale_climb_on_buildings g_scarab_interpolation) (device_animate_position scarab 1 (/ 446 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (set g_e23_scarab_arrived True) (begin_random (if (not g_e23_started) (begin (scarab_idle_to_twist_5_right) (scarab_twist_5_right_to_idle) )) (if (not g_e23_started) (begin (scarab_idle_to_twist_5_left) (scarab_twist_5_left_to_idle) )) ) (wake e23_scarab) ) ) (script dormant e22_nasty_player_synch (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 5) (volume_teleport_players_not_inside tv_e22_no_teleport e22_nasty_player_synch) (sleep_until (if (> (list_count (volume_return_objects_by_type tv_e22_street_cleanup 2)) 0) (begin (object_destroy (list_get (volume_return_objects_by_type tv_e22_street_cleanup 2) 0)) (= 1 0) ) (= 1 1)) 1) (garbage_collect_unsafe) (set g_e22_done_street_cleanup True) ) ) (script dormant e22_objective (begin (sleep_until (volume_test_objects tv_e22_scarab_entry_begin (players)) 5) (wake objective2_clear) (sleep_until g_e22_scarab_past_climb) (wake objective3_set) ) ) (script dormant e22_dialogue (begin (sleep_until (volume_test_objects tv_e22_away_from_building (players)) 5 30_seconds) (ai_play_line_on_object none 2000) (sleep 75) (activate_team_nav_point_flag default player e22_navpoint 0) (sleep_until (volume_test_objects tv_e22_near_building (players)) 5 450) (if (not (volume_test_objects tv_e22_near_building (players))) (ai_play_line_on_object none 2010)) ) ) (script dormant e22_dialogue_kill (begin (sleep_until (or g_e23_started (volume_test_objects tv_e22_main_begin (players))) 10) (sleep_forever e22_dialogue) (sleep_until (or g_e23_started (volume_test_objects tv_e22_doorway (players))) 10) (deactivate_team_nav_point_flag player e22_navpoint) ) ) (script dormant e22_mars_inf3_main (begin (sleep_until (volume_test_objects tv_e22_mars_inf3_begin (players)) 10) ) ) (script dormant e22_mars_inf2_main (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 10) (ai_place e22_mars_inf2) (ai_erase e21_mars_pelican1) (cs_run_command_script e22_mars_inf2/marine0 cs_e22_mars_inf2_marine0) (cs_run_command_script e22_mars_inf2/marine1 cs_e22_mars_inf2_marine1) (cs_run_command_script e22_mars_inf2/marine2 cs_e22_mars_inf2_marine2) (cs_run_command_script e22_mars_inf2/marine3 cs_e22_mars_inf2_marine3) (cs_run_command_script e22_mars_inf2/marine4 cs_e22_mars_inf2_marine4) ) ) (script dormant e22_mars_inf1_main (begin (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 10) (ai_place e22_mars_inf1/lieutenant) (ai_place e22_mars_inf1/marine0) (object_set_permutation (ai_get_object e22_mars_inf1/lieutenant) comm_pack on) (sleep_until g_e22_scarab_past_climb 5) (device_operates_automatically_set e22_door1 True) (device_operates_automatically_set e22_door2 True) (device_closes_automatically_set e22_door1 False) (device_closes_automatically_set e22_door2 False) (device_set_position e22_door1 1) (device_set_position e22_door2 1) (ai_place e22_mars_inf1/marine1) (if (<= (ai_living_count e22_mars_inf1/lieutenant) 0) (begin (cs_run_command_script e22_mars_inf1/marine0 cs_e22_mars1_go) (cs_run_command_script e22_mars_inf0/perez cs_e22_mars1_go) )) ) ) (script dormant e22_mars_inf0_main (begin (device_set_position e22_door0 1) (device_operates_automatically_set e22_door0 True) (ai_place e22_mars_inf0/perez) (ai_place e22_mars_inf0/guard0) (ai_place e22_mars_inf0/guard2) (sleep_until (volume_test_objects tv_e22_main_begin (players)) 15) (ai_place e22_mars_inf0/guard1) (ai_place e22_mars_inf0/medic0) (ai_migrate e21_mars_warthog0 e22_mars_inf0) (ai_vehicle_exit e22_mars_inf0) (sleep_until (or (volume_test_objects tv_e22_stairwell (players)) (volume_test_objects tv_e22_stairwell (ai_get_object e22_mars_inf0/perez))) 15) (ai_set_orders e22_mars_inf0 e22_mars_inf0_advance1) (sleep_until (volume_test_objects tv_e22_mars_inf3_begin (players)) 10) (sleep_until (not (volume_test_objects tv_e22_mars_inf0_visible (players)))) (ai_erase e22_mars_inf0/guard0) (ai_erase e22_mars_inf0/guard1) (ai_erase e22_mars_inf0/guard2) (ai_erase e22_mars_inf0/medic0) ) ) (script dormant e22_mars_scorpions0_main (begin (sleep_until g_e22_done_street_cleanup 10) (ai_place e22_mars_scorpions0) (cs_run_command_script e22_mars_scorpions0/scorpion0 cs_e22_mars_scorpion0) ) ) (script dormant e22_main (begin (set g_e22_started True) (print "e22_main") (data_mine_set_mission_segment "e22_scarab_intro") (game_save) (wake e23_main) (wake music_03b_03_stop) (wake e22_nasty_player_synch) (wake e22_mars_inf0_main) (wake e22_mars_inf1_main) (wake e22_mars_inf2_main) (wake e22_mars_inf3_main) (wake e22_mars_scorpions0_main) (wake e22_scarab) (wake e22_objective) (wake e22_dialogue) (wake e22_dialogue_kill) (sleep_until g_e23_started) (sleep_forever e22_nasty_player_synch) (sleep_forever e22_mars_inf0_main) (sleep_forever e22_mars_inf1_main) (sleep_forever e22_mars_inf2_main) (sleep_forever e22_mars_inf3_main) (sleep_forever e22_mars_scorpions0_main) (sleep_forever e22_dialogue) ) ) (script static test_scarab_intro (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e22_test) (object_destroy scarab) (if (not g_e22_started) (wake e22_main)) ) ) (script command cs_e21_cov_phantom0_bombard (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_definite) (sleep_until (begin (begin_random (begin (cs_shoot_point True e21_cov_bombard/p5) (sleep 120) ) (begin (cs_shoot_point True e21_cov_bombard/p6) (sleep 120) ) (begin (cs_shoot_point True e21_cov_bombard/p7) (sleep 120) ) (begin (cs_shoot_point True e21_cov_bombard/p8) (sleep 120) ) ) False) ) ) ) (script command cs_e21_cov_wraiths0_bombard (begin (cs_abort_on_damage True) (sleep_until (begin (begin_random (begin (cs_shoot_point True e21_cov_bombard/p0) (sleep 60) ) (begin (cs_shoot_point True e21_cov_bombard/p1) (sleep 60) ) (begin (cs_shoot_point True e21_cov_bombard/p2) (sleep 60) ) ) False) ) ) ) (script command cs_e21_cov_abort_bombard (begin (sleep 1) ) ) (script command cs_e21_cov_phantom1_entry (begin (cs_fly_by e21_cov_phantom1_entry/p0) (cs_fly_by e21_cov_phantom1_entry/p1) (cs_fly_to e21_cov_phantom1_entry/p2) (sleep 15) (cs_fly_to e21_cov_phantom1_entry/p3 0.5) (sleep 30) (begin_random (begin (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_sc01) (sleep 15) ) (begin (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_sc02) (sleep 15) ) ) (sleep 15) ) ) (script command cs_e21_cov_phantom_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e21_cov_phantom_exit/p0) (cs_fly_to e21_cov_phantom_exit/p1) (cs_fly_to e21_cov_phantom_exit/p2 0.5) (ai_erase ai_current_squad) ) ) (script command cs_e21_mars_pelican0_entry (begin (cs_fly_by e21_mars_pelican0_entry/p0) (cs_fly_to e21_mars_pelican0_entry/p1 0.5) (cs_face True e21_mars_pelican0_entry/p1_facing) (sleep_forever) ) ) (script command cs_e21_mars_pelican0_exit (begin (cs_fly_by e21_mars_pelican0_entry/p2) (cs_fly_by e21_mars_pelican0_entry/p3) (cs_vehicle_boost True) (cs_fly_by e21_mars_pelican0_entry/p4) (cs_fly_by e21_mars_pelican0_entry/p5) (ai_erase ai_current_squad) ) ) (script command cs_e21_mars_pelican1_entry (begin (cs_fly_by e21_mars_pelican1_entry/p0) (cs_fly_by e21_mars_pelican1_entry/p0_1) (cs_fly_by e21_mars_pelican1_entry/p0_2) (cs_fly_to e21_mars_pelican1_entry/p1 0.5) (cs_face True e21_mars_pelican1_entry/p1_facing) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) pelican_p) (sleep 180) (cs_face False e21_mars_pelican1_entry/p1_facing) (cs_fly_by e21_mars_pelican1_entry/p2) (cs_fly_by e21_mars_pelican1_entry/p3) (cs_vehicle_boost True) (cs_fly_by e21_mars_pelican1_entry/p4) (cs_fly_by e21_mars_pelican1_entry/p5) (object_destroy (ai_vehicle_get ai_current_actor)) (ai_erase ai_current_actor) ) ) (script command cs_e21_mars_inf1_exit (begin (cs_go_to e21_mars_inf1/p0) (ai_erase ai_current_actor) ) ) (script static e21_cov_phantom1_retreating (begin (= g_e21_cov_phantom1_retreating True) ) ) (script static e21_cov_phantom0_retreating (begin (= g_e21_cov_phantom0_retreating True) ) ) (script dormant e21_dialog (begin (sleep_until (volume_test_objects tv_e21_boulevard1 (players)) 15) (sleep (ai_play_line_on_object none 0690)) (sleep 10) (sleep (ai_play_line_on_object none 0700)) ) ) (script dormant e21_cov_creep0_main (begin (sleep_until (or (volume_test_objects tv_e21_cov_creep0_main (players)) (volume_test_objects tv_e21_cov_inf0_unsafe (players))) 15) (ai_place e21_cov_creep0) ) ) (script dormant e21_cov_phantom1_main (begin (sleep_until (<= (ai_living_count e21_cov_wraiths0) 1) 30 two_minutes) (ai_place e21_cov_phantom1) (ai_place e21_cov_ghosts0_0) (sleep 2) (vehicle_load_magic (ai_vehicle_get_from_starting_location e21_cov_phantom1/phantom0) phantom_sc01 (ai_vehicle_get_from_starting_location e21_cov_ghosts0_0/ghost0)) (vehicle_load_magic (ai_vehicle_get_from_starting_location e21_cov_phantom1/phantom0) phantom_sc02 (ai_vehicle_get_from_starting_location e21_cov_ghosts0_0/ghost1)) (cs_run_command_script e21_cov_phantom1/phantom0 cs_e21_cov_phantom1_entry) (sleep_until (or (<= (object_get_health (ai_vehicle_get e21_cov_phantom1/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e21_cov_phantom1/phantom0) target_front) 3)) 10 one_minute) (set g_e21_cov_phantom1_retreating True) (cs_run_command_script e21_cov_phantom1/phantom0 cs_e21_cov_phantom_exit) ) ) (script dormant e21_cov_wraiths0_main (begin (ai_place e21_cov_wraiths0_0) (ai_place e21_cov_wraiths0_1) (sleep 2) (ai_vehicle_reserve (ai_vehicle_get e21_cov_wraiths0_0/wraith0) True) (ai_vehicle_reserve (ai_vehicle_get e21_cov_wraiths0_1/wraith0) True) (sleep_until (or (<= (ai_living_count e21_cov_wraiths0) 1) (volume_test_objects tv_e21_cov_wraith0_2_unsafe (players))) 15) (if (not (volume_test_objects tv_e21_cov_wraith0_2_unsafe (players))) (ai_place e21_cov_wraiths0_2 (pin (- 2 (ai_living_count e21_cov_wraiths0)) 0 1))) (sleep 2) (ai_vehicle_reserve (ai_vehicle_get e21_cov_wraiths0_2/wraith0) True) (wake e21_cov_phantom1_main) ) ) (script dormant e21_cov_inf0_main (begin (ai_place e21_cov_inf0) ) ) (script dormant e21_mars_pelican1_main (begin (sleep_until g_e21_cov_phantom1_retreating) (sleep 60) (ai_place e21_mars_pelican1) (cs_run_command_script e21_mars_pelican1/pelican0 cs_e21_mars_pelican1_entry) ) ) (script dormant e21_mars_pelican0_main (begin (sleep_until g_e21_cov_phantom1_retreating) (ai_place e21_mars_pelican0/pelican0) (cs_run_command_script e21_mars_pelican0/pelican0 cs_e21_mars_pelican0_entry) (ai_place e21_mars_pelican0/scorpion0) (vehicle_load_magic (ai_vehicle_get e21_mars_pelican0/pelican0) pelican_lc (ai_vehicle_get_from_starting_location e21_mars_pelican0/scorpion0)) (sleep_until (volume_test_objects tv_e22_begin_scarab_sequence (players)) 15) (cs_run_command_script e21_mars_pelican0/pelican0 cs_e21_mars_pelican0_exit) ) ) (script dormant e21_mars_warthog0_main (begin (ai_migrate e20_mars_warthog0 e21_mars_warthog0) (ai_migrate e20_mars_warthog1 e21_mars_warthog0) ) ) (script dormant e21_mars_inf1_main (begin (sleep_until g_e21_cov_phantom0_retreating 15) (ai_place e21_mars_inf1) (ai_disregard (ai_actors e21_mars_inf1) True) (sleep_until g_e22_started) (cs_run_command_script e21_mars_inf1 cs_e21_mars_inf1_exit) ) ) (script dormant e21_mars_inf0_main (begin (sleep_until (begin (if (and (< (ai_living_count e21_mars_inf0) 2) (< (ai_spawn_count e21_mars_inf0) 10) (not (volume_test_objects tv_e21_mars_inf0_unsafe (players)))) (ai_place e21_mars_inf0 1)) (or (>= (ai_spawn_count e21_mars_inf0) 10) g_e22_started) )) ) ) (script dormant e21_main_end_condition (begin (sleep_until g_e21_cov_phantom1_retreating) (sleep_until (and (<= (ai_living_count e21_cov_ghosts0) 0) (<= (ai_living_count e21_cov_wraiths0) 0)) 30 one_minute) (wake e22_main) ) ) (script dormant e21_main (begin (sleep_until (volume_test_objects tv_e21_main_begin (players)) 15) (set g_e21_started True) (print "e21_main") (data_mine_set_mission_segment "e21_hospital_seige") (game_save) (wake e21_main_end_condition) (wake e21_mars_warthog0_main) (wake e21_mars_pelican0_main) (wake e21_mars_pelican1_main) (wake e21_cov_inf0_main) (wake e21_cov_wraiths0_main) (wake e21_dialog) (sleep_until g_e22_started) (sleep_forever e21_mars_warthog0_main) (sleep_forever e21_mars_inf0_main) (sleep_forever e21_mars_inf1_main) (sleep_forever e21_cov_creep0_main) (sleep_forever e21_cov_wraiths0_main) (sleep_forever e21_cov_phantom1_main) (sleep_forever e21_dialog) (ai_disposable e21_cov True) (ai_disposable e21_cov_phantom0 False) (ai_disposable e21_cov_phantom1 False) ) ) (script static test_hospital_seige (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e21_test) (object_destroy scarab) (ai_place e21_mars_warthog0) (if (not g_e21_started) (wake e21_main)) ) ) (script dormant e20_cov_ghosts0_main (begin (ai_migrate e19_cov_ghosts0 e20_cov_ghosts0) (ai_place e20_cov_ghosts0) ) ) (script dormant e20_mars_warthog1_main (begin (ai_place e20_mars_warthog1) (if (> (ai_living_count e20_mars_warthog0) 1) (ai_erase e20_mars_warthog1/spare)) ) ) (script dormant e20_mars_warthog0_main (begin (ai_migrate e19_mars_warthog0 e20_mars_warthog0) (wake e20_mars_warthog1_main) ) ) (script dormant e20_main (begin (sleep_until (volume_test_objects tv_e20_main_begin (players)) 15) (set g_e20_started True) (print "e20_main") (data_mine_set_mission_segment "e20_road_skirmish") (game_save) (wake music_03b_03_start) (wake e20_mars_warthog0_main) (wake e20_cov_ghosts0_main) (sleep_until g_e21_started) (ai_disposable e20_cov True) ) ) (script static test_road_skirmishes (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e20_test) (object_destroy scarab) (ai_place e20_mars_warthog0) (wake e20_main) (wake e21_main) ) ) (script command cs_e19_cov_ghosts0_1_entry1 (begin (cs_vehicle_boost True) (cs_go_to e19_cov_ghosts0_1/p2) (cs_go_to e19_cov_ghosts0_1/p3) (sleep 60) ) ) (script command cs_e19_cov_ghosts0_1_entry0 (begin (cs_vehicle_boost True) (cs_go_to e19_cov_ghosts0_1/p0) (cs_go_to e19_cov_ghosts0_1/p1) (sleep 60) ) ) (script dormant e19_cov_ghosts0_main (begin (ai_migrate e18_cov_ghosts0 e19_cov_ghosts0_0) (sleep_until (volume_test_objects tv_e19_player_advanced (players)) 15) (ai_place e19_cov_ghosts0_0) (sleep_until (begin (if (<= (ai_living_count e19_cov_ghosts0) 0) (begin (sleep 300) (sleep_until (not (volume_test_objects tv_e19_cov_ghosts0_1_unsafe (players)))) (ai_place e19_cov_ghosts0_1) )) (>= (ai_spawn_count e19_cov_ghosts0) 6) )) ) ) (script dormant e19_cov_wraiths0_main (begin (ai_place e19_cov_wraiths0_0) ) ) (script dormant e19_cov_inf0_main (begin (ai_place e19_cov_inf0) ) ) (script dormant e19_mars_inf0_main (begin (ai_migrate e18_mars_inf0 e19_mars_warthog0) (ai_migrate e18_mars_warthog0 e19_mars_warthog0) ) ) (script dormant e19_main (begin (sleep_until (or (volume_test_objects tv_e19_main_begin0 (players)) (volume_test_objects tv_e19_main_begin1 (players))) 15) (set g_e19_started True) (print "e19_main") (data_mine_set_mission_segment "e19_park") (game_save) (object_create_anew e19_tree0) (object_create_anew e19_tree1) (wake e19_mars_inf0_main) (wake e19_cov_inf0_main) (wake e19_cov_wraiths0_main) (wake e19_cov_ghosts0_main) (sleep_until g_e20_started) (sleep_forever e19_mars_inf0_main) (sleep_forever e19_cov_inf0_main) (sleep_forever e19_cov_wraiths0_main) (sleep_forever e19_cov_ghosts0_main) (ai_disposable e19_cov True) ) ) (script command cs_e18_mars_warthog0_orbit (begin (sleep_until (begin (cs_go_by e18_mars_warthog0_orbit/p4 e18_mars_warthog0_orbit/p5) (cs_go_by e18_mars_warthog0_orbit/p5 e18_mars_warthog0_orbit/p6) (cs_go_by e18_mars_warthog0_orbit/p6 e18_mars_warthog0_orbit/p0) (cs_go_by e18_mars_warthog0_orbit/p0 e18_mars_warthog0_orbit/p1) (cs_go_by e18_mars_warthog0_orbit/p1 e18_mars_warthog0_orbit/p2) (cs_go_by e18_mars_warthog0_orbit/p2 e18_mars_warthog0_orbit/p3) (cs_go_by e18_mars_warthog0_orbit/p3 e18_mars_warthog0_orbit/p4) (if (or (vehicle_test_seat_list (ai_vehicle_get ai_current_actor) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get ai_current_actor) warthog_p (players))) (set g_e18_orbit_count (+ g_e18_orbit_count 1))) (or g_e19_started (<= (ai_living_count e18_cov_inf1_1) 0) (>= g_e18_orbit_count 2)) ) 1) ) ) (script command cs_e18_mars_warthog0_approach0 (begin (cs_approach_player 5 50 50) (if (not g_e18_mars_warthog0_spoke) (begin (ai_play_line_at_player ai_current_actor 8000) (print "could use a gunner, sir!") (set g_e18_mars_warthog0_spoke True) )) (sleep_until (or (> (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player0) ) 7) (unit_in_vehicle (unit (player0) ))) 15 600) ) ) (script command cs_e18_mars_warthog0_approach1 (begin (cs_approach_player 5 50 50) (if (not g_e18_mars_warthog0_spoke) (begin (ai_play_line_at_player ai_current_actor 8000) (print "could use a gunner, sir!") (set g_e18_mars_warthog0_spoke True) )) (sleep_until (or (> (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player1) ) 7) (unit_in_vehicle (unit (player1) ))) 15 600) ) ) (script command cs_e18_mars_warthog0_abort (begin (sleep 1) ) ) (script command cs_e18_cov_inf0_sniper0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_dangerous) (cs_aim_object True (ai_vehicle_get e18_mars_warthog0/warthog0)) (sleep_forever) ) ) (script command cs_e18_cov_inf2_1_entry0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e18_cov_inf2_entry/p0) (cs_go_to e18_cov_inf2_entry/p1) ) ) (script dormant e18_scarab_main (begin (object_create_anew scarab) (object_teleport scarab e18_scarab_start) (pvs_set_object scarab) (sleep_until (begin (device_set_position_track scarab park_idle 0) (device_animate_position scarab 1 (/ 119 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (volume_test_objects tv_e19_scarab_withdraws (players)) ) 1 30_seconds) (device_set_position_track scarab park_exit 0) (device_animate_position scarab 1 (/ 831 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_walk_front_var0) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_45_right) (scarab_idle_turn_45_right) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (object_destroy scarab) ) ) (script dormant e18_cov_ghosts0_main (begin (sleep_until (or (<= (ai_living_count e18_cov_inf1_1) 0) (volume_test_objects tv_e19_main_begin1 (players)))) (if (not (volume_test_objects tv_e19_main_begin1 (players))) (ai_place e18_cov_ghosts0)) ) ) (script static e18_cov_inf2_spawn (begin (if (volume_test_objects tv_e18_second_half (players)) (if (not (volume_test_objects tv_e18_cov_inf2_1_unsafe1 (players))) (ai_place e18_cov_inf2_1/sniper1)) (if (not (volume_test_objects tv_e18_cov_inf2_1_unsafe0 (players))) (ai_place e18_cov_inf2_1/sniper0))) ) ) (script dormant e18_cov_inf2_main (begin (ai_place e18_cov_inf2_0) (if (difficulty_heroic) (set g_e18_cov_inf2_spawn_max 8)) (if (difficulty_legendary) (set g_e18_cov_inf2_spawn_max 12)) (sleep_until (begin (if (or (< (ai_living_count e18_cov_inf2) 1) (and (< (ai_living_count e18_cov_inf1) 5) (< (ai_living_count e18_cov_inf2) 2)) (and (difficulty_legendary) (< (ai_living_count e18_cov_inf1) 4) (< (ai_living_count e18_cov_inf2) 2))) (begin (e18_cov_inf2_spawn) (sleep (random_range 60 300)) )) (>= (ai_spawn_count e18_cov_inf2) g_e18_cov_inf2_spawn_max) )) ) ) (script dormant e18_cov_inf1_main (begin (ai_place e18_cov_inf1) ) ) (script dormant e18_cov_inf0_main (begin (ai_place e18_cov_inf0) ) ) (script dormant e18_mars_warthog0_main (begin (ai_place e18_mars_warthog0) (sleep_until (begin (if (and (< (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player0) ) 6) (not (unit_in_vehicle (unit (player0) )))) (begin (cs_stack_command_script e18_mars_warthog0/warthog0 cs_e18_mars_warthog0_approach0) (sleep_until (not (unit_in_vehicle (ai_get_unit e18_mars_warthog0/warthog0))) 30 900) ) (if (and (game_is_cooperative) (< (objects_distance_to_object (ai_actors e18_mars_warthog0/warthog0) (player1) ) 6) (not (unit_in_vehicle (unit (player1) )))) (begin (cs_stack_command_script e18_mars_warthog0/warthog0 cs_e18_mars_warthog0_approach1) (sleep_until (not (unit_in_vehicle (ai_get_unit e18_mars_warthog0/warthog0))) 30 900) ))) (not (unit_in_vehicle (ai_get_unit e18_mars_warthog0/warthog0))) ) 15) (print "omg?") (cs_run_command_script e18_mars_warthog0/warthog0 cs_e18_mars_warthog0_abort) ) ) (script dormant e18_mars_inf0_main (begin (ai_migrate e17_mars_inf0 e18_mars_inf0) ) ) (script dormant e18_key (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create key) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 9) ) ) (script dormant e18_main (begin (sleep_until (volume_test_objects tv_e18_main_begin (players)) 15) (set g_e18_started True) (print "e18_main") (data_mine_set_mission_segment "e18_park") (game_save) (kill_volume_enable kill_e18_0) (object_destroy e19_tree0) (object_destroy e19_tree1) (wake chapter_title1) (wake objective1_clear) (wake objective2_set) (wake e19_main) (wake e20_main) (wake e21_main) (wake e18_mars_inf0_main) (wake e18_mars_warthog0_main) (wake e18_cov_inf0_main) (wake e18_cov_inf1_main) (wake e18_cov_inf2_main) (wake e18_cov_ghosts0_main) (wake e18_scarab_main) (wake e18_key) (sleep_until g_e19_started) (sleep_forever e18_mars_inf0_main) (sleep_forever e18_mars_warthog0_main) (sleep_forever e18_cov_inf0_main) (sleep_forever e18_cov_inf1_main) (sleep_forever e18_cov_inf2_main) (sleep_forever e18_cov_ghosts0_main) (ai_disposable e18_cov True) ) ) (script static test_park (begin (switch_bsp 1) (object_teleport (player0) e18_test) (ai_place e18_mars_inf0) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e17_mars_inf0_drive (begin (cs_enable_pathfinding_failsafe True) (object_cannot_die (ai_get_object e17_mars_inf0/warthog0) True) (object_cannot_die (ai_get_object e17_mars_inf0/passenger0) True) (cs_go_to e17_mars_inf0_entry/p0) (sleep_until (or (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 13) (volume_test_objects tv_e17_near_first_wall (players))) 15 one_minute) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 5) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (sleep 5) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 15) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (sleep_until (or (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (<= (ai_strength ai_current_actor) 0.5) (<= (ai_strength ai_current_squad) 0.75) (volume_test_objects tv_e17_first_wall_approach (players))) 15 600) (cs_go_by e17_mars_inf0_entry/p0_1 e17_mars_inf0_entry/p1) (cs_go_to e17_mars_inf0_entry/p1) (set g_e17_mars_warthog0_arrived True) (sleep 20) (object_cannot_die (ai_get_object e17_mars_inf0/warthog0) False) (object_cannot_die (ai_get_object e17_mars_inf0/passenger0) False) (ai_vehicle_exit e17_mars_inf0/warthog0) (ai_vehicle_exit e17_mars_inf0/passenger0) ) ) (script command cs_e17_shotgun_scene (begin (print "marine: hey, sir!") (cs_approach_player 1 10 15) (sleep (ai_play_line_at_player ai_current_actor 0640)) (sleep_until (or (not (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\rifle\shotgun\shotgun.weapon)) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5)) 15 one_minute) ) ) (script command cs_e17_cov_inf0_0_turret0 (begin (cs_enable_pathfinding_failsafe True) (cs_deploy_turret e17_turrets/p0) ) ) (script command cs_e17_cov_ghost0_entry0 (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (cs_go_to e17_cov_ghost0_entry/p0) (sleep 30) (cs_vehicle_boost False) (cs_go_to e17_cov_ghost0_entry/p0 0.1) (cs_face True e17_cov_ghost0_entry/p1) (sleep 60) (cs_vehicle_boost True) (cs_face False e17_cov_ghost0_entry/p1) (cs_go_to e17_cov_ghost0_entry/p1) (sleep 30) (cs_vehicle_boost False) ) ) (script command cs_e17_mars_selective_migrate (begin (if (and (unit_in_vehicle (ai_get_unit ai_current_actor)) (volume_test_object tv_e17_migration_area (ai_get_object ai_current_actor)) (<= (ai_living_count e17_mars_inf0) 2)) (ai_migrate ai_current_actor e17_mars_inf0)) ) ) (script command cs_e17_cov_inf0_2_ambush (begin (cs_abort_on_combat_status ai_combat_status_dangerous) (cs_abort_on_damage True) (cs_crouch True) (cs_enable_looking True) (sleep_until (or (volume_test_object tv_e17_section3 (ai_get_object ai_current_actor)) (< (ai_strength ai_current_squad) 1)) 10) ) ) (script static e17_door0_open (begin (>= (device_get_position e17_door0) 0.5) ) ) (script static e17_door1_open (begin (>= (device_get_position e17_door1) 0.5) ) ) (script static e17_mars_warthog0_can_wait (begin (or g_e17_mars_warthog0_arrived (volume_test_objects tv_e17_on_first_wall (players))) ) ) (script dormant e17_doors_main (begin (device_set_position e17_door1 1) (sleep_until (volume_test_objects tv_e17_section2 (players)) 15) (device_set_position e17_door0 1) ) ) (script dormant e17_shotgun_scene (begin (sleep_until (ai_scene e17_shotgun_scene cs_e17_shotgun_scene e17_mars_inf0/passenger0) 5 two_minutes) ) ) (script dormant e17_dialog (begin (sleep_until (volume_test_objects tv_e17_on_first_wall (players)) 15) (sleep (ai_play_line_on_object none 0650)) (sleep 20) (sleep_until (volume_test_objects tv_e17_section0 (players)) 15) (sleep_until (game_safe_to_save) 30 one_minute) (ai_play_line_on_object none 0660) ) ) (script dormant e17_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e17_near_first_wall (players)) 15) (ai_place e17_cov_inf2_0) (sleep_until (volume_test_objects tv_e17_cov_inf2_1_begin (players)) 15) (ai_place e17_cov_inf2_1) (sleep_until (volume_test_objects tv_e17_section2 (players)) 15) (ai_place e17_cov_inf2_2) (sleep_until (volume_test_objects tv_e17_section3 (players)) 15) (ai_place e17_cov_inf2_3 (pin (- 3 (ai_living_count e17_cov_inf2)) 0 1)) ) ) (script dormant e17_cov_inf1_main (begin (ai_place e17_cov_inf1_0) ) ) (script dormant e17_cov_inf0_aux (begin (sleep_until (volume_test_objects tv_e17_cov_inf0_2_init (players)) 15) (ai_place e17_cov_inf0_2) (sleep_until (volume_test_objects tv_e17_near_second_wall (players)) 15) (if (difficulty_legendary) (ai_place e17_cov_inf0_3)) ) ) (script dormant e17_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e17_near_first_wall (players)) 15) (wake e17_cov_inf0_aux) (game_save) (wake music_03b_02_stop) (sleep_until (volume_test_objects tv_e17_on_first_wall (players)) 15) (ai_place e17_cov_inf0_0) (sleep_until (volume_test_objects tv_e17_section1 (players)) 15) (if (<= (ai_living_count e17_cov_inf0) 4) (ai_place e17_cov_inf0_1)) (sleep_until (volume_test_objects tv_e17_section2 (players)) 15) (game_save) (sleep 30) (if (<= (ai_living_count e17_cov_inf0) 4) (ai_place e17_cov_inf0_1)) (sleep_until (volume_test_objects tv_e17_section3 (players)) 15) (if (<= (ai_living_count e17_cov_inf0) 4) (ai_place e17_cov_inf0_1)) ) ) (script dormant e17_mars_inf0_main (begin (cs_run_command_script e16_mars_inf0 cs_e17_mars_selective_migrate) (sleep 15) (ai_place e17_mars_inf0) (ai_vehicle_reserve (ai_vehicle_get e17_mars_inf0/warthog0) True) (ai_disposable e16_mars True) (wake e17_shotgun_scene) ) ) (script dormant e17_main (begin (sleep_until (volume_test_objects tv_e17_main_begin (players)) 15) (set g_e17_started True) (print "e17_main") (data_mine_set_mission_segment "e17_flooded_tunnel") (game_save) (wake objective0_clear) (wake objective1_set) (wake e17_mars_inf0_main) (wake e17_cov_inf0_main) (wake e17_cov_inf1_main) (wake e17_cov_inf2_main) (wake e17_doors_main) (sleep_until g_e18_started) (sleep_forever e17_mars_inf0_main) (sleep_forever e17_cov_inf0_main) (sleep_forever e17_cov_inf1_main) (sleep_forever e17_cov_inf2_main) (sleep_forever e17_doors_main) (sleep_forever e17_dialog) (ai_disposable e17_cov True) ) ) (script static test_flooded_tunnel (begin (object_teleport (player0) e17_test) (object_create e17_test_tank) (if (not g_e17_started) (wake e17_main)) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e16_cov_ghosts0_advance1 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e16_cov_ghosts0_advance/start) (cs_go_to e16_cov_ghosts0_advance/p0) (cs_go_to e16_cov_ghosts0_advance/p5) (cs_go_to e16_cov_ghosts0_advance/p6) (cs_go_to e16_cov_ghosts0_advance/p7) (cs_go_to e16_cov_ghosts0_advance/p8) ) ) (script command cs_e16_cov_ghosts0_advance0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e16_cov_ghosts0_advance/start) (cs_go_to e16_cov_ghosts0_advance/p0) (cs_go_to e16_cov_ghosts0_advance/p1) (cs_go_to e16_cov_ghosts0_advance/p2) (cs_go_to e16_cov_ghosts0_advance/p3) (cs_go_to e16_cov_ghosts0_advance/p4) ) ) (script command cs_e16_cov_banshee_boost0 (begin (cs_vehicle_boost True) (cs_fly_by e16_cov_banshees0/p0) (cs_fly_by e16_cov_banshees0/p1) (sleep (random_range 30 60)) ) ) (script command cs_e16_cov_banshee_boost1 (begin (cs_vehicle_boost True) (cs_fly_by e16_cov_banshees0/p2) (cs_fly_by e16_cov_banshees0/p3) (sleep (random_range 30 60)) ) ) (script command cs_e16_cov_inf0_last_stand (begin (cs_abort_on_damage True) (cs_enable_targeting True) (cs_face_player True) (cs_crouch True) (sleep_until (or (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 12) (<= (ai_strength ai_current_actor) 0.9) (<= (ai_strength ai_current_squad) 0.5))) ) ) (script command cs_e16_cov_phantom0_entry (begin (cs_vehicle_boost True) (sleep 135) ) ) (script command cs_e16_cov_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face e16_cov_phantom0/p0 e16_cov_phantom0/p1 1) (cs_fly_by e16_cov_phantom0/p1) (cs_vehicle_boost True) (cs_fly_by e16_cov_phantom0/p2) (ai_erase ai_current_squad) ) ) (script command cs_e16_cov_wraiths1_entry (begin (cs_enable_moving True) (cs_vehicle_boost True) (sleep 180) ) ) (script command cs_e16_cov_ghosts1_entry (begin (cs_enable_moving True) (cs_vehicle_boost True) (sleep 150) ) ) (script dormant e16_cov_phantom0_main (begin (sleep_until (<= (ai_living_count e16_cov_wraiths1) 0)) (ai_place e16_cov_phantom0) (sleep_until (or (<= (object_get_health (ai_vehicle_get e16_cov_phantom0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e16_cov_phantom0/phantom0) target_front) 2)) 30) (cs_run_command_script e16_cov_phantom0/phantom0 cs_e16_cov_phantom0_exit) ) ) (script dormant e16_cov_wraiths1_main (begin (sleep_until (or (volume_test_objects tv_e16_toll_plaza (players)) (<= (+ (ai_living_count e16_cov_ghosts1) (ai_living_count e16_cov_banshees0)) 1))) (ai_place e16_cov_wraiths1) ) ) (script dormant e16_cov_ghosts1_main (begin (sleep_until (or (volume_test_objects tv_e16_toll_plaza (players)) (<= (ai_living_count e16_cov_banshees0) 1))) (ai_place e16_cov_ghosts1 (- 3 (ai_living_count e16_cov_ghosts0))) ) ) (script dormant e16_cov_banshees0_main (begin (ai_migrate e15_cov_banshees0 e16_cov_banshees0_0) (sleep_until (volume_test_objects tv_e16_bridge_end (players)) 15) (ai_place e16_cov_banshees0_1 (- 3 (ai_living_count e16_cov_banshees0))) (sleep 150) (ai_play_line_on_object none 0620) (wake music_03b_01_start_alt) (game_save) (wake e16_cov_ghosts1_main) (sleep_until (and (> (ai_spawn_count e16_cov_ghosts1) 0) (<= (+ (ai_living_count e16_cov_ghosts1) (ai_living_count e16_cov_banshees0)) 1))) (game_save) (ai_place e16_cov_banshees0_1) (wake e16_cov_wraiths1_main) ) ) (script dormant e16_cov_ghosts0_main (begin (ai_place e16_cov_ghosts0_0) (sleep_until (begin (if (or (and (<= (ai_living_count e16_cov_wraiths0) 0) (< (ai_living_count e16_cov_ghosts0) 4)) (< (ai_living_count e16_cov_ghosts0) 3)) (begin (ai_place e16_cov_ghosts0_1 1) )) (or (volume_test_objects tv_e16_bridge_end (players)) (>= (ai_spawn_count e16_cov_ghosts0) 10)) ) 90) (game_save) ) ) (script dormant e16_cov_wraiths0_main (begin (sleep_until (> (ai_spawn_count e16_cov_wraiths0) 0)) (sleep_until (or (volume_test_objects tv_e16_toll_plaza (players)) (<= (ai_living_count e16_cov_wraiths0_0) 0))) (game_save) ) ) (script dormant e16_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e16_tunnel (players)) 15) (game_save) (sleep 15) (wake music_03b_01_stop) (wake music_03b_02_start) (sleep_until (volume_test_objects tv_e16_cov_inf0_1_begin (players)) 15) (ai_place e16_cov_inf0_1 (pin (- 9 (ai_living_count e16_cov_inf0)) 0 2)) (sleep_until (volume_test_objects tv_e16_cov_inf0_2_begin (players)) 15) (ai_place e16_cov_inf0_2 (pin (- 9 (ai_living_count e16_cov_inf0)) 0 1)) ) ) (script dormant e16_mars_inf0_main (begin (ai_migrate e15_mars_inf0 e16_mars_inf0) ) ) (script dormant e16_main (begin (sleep_until (volume_test_objects tv_e16_main_begin (players)) 15) (set g_e16_started True) (print "e16_main") (data_mine_set_mission_segment "e16_bridge_descent") (game_save) (wake e16_mars_inf0_main) (wake e16_cov_inf0_main) (wake e16_cov_wraiths0_main) (wake e16_cov_ghosts0_main) (wake e16_cov_banshees0_main) (sleep_until g_e17_started) (sleep_forever e16_mars_inf0_main) (sleep_forever e16_cov_inf0_main) (sleep_forever e16_cov_wraiths0_main) (sleep_forever e16_cov_ghosts0_main) (sleep_forever e16_cov_wraiths1_main) (sleep_forever e16_cov_ghosts1_main) (sleep_forever e16_cov_banshees0_main) (ai_disposable e16_cov True) (sleep_until (= (structure_bsp_index) 1)) (ai_erase e16_mars) (ai_erase e16_cov) ) ) (script static test_bridge_descent (begin (object_teleport (player0) e16_test) (ai_place e16_mars_inf0) (if (not g_e16_started) (wake e16_main)) (if (not g_e17_started) (wake e17_main)) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e15_cov_phantom0_1_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_1_entry/p0) (cs_vehicle_boost False) (cs_fly_to e15_cov_phantom0_1_entry/p2) ) ) (script command cs_e15_cov_phantom0_1_exit (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (if (> (ai_living_count e16_cov_wraiths0_0/wraith1) 0) (begin (cs_fly_by e15_cov_phantom0_1_entry/p4) (cs_face_player True) (cs_fly_to e15_cov_phantom0_1_entry/p5 1) (cs_fly_to e15_cov_phantom0_1_entry/p6 0.5) (if (not (volume_test_objects tv_e15_phantom_drop_zone1 (players))) (begin (sleep 75) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (sleep 20) )) (cs_face_player False) (cs_fly_by e15_cov_phantom0_1_entry/p5 1) (cs_fly_to_and_face e15_cov_phantom0_1_entry/p7_1 e15_cov_phantom0_1_entry/p8) ) (cs_fly_by e15_cov_phantom0_1_entry/p7)) (cs_fly_to e15_cov_phantom0_1_entry/p8) (cs_fly_to_and_face e15_cov_phantom0_1_entry/p8 e15_cov_phantom0_1_entry/p9 1) (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_1_entry/p9) (ai_erase ai_current_squad) ) ) (script command cs_e15_cov_phantom0_0_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_0_entry/p0) (cs_vehicle_boost False) (cs_fly_to e15_cov_phantom0_0_entry/p2) ) ) (script command cs_e15_cov_phantom0_0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (if (> (ai_living_count e16_cov_wraiths0_0/wraith0) 0) (begin (cs_fly_by e15_cov_phantom0_0_entry/p4) (cs_fly_to e15_cov_phantom0_0_entry/p5 1) (cs_face_player True) (cs_fly_to e15_cov_phantom0_0_entry/p6 0.5) (if (not (volume_test_objects tv_e15_phantom_drop_zone0 (players))) (begin (sleep 75) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (sleep 20) )) (cs_face_player False) (cs_fly_by e15_cov_phantom0_0_entry/p5 1) (cs_fly_to_and_face e15_cov_phantom0_0_entry/p7 e15_cov_phantom0_0_entry/p8 1) )) (cs_fly_to_and_face e15_cov_phantom0_0_entry/p3 e15_cov_phantom0_0_entry/p8 0.5) (cs_fly_by e15_cov_phantom0_0_entry/p8) (cs_fly_to_and_face e15_cov_phantom0_0_entry/p8 e15_cov_phantom0_0_entry/p9 1) (cs_vehicle_boost True) (cs_fly_by e15_cov_phantom0_0_entry/p9) (ai_erase ai_current_squad) ) ) (script command cs_e15_cov_phantom1_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_overflights/p0) (ai_erase ai_current_squad) ) ) (script command cs_e15_cov_banshee0_0_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_overflights/p1) ) ) (script command cs_e15_cov_banshee0_1_entry (begin (cs_vehicle_boost True) (cs_fly_by e15_overflights/p2) ) ) (script command cs_e15_mars_inf0_unload (begin (if (and (> (ai_living_count e15_mars_inf0) 1) (not (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\support_high\rocket_launcher\rocket_launcher.weapon))) (begin (sleep 30) (ai_vehicle_exit ai_current_actor) )) ) ) (script command cs_e15_mars_inf0_init (begin (cs_enable_targeting True) (cs_crouch True) (sleep_until (or g_e16_started (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 8)) 15) ) ) (script command cs_e15_mars_inf0_abort (begin (sleep 1) ) ) (script static oes_e14_blind (begin (ai_set_blind ai_current_squad True) (ai_set_deaf ai_current_squad True) ) ) (script static oes_e14_unblind (begin (ai_set_blind ai_current_squad False) (ai_set_deaf ai_current_squad False) ) ) (script dormant e15_cov_banshees0_main (begin (ai_place e15_cov_banshees0) (cs_run_command_script e15_cov_banshees0/banshee0 cs_e15_cov_banshee0_0_entry) (cs_run_command_script e15_cov_banshees0/banshee1 cs_e15_cov_banshee0_1_entry) ) ) (script dormant e15_cov_wraith1_main (begin (sleep 2) (ai_place e16_cov_wraiths0_0/wraith1) (ai_braindead e16_cov_wraiths0_0/wraith1 True) (sleep 2) (vehicle_load_magic (ai_vehicle_get e15_cov_phantom0_1/phantom0) phantom_lc (ai_vehicle_get e16_cov_wraiths0_0/wraith1)) (sleep_until (or (<= (ai_living_count e16_cov_wraiths0_0/wraith1) 0) (not (unit_in_vehicle (ai_vehicle_get e16_cov_wraiths0_0/wraith1))))) (vehicle_unload (ai_vehicle_get e15_cov_phantom0_1/phantom0) phantom_lc) (ai_braindead e16_cov_wraiths0_0/wraith1 False) ) ) (script dormant e15_cov_wraith0_main (begin (sleep 2) (ai_place e16_cov_wraiths0_0/wraith0) (ai_braindead e16_cov_wraiths0_0/wraith0 True) (sleep 2) (vehicle_load_magic (ai_vehicle_get e15_cov_phantom0_0/phantom0) phantom_lc (ai_vehicle_get e16_cov_wraiths0_0/wraith0)) (sleep_until (or (<= (ai_living_count e16_cov_wraiths0_0/wraith0) 0) (not (unit_in_vehicle (ai_vehicle_get e16_cov_wraiths0_0/wraith0))))) (vehicle_unload (ai_vehicle_get e15_cov_phantom0_0/phantom0) phantom_lc) (ai_braindead e16_cov_wraiths0_0/wraith0 False) ) ) (script dormant e15_cov_phantom1_main (begin (ai_place e15_cov_phantom1) (sleep_until (<= (objects_distance_to_object (players) (ai_vehicle_get e15_cov_phantom1/phantom0)) 20) 5 30_seconds) (wake music_03b_01_start) (sleep 10) (game_save_no_timeout) ) ) (script dormant e15_cov_phantom0_main (begin (sleep_until (volume_test_objects tv_e15_cov_phantoms0_begin (players)) 15) (ai_place e15_cov_phantom0_0) (sleep_until (or g_e16_started (<= (object_get_health (ai_vehicle_get e15_cov_phantom0_0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e15_cov_phantom0_0/phantom0) target_front) 2)) 30 one_minute) (cs_queue_command_script e15_cov_phantom0_0/phantom0 cs_e15_cov_phantom0_0_exit) (ai_place e15_cov_phantom0_1) (wake e15_cov_wraith1_main) (sleep_until (or g_e16_started (<= (object_get_health (ai_vehicle_get e15_cov_phantom0_1/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e15_cov_phantom0_1/phantom0) target_front) 2) (<= (ai_living_count e16_cov_wraiths0_0/wraith1) 0)) 30 one_minute) (cs_queue_command_script e15_cov_phantom0_1/phantom0 cs_e15_cov_phantom0_1_exit) ) ) (script dormant e15_cov_inf2_main (begin (ai_place e15_cov_inf2_0) (sleep_until (volume_test_objects tv_e15_cov_inf1_spring (players)) 15) (ai_place e15_cov_inf2_1 (- 10 (ai_living_count e15_cov))) ) ) (script dormant e15_cov_inf1_main (begin (sleep_until (volume_test_objects tv_e15_cov_inf1_spring (players)) 15) (ai_place e15_cov_inf1) (sleep 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger0) 2 0 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger1) 2 0 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger2) 3 0 6) (object_set_velocity (ai_get_object e15_cov_inf1/bugger3) 2 0 5) (object_set_velocity (ai_get_object e15_cov_inf1/bugger4) 3 0 6) (object_set_velocity (ai_get_object e15_cov_inf1/bugger5) 2 0 5) ) ) (script dormant e15_cov_inf0_main (begin (ai_place e15_cov_inf0) ) ) (script dormant e15_mars_inf0_main (begin (ai_migrate e14_mars_inf0 e15_mars_inf0) (ai_place e15_mars_inf0 (pin (- 3 (ai_living_count e15_mars_inf0)) 1 2)) ) ) (script dormant e15_main (begin (sleep_until (volume_test_objects tv_e15_main_begin (players)) 15) (set g_e15_started True) (print "e15_main") (data_mine_set_mission_segment "e15_bridge_summit") (game_save) (wake e15_mars_inf0_main) (wake e15_cov_phantom0_main) (wake e15_cov_phantom1_main) (wake e15_cov_banshees0_main) (sleep_until g_e17_started) (sleep_forever e15_mars_inf0_main) (sleep_forever e15_cov_inf0_main) (sleep_forever e15_cov_inf1_main) (sleep_forever e15_cov_inf2_main) (sleep_forever e15_cov_phantom0_main) (sleep_forever e15_cov_banshees0_main) (ai_disposable e15_cov True) (ai_disposable e15_cov_phantom0 False) ) ) (script static test_bridge_summit (begin (object_teleport (player0) e15_test) (ai_place e15_mars_inf0) (if (not g_e15_started) (wake e15_main)) (if (not g_e16_started) (wake e16_main)) (if (not g_e17_started) (wake e17_main)) (if (not g_e18_started) (wake e18_main)) ) ) (script command cs_e14_cov_wraiths0_bombard (begin (cs_enable_moving True) (sleep_until (begin (if (unit_in_vehicle (unit (player1) )) (cs_shoot True (player1) )) (if (unit_in_vehicle (unit (player0) )) (cs_shoot True (player0) )) (sleep_until (volume_test_objects tv_e14_blockade4 (players)) 15 150) (cs_shoot False (player0) ) (cs_shoot False (player1) ) (sleep_until (volume_test_objects tv_e14_blockade4 (players)) 15 300) (volume_test_objects tv_e14_blockade4 (players)) )) ) ) (script command cs_e14_mars_pelican0 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.25) (sleep_until (or (volume_test_objects tv_e14_mars_inf0_advance (players)) (player_in_vehicle)) 15) (cs_vehicle_speed 1) (cs_fly_by e14_mars_pelican0/p8) (cs_fly_to_and_face e14_mars_pelican0/p6 e14_mars_pelican0/p7) (cs_vehicle_boost True) (cs_fly_by e14_mars_pelican0/p6) (cs_fly_by e14_mars_pelican0/p7) (ai_erase ai_current_squad) ) ) (script command cs_e14_cov_ghosts0_advance0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e14_cov_ghosts0_advance/p0) (cs_go_to e14_cov_ghosts0_advance/p1) (cs_go_to e14_cov_ghosts0_advance/p2) (cs_go_to e14_cov_ghosts0_advance/p3) (cs_go_to e14_cov_ghosts0_advance/p4) (cs_go_to e14_cov_ghosts0_advance/p5) (cs_go_to e14_cov_ghosts0_advance/p6) ) ) (script command cs_e14_cov_ghosts0_advance1 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_enable_targeting True) (cs_go_to e14_cov_ghosts0_advance/p3) (cs_go_to e14_cov_ghosts0_advance/p4) (cs_go_to e14_cov_ghosts0_advance/p5) ) ) (script dormant e14_cov_snipers0_main (begin (sleep 1) ) ) (script dormant e14_cov_wraiths0_main (begin (ai_place e14_cov_wraiths0/wraith0) (sleep_until (volume_test_objects tv_e14_blockade0 (players)) 15) (cs_run_command_script e14_cov_wraiths0 cs_e14_cov_wraiths0_bombard) ) ) (script dormant e14_cov_ghosts1_main (begin (sleep 1) ) ) (script dormant e14_cov_ghosts0_main (begin (ai_place e14_cov_ghosts0_0) (sleep_until (volume_test_objects tv_e14_blockade0 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade1 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade2 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade3 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade4 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) (sleep_until (volume_test_objects tv_e14_blockade5 (players)) 15) (ai_place e14_cov_ghosts0_1 (pin (- 4 (ai_living_count e14_cov_ghosts0)) 0 2)) ) ) (script dormant e14_mars_pelican0_main (begin (ai_place e14_mars_pelican0) (object_cannot_take_damage (ai_actors e14_mars_pelican0)) (ai_vehicle_enter_immediate e14_mars_pelican0/gunner0 (ai_vehicle_get e14_mars_pelican0/pelican0) pelican_g) (ai_vehicle_enter_immediate e14_mars_pelican0/johnson0 (ai_vehicle_get e14_mars_pelican0/pelican0) pelican_g_rear) ) ) (script dormant e14_mars_inf0_main (begin (ai_place e14_mars_inf0) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e14_mars_inf0/scorpion0) scorpion_d True) (if (game_is_cooperative) (begin (ai_place e14_mars_inf0/warthog0) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e14_mars_inf0/warthog0) warthog_d True) ) (begin (ai_place e14_mars_inf0/warthog1) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e14_mars_inf0/warthog1) warthog_d True) )) ) ) (script dormant e14_main (begin (set g_e14_started True) (print "e14_main") (data_mine_set_mission_segment "e14_bridge_ascent") (game_save) (kill_volume_enable kill_e14_0) (wake objective0_set) (wake e15_main) (wake e16_main) (wake e17_main) (wake e18_main) (wake e14_mars_inf0_main) (wake e14_mars_pelican0_main) (wake e14_cov_ghosts0_main) (wake e14_cov_ghosts1_main) (wake e14_cov_wraiths0_main) (wake e14_cov_snipers0_main) (sleep_until g_e15_started) (sleep_forever e14_mars_inf0_main) (sleep_forever e14_cov_ghosts0_main) (sleep_forever e14_cov_ghosts1_main) (sleep_forever e14_cov_wraiths0_main) (sleep_forever e14_cov_snipers0_main) (ai_disposable e14_cov True) ) ) (script dormant mission_start (begin (wake flashlight_control) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_snap_to_white) (cinematic_intro) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) (wake e14_main) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_title0) (sleep_until g_mission_over 8) (wake music_03b_04_stop) (sleep 60) (playtest_mission) (sleep 15) (cinematic_fade_to_white) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (object_teleport (player0) player0_end) (object_teleport (player1) player1_end) (object_destroy scarab) (ai_erase e23_cov) (ai_erase e23_mars) (cinematic_outro) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance covenant prophet) (objectives_clear) (if (> (player_count) 0) (start)) ) ) (script dormant 03_intra1_01_predict (begin (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 0) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 1) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 2) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 3) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 4) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 5) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 6) (predict_model_section scenarios\skies\solo\earthcity\bridge\bridge 7) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 4) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_barrier\toll_barrier 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\toll_booth\toll_booth 3) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 16 True) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_road_signal\sign_road_signal 1) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_b\concrete_chunk_b 0) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 15) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 12) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 13) (sleep 8) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (sleep 74) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 10 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 16 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 49 True) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\scorpion\scorpion 87) (predict_model_section objects\vehicles\scorpion\scorpion 99) (predict_model_section objects\vehicles\scorpion\scorpion 89) (predict_model_section objects\vehicles\scorpion\scorpion 90) (predict_model_section objects\vehicles\scorpion\scorpion 91) (predict_model_section objects\vehicles\scorpion\scorpion 92) (predict_model_section objects\vehicles\scorpion\scorpion 93) (predict_model_section objects\vehicles\scorpion\scorpion 94) (predict_model_section objects\vehicles\scorpion\scorpion 95) (predict_model_section objects\vehicles\scorpion\scorpion 96) (predict_model_section objects\vehicles\scorpion\scorpion 97) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 12) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 13) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (predict_model_section scenarios\objects\solo\earthcity\road_cone\road_cone 0) (predict_model_section scenarios\objects\solo\earthcity\crush_barrel\crush_barrel\crush_barrel 0) (sleep 31) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 2) (sleep 1) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (sleep 33) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (sleep 17) (predict_model_section scenarios\objects\multi\zanzibar\dumpster\dumpster 0) (sleep 83) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 39 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 48 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_mid_garb\bridge_light_mid_garb 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_brace_garb\bridge_light_brace_garb 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (predict_model_section objects\gear\human\industrial\crate_tech\crate_tech 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 1) (predict_model_section scenarios\objects\vehicles\h_semi_trailer\h_semi_trailer 0) (predict_model_section scenarios\objects\human\urban\air\air 0) (predict_model_section scenarios\objects\human\urban\air\air 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\bridge_light_lit_garb\bridge_light_lit_garb 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_street_arch\sign_street_arch 0) (predict_model_section objects\gear\human\industrial\crate_tech_giant\crate_tech_giant 0) (predict_model_section objects\gear\human\military\tire\tire 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 0) (predict_model_section objects\vehicles\civilian\uberchassis\uberchassis_tire\uberchassis_tire 0) (predict_model_section objects\gear\human\military\pallet\pallet 0) (predict_model_section objects\gear\human\military\crate_packing_giant\crate_packing_giant 0) (predict_model_section objects\gear\human\military\crate_packing\crate_packing 0) (predict_model_section objects\gear\human\military\drum_55gal\drum_55gal 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 38 False) (predict_model_section objects\cinematics\human\weapons\smg\smg 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 1) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 19 True) (predict_model_section objects\vehicles\civilian\bus\bus 2) (predict_model_section scenarios\objects\vehicles\h_semi_trailer\h_semi_trailer 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 2) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 25 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 38 False) (sleep 5) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 1) (sleep 85) (predict_model_section objects\gear\human\industrial\crate_tech\crate_tech 0) (sleep 49) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 3 False) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\scorpion\scorpion 87) (predict_model_section objects\vehicles\scorpion\scorpion 99) (predict_model_section objects\vehicles\scorpion\scorpion 89) (predict_model_section objects\vehicles\scorpion\scorpion 90) (predict_model_section objects\vehicles\scorpion\scorpion 91) (predict_model_section objects\vehicles\scorpion\scorpion 92) (predict_model_section objects\vehicles\scorpion\scorpion 93) (predict_model_section objects\vehicles\scorpion\scorpion 94) (predict_model_section objects\vehicles\scorpion\scorpion 95) (predict_model_section objects\vehicles\scorpion\scorpion 96) (predict_model_section objects\vehicles\scorpion\scorpion 97) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 12) (predict_model_section objects\vehicles\scorpion\turrets\cannon\cannon 13) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 45 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 14) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 0) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 39 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 2 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 1 True) (sleep 5) (predict_model_section scenarios\objects\solo\earthcity\road_objects\bridge_light\bridge_light 1) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 11 True) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (sleep 12) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 23 False) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_3b 48 True) (sleep 3) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (sleep 1) 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(predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 130 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 102 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 166 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 101 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 134 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 111 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 132 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 136 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 135 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 167 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 112 False) (predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 114 False) (predict_structure_section 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(predict_structure_section scenarios\solo\03b_newmombasa\earthcity_4 33 True) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (predict_model_section objects\gear\human\military\case\case 0) (predict_model_section scenarios\objects\solo\earthcity\nm_control_box\nm_control_box 0) (sleep 10) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) ) ) (script dormant x03_02_predict (begin (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\vehicles\pelican\pelican 3) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section 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scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 32 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (sleep 43) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (sleep 104) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) ) ) (script dormant x03_03_predict (begin (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 24) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (sleep 28) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (sleep 11) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (sleep 67) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) ) ) (script dormant x03_04_predict (begin (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (sleep 29) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (sleep 11) (predict_model_section objects\vehicles\pelican\pelican 3) (sleep 110) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 1) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_model_section objects\vehicles\pelican\pelican 3) ) ) (script dormant x03_05_predict (begin (sleep 4) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (sleep 22) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 85) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 90) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) ) ) (script dormant x03_06_predict (begin (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (sleep 14) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (sleep 40) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (sleep 28) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (sleep 9) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) ) ) (script dormant x03_07_predict (begin (sleep 50) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 21) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (sleep 10) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 2) (predict_model_section objects\cinematics\effects\slipspace_shockwave_start\slipspace_shockwave_start 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (predict_model_section scenarios\objects\solo\earthcity\streetobjects\streetobj_big_generator\streetobj_big_generator 0) (predict_model_section scenarios\objects\solo\earthcity\streetobjects\streetobj_dumpster\streetobj_dumpster 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (predict_model_section objects\vehicles\civilian\bus\bus 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) ) ) (script dormant x03_08_predict (begin (sleep 1) (predict_model_section objects\cinematics\effects\slipspace_shockwave_closeup\slipspace_shockwave_closeup 0) (sleep 72) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 2) (sleep 5) (predict_model_section objects\vehicles\civilian\bus\bus 1) (sleep 7) (predict_model_section objects\vehicles\civilian\bus\bus 2) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 4) (predict_model_section objects\cinematics\effects\slipspace_shockwave\slipspace_shockwave 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) ) )
Encontrar la diferencia