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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 debug True)
(global bool debug True)
(global bool dialogue True)
(global bool dialogue True)
(global bool g_play_cinematics True)
(global bool g_play_cinematics True)
(global short g_sleep_lower_bound 60)
(global short g_sleep_lower_bound 60)
(global short g_sleep_upper_bound 80)
(global short g_sleep_upper_bound 80)
(global short g_emitter_delay 180)
(global short g_emitter_delay 180)
(global bool g_cons_open_ins False)
(global bool g_cons_open_ins False)
(global bool g_enc_insertion False)
(global bool g_enc_insertion False)
(global bool g_hall_a False)
(global bool g_hall_a False)
(global bool g_conduit_a False)
(global bool g_conduit_a False)
(global bool g_hall_b False)
(global bool g_hall_b False)
(global bool g_plug_launch False)
(global bool g_plug_launch False)
(global bool g_plug_landing False)
(global bool g_plug_landing False)
(global bool g_hall_c False)
(global bool g_hall_c False)
(global bool g_ledge_a False)
(global bool g_ledge_a False)
(global bool g_conduit_b False)
(global bool g_conduit_b False)
(global bool g_ledge_b False)
(global bool g_ledge_b False)
(global bool g_ledge_c False)
(global bool g_ledge_c False)
(global bool g_qz_initial False)
(global bool g_qz_initial False)
(global bool g_cov_defense False)
(global bool g_cov_defense False)
(global bool g_music_06a_03 False)
(global bool g_music_06a_03 False)
(global bool g_music_06a_04 False)
(global bool g_music_06a_04 False)
(global bool g_music_06a_05 False)
(global bool g_music_06a_05 False)
(global bool g_music_06a_06 False)
(global bool g_music_06a_06 False)
(global bool g_music_06a_07 False)
(global bool g_music_06a_07 False)
(global bool g_music_06a_08 True)
(global bool g_music_06a_08 True)
(global bool g_music_06a_09 False)
(global bool g_music_06a_09 False)
(global bool g_music_06a_10 True)
(global bool g_music_06a_10 True)
(global bool g_plug_ride_enforcer False)
(global bool g_plug_ride_enforcer False)
(global bool g_hall_b_sen_dialogue False)
(global bool g_hall_b_sen_dialogue False)
(global bool g_enforcer False)
(global bool g_enforcer False)
(global bool g_final_lock False)
(global bool g_final_lock False)
(global bool g_flip_switch False)
(global bool g_flip_switch False)
(global short dialogue_pause 7)
(global short dialogue_pause 7)
(global bool g_qz_cov_camp_progress False)
(global bool g_qz_cov_camp_progress False)
(global bool g_sc_cov_camp_done False)
(global bool g_sc_cov_camp_done False)
(global bool g_piston_control False)
(global bool g_piston_control False)
(global short piston_open_time 150)
(global short piston_open_time 150)
(global bool g_pussy_grunt False)
(global bool g_pussy_grunt False)
(global bool g_insertion_spawn False)
(global bool g_insertion_spawn False)
(global bool g_insertion_wave False)
(global bool g_insertion_wave False)
(global short g_insertion_counter 0)
(global short g_insertion_counter 0)
(global short g_insertion_index 0)
(global short g_insertion_index 0)
(global short g_insertion_limit 0)
(global short g_insertion_limit 0)
(global bool g_hall_a_loops False)
(global bool g_hall_a_loops False)
(global bool g_hall_a_wave False)
(global bool g_hall_a_wave False)
(global short g_hall_a_em_count 0)
(global short g_hall_a_em_count 0)
(global short g_hall_a_em_index 0)
(global short g_hall_a_em_index 0)
(global short g_hall_a_sen_limit 0)
(global short g_hall_a_sen_limit 0)
(global bool g_cond_a_front False)
(global bool g_cond_a_front False)
(global bool g_cond_a_back False)
(global bool g_cond_a_back False)
(global bool g_cond_a_wave False)
(global bool g_cond_a_wave False)
(global short g_cond_a_count 0)
(global short g_cond_a_count 0)
(global short g_cond_a_index 0)
(global short g_cond_a_index 0)
(global short g_cond_a_limit 0)
(global short g_cond_a_limit 0)
(global short g_cond_a_bk_count 0)
(global short g_cond_a_bk_count 0)
(global short g_cond_a_bk_limit 0)
(global short g_cond_a_bk_limit 0)
(global bool g_cond_a_continue False)
(global bool g_cond_a_continue False)
(global bool g_hall_b_loops False)
(global bool g_hall_b_loops False)
(global bool g_hall_b_wave False)
(global bool g_hall_b_wave False)
(global short g_hall_b_em_count 0)
(global short g_hall_b_em_count 0)
(global short g_hall_b_em_index 0)
(global short g_hall_b_em_index 0)
(global short g_hall_b_sen_limit 0)
(global short g_hall_b_sen_limit 0)
(global bool g_plug_launch_loops False)
(global bool g_plug_launch_loops False)
(global bool g_plug_launch_wave False)
(global bool g_plug_launch_wave False)
(global short g_plug_launch_count 0)
(global short g_plug_launch_count 0)
(global short g_plug_launch_index 0)
(global short g_plug_launch_index 0)
(global short g_plug_launch_limit 0)
(global short g_plug_launch_limit 0)
(global bool g_plug_launch_em_heroic False)
(global bool g_plug_launch_em_heroic False)
(global bool g_plug_move False)
(global bool g_plug_move False)
(global bool g_lower_shield False)
(global bool g_lower_shield False)
(global bool g_plugholder_progress False)
(global bool g_plugholder_progress False)
(global short g_plug_holder_wave_count 0)
(global short g_plug_holder_wave_count 0)
(global short g_plug_holder_wave_limit 0)
(global short g_plug_holder_wave_limit 0)
(global bool g_plug_holder_loops False)
(global bool g_plug_holder_loops False)
(global bool g_plug_holder_wave False)
(global bool g_plug_holder_wave False)
(global short g_plug_holder_count 0)
(global short g_plug_holder_count 0)
(global short g_plug_holder_index 0)
(global short g_plug_holder_index 0)
(global short g_plug_holder_limit 0)
(global short g_plug_holder_limit 0)
(global bool g_plug_holder_bk_loops False)
(global bool g_plug_holder_bk_loops False)
(global bool g_plug_holder_bk_wave False)
(global bool g_plug_holder_bk_wave False)
(global short g_plug_holder_bk_count 0)
(global short g_plug_holder_bk_count 0)
(global short g_plug_holder_bk_index 0)
(global short g_plug_holder_bk_index 0)
(global short g_plug_holder_bk_limit 0)
(global short g_plug_holder_bk_limit 0)
(global bool g_plugholder_bk_spawn False)
(global bool g_plugholder_bk_spawn False)
(global short g_plugholder_bk_flood_count 0)
(global short g_plugholder_bk_flood_count 0)
(global short g_plugholder_bk_flood_limit 0)
(global short g_plugholder_bk_flood_limit 0)
(global bool g_plugholder_bk_a False)
(global bool g_plugholder_bk_a False)
(global bool g_plugholder_bk_b False)
(global bool g_plugholder_bk_b False)
(global short g_hall_c_flood_count 0)
(global short g_hall_c_flood_count 0)
(global short g_hall_c_flood_index 20)
(global short g_hall_c_flood_index 20)
(global short g_ledge_a_player_loc 0)
(global short g_ledge_a_player_loc 0)
(global bool g_ledge_a_spawn False)
(global bool g_ledge_a_spawn False)
(global bool g_ledge_a_loops False)
(global bool g_ledge_a_loops False)
(global bool g_ledge_a_wave False)
(global bool g_ledge_a_wave False)
(global short g_ledge_a_sen_limit 0)
(global short g_ledge_a_sen_limit 0)
(global short g_ledge_a_count 0)
(global short g_ledge_a_count 0)
(global short g_ledge_a_index 0)
(global short g_ledge_a_index 0)
(global short cond_b_locator 0)
(global short cond_b_locator 0)
(global bool cond_b_flood_a_spawn False)
(global bool cond_b_flood_a_spawn False)
(global bool cond_b_flood_b_spawn False)
(global bool cond_b_flood_b_spawn False)
(global bool cond_b_flood_c_spawn False)
(global bool cond_b_flood_c_spawn False)
(global short cond_b_flood_count 0)
(global short cond_b_flood_count 0)
(global short cond_b_flood_limit 4)
(global short cond_b_flood_limit 4)
(global bool ledge_c_spawn True)
(global bool ledge_c_spawn True)
(global short ledge_c_infec_count 0)
(global short ledge_c_infec_count 0)
(global short ledge_c_infec_limit 3)
(global short ledge_c_infec_limit 3)
(global bool g_ledge_c_phantom_start False)
(global bool g_ledge_c_phantom_start False)
(global bool g_ledge_c_phantom_1 False)
(global bool g_ledge_c_phantom_1 False)
(global bool g_mortar_fire False)
(global bool g_mortar_fire False)
(global bool g_qz_ini_cave False)
(global bool g_qz_ini_cave False)
(global bool g_qz_cov_def_spawn True)
(global bool g_qz_cov_def_spawn True)
(global short g_qz_cov_def_limit 0)
(global short g_qz_cov_def_limit 0)
(global short g_qz_cov_def_count 0)
(global short g_qz_cov_def_count 0)
(global short g_cov_def_flood_advance 2)
(global short g_cov_def_flood_advance 2)
(global bool g_qz_phantom False)
(global bool g_qz_phantom False)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static x06_01a_predict_stub
(script static x06_01a_predict_stub
(begin
(begin
(wake x06_01a_predict)
(wake x06_01a_predict)
)
)
)
)
(script static x06_01b_predict_stub
(script static x06_01b_predict_stub
(begin
(begin
(wake x06_01b_predict)
(wake x06_01b_predict)
)
)
)
)
(script static x06_02_predict_stub
(script static x06_02_predict_stub
(begin
(begin
(wake x06_02_predict)
(wake x06_02_predict)
)
)
)
)
(script static x06_03_predict_stub
(script static x06_03_predict_stub
(begin
(begin
(wake x06_03_predict)
(wake x06_03_predict)
)
)
)
)
(script static x06_04_predict_stub
(script static x06_04_predict_stub
(begin
(begin
(wake x06_04_predict)
(wake x06_04_predict)
)
)
)
)
(script static x06_05_predict_stub
(script static x06_05_predict_stub
(begin
(begin
(wake x06_05_predict)
(wake x06_05_predict)
)
)
)
)
(script static 06_intro_01_predict_stub
(script static 06_intro_01_predict_stub
(begin
(begin
(wake 06_intro_01_predict)
(wake 06_intro_01_predict)
)
)
)
)
(script static 06_intro_02_predict_stub
(script static 06_intro_02_predict_stub
(begin
(begin
(wake 06_intro_02_predict)
(wake 06_intro_02_predict)
)
)
)
)
(script command cs_brute_walk_01
(script command cs_brute_walk_01
(begin
(begin
(cs_movement_mode ai_movement_patrol)
(cs_movement_mode ai_movement_patrol)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(cs_go_to brute_targets/p0)
(cs_go_to brute_targets/p0)
)
)
)
)
(script command cs_brute_walk_02
(script command cs_brute_walk_02
(begin
(begin
(cs_movement_mode ai_movement_patrol)
(cs_movement_mode ai_movement_patrol)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(cs_go_to brute_targets/p1)
(cs_go_to brute_targets/p1)
)
)
)
)
(script command cs_elite_walk_01
(script command cs_elite_walk_01
(begin
(begin
(cs_movement_mode ai_movement_patrol)
(cs_movement_mode ai_movement_patrol)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(cs_go_to elite_targets/p0)
(cs_go_to elite_targets/p0)
)
)
)
)
(script command cs_elite_walk_02
(script command cs_elite_walk_02
(begin
(begin
(cs_movement_mode ai_movement_patrol)
(cs_movement_mode ai_movement_patrol)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(cs_go_to elite_targets/p1)
(cs_go_to elite_targets/p1)
)
)
)
)
(script dormant exchange_of_hats
(script dormant exchange_of_hats
(begin
(begin
(ai_allegiance covenant prophet)
(ai_allegiance covenant prophet)
(sleep 210)
(sleep 210)
(print "exchange of hats")
(print "exchange of hats")
(ai_place brutes_01)
(ai_place brutes_01)
(ai_place brutes_02)
(ai_place brutes_02)
(ai_place elites_01)
(ai_place elites_01)
(ai_place elites_02)
(ai_place elites_02)
(cs_run_command_script brutes_01 cs_brute_walk_01)
(cs_run_command_script brutes_01 cs_brute_walk_01)
(cs_run_command_script brutes_02 cs_brute_walk_02)
(cs_run_command_script brutes_02 cs_brute_walk_02)
(cs_run_command_script elites_01 cs_elite_walk_01)
(cs_run_command_script elites_01 cs_elite_walk_01)
(cs_run_command_script elites_02 cs_elite_walk_02)
(cs_run_command_script elites_02 cs_elite_walk_02)
(time_code_reset)
(time_code_reset)
(sleep 188)
(sleep 188)
(ai_erase brutes_01)
(ai_erase brutes_01)
(ai_erase brutes_02)
(ai_erase brutes_02)
(ai_erase elites_01)
(ai_erase elites_01)
(ai_erase elites_02)
(ai_erase elites_02)
(object_destroy_containing "elite_hg_prop")
(object_destroy_containing "elite_hg_prop")
)
)
)
)
(script dormant x06_score_01a
(script dormant x06_score_01a
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus none 1)
(print "x06 score 01a start")
(print "x06 score 01a start")
)
)
)
)
(script dormant x06_foley_01a
(script dormant x06_foley_01a
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol none 1)
(print "x06 foley 01a start")
(print "x06 foley 01a start")
)
)
)
)
(script dormant x06_supratitle_01
(script dormant x06_supratitle_01
(begin
(begin
(sleep 60)
(sleep 60)
(cinematic_set_title cinematic_title0)
(cinematic_set_title cinematic_title0)
)
)
)
)
(script dormant cinematic_lighting_scene_01a
(script dormant cinematic_lighting_scene_01a
(begin
(begin
(cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39)
(cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39)
(cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27)
(cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting brute_03 True)
(object_uses_cinematic_lighting brute_03 True)
(object_uses_cinematic_lighting elite_hg_01 True)
(object_uses_cinematic_lighting elite_hg_01 True)
(object_uses_cinematic_lighting elite_hg_02 True)
(object_uses_cinematic_lighting elite_hg_02 True)
(object_uses_cinematic_lighting elite_hg_prop_01 True)
(object_uses_cinematic_lighting elite_hg_prop_01 True)
(object_uses_cinematic_lighting elite_hg_prop_02 True)
(object_uses_cinematic_lighting elite_hg_prop_02 True)
(object_uses_cinematic_lighting elite_hg_prop_03 True)
(object_uses_cinematic_lighting elite_hg_prop_03 True)
(object_uses_cinematic_lighting elite_hg_prop_04 True)
(object_uses_cinematic_lighting elite_hg_prop_04 True)
(object_uses_cinematic_lighting elite_hg_prop_05 True)
(object_uses_cinematic_lighting elite_hg_prop_05 True)
(object_uses_cinematic_lighting elite_hg_prop_06 True)
(object_uses_cinematic_lighting elite_hg_prop_06 True)
(object_uses_cinematic_lighting elite_hg_prop_07 True)
(object_uses_cinematic_lighting elite_hg_prop_07 True)
(object_uses_cinematic_lighting elite_hg_prop_08 True)
(object_uses_cinematic_lighting elite_hg_prop_08 True)
(object_uses_cinematic_lighting x06_helmet True)
(object_uses_cinematic_lighting x06_helmet True)
(object_uses_cinematic_lighting x06_pike_01 True)
(object_uses_cinematic_lighting x06_pike_01 True)
(object_uses_cinematic_lighting x06_pike_02 True)
(object_uses_cinematic_lighting x06_pike_02 True)
(object_uses_cinematic_lighting x06_pike_03 True)
(object_uses_cinematic_lighting x06_pike_03 True)
(object_uses_cinematic_lighting (ai_get_object brutes_01) True)
(object_uses_cinematic_lighting (ai_get_object brutes_01) True)
(object_uses_cinematic_lighting (ai_get_object brutes_02) True)
(object_uses_cinematic_lighting (ai_get_object brutes_02) True)
(object_uses_cinematic_lighting (ai_get_object elites_01) True)
(object_uses_cinematic_lighting (ai_get_object elites_01) True)
(object_uses_cinematic_lighting (ai_get_object elites_02) True)
(object_uses_cinematic_lighting (ai_get_object elites_02) True)
)
)
)
)
(script static x06_01b_problem_actors
(script static x06_01b_problem_actors
(begin
(begin
(print "create problem actors")
(print "create problem actors")
(object_create_anew brute_01)
(object_create_anew brute_01)
(object_create_anew brute_hg_01)
(object_create_anew brute_hg_01)
(object_create_anew brute_hg_02)
(object_create_anew brute_hg_02)
(object_create_anew brute_hg_03)
(object_create_anew brute_hg_03)
(object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_hg_01 True)
(object_cinematic_lod brute_hg_01 True)
(object_cinematic_lod brute_hg_02 True)
(object_cinematic_lod brute_hg_02 True)
(object_cinematic_lod brute_hg_03 True)
(object_cinematic_lod brute_hg_03 True)
)
)
)
)
(script static x06_01a_setup
(script static x06_01a_setup
(begin
(begin
(object_create_anew dervish)
(object_create_anew dervish)
(object_create_anew brute_02)
(object_create_anew brute_02)
(object_create_anew brute_03)
(object_create_anew brute_03)
(object_create_anew elite_hg_01)
(object_create_anew elite_hg_01)
(object_create_anew elite_hg_02)
(object_create_anew elite_hg_02)
(object_create_anew_containing "elite_hg_prop")
(object_create_anew_containing "elite_hg_prop")
(object_create_anew x06_helmet)
(object_create_anew x06_helmet)
(object_create_anew x06_pike_01)
(object_create_anew x06_pike_01)
(object_create_anew x06_pike_02)
(object_create_anew x06_pike_02)
(object_create_anew x06_pike_03)
(object_create_anew x06_pike_03)
(object_cinematic_lod dervish True)
(object_cinematic_lod dervish True)
(object_cinematic_lod brute_02 True)
(object_cinematic_lod brute_02 True)
(object_cinematic_lod brute_03 True)
(object_cinematic_lod brute_03 True)
(object_cinematic_lod elite_hg_01 True)
(object_cinematic_lod elite_hg_01 True)
(object_cinematic_lod elite_hg_02 True)
(object_cinematic_lod elite_hg_02 True)
(object_cinematic_lod x06_helmet True)
(object_cinematic_lod x06_helmet True)
(object_cinematic_lod x06_pike_01 True)
(object_cinematic_lod x06_pike_01 True)
(object_cinematic_lod x06_pike_02 True)
(object_cinematic_lod x06_pike_02 True)
(object_cinematic_lod x06_pike_03 True)
(object_cinematic_lod x06_pike_03 True)
(wake x06_score_01a)
(wake x06_score_01a)
(wake x06_foley_01a)
(wake x06_foley_01a)
(wake cinematic_lighting_scene_01a)
(wake cinematic_lighting_scene_01a)
(wake x06_supratitle_01)
(wake x06_supratitle_01)
(wake exchange_of_hats)
(wake exchange_of_hats)
)
)
)
)
(script static x06_01a_cleanup
(script static x06_01a_cleanup
(begin
(begin
(object_destroy elite_hg_01)
(object_destroy elite_hg_01)
(object_destroy elite_hg_02)
(object_destroy elite_hg_02)
(object_destroy brute_03)
(object_destroy brute_03)
(object_destroy brute_04)
(object_destroy brute_04)
)
)
)
)
(script static x06_scene_01a
(script static x06_scene_01a
(begin
(begin
(fade_out 0 0 0 0)
(fade_out 0 0 0 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)
(x06_01a_predict_stub)
(x06_01a_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(x06_01a_setup)
(x06_01a_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01a none anchor_flag_x06)
(camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01a none anchor_flag_x06)
(custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01a False anchor_x06)
(custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01a False anchor_x06)
(custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute02_01a False anchor_x06)
(custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute02_01a False anchor_x06)
(custom_animation_relative brute_03 objects\characters\brute\x06\x06 brute03_01a False anchor_x06)
(custom_animation_relative brute_03 objects\characters\brute\x06\x06 brute03_01a False anchor_x06)
(custom_animation_relative elite_hg_01 objects\characters\elite\x06\x06 elite_guard1_01a False anchor_x06)
(custom_animation_relative elite_hg_01 objects\characters\elite\x06\x06 elite_guard1_01a False anchor_x06)
(custom_animation_relative elite_hg_02 objects\characters\elite\x06\x06 elite_guard2_01a False anchor_x06)
(custom_animation_relative elite_hg_02 objects\characters\elite\x06\x06 elite_guard2_01a False anchor_x06)
(scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01a anchor_x06)
(scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01a anchor_x06)
(scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01a anchor_x06)
(scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01a anchor_x06)
(print "cache block")
(print "cache block")
(sleep 1)
(sleep 1)
(cache_block_for_one_frame)
(cache_block_for_one_frame)
(fade_in 0 0 0 30)
(fade_in 0 0 0 30)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x06_01b_predict_stub)
(x06_01b_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol)
(x06_01b_problem_actors)
(x06_01b_problem_actors)
(sleep (camera_time))
(sleep (camera_time))
(x06_01a_cleanup)
(x06_01a_cleanup)
)
)
)
)
(script command cs_elite_walk_03
(script command cs_elite_walk_03
(begin
(begin
(cs_movement_mode ai_movement_patrol)
(cs_movement_mode ai_movement_patrol)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(cs_go_to elite_targets/p2)
(cs_go_to elite_targets/p2)
)
)
)
)
(script dormant final_hg_walk
(script dormant final_hg_walk
(begin
(begin
(ai_allegiance covenant prophet)
(ai_allegiance covenant prophet)
(sleep 120)
(sleep 120)
(print "final honor-guards")
(print "final honor-guards")
(ai_place elites_03)
(ai_place elites_03)
(cs_run_command_script elites_03 cs_elite_walk_03)
(cs_run_command_script elites_03 cs_elite_walk_03)
(object_uses_cinematic_lighting (ai_get_object ai_current_actor) True)
(object_uses_cinematic_lighting (ai_get_object ai_current_actor) True)
)
)
)
)
(script dormant x06_foley_01b
(script dormant x06_foley_01b
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol none 1)
(print "x06 foley 01b start")
(print "x06 foley 01b start")
)
)
)
)
(script dormant x06_01b_dof_1
(script dormant x06_01b_dof_1
(begin
(begin
(time_code_reset)
(time_code_reset)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(print "rack focus")
(print "rack focus")
(sleep 45)
(sleep 45)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0 1 0 0.5 1)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0 1 0 0.5 1)
(print "rack focus")
(print "rack focus")
(time_code_reset)
(time_code_reset)
(sleep 98)
(sleep 98)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant cinematic_lighting_scene_01b
(script dormant cinematic_lighting_scene_01b
(begin
(begin
(cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39)
(cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39)
(cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27)
(cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_hg_01 True)
(object_uses_cinematic_lighting brute_hg_01 True)
(object_uses_cinematic_lighting brute_hg_02 True)
(object_uses_cinematic_lighting brute_hg_02 True)
(object_uses_cinematic_lighting brute_hg_03 True)
(object_uses_cinematic_lighting brute_hg_03 True)
)
)
)
)
(script dormant x06_texture_camera_01b_01
(script dormant x06_texture_camera_01b_01
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 143)
(sleep 143)
(print "start texture camera")
(print "start texture camera")
(object_create_anew texture_camera)
(object_create_anew texture_camera)
(object_create_anew texture_space)
(object_create_anew texture_space)
(object_create_anew texture_halo)
(object_create_anew texture_halo)
(object_cinematic_lod texture_halo True)
(object_cinematic_lod texture_halo True)
(object_uses_cinematic_lighting texture_halo True)
(object_uses_cinematic_lighting texture_halo True)
(texture_camera_set_object_marker texture_camera primary_trigger 40)
(texture_camera_set_object_marker texture_camera primary_trigger 40)
(sleep 156)
(sleep 156)
(texture_camera_off)
(texture_camera_off)
(print "stop texture camera")
(print "stop texture camera")
)
)
)
)
(script dormant open_sanctum_door
(script dormant open_sanctum_door
(begin
(begin
(sleep 176)
(sleep 176)
(print "open sanctum door")
(print "open sanctum door")
(device_set_position sanctum_door 1)
(device_set_position sanctum_door 1)
(object_destroy_containing "offending_column")
(object_destroy_containing "offending_column")
(print "destroy columns")
(print "destroy columns")
)
)
)
)
(script static x06_01b_setup
(script static x06_01b_setup
(begin
(begin
(wake x06_foley_01b)
(wake x06_foley_01b)
(wake final_hg_walk)
(wake final_hg_walk)
(wake x06_texture_camera_01b_01)
(wake x06_texture_camera_01b_01)
(wake open_sanctum_door)
(wake open_sanctum_door)
(wake cinematic_lighting_scene_01b)
(wake cinematic_lighting_scene_01b)
(wake x06_01b_dof_1)
(wake x06_01b_dof_1)
)
)
)
)
(script static x06_01b_cleanup
(script static x06_01b_cleanup
(begin
(begin
(ai_erase elites_03)
(ai_erase elites_03)
(object_destroy x06_helmet)
(object_destroy x06_helmet)
(object_destroy brute_01)
(object_destroy brute_01)
(object_destroy brute_02)
(object_destroy brute_02)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
)
)
)
)
(script static x06_scene_01b
(script static x06_scene_01b
(begin
(begin
(x06_01b_setup)
(x06_01b_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01b none anchor_flag_x06)
(camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01b none anchor_flag_x06)
(custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01b False anchor_x06)
(custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01b False anchor_x06)
(custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_01b False anchor_x06)
(custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_01b False anchor_x06)
(custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_01b False anchor_x06)
(custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_01b False anchor_x06)
(custom_animation_relative brute_hg_03 objects\characters\brute\x06\x06 brute03_01b False anchor_x06)
(custom_animation_relative brute_hg_03 objects\characters\brute\x06\x06 brute03_01b False anchor_x06)
(custom_animation_relative brute_01 objects\characters\brute\x06\x06 brute04_01b False anchor_x06)
(custom_animation_relative brute_01 objects\characters\brute\x06\x06 brute04_01b False anchor_x06)
(custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute05_01b False anchor_x06)
(custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute05_01b False anchor_x06)
(scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01b anchor_x06)
(scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01b anchor_x06)
(scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01b anchor_x06)
(scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01b anchor_x06)
(scenery_animation_start_relative x06_pike_02 objects\weapons\melee\pike\x06\x06 pike02_01b anchor_x06)
(scenery_animation_start_relative x06_pike_02 objects\weapons\melee\pike\x06\x06 pike02_01b anchor_x06)
(scenery_animation_start_relative x06_pike_03 objects\weapons\melee\pike\x06\x06 pike03_01b anchor_x06)
(scenery_animation_start_relative x06_pike_03 objects\weapons\melee\pike\x06\x06 pike03_01b anchor_x06)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x06_02_predict_stub)
(x06_02_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol)
(sleep (camera_time))
(sleep (camera_time))
(x06_01b_cleanup)
(x06_01b_cleanup)
)
)
)
)
(script dormant x06_foley_02
(script dormant x06_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol none 1)
(print "x06 foley 02 start")
(print "x06 foley 02 start")
)
)
)
)
(script dormant x06_0010_soc
(script dormant x06_0010_soc
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0010_soc none 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0010_soc none 1)
(cinematic_subtitle x06_0010_soc 3)
(cinematic_subtitle x06_0010_soc 3)
)
)
)
)
(script dormant x06_0020_pot
(script dormant x06_0020_pot
(begin
(begin
(sleep 92)
(sleep 92)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0020_pot none 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0020_pot none 1)
(cinematic_subtitle x06_0020_pot 2)
(cinematic_subtitle x06_0020_pot 2)
)
)
)
)
(script dormant x06_0030_soc
(script dormant x06_0030_soc
(begin
(begin
(sleep 168)
(sleep 168)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0030_soc commander 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0030_soc commander 1)
(cinematic_subtitle x06_0030_soc 5)
(cinematic_subtitle x06_0030_soc 5)
)
)
)
)
(script dormant x06_0040_pot
(script dormant x06_0040_pot
(begin
(begin
(sleep 306)
(sleep 306)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0040_pot truth 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0040_pot truth 1)
(cinematic_subtitle x06_0040_pot 2)
(cinematic_subtitle x06_0040_pot 2)
)
)
)
)
(script dormant x06_0050_soc
(script dormant x06_0050_soc
(begin
(begin
(sleep 371)
(sleep 371)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0050_soc commander 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0050_soc commander 1)
(cinematic_subtitle x06_0050_soc 5)
(cinematic_subtitle x06_0050_soc 5)
)
)
)
)
(script dormant x06_0060_pot
(script dormant x06_0060_pot
(begin
(begin
(sleep 520)
(sleep 520)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0060_pot truth 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0060_pot truth 1)
(cinematic_subtitle x06_0060_pot 8)
(cinematic_subtitle x06_0060_pot 8)
(sleep 110)
(sleep 110)
(unit_set_emotional_state truth arrogant 0.75 60)
(unit_set_emotional_state truth arrogant 0.75 60)
)
)
)
)
(script dormant x06_0070_soc
(script dormant x06_0070_soc
(begin
(begin
(sleep 794)
(sleep 794)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0070_soc commander 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0070_soc commander 1)
(cinematic_subtitle x06_0070_soc 3)
(cinematic_subtitle x06_0070_soc 3)
)
)
)
)
(script dormant cinematic_lighting_scene_02
(script dormant cinematic_lighting_scene_02
(begin
(begin
(cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39)
(cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39)
(cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27)
(cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(object_uses_cinematic_lighting truth True)
(object_uses_cinematic_lighting truth True)
(object_uses_cinematic_lighting mercy True)
(object_uses_cinematic_lighting mercy True)
(object_uses_cinematic_lighting commander True)
(object_uses_cinematic_lighting commander True)
(object_uses_cinematic_lighting so_elite_01 True)
(object_uses_cinematic_lighting so_elite_01 True)
(object_uses_cinematic_lighting so_elite_02 True)
(object_uses_cinematic_lighting so_elite_02 True)
(object_uses_cinematic_lighting throne_truth True)
(object_uses_cinematic_lighting throne_truth True)
(object_uses_cinematic_lighting throne_mercy True)
(object_uses_cinematic_lighting throne_mercy True)
)
)
)
)
(script dormant x06_texture_camera_02_01
(script dormant x06_texture_camera_02_01
(begin
(begin
(print "start texture camera")
(print "start texture camera")
(object_create_anew texture_camera)
(object_create_anew texture_camera)
(object_create_anew texture_space)
(object_create_anew texture_space)
(object_create_anew texture_halo)
(object_create_anew texture_halo)
(object_cinematic_lod texture_halo True)
(object_cinematic_lod texture_halo True)
(object_uses_cinematic_lighting texture_halo True)
(object_uses_cinematic_lighting texture_halo True)
(texture_camera_set_object_marker texture_camera primary_trigger 40)
(texture_camera_set_object_marker texture_camera primary_trigger 40)
)
)
)
)
(script static x06_02_setup
(script static x06_02_setup
(begin
(begin
(object_create_anew truth)
(object_create_anew truth)
(object_create_anew mercy)
(object_create_anew mercy)
(object_create_anew commander)
(object_create_anew commander)
(object_create_anew so_elite_01)
(object_create_anew so_elite_01)
(object_create_anew so_elite_02)
(object_create_anew so_elite_02)
(object_create_anew throne_truth)
(object_create_anew throne_truth)
(object_create_anew throne_mercy)
(object_create_anew throne_mercy)
(object_cinematic_lod truth True)
(object_cinematic_lod truth True)
(object_cinematic_lod mercy True)
(object_cinematic_lod mercy True)
(object_cinematic_lod commander True)
(object_cinematic_lod commander True)
(object_cinematic_lod so_elite_01 True)
(object_cinematic_lod so_elite_01 True)
(object_cinematic_lod so_elite_02 True)
(object_cinematic_lod so_elite_02 True)
(object_cinematic_lod throne_truth True)
(object_cinematic_lod throne_truth True)
(object_cinematic_lod throne_mer
(object_cinematic_lod throne_mer
Différences enregistrées
Texte d'origine
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool debug True) (global bool dialogue True) (global bool g_play_cinematics True) (global short g_sleep_lower_bound 60) (global short g_sleep_upper_bound 80) (global short g_emitter_delay 180) (global bool g_cons_open_ins False) (global bool g_enc_insertion False) (global bool g_hall_a False) (global bool g_conduit_a False) (global bool g_hall_b False) (global bool g_plug_launch False) (global bool g_plug_landing False) (global bool g_hall_c False) (global bool g_ledge_a False) (global bool g_conduit_b False) (global bool g_ledge_b False) (global bool g_ledge_c False) (global bool g_qz_initial False) (global bool g_cov_defense False) (global bool g_music_06a_03 False) (global bool g_music_06a_04 False) (global bool g_music_06a_05 False) (global bool g_music_06a_06 False) (global bool g_music_06a_07 False) (global bool g_music_06a_08 True) (global bool g_music_06a_09 False) (global bool g_music_06a_10 True) (global bool g_plug_ride_enforcer False) (global bool g_hall_b_sen_dialogue False) (global bool g_enforcer False) (global bool g_final_lock False) (global bool g_flip_switch False) (global short dialogue_pause 7) (global bool g_qz_cov_camp_progress False) (global bool g_sc_cov_camp_done False) (global bool g_piston_control False) (global short piston_open_time 150) (global bool g_pussy_grunt False) (global bool g_insertion_spawn False) (global bool g_insertion_wave False) (global short g_insertion_counter 0) (global short g_insertion_index 0) (global short g_insertion_limit 0) (global bool g_hall_a_loops False) (global bool g_hall_a_wave False) (global short g_hall_a_em_count 0) (global short g_hall_a_em_index 0) (global short g_hall_a_sen_limit 0) (global bool g_cond_a_front False) (global bool g_cond_a_back False) (global bool g_cond_a_wave False) (global short g_cond_a_count 0) (global short g_cond_a_index 0) (global short g_cond_a_limit 0) (global short g_cond_a_bk_count 0) (global short g_cond_a_bk_limit 0) (global bool g_cond_a_continue False) (global bool g_hall_b_loops False) (global bool g_hall_b_wave False) (global short g_hall_b_em_count 0) (global short g_hall_b_em_index 0) (global short g_hall_b_sen_limit 0) (global bool g_plug_launch_loops False) (global bool g_plug_launch_wave False) (global short g_plug_launch_count 0) (global short g_plug_launch_index 0) (global short g_plug_launch_limit 0) (global bool g_plug_launch_em_heroic False) (global bool g_plug_move False) (global bool g_lower_shield False) (global bool g_plugholder_progress False) (global short g_plug_holder_wave_count 0) (global short g_plug_holder_wave_limit 0) (global bool g_plug_holder_loops False) (global bool g_plug_holder_wave False) (global short g_plug_holder_count 0) (global short g_plug_holder_index 0) (global short g_plug_holder_limit 0) (global bool g_plug_holder_bk_loops False) (global bool g_plug_holder_bk_wave False) (global short g_plug_holder_bk_count 0) (global short g_plug_holder_bk_index 0) (global short g_plug_holder_bk_limit 0) (global bool g_plugholder_bk_spawn False) (global short g_plugholder_bk_flood_count 0) (global short g_plugholder_bk_flood_limit 0) (global bool g_plugholder_bk_a False) (global bool g_plugholder_bk_b False) (global short g_hall_c_flood_count 0) (global short g_hall_c_flood_index 20) (global short g_ledge_a_player_loc 0) (global bool g_ledge_a_spawn False) (global bool g_ledge_a_loops False) (global bool g_ledge_a_wave False) (global short g_ledge_a_sen_limit 0) (global short g_ledge_a_count 0) (global short g_ledge_a_index 0) (global short cond_b_locator 0) (global bool cond_b_flood_a_spawn False) (global bool cond_b_flood_b_spawn False) (global bool cond_b_flood_c_spawn False) (global short cond_b_flood_count 0) (global short cond_b_flood_limit 4) (global bool ledge_c_spawn True) (global short ledge_c_infec_count 0) (global short ledge_c_infec_limit 3) (global bool g_ledge_c_phantom_start False) (global bool g_ledge_c_phantom_1 False) (global bool g_mortar_fire False) (global bool g_qz_ini_cave False) (global bool g_qz_cov_def_spawn True) (global short g_qz_cov_def_limit 0) (global short g_qz_cov_def_count 0) (global short g_cov_def_flood_advance 2) (global bool g_qz_phantom False) (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 x06_01a_predict_stub (begin (wake x06_01a_predict) ) ) (script static x06_01b_predict_stub (begin (wake x06_01b_predict) ) ) (script static x06_02_predict_stub (begin (wake x06_02_predict) ) ) (script static x06_03_predict_stub (begin (wake x06_03_predict) ) ) (script static x06_04_predict_stub (begin (wake x06_04_predict) ) ) (script static x06_05_predict_stub (begin (wake x06_05_predict) ) ) (script static 06_intro_01_predict_stub (begin (wake 06_intro_01_predict) ) ) (script static 06_intro_02_predict_stub (begin (wake 06_intro_02_predict) ) ) (script command cs_brute_walk_01 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to brute_targets/p0) ) ) (script command cs_brute_walk_02 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to brute_targets/p1) ) ) (script command cs_elite_walk_01 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to elite_targets/p0) ) ) (script command cs_elite_walk_02 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to elite_targets/p1) ) ) (script dormant exchange_of_hats (begin (ai_allegiance covenant prophet) (sleep 210) (print "exchange of hats") (ai_place brutes_01) (ai_place brutes_02) (ai_place elites_01) (ai_place elites_02) (cs_run_command_script brutes_01 cs_brute_walk_01) (cs_run_command_script brutes_02 cs_brute_walk_02) (cs_run_command_script elites_01 cs_elite_walk_01) (cs_run_command_script elites_02 cs_elite_walk_02) (time_code_reset) (sleep 188) (ai_erase brutes_01) (ai_erase brutes_02) (ai_erase elites_01) (ai_erase elites_02) (object_destroy_containing "elite_hg_prop") ) ) (script dormant x06_score_01a (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus none 1) (print "x06 score 01a start") ) ) (script dormant x06_foley_01a (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol none 1) (print "x06 foley 01a start") ) ) (script dormant x06_supratitle_01 (begin (sleep 60) (cinematic_set_title cinematic_title0) ) ) (script dormant cinematic_lighting_scene_01a (begin (cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39) (cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting elite_hg_01 True) (object_uses_cinematic_lighting elite_hg_02 True) (object_uses_cinematic_lighting elite_hg_prop_01 True) (object_uses_cinematic_lighting elite_hg_prop_02 True) (object_uses_cinematic_lighting elite_hg_prop_03 True) (object_uses_cinematic_lighting elite_hg_prop_04 True) (object_uses_cinematic_lighting elite_hg_prop_05 True) (object_uses_cinematic_lighting elite_hg_prop_06 True) (object_uses_cinematic_lighting elite_hg_prop_07 True) (object_uses_cinematic_lighting elite_hg_prop_08 True) (object_uses_cinematic_lighting x06_helmet True) (object_uses_cinematic_lighting x06_pike_01 True) (object_uses_cinematic_lighting x06_pike_02 True) (object_uses_cinematic_lighting x06_pike_03 True) (object_uses_cinematic_lighting (ai_get_object brutes_01) True) (object_uses_cinematic_lighting (ai_get_object brutes_02) True) (object_uses_cinematic_lighting (ai_get_object elites_01) True) (object_uses_cinematic_lighting (ai_get_object elites_02) True) ) ) (script static x06_01b_problem_actors (begin (print "create problem actors") (object_create_anew brute_01) (object_create_anew brute_hg_01) (object_create_anew brute_hg_02) (object_create_anew brute_hg_03) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_hg_01 True) (object_cinematic_lod brute_hg_02 True) (object_cinematic_lod brute_hg_03 True) ) ) (script static x06_01a_setup (begin (object_create_anew dervish) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew elite_hg_01) (object_create_anew elite_hg_02) (object_create_anew_containing "elite_hg_prop") (object_create_anew x06_helmet) (object_create_anew x06_pike_01) (object_create_anew x06_pike_02) (object_create_anew x06_pike_03) (object_cinematic_lod dervish True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod elite_hg_01 True) (object_cinematic_lod elite_hg_02 True) (object_cinematic_lod x06_helmet True) (object_cinematic_lod x06_pike_01 True) (object_cinematic_lod x06_pike_02 True) (object_cinematic_lod x06_pike_03 True) (wake x06_score_01a) (wake x06_foley_01a) (wake cinematic_lighting_scene_01a) (wake x06_supratitle_01) (wake exchange_of_hats) ) ) (script static x06_01a_cleanup (begin (object_destroy elite_hg_01) (object_destroy elite_hg_02) (object_destroy brute_03) (object_destroy brute_04) ) ) (script static x06_scene_01a (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x06_01a_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol) (sleep prediction_offset) (x06_01a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01a none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01a False anchor_x06) (custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute02_01a False anchor_x06) (custom_animation_relative brute_03 objects\characters\brute\x06\x06 brute03_01a False anchor_x06) (custom_animation_relative elite_hg_01 objects\characters\elite\x06\x06 elite_guard1_01a False anchor_x06) (custom_animation_relative elite_hg_02 objects\characters\elite\x06\x06 elite_guard2_01a False anchor_x06) (scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01a anchor_x06) (scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01a anchor_x06) (print "cache block") (sleep 1) (cache_block_for_one_frame) (fade_in 0 0 0 30) (sleep (- (camera_time) prediction_offset)) (x06_01b_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol) (x06_01b_problem_actors) (sleep (camera_time)) (x06_01a_cleanup) ) ) (script command cs_elite_walk_03 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to elite_targets/p2) ) ) (script dormant final_hg_walk (begin (ai_allegiance covenant prophet) (sleep 120) (print "final honor-guards") (ai_place elites_03) (cs_run_command_script elites_03 cs_elite_walk_03) (object_uses_cinematic_lighting (ai_get_object ai_current_actor) True) ) ) (script dormant x06_foley_01b (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol none 1) (print "x06 foley 01b start") ) ) (script dormant x06_01b_dof_1 (begin (time_code_reset) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 45) (cinematic_screen_effect_set_depth_of_field 1 0.5 0 1 0 0.5 1) (print "rack focus") (time_code_reset) (sleep 98) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant cinematic_lighting_scene_01b (begin (cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39) (cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_hg_01 True) (object_uses_cinematic_lighting brute_hg_02 True) (object_uses_cinematic_lighting brute_hg_03 True) ) ) (script dormant x06_texture_camera_01b_01 (begin (time_code_reset) (sleep 143) (print "start texture camera") (object_create_anew texture_camera) (object_create_anew texture_space) (object_create_anew texture_halo) (object_cinematic_lod texture_halo True) (object_uses_cinematic_lighting texture_halo True) (texture_camera_set_object_marker texture_camera primary_trigger 40) (sleep 156) (texture_camera_off) (print "stop texture camera") ) ) (script dormant open_sanctum_door (begin (sleep 176) (print "open sanctum door") (device_set_position sanctum_door 1) (object_destroy_containing "offending_column") (print "destroy columns") ) ) (script static x06_01b_setup (begin (wake x06_foley_01b) (wake final_hg_walk) (wake x06_texture_camera_01b_01) (wake open_sanctum_door) (wake cinematic_lighting_scene_01b) (wake x06_01b_dof_1) ) ) (script static x06_01b_cleanup (begin (ai_erase elites_03) (object_destroy x06_helmet) (object_destroy brute_01) (object_destroy brute_02) (cinematic_screen_effect_stop) ) ) (script static x06_scene_01b (begin (x06_01b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01b none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01b False anchor_x06) (custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_01b False anchor_x06) (custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_01b False anchor_x06) (custom_animation_relative brute_hg_03 objects\characters\brute\x06\x06 brute03_01b False anchor_x06) (custom_animation_relative brute_01 objects\characters\brute\x06\x06 brute04_01b False anchor_x06) (custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute05_01b False anchor_x06) (scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01b anchor_x06) (scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01b anchor_x06) (scenery_animation_start_relative x06_pike_02 objects\weapons\melee\pike\x06\x06 pike02_01b anchor_x06) (scenery_animation_start_relative x06_pike_03 objects\weapons\melee\pike\x06\x06 pike03_01b anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol) (sleep (camera_time)) (x06_01b_cleanup) ) ) (script dormant x06_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol none 1) (print "x06 foley 02 start") ) ) (script dormant x06_0010_soc (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0010_soc none 1) (cinematic_subtitle x06_0010_soc 3) ) ) (script dormant x06_0020_pot (begin (sleep 92) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0020_pot none 1) (cinematic_subtitle x06_0020_pot 2) ) ) (script dormant x06_0030_soc (begin (sleep 168) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0030_soc commander 1) (cinematic_subtitle x06_0030_soc 5) ) ) (script dormant x06_0040_pot (begin (sleep 306) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0040_pot truth 1) (cinematic_subtitle x06_0040_pot 2) ) ) (script dormant x06_0050_soc (begin (sleep 371) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0050_soc commander 1) (cinematic_subtitle x06_0050_soc 5) ) ) (script dormant x06_0060_pot (begin (sleep 520) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0060_pot truth 1) (cinematic_subtitle x06_0060_pot 8) (sleep 110) (unit_set_emotional_state truth arrogant 0.75 60) ) ) (script dormant x06_0070_soc (begin (sleep 794) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0070_soc commander 1) (cinematic_subtitle x06_0070_soc 3) ) ) (script dormant cinematic_lighting_scene_02 (begin (cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39) (cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting truth True) (object_uses_cinematic_lighting mercy True) (object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting so_elite_01 True) (object_uses_cinematic_lighting so_elite_02 True) (object_uses_cinematic_lighting throne_truth True) (object_uses_cinematic_lighting throne_mercy True) ) ) (script dormant x06_texture_camera_02_01 (begin (print "start texture camera") (object_create_anew texture_camera) (object_create_anew texture_space) (object_create_anew texture_halo) (object_cinematic_lod texture_halo True) (object_uses_cinematic_lighting texture_halo True) (texture_camera_set_object_marker texture_camera primary_trigger 40) ) ) (script static x06_02_setup (begin (object_create_anew truth) (object_create_anew mercy) (object_create_anew commander) (object_create_anew so_elite_01) (object_create_anew so_elite_02) (object_create_anew throne_truth) (object_create_anew throne_mercy) (object_cinematic_lod truth True) (object_cinematic_lod mercy True) (object_cinematic_lod commander True) (object_cinematic_lod so_elite_01 True) (object_cinematic_lod so_elite_02 True) (object_cinematic_lod throne_truth True) (object_cinematic_lod throne_mercy True) (objects_attach truth driver throne_truth driver_cinematic) (objects_attach mercy driver throne_mercy driver_cinematic) (wake x06_foley_02) (wake x06_0010_soc) (wake x06_0020_pot) (wake x06_0030_soc) (wake x06_0040_pot) (wake x06_0050_soc) (wake x06_0060_pot) (wake x06_0070_soc) (wake cinematic_lighting_scene_02) (wake x06_texture_camera_02_01) ) ) (script static x06_scene_02 (begin (x06_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_02 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_02 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_02 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_02 False anchor_x06) (custom_animation_relative commander objects\characters\elite\x06\x06 commander_02 False anchor_x06) (custom_animation_relative so_elite_01 objects\characters\elite\x06\x06 elite1_02 False anchor_x06) (custom_animation_relative so_elite_02 objects\characters\elite\x06\x06 elite2_02 False anchor_x06) (custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_02 False anchor_x06) (custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_02 False anchor_x06) (scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_02 anchor_x06) (scenery_animation_start_relative x06_pike_02 objects\weapons\melee\pike\x06\x06 pike02_02 anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_03_fol) (sleep (camera_time)) (object_destroy_containing "x06_pike") ) ) (script dormant x06_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_03_fol none 1) (print "x06 foley 03 start") ) ) (script dormant x06_0080_pot (begin (sleep 148) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0080_pot none 1) (cinematic_subtitle x06_0080_pot 4) ) ) (script dormant x06_0090_pot (begin (sleep 265) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0090_pot truth 1) (cinematic_subtitle x06_0090_pot 5) ) ) (script dormant x06_0100_pot (begin (sleep 418) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0100_pot truth 1) (cinematic_subtitle x06_0100_pot 6) (sleep 78) (unit_set_emotional_state truth annoyed 0.75 60) ) ) (script dormant x06_0110_der (begin (sleep 585) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0110_der dervish 1) (cinematic_subtitle x06_0110_der 2) ) ) (script static x06_03_setup (begin (wake x06_foley_03) (wake x06_0080_pot) (wake x06_0090_pot) (wake x06_0100_pot) (wake x06_0110_der) ) ) (script static x06_03_cleanup (begin (object_destroy commander) (object_destroy_containing "brute_hg") (object_destroy_containing "so_elite") ) ) (script static x06_scene_03 (begin (x06_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_03 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_03 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_03 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_03 False anchor_x06) (custom_animation_relative commander objects\characters\elite\x06\x06 commander_03 False anchor_x06) (custom_animation_relative so_elite_01 objects\characters\elite\x06\x06 elite1_03 False anchor_x06) (custom_animation_relative so_elite_02 objects\characters\elite\x06\x06 elite2_03 False anchor_x06) (custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_03 False anchor_x06) (custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_03 False anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\music\x06_04_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_03_fol) (sleep (camera_time)) (x06_03_cleanup) ) ) (script dormant x06_score_04 (begin (sleep 274) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\music\x06_04_mus none 1) (print "x06 score 04 start") ) ) (script dormant x06_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_04_fol none 1) (print "x06 foley 04 start") ) ) (script dormant x06_0120_pot (begin (sleep 15) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0120_pot truth 1) (cinematic_subtitle x06_0120_pot 3) ) ) (script dormant x06_0130_pom (begin (sleep 109) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0130_pom mercy 1) (cinematic_subtitle x06_0130_pom 8) ) ) (script dormant x06_0140_pot (begin (sleep 346) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0140_pot truth 1) (cinematic_subtitle x06_0140_pot 8) ) ) (script dormant x06_0150_pot (begin (sleep 581) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0150_pot truth 1) (cinematic_subtitle x06_0150_pot 5) ) ) (script dormant x06_0160_pom (begin (sleep 715) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0160_pom mercy 1) (cinematic_subtitle x06_0160_pom 9) (sleep 150) (unit_set_emotional_state mercy asleep 0.75 60) ) ) (script dormant x06_fov_01 (begin (sleep 576) (camera_set_field_of_view 60 0) (print "fov") (cinematic_screen_effect_stop) ) ) (script dormant x06_04_dof_1 (begin (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "dof") (sleep 103) (cinematic_screen_effect_set_depth_of_field 0.8 0.5 0 1 0 0.5 1) (print "dof") ) ) (script dormant x06_04_dof_2 (begin (sleep 343) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "dof") (sleep 82) (cinematic_screen_effect_set_depth_of_field 1 0.5 0 1 0 0.5 1) (print "dof") ) ) (script dormant unhide_dervish (begin (time_code_reset) (sleep 576) (print "unhide dervish") (object_hide dervish False) ) ) (script static x06_04_setup (begin (wake x06_score_04) (wake x06_foley_04) (wake x06_0120_pot) (wake x06_0130_pom) (wake x06_0140_pot) (wake x06_0150_pot) (wake x06_0160_pom) (object_hide dervish True) (wake unhide_dervish) (wake x06_fov_01) (wake x06_04_dof_1) (wake x06_04_dof_2) ) ) (script static x06_scene_04 (begin (x06_04_setup) (camera_set_field_of_view 30 0) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_04 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_04 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_04 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_04 False anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_05_fol) (sleep (camera_time)) (cinematic_screen_effect_stop) ) ) (script dormant x06_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_05_fol none 1) (print "x06 foley 05 start") ) ) (script dormant x06_0170_pot (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0170_pot truth 1) (cinematic_subtitle x06_0170_pot 9) ) ) (script dormant x06_0180_pot (begin (sleep 276) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0180_pot truth 1) (cinematic_subtitle x06_0180_pot 3) ) ) (script dormant x06_0190_pom (begin (sleep 366) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0190_pom mercy 1) (cinematic_subtitle x06_0190_pom 9) ) ) (script dormant x06_0200_pot (begin (sleep 635) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0200_pot truth 1) (cinematic_subtitle x06_0200_pot 5) ) ) (script dormant x06_0210_pot (begin (sleep 780) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0210_pot truth 1) (cinematic_subtitle x06_0210_pot 4) ) ) (script dormant x06_0220_pom (begin (sleep 889) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0220_pom mercy 1) (cinematic_subtitle x06_0220_pom 3) ) ) (script dormant x06_0230_pot (begin (sleep 956) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0230_pot truth 1) (cinematic_subtitle x06_0230_pot 3) (unit_set_emotional_state truth happy 0.5 60) ) ) (script dormant x06_05_dof_1 (begin (sleep 488) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.75 0.75 0 0 0 0) (print "rack focus") (sleep 160) (cinematic_screen_effect_set_depth_of_field 1 0.75 0 1 0 0.75 1) (print "rack focus") ) ) (script dormant x06_05_dof_2 (begin (sleep 777) (cinematic_screen_effect_set_depth_of_field 2 0 0.75 1 0.75 0 1) (print "rack focus") (sleep 173) (cinematic_screen_effect_stop) ) ) (script dormant x06_texture_camera_05_01 (begin (time_code_reset) (sleep 279) (print "stop texture camera") (texture_camera_off) ) ) (script dormant monitor_sound (begin (sleep 281) (sound_class_set_gain "device" 1 60) (print "monitor sound up") ) ) (script static x06_05_setup (begin (sound_class_set_gain "device" 0 0) (object_create_anew monitor) (object_cinematic_lod monitor True) (object_set_function_variable monitor talking 0 0) (object_uses_cinematic_lighting monitor True) (object_create_anew index_holo) (wake x06_foley_05) (wake x06_0170_pot) (wake x06_0180_pot) (wake x06_0190_pom) (wake x06_0200_pot) (wake x06_0210_pot) (wake x06_0220_pom) (wake x06_0230_pot) (wake monitor_sound) (wake x06_05_dof_1) (wake x06_05_dof_2) (wake x06_texture_camera_05_01) ) ) (script static x06_05_cleanup (begin (object_destroy dervish) (object_destroy_containing "truth") (object_destroy_containing "mercy") (object_destroy monitor) (object_destroy index_holo) (cinematic_screen_effect_stop) ) ) (script static x06_scene_05 (begin (camera_set_field_of_view 60 0) (x06_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_05 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_05 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_05 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_05 False anchor_x06) (custom_animation_relative monitor objects\characters\monitor\x06\x06 monitor_05 False anchor_x06) (scenery_animation_start_relative index_holo scenarios\objects\forerunner\industrial\index\index_alone\x06\x06 index_alone_05 anchor_x06) (sleep (- (camera_time) 15)) (fade_out 0 0 0 15) (sleep 15) (x06_05_cleanup) ) ) (script static x06 (begin (cinematic_enable_ambience_details False) (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name high_8) (sleep 1) (x06_scene_01a) (x06_scene_01b) (x06_scene_02) (x06_scene_03) (x06_scene_04) (x06_scene_05) ) ) (script dormant c06_intro_sound_scene1_01 (begin (object_set_function_variable phantom_01 engine_hack 1 0) (object_set_function_variable phantom_01 engine_audio 1 0) (object_set_function_variable phantom_01 hover_audio 1 0) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "vehicle" 1 90) (sleep 90) (sound_class_set_gain "vehicle" 0 90) ) ) (script dormant c06_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_01_fol none 1) (print "c06_intro foley 01 start") ) ) (script dormant c06_1010_tar (begin (sleep 144) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1010_tar none 1) (cinematic_subtitle c06_1010_tar 1) ) ) (script dormant c06_1020_tar (begin (sleep 191) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1020_tar tartarus 1) (cinematic_subtitle c06_1020_tar 2) ) ) (script dormant c06_1030_tar (begin (sleep 264) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1030_tar tartarus 1) (cinematic_subtitle c06_1030_tar 3) ) ) (script dormant c06_1040_der (begin (sleep 337) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1040_der dervish 1) (cinematic_subtitle c06_1040_der 4) ) ) (script dormant c06_1050_tar (begin (sleep 463) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1050_tar none 1 radio_covy_loop) (cinematic_subtitle c06_1050_tar 1) ) ) (script dormant c06_1060_der (begin (sleep 507) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1060_der dervish 1) (cinematic_subtitle c06_1060_der 1) ) ) (script dormant c06_1070_tar (begin (sleep 550) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1070_tar tartarus 1) (cinematic_subtitle c06_1070_tar 1) (sleep 35) (unit_set_emotional_state tartarus inquisitive 1 30) ) ) (script dormant c06_1080_tar (begin (sleep 593) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1080_tar tartarus 1) (cinematic_subtitle c06_1080_tar 1) ) ) (script dormant c06_1090_tar (begin (sleep 623) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1090_tar none 1 radio_covy_loop) (cinematic_subtitle c06_1090_tar 1) ) ) (script dormant c06_1100_der (begin (sleep 670) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1100_der dervish 1) (cinematic_subtitle c06_1100_der 3) ) ) (script dormant c06_1110_tar (begin (sleep 745) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1110_tar none 1 radio_covy_out) (cinematic_subtitle c06_1110_tar 3) ) ) (script dormant camera_shake_01 (begin (sleep 188) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant cinematic_light_intro_scene_01 (begin (cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37) (cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65) (cinematic_lighting_set_ambient_light 0.07 0.05 0.08) (rasterizer_bloom_override False) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_int True) (object_uses_cinematic_lighting carbine True) (object_uses_cinematic_lighting delta_halo True) ) ) (script dormant cinematic_light_phantom_int (begin (sleep 186) (print "light phantom") (cinematic_lighting_set_primary_light -90 0 0.23 0.29 0.53) (cinematic_lighting_set_secondary_light -90 192 0.16 0.1 0.19) (cinematic_lighting_set_ambient_light 0.07 0.05 0.08) ) ) (script dormant c06_problem_actors_01 (begin (print "problem actors") (object_create_anew delta_halo) (object_create_anew matte_substance) (object_create_anew matte_stardust) (object_cinematic_lod delta_halo True) (object_cinematic_visibility delta_halo True) ) ) (script static c06_intro_01_setup (begin (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew phantom_01) (object_create_anew phantom_int) (object_create_anew carbine) (object_cinematic_lod dervish True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_int True) (objects_attach dervish right_hand_elite carbine ) (wake c06_intro_sound_scene1_01) (wake c06_intro_foley_01) (wake c06_1010_tar) (wake c06_1020_tar) (wake c06_1030_tar) (wake c06_1040_der) (wake c06_1050_tar) (wake c06_1060_der) (wake c06_1070_tar) (wake c06_1080_tar) (wake c06_1090_tar) (wake c06_1100_der) (wake c06_1110_tar) (wake camera_shake_01) (wake cinematic_light_intro_scene_01) (wake cinematic_light_phantom_int) ) ) (script static c06_intro_01_cleanup (begin (object_destroy dervish) (object_destroy tartarus) (object_destroy_containing "brute") (object_destroy phantom_int) (object_destroy delta_halo) (object_destroy matte_substance) (object_destroy matte_stardust) (player_effect_stop 0) ) ) (script static c06_intro_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (06_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_01_fol) (wake c06_problem_actors_01) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\06_intro\06_intro 06_intro_01 none anchor_flag_intro) (c06_intro_01_setup) (custom_animation_relative dervish objects\characters\dervish\06_intro\06_intro dervish_01 False anchor_intro) (custom_animation_relative tartarus objects\characters\brute\06_intro\06_intro tartarus_01 False anchor_intro) (custom_animation_relative brute_01 objects\characters\brute\06_intro\06_intro brute01_01 False anchor_intro) (custom_animation_relative brute_02 objects\characters\brute\06_intro\06_intro brute02_01 False anchor_intro) (custom_animation_relative brute_03 objects\characters\brute\06_intro\06_intro brute03_01 False anchor_intro) (custom_animation_relative brute_04 objects\characters\brute\06_intro\06_intro brute04_01 False anchor_intro) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intro\06_intro phantom_01 False anchor_intro) (scenery_animation_start_relative phantom_int objects\vehicles\phantom\cinematics\06_intro\06_intro phantom_int_01 anchor_intro) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\06_intro\06_intro halo_01 anchor_intro) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\06_intro\06_intro substance_01 anchor_intro) (scenery_animation_start_relative matte_stardust objects\cinematics\matte_paintings\high_charity_stardust\06_intro\06_intro stardust_01 anchor_intro) (sleep 15) (fade_in 0 0 0 15) (sleep (- (camera_time) prediction_offset)) (06_intro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_02_fol) (cinematic_screen_effect_start True) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 2) (print "crossfade") (sleep (camera_time)) (c06_intro_01_cleanup) ) ) (script dormant c06_intro_sound_scene2_01 (begin (sound_class_set_gain "vehicle" 0 0) (object_set_function_variable phantom_02 engine_hack 1 0) (object_set_function_variable phantom_02 engine_audio 1 0) (object_set_function_variable phantom_02 hover_audio 1 0) (sound_class_set_gain "vehicle" 1 50) (sleep 50) (sound_class_set_gain "vehicle" 0 90) ) ) (script dormant c06_intro_sound_scene2_02 (begin (sleep 160) (sound_class_set_gain "vehicle" 1 30) (sleep 30) (object_set_function_variable phantom_02 engine_hack 0 120) (object_set_function_variable phantom_02 engine_audio 0 120) (object_set_function_variable phantom_02 hover_audio 0 120) (sleep 60) (object_set_function_variable phantom_02 engine_hack 1 90) (object_set_function_variable phantom_02 engine_audio 1 90) (object_set_function_variable phantom_02 hover_audio 1 90) (sound_class_set_gain "vehicle" 0 150) ) ) (script dormant c06_intro_sound_scene2_03 (begin (sleep 480) (sound_class_set_gain "vehicle" 1 60) (object_set_function_variable intro_sen_maj engine_hack 0 0) (object_set_function_variable intro_sen_maj engine_audio 0 0) (object_set_function_variable intro_sen_maj engine_hack 1 60) (object_set_function_variable intro_sen_maj engine_audio 1 60) (sleep 110) (object_set_function_variable intro_sen_maj engine_hack 0 60) (object_set_function_variable intro_sen_maj engine_audio 0 60) (sleep 160) (object_set_function_variable intro_sen_maj engine_hack 1 60) (object_set_function_variable intro_sen_maj engine_audio 1 60) (sleep 60) (sound_class_set_gain "vehicle" 0 150) ) ) (script dormant c06_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_02_fol none 1) (print "c06_intro foley 02 start") ) ) (script dormant c06_1120_tar (begin (sleep 782) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1120_tar none 1 radio_default_loop) (cinematic_subtitle c06_1120_tar 2) ) ) (script dormant c06_1130_tar (begin (sleep 842) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1130_tar tartarus 1 radio_default_out) (cinematic_subtitle c06_1130_tar 2) ) ) (script dormant arbiter_fires (begin (sleep 642) (print "carbine shot") (effect_new_on_object_marker effects\objects\weapons\rifle\covenant_carbine\firing carbine primary_trigger) (sleep 22) (print "carbine shot") (effect_new_on_object_marker effects\objects\weapons\rifle\covenant_carbine\firing carbine primary_trigger) (sleep 24) (print "carbine shot") (effect_new_on_object_marker effects\objects\weapons\rifle\covenant_carbine\firing carbine primary_trigger) ) ) (script dormant phantom_fires (begin (time_code_reset) (sleep 690) (object_create_anew intro_turret_base) (object_create_anew intro_turret) (objects_attach intro_turret_base primary_trigger intro_turret ) (print "turret fires") (weapon_hold_trigger intro_turret 0 True) (sleep 30) (weapon_hold_trigger intro_turret 0 False) (objects_detach intro_turret_base intro_turret) (object_destroy intro_turret) (object_destroy intro_turret_base) ) ) (script dormant c06_intro_predict_ledge_01 (begin (sleep 145) (print "predict: camera, dervish") (object_type_predict_high objects\characters\dervish\dervish) (camera_predict_resources_at_frame objects\characters\cinematic_camera\06_intro\06_intro 06_intro_02 none anchor_flag_intro 165) ) ) (script dormant c06_intro_predict_ledge_02 (begin (sleep 224) (print "predict: camera, dervish, sentinel major") (object_type_predict_high objects\characters\dervish\dervish) (object_type_predict_high objects\characters\sentinel_enforcer\sentinel_enforcer) (camera_predict_resources_at_frame objects\characters\cinematic_camera\06_intro\06_intro 06_intro_02 none anchor_flag_intro 244) ) ) (script dormant create_dervish_again (begin (sleep 305) (print "problem actor") (object_create_anew dervish) (object_create_anew carbine) (object_cinematic_lod dervish True) (object_cinematic_lod carbine True) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting carbine True) (objects_attach dervish right_hand_elite carbine ) (object_hide dervish True) ) ) (script dormant dervish_unhide (begin (sleep 330) (object_hide dervish False) (print "dervish unhide") ) ) (script static c06_intro_02_setup (begin (object_create_anew phantom_02) (object_create_anew intro_sen_maj) (object_create_anew matte_mount_doom) (object_cinematic_lod phantom_02 True) (object_cinematic_lod intro_sen_maj True) (object_uses_cinematic_lighting phantom_02 True) (object_uses_cinematic_lighting intro_sen_maj True) (wake c06_intro_sound_scene2_01) (wake c06_intro_sound_scene2_02) (wake c06_intro_sound_scene2_03) (wake c06_intro_foley_02) (wake c06_1120_tar) (wake c06_1130_tar) (wake dervish_unhide) (wake create_dervish_again) (wake arbiter_fires) (wake phantom_fires) (wake c06_intro_predict_ledge_01) (wake c06_intro_predict_ledge_02) ) ) (script static c06_intro_02_cleanup (begin (object_destroy dervish) (object_destroy intro_sen_maj) (object_destroy_containing "phantom") (object_destroy matte_mount_doom) ) ) (script static c06_intro_scene_02 (begin (c06_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intro\06_intro 06_intro_02 none anchor_flag_intro) (custom_animation_relative dervish objects\characters\dervish\06_intro\06_intro dervish_02 False anchor_intro) (custom_animation_relative intro_sen_maj objects\characters\sentinel_enforcer\06_intro\06_intro sentinel_major_02 False anchor_intro) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intro\06_intro phantom01_02 False anchor_intro) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\06_intro\06_intro phantom02_02 False anchor_intro) (scenery_animation_start_relative matte_mount_doom objects\cinematics\matte_paintings\mount_doom\06_intro\06_intro mount_doom_02 anchor_intro) (time_code_reset) (sleep 315) (custom_animation_relative dervish objects\characters\dervish\06_intro\06_intro dervish_02 False anchor_intro) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intro_02_cleanup) (sleep 30) ) ) (script static c06_intro (begin (switch_bsp_by_name sentinelhq_1) (sleep 5) (c06_intro_scene_01) (c06_intro_scene_02) ) ) (script dormant difficulty_settings (begin (if (difficulty_heroic) (begin (begin (set g_sleep_lower_bound 45) (set g_sleep_upper_bound 65) (set g_emitter_delay 120) ) ) (if (difficulty_legendary) (begin (begin (set g_sleep_lower_bound 25) (set g_sleep_upper_bound 45) (set g_emitter_delay 60) ) ) void)) ) ) (script static test_locks (begin (device_set_position_immediate plug 1) (device_set_position plug_lock_a 1) (device_set_position plug_lock_b 1) (device_set_position plug_lock_c 1) (device_set_position plug_lock_d 1) (device_set_position plug_lock_e 1) (device_set_position plug_lock_f 1) (device_set_position plug_door_b 1) ) ) (script command die (begin (ai_kill_silent ai_current_squad) ) ) (script dormant ice_cream_mythic (begin (object_create ice_cream_head) (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)) 5) (if debug (print "you're going to get fat!!!!! or dead...")) (if debug (print "because now everyone is mythic!!!!")) (ice_cream_flavor_stock 12) ) ) (script dormant chapter_silence (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_remorse (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_war (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_lower_set (begin (sleep 30) (print "new objective set:") (print "lower the containment-shield.") (objectives_show_up_to 0) ) ) (script dormant objective_lower_clear (begin (print "objective complete:") (print "lower the containment-shield.") ) ) (script dormant objective_lower_specific_set (begin (sleep 30) (print "new objective set:") (print "power-up the four absorbers to lower the containment-shield.") (objectives_show_up_to 1) ) ) (script dormant objective_lower_specific_clear (begin (print "objective complete:") (print "power-up the four absorbers to lower the containment-shield.") (objectives_finish_up_to 1) ) ) (script dormant objective_floodwall_set (begin (sleep 30) (print "new objective set:") (print "make your way through the flood-infested wall.") (objectives_show_up_to 2) ) ) (script dormant objective_floodwall_clear (begin (print "objective complete:") (print "make your way through the flood-infested wall.") (objectives_finish_up_to 2) ) ) (script dormant objective_rendezvous_set (begin (sleep 30) (print "new objective set:") (print "rendezvous with your allies in the covenant camp.") (objectives_show_up_to 3) ) ) (script dormant objective_rendezvous_clear (begin (print "objective complete:") (print "rendezvous with your allies in the covenant camp.") (objectives_finish_up_to 3) ) ) (script dormant music_06a_01 (begin (sleep_until (volume_test_objects tv_insertion_tube (players)) 1) (if debug (print "start music 06a_01")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_01 none 1) (sleep 30) (if debug (print "start music 06a_02")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_02 none 1) (sleep_until (volume_test_objects tv_ins_slide_bottom (players))) (if debug (print "stop music 06a_01")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_01) ) ) (script dormant music_06a_03 (begin (sleep_until g_music_06a_03 1) (if debug (print "start music 06a_03")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_03 none 1) (sleep_until (not g_music_06a_03)) (if debug (print "stop music 06a_03")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_03) ) ) (script dormant music_06a_04 (begin (sleep_until g_music_06a_04) (if debug (print "start music 06a_04")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_04 none 1) (sleep_until (not g_music_06a_04)) (if debug (print "stop music 06a_04")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_04) ) ) (script dormant music_06a_05 (begin (sleep_until g_music_06a_05) (if debug (print "start music 06a_05")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_05 none 1) (sleep_until (not g_music_06a_05)) (if debug (print "stop music 06a_05")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_05) ) ) (script dormant music_06a_06 (begin (sleep_until g_music_06a_06) (if debug (print "start music 06a_06")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_06 none 1) (sleep_until (not g_music_06a_06)) (if debug (print "stop music 06a_06")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_06) ) ) (script dormant music_06a_07 (begin (sleep_until g_music_06a_07) (if debug (print "start music 06a_07")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_07 none 1) (sleep_until (not g_music_06a_07)) (if debug (print "stop music 06a_07")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_07) ) ) (script dormant music_06a_08 (begin (sleep_until (volume_test_objects tv_slide_a (players))) (if debug (print "start music 06a_08")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_08 none 1) (sleep_until (not g_music_06a_08)) (if debug (print "stop music 06a_08")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_08) ) ) (script dormant music_06a_09 (begin (sleep_until (volume_test_objects tv_ledge_c_fr (players)) 5) (if debug (print "start music 06a_09")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_09 none 1) (set g_music_06a_08 False) ) ) (script dormant music_06a_10 (begin (sleep_until (volume_test_objects tv_music_06a_10 (players))) (if debug (print "start music 06a_10")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_10 none 1) (sleep_until (not g_music_06a_10)) (if debug (print "stop music 06a_10")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_10) ) ) (script command sc_cond_cov (begin (sleep 60) (cs_switch grunt) (if dialogue (print "grunt: arbiter our savior!")) (sleep (ai_play_line_at_player cond_a_cov 0400)) (sleep (* dialogue_pause 3)) (if dialogue (print "grunt: stupid jackal, say thank you!")) (sleep (ai_play_line_at_player cond_a_cov 0410)) (sleep dialogue_pause) (cs_switch jackal) (if dialogue (print "jackal: hissss.....")) (sleep (ai_play_line_at_player cond_a_cov 0420)) (sleep dialogue_pause) ) ) (script dormant ai_sc_cond_a_cov (begin (sleep_until (ai_scene sc_cond_a_cov sc_cond_cov cond_a_cov)) ) ) (script dormant sc_tartarus_reminder (begin (game_save_cancel) (if dialogue (print "tartarus: you're getting close to one of the shield-generators ")) (sleep (ai_play_line_on_object none 0430)) (sleep dialogue_pause) (if dialogue (print "tartarus: many of my brutes have fallen attempting to take it down.")) (sleep (ai_play_line_on_object none 0440)) (sleep dialogue_pause) (if dialogue (print "tartarus: let's see if you fare better.")) (sleep (ai_play_line_on_object none 0450)) (sleep dialogue_pause) (game_save_no_timeout) ) ) (script command sc_fleeing_grunts (begin (if dialogue (print "grunt: big, scary thing! run away!")) (sleep (ai_play_line_at_player ai_current_actor 0460)) (sleep dialogue_pause) (if dialogue (print "grunt: please! no make go back!")) (sleep (ai_play_line_at_player ai_current_actor 0470)) (sleep dialogue_pause) (sleep_until g_hall_b_sen_dialogue) (sleep 90) (if dialogue (print "grunt: (shriek) more bad things!")) (sleep (ai_play_line_at_player ai_current_actor 0480)) (sleep dialogue_pause) (if dialogue (print "grunt: arbiter! protect! protect!")) (sleep (ai_play_line_at_player ai_current_actor 0490)) (sleep dialogue_pause) ) ) (script dormant ai_sc_hall_b_grunts (begin (sleep_until (ai_trigger_test "scene_trigger_4" hall_b_cov)) (cs_run_command_script hall_b_cov/wimp sc_fleeing_grunts) ) ) (script dormant sc_enforcer (begin (sleep_until g_enforcer) (game_save_cancel) (sleep 60) (if dialogue (print "tartarus: it's useless to attack an enforcer from the front.")) (if dialogue (print "tartarus: especially when their shields are up.")) (sleep (ai_play_line_on_object none 0500)) (sleep dialogue_pause) (if dialogue (print "tartarus: stay in the shadows. wait 'til it loses interest ")) (sleep (ai_play_line_on_object none 0510)) (sleep dialogue_pause) (if dialogue (print "tartarus: then strike the beast when it it's back is turned!")) (sleep (ai_play_line_on_object none 0520)) (sleep dialogue_pause) (game_save_no_timeout) ) ) (script dormant sc_plug_launch (begin (game_save_cancel) (set g_music_06a_03 False) (if dialogue (print "tartarus: you've reached the shield's power-source, arbiter.")) (if dialogue (print "tartarus: overload the locks holding it in place!")) (sleep (ai_play_line_on_object none 0010)) (sleep dialogue_pause) (set g_enforcer True) (sleep_until g_final_lock) (if dialogue (print "tartarus: one more, arbiter!")) (sleep (ai_play_line_on_object none 0030)) (sleep dialogue_pause) (sleep_until g_flip_switch) (sleep 60) (if dialogue (print "tartarus: you've released the power source!")) (if dialogue (print "now find a way to remove it from its cradle.")) (sleep (ai_play_line_on_object none 0040)) (game_save_no_timeout) ) ) (script dormant sc_plug_ride (begin (if dialogue (print "tartarus: our path to the library is clear.")) (if dialogue (print "tartarus: i'll pick you up on the ledge ahead.")) (sleep (ai_play_line_on_object none 0050)) (sleep dialogue_pause) (sleep_until g_plug_ride_enforcer) (if dialogue (print "tartarus: (angry growl) blasted machines!")) (sleep (ai_play_line_on_object none 0070)) (sleep dialogue_pause) (if dialogue (print "tartarus: make your own way through the wall, arbiter!")) (sleep (ai_play_line_on_object none 0080)) (sleep dialogue_pause) ) ) (script dormant sc_marines_a (begin (if dialogue (print "marine: negative, ma'am. they aren't covenant!")) (sleep (ai_play_line_on_object conduit_b_sound 0090)) (sleep dialogue_pause) (if dialogue (print "sarg: cover that doorway!")) (sleep (ai_play_line_on_object conduit_b_sound 0100)) (sleep dialogue_pause) ) ) (script dormant sc_marines_b (begin (if dialogue (print "marine: proceed to the objective! we'll hold out as long as we can!")) (sleep (ai_play_line_on_object hall_c_sound 0110)) (sleep dialogue_pause) (if dialogue (print "marine: aaa! get it off of me!")) (sleep (ai_play_line_on_object hall_c_sound 0120)) (sleep dialogue_pause) (if dialogue (print "sarg: suppressive fire! suppressive fi -")) (sleep (ai_play_line_on_object hall_c_sound 0130)) (sleep dialogue_pause) ) ) (script command cs_sc_qz_ini (begin (if dialogue (print "spec-ops: forerunners be praised! the arbiter!")) (sleep (ai_play_line_at_player qz_ini_ins_pods 0530)) (sleep dialogue_pause) (if dialogue (print "spec-ops: this quarantine-zone has been compromised!")) (if dialogue (print "spec-ops: we must do what we can against the flood!")) (sleep (ai_play_line_at_player qz_ini_ins_pods 0540)) (sleep (* dialogue_pause 4)) (if dialogue (print "spec-ops: our commander has landed further in.")) (if dialogue (print "spec-ops: let us join him!")) (sleep (ai_play_line_at_player qz_ini_ins_pods 0550)) (sleep dialogue_pause) ) ) (script dormant sc_qz_initial (begin (sleep_until (ai_scene sc_qz_ini cs_sc_qz_ini qz_ini_ins_pods)) ) ) (script command cs_cov_camp_elites (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest qz_cov_def) (cs_face_player True) (sleep_until g_sc_cov_camp_done) ) ) (script command cs_cov_camp_soc (begin (cs_enable_pathfinding_failsafe True) (cs_go_to qz_cov_def/soc) (cs_face_player True) (sleep_until g_sc_cov_camp_done) ) ) (script dormant sc_qz_cov_camp (begin (ai_vehicle_exit qz_cov_def_cov) (ai_vehicle_exit qz_cov_def_soc) (sleep 30) (cs_run_command_script qz_cov_def_cov cs_cov_camp_elites) (cs_run_command_script qz_cov_def_soc cs_cov_camp_soc) (sleep_until (volume_test_objects tv_qz_cov_def_hill (players)) 30 450) (sleep 15) (if dialogue (print "commander: arbiter! what are you doing here?")) (sleep (ai_play_line qz_cov_def_soc 0170)) (sleep dialogue_pause) (set g_qz_cov_camp_progress True) (sleep 90) (if dialogue (print "spec-ops: the flood is upon us!")) (sleep (ai_play_line qz_cov_def_cov 0190)) (sleep dialogue_pause) (if dialogue (print "commander: we must hold this camp until reinforcements arrive!")) (sleep (ai_play_line qz_cov_def_soc 0200)) (sleep dialogue_pause) (if dialogue (print "spec-ops: may our footsteps never fade!")) (sleep (ai_play_line qz_cov_def_cov 0210)) (sleep dialogue_pause) (sleep 30) (set g_sc_cov_camp_done True) (game_save_no_timeout) ) ) (script dormant attach_absorbers_1 (begin (objects_attach piston_ins absorber_a absorber_ins absorber_a) (objects_attach piston_a absorber_a absorber_a absorber_a) (objects_attach piston_b absorber_a absorber_b absorber_a) (objects_attach piston_c absorber_a absorber_c absorber_a) (objects_attach piston_d absorber_a absorber_d absorber_a) (objects_attach piston_plug_landing absorber_a absorber_plug_landing absorber_a) ) ) (script dormant attach_absorbers_1b (begin (objects_attach piston_e absorber_a absorber_e absorber_a) (objects_attach piston_f absorber_a absorber_f absorber_a) (objects_attach piston_g absorber_a absorber_g absorber_a) (objects_attach piston_h absorber_a absorber_h absorber_a) (objects_attach piston_i absorber_a absorber_i absorber_a) (objects_attach piston_ledge_b absorber_a absorber_ledge_b absorber_a) (objects_attach piston_ledge_c absorber_a absorber_ledge_c absorber_a) ) ) (script dormant attach_controls_1 (begin (if (or (difficulty_heroic) (difficulty_legendary)) (begin (object_destroy_containing "switch_a") (object_destroy_containing "switch_b") (object_destroy_containing "switch_c") (object_destroy_containing "switch_d") )) (objects_attach piston_ins absorber_a ins_switch_a switch) (objects_attach piston_ins absorber_b ins_switch_b switch) (objects_attach piston_ins absorber_c ins_switch_c switch) (objects_attach piston_ins absorber_d ins_switch_d switch) (objects_attach piston_a absorber_a a_switch_a switch) (objects_attach piston_a absorber_b a_switch_b switch) (objects_attach piston_a absorber_c a_switch_c switch) (objects_attach piston_a absorber_d a_switch_d switch) (objects_attach piston_b absorber_a b_switch_a switch) (objects_attach piston_b absorber_b b_switch_b switch) (objects_attach piston_b absorber_c b_switch_c switch) (objects_attach piston_b absorber_d b_switch_d switch) (objects_attach piston_c absorber_a c_switch_a switch) (objects_attach piston_c absorber_b c_switch_b switch) (objects_attach piston_c absorber_c c_switch_c switch) (objects_attach piston_c absorber_d c_switch_d switch) (objects_attach piston_d absorber_a d_switch_a switch) (objects_attach piston_d absorber_b d_switch_b switch) (objects_attach piston_d absorber_c d_switch_c switch) (objects_attach piston_d absorber_d d_switch_d switch) (objects_attach piston_plug_landing absorber_a plug_landing_switch_a switch) (objects_attach piston_plug_landing absorber_b plug_landing_switch_b switch) (objects_attach piston_plug_landing absorber_c plug_landing_switch_c switch) (objects_attach piston_plug_landing absorber_d plug_landing_switch_d switch) ) ) (script dormant attach_controls_1b (begin (objects_attach piston_e absorber_a e_switch_a switch) (objects_attach piston_e absorber_b e_switch_b switch) (objects_attach piston_e absorber_c e_switch_c switch) (objects_attach piston_e absorber_d e_switch_d switch) (objects_attach piston_f absorber_a f_switch_a switch) (objects_attach piston_f absorber_b f_switch_b switch) (objects_attach piston_f absorber_c f_switch_c switch) (objects_attach piston_f absorber_d f_switch_d switch) (objects_attach piston_g absorber_a g_switch_a switch) (objects_attach piston_g absorber_b g_switch_b switch) (objects_attach piston_g absorber_c g_switch_c switch) (objects_attach piston_g absorber_d g_switch_d switch) (objects_attach piston_h absorber_a h_switch_a switch) (objects_attach piston_h absorber_b h_switch_b switch) (objects_attach piston_h absorber_c h_switch_c switch) (objects_attach piston_h absorber_d h_switch_d switch) (objects_attach piston_i absorber_a i_switch_a switch) (objects_attach piston_i absorber_b i_switch_b switch) (objects_attach piston_i absorber_c i_switch_c switch) (objects_attach piston_i absorber_d i_switch_d switch) (objects_attach piston_ledge_b absorber_a ledge_b_switch_a switch) (objects_attach piston_ledge_b absorber_b ledge_b_switch_b switch) (objects_attach piston_ledge_b absorber_c ledge_b_switch_c switch) (objects_attach piston_ledge_b absorber_d ledge_b_switch_d switch) (objects_attach piston_ledge_c absorber_a ledge_c_switch_a switch) (objects_attach piston_ledge_c absorber_b ledge_c_switch_b switch) (objects_attach piston_ledge_c absorber_c ledge_c_switch_c switch) (objects_attach piston_ledge_c absorber_d ledge_c_switch_d switch) ) ) (script dormant open_piston_ins (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_ins) 0) (<= (object_get_shield absorber_ins) 0)) 1) (device_set_position piston_ins 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_ins) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_ins (players)))) (device_set_position piston_ins 0) (device_group_set_immediate group_ins 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_a (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_a) 0) (<= (object_get_shield absorber_a) 0)) 1) (device_set_position piston_a 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_a) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_a (players)))) (device_set_position piston_a 0) (device_group_set_immediate group_a 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_b (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_b) 0) (<= (object_get_shield absorber_b) 0)) 1) (device_set_position piston_b 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_b) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_b (players)))) (device_set_position piston_b 0) (device_group_set_immediate group_b 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_c (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_c) 0) (<= (object_get_shield absorber_c) 0)) 1) (device_set_position piston_c 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_c) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_c (players)))) (device_set_position piston_c 0) (device_group_set_immediate group_c 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_d (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_d) 0) (<= (object_get_shield absorber_d) 0)) 1) (device_set_position piston_d 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_d) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_d (players)))) (device_set_position piston_d 0) (device_group_set_immediate group_d 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_plug_landing (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_plug_landing) 0) (<= (object_get_shield absorber_plug_landing) 0)) 1) (device_set_position piston_plug_landing 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_plug_landing) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_plug_landing (players)))) (device_set_position piston_plug_landing 0) (device_group_set_immediate group_plug_landing 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_e (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_e) 0) (<= (object_get_shield absorber_e) 0)) 1) (device_set_position piston_e 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_e) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_e (players)))) (device_set_position piston_e 0) (device_group_set_immediate group_e 0) g_piston_control) ) ) ) (script dormant open_piston_f (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_f) 0) (<= (object_get_shield absorber_f) 0)) 1) (device_set_position piston_f 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_f) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_f (players)))) (device_set_position piston_f 0) (device_group_set_immediate group_f 0) g_piston_control) ) ) ) (script dormant open_piston_g (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_g) 0) (<= (object_get_shield absorber_g) 0)) 1) (device_set_position piston_g 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_g) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_g (players)))) (device_set_position piston_g 0) (device_group_set_immediate group_g 0) g_piston_control) ) ) ) (script dormant open_piston_h (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_h) 0) (<= (object_get_shield absorber_h) 0)) 1) (device_set_position piston_h 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_h) (if g_music_06a_07 (set g_music_06a_07 False)) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_h (players)))) (device_set_position piston_h 0) (device_group_set_immediate group_h 0) g_piston_control) ) ) ) (script dormant open_piston_i (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_i) 0) (<= (object_get_shield absorber_i) 0)) 1) (device_set_position piston_i 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_i) (if g_music_06a_06 (set g_music_06a_06 False)) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_i (players)))) (device_set_position piston_i 0) (device_group_set_immediate group_i 0) g_piston_control) ) ) ) (script dormant open_piston_ledge_b (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_ledge_b) 0) (<= (object_get_shield absorber_ledge_b) 0)) 1) (device_set_position piston_ledge_b 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_ledge_b) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_ledge_b (players)))) (device_set_position piston_ledge_b 0) (device_group_set_immediate group_ledge_b 0) g_piston_control) ) ) ) (script dormant open_piston_ledge_c (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_ledge_c) 0) (<= (object_get_shield absorber_ledge_c) 0)) 1) (device_set_position piston_ledge_c 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_ledge_c) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_ledge_c (players)))) (device_set_position piston_ledge_c 0) (device_group_set_immediate group_ledge_c 0) g_piston_control) ) ) ) (script dormant piston_control (begin (wake attach_absorbers_1) (wake attach_controls_1) (wake open_piston_ins) (wake open_piston_a) (wake open_piston_b) (wake open_piston_c) (wake open_piston_d) (wake open_piston_plug_landing) (sleep_until (= (structure_bsp_index) 1)) (if debug (print "creating bsp 1 objects...")) (object_create_anew_containing "bsp1_weapon") (object_create_anew_containing "bsp1_equip") (wake attach_absorbers_1b) (wake attach_controls_1b) (sleep_forever open_piston_ins) (sleep_forever open_piston_a) (sleep_forever open_piston_b) (sleep_forever open_piston_c) (sleep_forever open_piston_d) (sleep_forever open_piston_plug_landing) (wake open_piston_e) (wake open_piston_f) (wake open_piston_g) (wake open_piston_h) (wake open_piston_i) (wake open_piston_ledge_b) (wake open_piston_ledge_c) (sleep_until (= (structure_bsp_index) 2)) (object_destroy_containing "bsp1_body") (object_destroy_containing "bsp1_weapon") (object_destroy_containing "bsp1_equip") (sleep_forever open_piston_e) (sleep_forever open_piston_f) (sleep_forever open_piston_g) (sleep_forever open_piston_h) (sleep_forever open_piston_i) (sleep_forever open_piston_ledge_b) (sleep_forever open_piston_ledge_c) ) ) (script command cs_pussy_grunt_abort (begin (sleep 1) (object_can_take_damage (ai_actors pussy_grunt)) (ai_set_orders pussy_grunt hall_a_cov) ) ) (script dormant pussy_grunt_abort (begin (sleep_until (volume_test_objects tv_ins_slide_bottom (ai_actors pussy_grunt))) (cs_run_command_script pussy_grunt cs_pussy_grunt_abort) ) ) (script command pussy_grunt_down (begin (wake pussy_grunt_abort) (cs_enable_dialogue True) (cs_enable_pathfinding_failsafe True) (cs_movement_mode 2) (cs_crouch False) (object_cannot_take_damage (ai_actors pussy_grunt)) (sleep_until (>= (device_get_position piston_ins) 0.5) 10) (cs_go_to_and_face insertion/grunt_stand insertion/grunt_shoot) (cs_jump 0 1) (sleep 15) (cs_move_in_direction 0 5 0) ) ) (script command pussy_grunt_shoot (begin (cs_movement_mode 2) (cs_crouch False) (cs_go_to_and_face insertion/grunt_stand insertion/grunt_shoot) (sleep 15) (cs_shoot_point True insertion/grunt_shoot) (sleep_until (<= (object_get_shield absorber_ins) 0) 5) (sleep 15) (cs_shoot_point False insertion/grunt_shoot) (cs_run_command_script pussy_grunt pussy_grunt_down) ) ) (script dormant pussy_grunt (begin (if (>= (ai_combat_status insertion_sen) ai_combat_status_active) (sleep_until (and (<= (object_get_health ins_em_a) 0) (<= (object_get_health ins_em_b) 0) (<= (object_get_health ins_em_c) 0)))) (sleep 45) (if (= (device_get_position piston_ins) 0) (cs_run_command_script pussy_grunt pussy_grunt_shoot)) (sleep_until (volume_test_objects tv_insertion_tube (players)) 5) (cs_run_command_script pussy_grunt pussy_grunt_down) ) ) (script command cs_pussy_grunt (begin (cs_movement_mode 3) (cs_crouch True) (ai_disregard (ai_actors constructors) True) (sleep_until (or (volume_test_objects tv_pussy_grunt (players)) (< (ai_strength pussy_grunt) 1))) (cs_movement_mode 2) (cs_crouch False) (wake pussy_grunt) ) ) (script dormant pussy_grunt_reminder (begin (sleep (* 30 60 5)) (if (not g_pussy_grunt) (begin (sleep_until (volume_test_objects tv_ins_bk (players))) (if (>= (ai_combat_status insertion_sen) ai_combat_status_active) (sleep_until (and (<= (object_get_health ins_em_a) 0) (<= (object_get_health ins_em_b) 0) (<= (object_get_health ins_em_c) 0)))) (sleep 45) (if (= (device_get_position piston_ins) 1) (cs_run_command_script pussy_grunt pussy_grunt_shoot)) )) ) ) (script command cs_miniaturize (begin (object_set_scale (ai_get_object ai_current_actor) 0.3 0) ) ) (script command cs_big (begin (cs_enable_moving True) (sleep (* 30 10)) (object_set_scale (ai_get_object ai_current_actor) 2.1 0) ) ) (script command cs_ins_weld_a (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/p3 insertion/p4) (cs_shoot_point True insertion/p4) (sleep (random_range 300 450)) (cs_shoot_point False insertion/p4) ) ) (script command cs_ins_weld_b (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/p5 insertion/p6) (cs_shoot_point True insertion/p6) (sleep (random_range 150 300)) (cs_shoot_point False insertion/p6) ) ) (script command cs_ins_weld_c (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/p7 insertion/p8) (cs_shoot_point True insertion/p8) (sleep (random_range 45 60)) (cs_shoot_point False insertion/p8) (cs_fly_to_and_face insertion/p9 insertion/p10) (cs_shoot_point True insertion/p10) (sleep (random_range 45 60)) (cs_shoot_point False insertion/p10) ) ) (script command cs_ins_shoot_absorber_slide (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/shoot_slide insertion/target_slide 0.25) (sleep 15) (cs_shoot_point True insertion/target_slide) (sleep_until (<= (object_get_shield absorber_a) 0) 5) (sleep 15) (cs_shoot_point False insertion/target_slide) ) ) (script dormant ins_open_door_slide (begin (ai_place ins_con_slide) (if (= (ai_strength ins_cons) 1) (begin (ai_set_orders ins_con_mid ins_sen_slide) (ai_set_orders ins_con_bk ins_sen_slide) )) (sleep_until (and (volume_test_objects tv_ins_slide_bottom (players)) (objects_can_see_object (players) piston_a 180))) (cs_run_command_script ins_con_slide/shooter cs_ins_shoot_absorber_slide) ) ) (script command cs_ins_runaway (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to insertion/p0) (cs_fly_to insertion/p1) (cs_fly_to insertion/p2) (ai_erase ai_current_actor) ) ) (script command cs_ins_shoot_absorber (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/shoot_ins insertion/target_ins 0.25) (sleep 15) (cs_shoot_point True insertion/target_ins) (sleep_until (<= (object_get_shield absorber_ins) 0) 5) (wake ins_open_door_slide) (sleep 15) (cs_shoot_point False insertion/target_ins) ) ) (script dormant ins_open_door (begin (sleep_until (and (volume_test_objects tv_ins_bk (players)) (objects_can_see_object (players) piston_ins 180))) (if (= (ai_strength ins_cons) 1) (begin (cs_run_command_script ins_con_bk/shooter cs_ins_shoot_absorber) (set g_cons_open_ins True) )) ) ) (script dormant ai_insertion_emitters (begin (if (difficulty_normal) (begin (begin (set g_insertion_limit 0) (set g_insertion_index 1) ) ) (if (difficulty_heroic) (begin (begin (set g_insertion_limit 0) (set g_insertion_index 2) ) ) (if (difficulty_legendary) (begin (begin (set g_insertion_limit 1) (set g_insertion_index 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count insertion_sentinels) g_insertion_limit)) (if g_insertion_spawn (sleep_forever)) (sleep g_emitter_delay) (set g_insertion_counter 0) (set g_insertion_wave False) (sleep_until (begin (ai_place insertion_sen 1) (set g_insertion_counter (+ g_insertion_counter 1)) (if (= g_insertion_counter g_insertion_index) (set g_insertion_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_insertion_wave) ) g_insertion_spawn) ) ) ) (script static ai_hall_a_em_c (begin (if debug (print "c")) (ai_place hall_a_sen/c) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_a_em_d (begin (if debug (print "d")) (ai_place hall_a_sen/d) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_a_em_g (begin (if debug (print "g")) (ai_place hall_a_sen/g) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_a_em_h (begin (if debug (print "h")) (ai_place hall_a_sen/h) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_hall_a_emitters (begin (if (difficulty_normal) (begin (begin (set g_hall_a_sen_limit 0) (set g_hall_a_em_index 2) ) ) (if (difficulty_heroic) (begin (begin (set g_hall_a_sen_limit 0) (set g_hall_a_em_index 3) ) ) (if (difficulty_legendary) (begin (begin (set g_hall_a_sen_limit 1) (set g_hall_a_em_index 4) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count hall_a_sentinels) g_hall_a_sen_limit)) (if g_hall_a_loops (sleep_forever)) (sleep g_emitter_delay) (set g_hall_a_em_count 0) (set g_hall_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting hall_a_em_c)) (> (object_get_health hall_a_em_c) 0) (> (objects_distance_to_object (players) hall_a_em_c) 0) (< (objects_distance_to_object (players) hall_a_em_c) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_c) ) (if (and (not (unit_is_emitting hall_a_em_d)) (> (object_get_health hall_a_em_d) 0) (> (objects_distance_to_object (players) hall_a_em_d) 0) (< (objects_distance_to_object (players) hall_a_em_d) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_d) ) (if (and (not (unit_is_emitting hall_a_em_g)) (> (object_get_health hall_a_em_g) 0) (> (objects_distance_to_object (players) hall_a_em_g) 0) (< (objects_distance_to_object (players) hall_a_em_g) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_g) ) (if (and (not (unit_is_emitting hall_a_em_h)) (> (object_get_health hall_a_em_h) 0) (> (objects_distance_to_object (players) hall_a_em_h) 0) (< (objects_distance_to_object (players) hall_a_em_h) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_h) ) (if True (begin (begin (ai_place hall_a_sen) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) ) ) void))))) (if (= g_hall_a_em_count g_hall_a_em_index) (set g_hall_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_hall_a_wave) ) g_hall_a_loops) ) ) ) (script dormant ai_hall_a_const (begin (ai_place hall_a_con_ini) (ai_place hall_a_con_bk) (sleep 30) (sleep_until (< (ai_strength hall_a_cons) 0.8)) (sleep 30) (if debug (print "hall a constructors running away")) (ai_set_orders constructors hall_a_runway) ) ) (script static ai_cond_a_em_a (begin (if debug (print "a")) (ai_place cond_a_sen_a/a) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_c (begin (if debug (print "c")) (ai_place cond_a_sen_a/c) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_e (begin (if debug (print "e")) (ai_place cond_a_sen_a/e) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_f (begin (if debug (print "f")) (ai_place cond_a_sen_a/f) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_g (begin (if debug (print "g")) (ai_place cond_a_sen_a/g) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_h (begin (if debug (print "h")) (ai_place cond_a_sen_a/h) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_i (begin (if debug (print "i")) (ai_place cond_a_sen_b/i) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_j (begin (if debug (print "j")) (ai_place cond_a_sen_b/j) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_k (begin (if debug (print "k")) (ai_place cond_a_sen_b/k) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_l (begin (if debug (print "l")) (ai_place cond_a_sen_b/l) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_m (begin (if debug (print "m")) (ai_place cond_a_sen_b/m) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_n (begin (if debug (print "n")) (ai_place cond_a_sen_b/n) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_o (begin (if debug (print "o")) (ai_place cond_a_sen_b/o) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_cond_a_emitters_fr (begin (if (difficulty_normal) (begin (begin (set g_cond_a_limit 0) (set g_cond_a_index 2) ) ) (if (difficulty_heroic) (begin (begin (set g_cond_a_limit 0) (set g_cond_a_index 3) ) ) (if (difficulty_legendary) (begin (begin (set g_cond_a_limit 1) (set g_cond_a_index 4) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count cond_a_sentinels) g_cond_a_limit)) (if (difficulty_legendary) (sleep g_emitter_delay) (sleep (* g_emitter_delay 2))) (if g_cond_a_front (sleep_forever)) (set g_cond_a_count 0) (set g_cond_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting cond_a_em_c)) (> (object_get_health cond_a_em_c) 0) (> (objects_distance_to_object (players) cond_a_em_c) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_c) ) (if (and (not (unit_is_emitting cond_a_em_f)) (> (object_get_health cond_a_em_f) 0) (> (objects_distance_to_object (players) cond_a_em_f) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_f) ) (if (and (not (unit_is_emitting cond_a_em_g)) (> (object_get_health cond_a_em_g) 0) (> (objects_distance_to_object (players) cond_a_em_g) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_g) ) (if (and (not (unit_is_emitting cond_a_em_e)) (> (object_get_health cond_a_em_e) 0) (> (objects_distance_to_object (players) cond_a_em_e) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_e) ) (if (and (not (unit_is_emitting cond_a_em_h)) (> (object_get_health cond_a_em_h) 0) (> (objects_distance_to_object (players) cond_a_em_h) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_h) ) (if (and (not (unit_is_emitting cond_a_em_a)) (> (object_get_health cond_a_em_a) 0) (> (objects_distance_to_object (players) cond_a_em_a) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_a) ) (if True (begin (begin (ai_place cond_a_sen_a) (set g_cond_a_count (+ g_cond_a_count 1)) ) ) void))))))) (if (= g_cond_a_count g_cond_a_index) (set g_cond_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_cond_a_wave) ) g_cond_a_front) ) ) ) (script dormant ai_cond_a_emitters_bk (begin (sleep_until (begin (sleep_until (<= (ai_living_count cond_a_sentinels) g_cond_a_limit)) (if (difficulty_legendary) (sleep g_emitter_delay) (sleep (* g_emitter_delay 2))) (if g_cond_a_back (sleep_forever)) (set g_cond_a_count 0) (set g_cond_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting cond_a_em_k)) (> (object_get_health cond_a_em_k) 0) (> (objects_distance_to_object (players) cond_a_em_k) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_k) ) (if (and (not (unit_is_emitting cond_a_em_o)) (> (object_get_health cond_a_em_o) 0) (> (objects_distance_to_object (players) cond_a_em_o) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_o) ) (if (and (not (unit_is_emitting cond_a_em_n)) (> (object_get_health cond_a_em_n) 0) (> (objects_distance_to_object (players) cond_a_em_n) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_n) ) (if (and (not (unit_is_emitting cond_a_em_j)) (> (object_get_health cond_a_em_j) 0) (> (objects_distance_to_object (players) cond_a_em_j) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_j) ) (if (and (not (unit_is_emitting cond_a_em_l)) (> (object_get_health cond_a_em_l) 0) (> (objects_distance_to_object (players) cond_a_em_l) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_l) ) (if (and (not (unit_is_emitting cond_a_em_m)) (> (object_get_health cond_a_em_m) 0) (> (objects_distance_to_object (players) cond_a_em_m) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_m) ) (if (and (not (unit_is_emitting cond_a_em_i)) (> (object_get_health cond_a_em_i) 0) (> (objects_distance_to_object (players) cond_a_em_i) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_i) ) (if True (begin (begin (ai_place cond_a_sen_b) (set g_cond_a_count (+ g_cond_a_count 1)) ) ) void)))))))) (if (= g_cond_a_count g_cond_a_index) (set g_cond_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_cond_a_wave) ) g_cond_a_back) ) ) ) (script dormant ai_cond_a_back_ini (begin (if (difficulty_normal) (begin (set g_cond_a_bk_limit 2) ) (if (difficulty_heroic) (begin (set g_cond_a_bk_limit 3) ) (if (difficulty_legendary) (begin (set g_cond_a_bk_limit 4) ) void))) (sleep 180) (begin_random (begin (ai_place cond_a_sen_b/j) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (sleep (random_range 5 15)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) ) (begin (ai_place cond_a_sen_b/k) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (sleep (random_range 5 15)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) ) (begin (ai_place cond_a_sen_b/m) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (sleep (random_range 5 15)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) ) (begin (ai_place cond_a_sen_b/o) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) (sleep (random_range 5 15)) ) ) ) ) (script command cs_cond_a_sen_e (begin (cs_fly_to cond_a/p0) ) ) (script dormant cond_a_delay (begin (sleep 90) (set g_cond_a_continue True) ) ) (script dormant cond_a_initial_delay (begin (sleep_until (begin (if (not (volume_test_objects_all tv_conduit_a (players))) (begin (set g_cond_a_continue True) ) (if (<= (ai_living_count cond_a_sentinels) 0) (begin (wake cond_a_delay) ) void)) g_cond_a_continue) ) ) ) (script static ai_hall_b_em_b (begin (if debug (print "b")) (ai_place hall_b_sen/b) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_d (begin (if debug (print "d")) (ai_place hall_b_sen/d) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_e (begin (if debug (print "e")) (ai_place hall_b_sen/e) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_f (begin (if debug (print "f")) (ai_place hall_b_sen/f) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_g (begin (if debug (print "g")) (ai_place hall_b_sen/g) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_hall_b_emitters (begin (if (difficulty_normal) (begin (begin (set g_hall_b_sen_limit 0) (set g_hall_b_em_index 3) ) ) (if (difficulty_heroic) (begin (begin (set g_hall_b_sen_limit 0) (set g_hall_b_em_index 4) ) ) (if (difficulty_legendary) (begin (begin (set g_hall_b_sen_limit 1) (set g_hall_b_em_index 5) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count hall_b_sentinels) g_hall_b_sen_limit)) (if g_hall_b_loops (sleep_forever)) (sleep g_emitter_delay) (set g_hall_b_em_count 0) (set g_hall_b_wave False) (sleep_until (begin (if (and (not (unit_is_emitting hall_b_em_b)) (> (object_get_health hall_b_em_b) 0) (> (objects_distance_to_object (players) hall_b_em_b) 0) (< (objects_distance_to_object (players) hall_b_em_b) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_d) ) (if (and (not (unit_is_emitting hall_b_em_d)) (> (object_get_health hall_b_em_d) 0) (> (objects_distance_to_object (players) hall_b_em_d) 0) (< (objects_distance_to_object (players) hall_b_em_d) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_d) ) (if (and (not (unit_is_emitting hall_b_em_e)) (> (object_get_health hall_b_em_e) 0) (> (objects_distance_to_object (players) hall_b_em_e) 0) (< (objects_distance_to_object (players) hall_b_em_e) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_e) ) (if (and (not (unit_is_emitting hall_b_em_f)) (> (object_get_health hall_b_em_f) 0) (> (objects_distance_to_object (players) hall_b_em_f) 0) (< (objects_distance_to_object (players) hall_b_em_f) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_f) ) (if (and (not (unit_is_emitting hall_b_em_g)) (> (object_get_health hall_b_em_g) 0) (> (objects_distance_to_object (players) hall_b_em_g) 0) (< (objects_distance_to_object (players) hall_b_em_g) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_g) ) (if True (begin (begin (ai_place hall_b_sen) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) ) ) void)))))) (if (= g_hall_b_em_count g_hall_b_em_index) (set g_hall_b_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_hall_b_wave) ) g_hall_b_loops) ) ) ) (script command cs_plug_launch_enforcer (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to plug_launch/p0) ) ) (script static ai_plug_launch_em_a (begin (if debug (print "a")) (ai_place plug_launch_sen/a) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_b (begin (if debug (print "b")) (ai_place plug_launch_sen/b) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_c (begin (if debug (print "c")) (ai_place plug_launch_sen/c) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_d (begin (if debug (print "d")) (ai_place plug_launch_sen/d) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_e (begin (if debug (print "e")) (ai_place plug_launch_sen/e) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_f (begin (if debug (print "f")) (ai_place plug_launch_sen/f) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_g (begin (if debug (print "g")) (ai_place plug_launch_sen/g) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_h (begin (if debug (print "h")) (ai_place plug_launch_sen/h) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_plug_launch_em (begin (if (difficulty_normal) (begin (begin (set g_plug_launch_limit 0) (set g_plug_launch_index 2) (if debug (print "emitters off")) (sleep_forever) ) ) (if (difficulty_heroic) (begin (begin (set g_plug_launch_limit 0) (set g_plug_launch_index 3) (sleep_until g_plug_launch_em_heroic) (if debug (print "emitters on")) ) ) (if (difficulty_legendary) (begin (begin (set g_plug_launch_limit 0) (set g_plug_launch_index 4) (if debug (print "emitters on")) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_launch_sentinels) g_plug_launch_limit)) (if g_plug_launch_loops (sleep_forever)) (sleep g_emitter_delay) (set g_plug_launch_count 0) (set g_plug_launch_wave False) (sleep_until (begin (if (and (not (unit_is_emitting plug_launch_em_a)) (> (object_get_health plug_launch_em_a) 0) (> (objects_distance_to_object (players) plug_launch_em_a) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_a) ) (if (and (not (unit_is_emitting plug_launch_em_b)) (> (object_get_health plug_launch_em_b) 0) (> (objects_distance_to_object (players) plug_launch_em_b) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_b) ) (if (and (not (unit_is_emitting plug_launch_em_c)) (> (object_get_health plug_launch_em_c) 0) (> (objects_distance_to_object (players) plug_launch_em_c) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_c) ) (if (and (not (unit_is_emitting plug_launch_em_d)) (> (object_get_health plug_launch_em_d) 0) (> (objects_distance_to_object (players) plug_launch_em_d) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_d) ) (if (and (not (unit_is_emitting plug_launch_em_e)) (> (object_get_health plug_launch_em_e) 0) (> (objects_distance_to_object (players) plug_launch_em_e) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_e) ) (if (and (not (unit_is_emitting plug_launch_em_f)) (> (object_get_health plug_launch_em_f) 0) (> (objects_distance_to_object (players) plug_launch_em_f) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_f) ) (if (and (not (unit_is_emitting plug_launch_em_g)) (> (object_get_health plug_launch_em_g) 0) (> (objects_distance_to_object (players) plug_launch_em_g) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_g) ) (if (and (not (unit_is_emitting plug_launch_em_g)) (> (object_get_health plug_launch_em_g) 0) (> (objects_distance_to_object (players) plug_launch_em_g) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_g) ) (if True (begin (begin (ai_place plug_launch_sen) (set g_plug_launch_count (+ g_plug_launch_count 1)) ) ) void))))))))) (if (= g_plug_launch_count g_plug_launch_index) (set g_plug_launch_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plug_launch_wave) ) g_plug_launch_loops) ) ) ) (script static absorber05_count (begin (if (<= (object_get_shield plugabsorber05) 0) 0 1) ) ) (script static absorber06_count (begin (if (<= (object_get_shield plugabsorber06) 0) 0 1) ) ) (script static absorber07_count (begin (if (<= (object_get_shield plugabsorber07) 0) 0 1) ) ) (script static absorber08_count (begin (if (<= (object_get_shield plugabsorber08) 0) 0 1) ) ) (script static absorber_totalcount (begin (+ (absorber05_count) (absorber06_count) (absorber07_count) (absorber08_count)) ) ) (script dormant plug_rods08 (begin (sleep_until (or (> (device_group_get group_plug_c) 0) (<= (object_get_shield plugabsorber08) 0)) 5) (device_set_position plug_thin_fr 1) (device_set_position plug_thick_fr 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber08) ) ) (script dormant plug_rods07 (begin (sleep_until (or (> (device_group_get group_plug_d) 0) (<= (object_get_shield plugabsorber07) 0)) 5) (device_set_position plug_thin_br 1) (device_set_position plug_thick_br 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber07) ) ) (script dormant plug_rods06 (begin (sleep_until (or (> (device_group_get group_plug_a) 0) (<= (object_get_shield plugabsorber06) 0)) 5) (device_set_position plug_thin_bl 1) (device_set_position plug_thick_bl 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber06) ) ) (script dormant plug_rods05 (begin (sleep_until (or (> (device_group_get group_plug_b) 0) (<= (object_get_shield plugabsorber05) 0)) 5) (device_set_position plug_thin_fl 1) (device_set_position plug_thick_fl 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber05) ) ) (script static test_ab (begin (object_set_shield plugabsorber08 0) (object_set_shield plugabsorber07 0) (object_set_shield plugabsorber06 0) (object_set_shield plugabsorber05 0) ) ) (script dormant plug_absorbers (begin (objects_attach plug absorber_a01 plugabsorber06 absorber) (objects_attach plug absorber_b01 plugabsorber05 absorber) (objects_attach plug absorber_c01 plugabsorber08 absorber) (objects_attach plug absorber_d01 plugabsorber07 absorber) (objects_attach plug switch plug_switch_housing ) (objects_attach plug absorber_a01 plug_switch_a switch) (objects_attach plug absorber_b01 plug_switch_b switch) (objects_attach plug absorber_c01 plug_switch_c switch) (objects_attach plug absorber_d01 plug_switch_d switch) (game_save) (wake plug_rods08) (wake plug_rods07) (wake plug_rods06) (wake plug_rods05) (wake sc_plug_launch) (sleep 90) (if debug (print "only 4 more to go!!")) (sleep_until (<= (absorber_totalcount) 3)) (if debug (print "absorber activated!")) (sleep_until (<= (absorber_totalcount) 2)) (if debug (print "absorber activated!")) (set g_plug_launch_em_heroic True) (sleep_until (<= (absorber_totalcount) 1)) (if debug (print "absorber activated!")) (set g_final_lock True) (sleep_until (<= (absorber_totalcount) 0)) (if debug (print "absorber activated!")) (set g_flip_switch True) (device_set_position plug_switch_housing 1) (ai_set_orders covenant plug_cov) (sleep_until (>= (device_get_position plug_switch_housing) 1) 1 120) (sleep 30) (object_create plug_switch) (objects_attach plug_switch_housing switch plug_switch ) (device_set_power plug_switch 1) (device_set_position plug_switch 1) (sleep 30) (sleep_until (>= (device_get_position plug_switch) 1) 1) (device_group_change_only_once_more_set plug True) (sleep_until (<= (device_get_position plug_switch) 0) 1) (sleep 60) (device_set_power plug_switch 0) (set g_plug_move True) ) ) (script command cs_gap_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by wall_gap/p1 4) (cs_fly_by wall_gap/p2 4) (wake sc_plug_ride) (cs_fly_by wall_gap/p3 4) (cs_fly_by wall_gap/p9 7) (if debug (print "placing enforcer...")) (ai_place plug_holder_enforcer) (cs_fly_to_and_face wall_gap/p10 wall_gap/p20 3) (device_group_change_only_once_more_set plug_door_a False) (sleep 1) (if debug (print "opening door... (closing the one behind you)")) (device_set_position plug_door_a 0) (device_set_position plug_door_b 1) (sleep 1) (if debug (print "placing eliminators...")) (ai_place plug_holder_sen_elim 2) (sleep 1) (sleep (* 30 5)) (if debug (print "placing initial flood...")) (ai_place plug_holder_flood_a 1) (ai_place plug_holder_flood_d) (ai_place plug_holder_flood_c) (ai_place plug_holder_flood_d 1) (set g_plug_ride_enforcer True) (cs_vehicle_speed 0.4) (cs_fly_by wall_gap/p11 2) (cs_fly_by wall_gap/p12 2) (cs_fly_to_and_face wall_gap/p13 wall_gap/p15 10) (cs_vehicle_speed 1) (wake objective_floodwall_set) (cs_fly_by wall_gap/p15 10) (cs_fly_by wall_gap/p16 10) (ai_erase ai_current_squad) ) ) (script static test_phantom (begin (ai_place gap_phantom) (sleep 1) (cs_run_command_script gap_phantom cs_gap_phantom) ) ) (script dormant lower_shield (begin (if debug (print "containment-field created")) (object_create containment_field) (sleep_until g_lower_shield 5) (if debug (print "lowering the containment-shield")) (device_set_position containment_field 1) (sleep_until (>= (device_get_position containment_field) 1)) (object_destroy containment_field) ) ) (script dormant bsp0_cleanup (begin (if debug (print "bsp 0 cleanup...")) (object_destroy_containing "bsp0_body") (object_destroy_containing "bsp0_weapon") (object_destroy_containing "bsp0_equip") (object_destroy_containing "bsp0_crate") (object_destroy_containing "ins_em") (object_destroy_containing "hall_a_em") (object_destroy_containing "cond_a_em") (object_destroy_containing "hall_b_em") (object_destroy_containing "plug_launch_em") (object_destroy piston_ins) (object_destroy piston_a) (object_destroy piston_b) (object_destroy piston_c) (object_destroy absorber_ins) (object_destroy absorber_a) (object_destroy absorber_a) (object_destroy absorber_b) (object_destroy absorber_c) (ai_erase insertion_sentinels) (ai_erase hall_a_sentinels) (ai_erase cond_a_sentinels) (ai_erase hall_b_sentinels) ) ) (script dormant cs_move_plug (begin (wake lower_shield) (sound_impulse_start sound\visual_effects\sentinel_wall_power_down none 1) (ai_kill plug_launch_sen) (ai_kill plug_launch_enforcer) (begin_random (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_a emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_b emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_c emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_d emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_e emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_f emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_g emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_h emitter 2) ) ) (sleep 30) (device_set_position plug_keylock_c 1) (device_set_position plug_keylock_d 1) (if debug (print "opening door...")) (device_set_position plug_door_a 1) (object_create plug_doors_open) (sleep_until (>= (device_get_position plug_door_a) 0.5) 10) (data_mine_set_mission_segment "enc_plug_across") (sleep 15) (set g_music_06a_04 True) (if debug (print "plug down...")) (object_dynamic_simulation_disable plug False) (sleep 1) (device_set_position_track plug plug_down 0) (device_animate_position plug 1 2 0.05 0.25 False) (sleep_until (and (>= (device_get_position plug_door_a) 1) (volume_test_objects_all tv_plug_down (players)))) (object_destroy plug_keylock_c) (object_destroy plug_keylock_d) (wake chapter_remorse) (wake objective_lower_specific_clear) (sleep 30) (device_set_power plug_switch 0) (device_set_position plug_switch_housing 0) (object_destroy plug_switch) (sleep 30) (sleep_until (volume_test_objects_all tv_plug_down (ai_actors covenant)) 30 (* 30 10)) (if debug (print "initializing tartersauce...")) (ai_place gap_phantom) (game_save) (if debug (print "plug across...")) (device_set_position_track plug plug_across 0) (device_animate_position plug 1 60 5 5 False) (sleep 5) (sleep_until (>= (device_get_position plug) 0.035) 1) (if debug (print "g_lower_shield set to 1")) (sleep_until (>= (device_get_position plug) 0.15) 5) (set g_lower_shield True) (sleep_until (>= (device_get_position plug) 0.5) 5) (game_save_no_timeout) (wake bsp0_cleanup) (sleep_until (>= (device_get_position plug) 1)) (sleep 30) (if debug (print "plug up...")) (device_set_position_track plug plug_up 0) (device_animate_position plug 1 3 0.1 1 False) (ai_set_orders plug_holder_enforcer plugholder_enforcer) (sleep_until (>= (device_get_position plug) 1) 10) (sleep 1) (object_dynamic_simulation_disable plug True) (set g_music_06a_05 True) (device_set_position plug_lock_a 1) (device_set_position plug_lock_b 1) (device_set_position plug_lock_c 1) (device_set_position plug_lock_d 1) (device_set_position plug_lock_e 1) (device_set_position plug_lock_f 1) ) ) (script command cs_gap_flood_jump (begin (cs_enable_moving True) (sleep (random_range 20 50)) (cs_jump 30 5) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep (* 30 3)) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script static gap_flood_jump (begin (cs_run_command_script ai_current_squad cs_gap_flood_jump) ) ) (script command invulnerable (begin (cs_enable_moving True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_certain)) (sleep (* 30 1)) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script static make_invulnerable (begin (cs_run_command_script ai_current_squad invulnerable) ) ) (script dormant close_plugholder_door (begin (sleep 150) (sleep_until (and (not (volume_test_objects tv_plugholder_a (players))) (not (volume_test_objects tv_plugholder_b (players))))) (device_set_position plugholder_door 0) ) ) (script static ai_plug_holder_em_a (begin (if debug (print "a")) (ai_place plug_holder_sen/a) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_b (begin (if debug (print "b")) (ai_place plug_holder_sen/b) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_d (begin (if debug (print "d")) (ai_place plug_holder_sen/d) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_f (begin (if debug (print "f")) (ai_place plug_holder_sen/f) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_h (begin (if debug (print "h")) (ai_place plug_holder_sen/h) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_i (begin (if debug (print "i")) (ai_place plug_holder_sen/i) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_plug_holder_em (begin (if (difficulty_normal) (begin (begin (set g_plug_holder_limit 0) (set g_plug_holder_index 2) (set g_plug_holder_wave_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_plug_holder_limit 0) (set g_plug_holder_index 3) (set g_plug_holder_wave_limit 2) ) ) (if (difficulty_legendary) (begin (begin (set g_plug_holder_limit 1) (set g_plug_holder_index 4) (set g_plug_holder_wave_limit 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_sentinels) g_plug_holder_limit)) (if g_plugholder_progress (sleep_forever)) (sleep g_emitter_delay) (set g_plug_holder_count 0) (set g_plug_holder_wave False) (sleep_until (begin (if (and (not (unit_is_emitting plug_holder_em_a)) (> (object_get_health plug_holder_em_a) 0) (> (objects_distance_to_object (players) plug_holder_em_a) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_a) ) (if (and (not (unit_is_emitting plug_holder_em_b)) (> (object_get_health plug_holder_em_b) 0) (> (objects_distance_to_object (players) plug_holder_em_b) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_b) ) (if (and (not (unit_is_emitting plug_holder_em_d)) (> (object_get_health plug_holder_em_d) 0) (> (objects_distance_to_object (players) plug_holder_em_d) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_d) ) (if (and (not (unit_is_emitting plug_holder_em_f)) (> (object_get_health plug_holder_em_f) 0) (> (objects_distance_to_object (players) plug_holder_em_f) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_f) ) (if (and (not (unit_is_emitting plug_holder_em_h)) (> (object_get_health plug_holder_em_h) 0) (> (objects_distance_to_object (players) plug_holder_em_h) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_h) ) (if (and (not (unit_is_emitting plug_holder_em_i)) (> (object_get_health plug_holder_em_i) 0) (> (objects_distance_to_object (players) plug_holder_em_i) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_i) ) (if True (begin (begin (ai_place plug_holder_sen) (set g_plug_holder_count (+ g_plug_holder_count 1)) (if debug (print "placing random sentinel (or none at all)...")) ) ) void))))))) (if (= g_plug_holder_count g_plug_holder_index) (set g_plug_holder_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plug_holder_wave) ) (set g_plug_holder_wave_count (+ g_plug_holder_wave_count 1)) (if (= g_plug_holder_wave_count g_plug_holder_wave_limit) (set g_plugholder_progress True)) g_plugholder_progress) ) ) ) (script dormant ai_plug_holder_em_elim (begin (sleep_until (<= (ai_living_count plug_holder_enforcer) 0)) (if debug (print "plug holder enforcer dead. initializing eliminators...")) (sleep g_emitter_delay) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_sen_elim) 0)) (if g_plugholder_progress (sleep_forever)) (if debug (print "eliminator!")) (ai_place plug_holder_sen_elim) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plugholder_progress) ) ) ) (script dormant ai_plug_holder_flood (begin (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_flood) 1)) (if g_plugholder_progress (sleep_forever)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (volume_test_objects tv_plugholder_a (players)) (begin (begin (if debug (print "placing flood a...")) (ai_place plug_holder_flood_c) (ai_place plug_holder_flood_d) ) ) (if (volume_test_objects tv_plugholder_b (players)) (begin (begin (if debug (print "placing flood b...")) (ai_place plug_holder_flood_a) (ai_place plug_holder_flood_b) ) ) void)) g_plugholder_progress) ) ) ) (script static ai_plug_holder_bk_em_a (begin (if debug (print "a back")) (ai_place plug_holder_bk_sen/a) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_b (begin (if debug (print "b back")) (ai_place plug_holder_bk_sen/b) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_c (begin (if debug (print "c back")) (ai_place plug_holder_bk_sen/c) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_d (begin (if debug (print "d back")) (ai_place plug_holder_bk_sen/d) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_e (begin (if debug (print "e back")) (ai_place plug_holder_bk_sen/e) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_f (begin (if debug (print "f back")) (ai_place plug_holder_bk_sen/f) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_plug_holder_bk_em (begin (sleep_until (<= (ai_living_count plug_holder_sentinels) 2)) (if (difficulty_normal) (begin (begin (set g_plug_holder_bk_limit 0) (set g_plug_holder_bk_index 1) ) ) (if (difficulty_heroic) (begin (begin (set g_plug_holder_bk_limit 0) (set g_plug_holder_bk_index 2) ) ) (if (difficulty_legendary) (begin (begin (set g_plug_holder_bk_limit 1) (set g_plug_holder_bk_index 2) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_sentinels_bk) g_plug_holder_bk_limit)) (if g_plug_holder_bk_loops (sleep_forever)) (sleep g_emitter_delay) (set g_plug_holder_bk_count 0) (set g_plug_holder_bk_wave False) (sleep_until (begin (if (and (not (unit_is_emitting plug_holder_bk_em_a)) (> (object_get_health plug_holder_bk_em_a) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_a) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_a) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_a) ) (if (and (not (unit_is_emitting plug_holder_bk_em_b)) (> (object_get_health plug_holder_bk_em_b) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_b) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_b) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_b) ) (if (and (not (unit_is_emitting plug_holder_bk_em_c)) (> (object_get_health plug_holder_bk_em_c) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_c) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_c) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_c) ) (if (and (not (unit_is_emitting plug_holder_bk_em_d)) (> (object_get_health plug_holder_bk_em_d) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_d) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_d) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_d) ) (if (and (not (unit_is_emitting plug_holder_bk_em_e)) (> (object_get_health plug_holder_bk_em_e) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_e) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_e) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_e) ) (if (and (not (unit_is_emitting plug_holder_bk_em_f)) (> (object_get_health plug_holder_bk_em_f) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_f) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_f) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_f) ) (if True (begin (begin (ai_place plug_holder_bk_sen) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) ) ) void))))))) (if (= g_plug_holder_bk_count g_plug_holder_bk_index) (set g_plug_holder_bk_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plug_holder_bk_wave) ) g_plug_holder_bk_loops) ) ) ) (script dormant ai_plugholder_flood_bk (begin (if (difficulty_normal) (begin (set g_plugholder_bk_flood_limit 4) ) (if (difficulty_heroic) (begin (set g_plugholder_bk_flood_limit 5) ) (if (difficulty_legendary) (begin (set g_plugholder_bk_flood_limit 6) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_flood_bk) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (ai_place plugholder_bk_flood_a) (ai_place plugholder_bk_infec_a) (set g_plugholder_bk_flood_count (+ g_plugholder_bk_flood_count 1)) (if (= g_plugholder_bk_flood_count g_plugholder_bk_flood_limit) (set g_plugholder_bk_a True)) g_plugholder_bk_a) ) (set g_plugholder_bk_flood_count 0) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_flood_bk) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (ai_place plugholder_bk_flood_b) (ai_place plugholder_bk_infec_b) (set g_plugholder_bk_flood_count (+ g_plugholder_bk_flood_count 1)) (if (= g_plugholder_bk_flood_count g_plugholder_bk_flood_limit) (set g_plugholder_bk_b True)) g_plugholder_bk_b) ) ) ) (script dormant ai_plugholder_infec_bk_a (begin (sleep_until (>= g_plugholder_bk_flood_count 2)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_a) (sleep_until (>= g_plugholder_bk_flood_count 4)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_a) (sleep_until (>= g_plugholder_bk_flood_count 6)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_a) ) ) (script dormant ai_plugholder_infec_bk_b (begin (sleep_until (>= g_plugholder_bk_flood_count 2)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_b) (sleep_until (>= g_plugholder_bk_flood_count 4)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_b) (sleep_until (>= g_plugholder_bk_flood_count 6)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_b) ) ) (script dormant kill_hall_c_marines (begin (begin_random (begin (ai_kill hall_c_marines/a) (sleep 5) ) (begin (ai_kill hall_c_marines/b) (sleep 5) ) (begin (ai_kill hall_c_marines/c) (sleep 5) ) (begin (ai_kill hall_c_marines/d) (sleep 5) ) ) ) ) (script dormant ai_hall_c_ini (begin (ai_place hall_c_marines) (ai_place hall_c_flood_far) (wake sc_marines_b) (ai_place hall_c_infec) ) ) (script static ai_hall_c_flood_d (begin (if (< (ai_living_count hall_c_flood) 3) (begin (ai_place hall_c_flood_d) (set g_hall_c_flood_count (+ g_hall_c_flood_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) )) ) ) (script static ai_hall_c_flood_e (begin (if (< (ai_living_count hall_c_flood) 3) (begin (ai_place hall_c_flood_e) (set g_hall_c_flood_count (+ g_hall_c_flood_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) )) ) ) (script static ai_hall_c_flood_f (begin (if (< (ai_living_count hall_c_flood) 3) (begin (ai_place hall_c_flood_f) (set g_hall_c_flood_count (+ g_hall_c_flood_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) )) ) ) (script dormant ai_hall_c_flood_spawn (begin (sleep_until (begin (if (volume_test_objects tv_hall_c_d (players)) (begin (ai_hall_c_flood_e) ) (if (volume_test_objects tv_hall_c_e (players)) (begin (ai_hall_c_flood_f) ) void)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (>= g_hall_c_flood_count g_hall_c_flood_index) True False) )) ) ) (script dormant ai_ledge_a_initial (begin (ai_place ledge_a_enforcer) (ai_place ledge_a_sen_ini) (ai_place ledge_a_flood_ini) ) ) (script dormant ai_ledge_a_location (begin (sleep_until (begin (if (volume_test_objects tv_ledge_a (players)) (begin (set g_ledge_a_player_loc 1) ) (if (volume_test_objects tv_ledge_a_top_b (players)) (begin (set g_ledge_a_player_loc 2) ) (if (volume_test_objects tv_ledge_a_top_c (players)) (begin (set g_ledge_a_player_loc 3) ) (if (volume_test_objects tv_ledge_a_top_d1 (players)) (begin (set g_ledge_a_player_loc 4) ) (if (volume_test_objects tv_ledge_a_top_d2 (players)) (begin (set g_ledge_a_player_loc 5) ) (if (volume_test_objects tv_ledge_a_top_e (players)) (begin (set g_ledge_a_player_loc 6) ) (if (volume_test_objects tv_ledge_a_top_f (players)) (begin (set g_ledge_a_player_loc 7) ) (if (volume_test_objects tv_ledge_a_top_g (players)) (begin (set g_ledge_a_player_loc 8) ) (if (volume_test_objects tv_ledge_a_bot_a (players)) (begin (set g_ledge_a_player_loc 9) ) (if (volume_test_objects tv_ledge_a_bot_b (players)) (begin (set g_ledge_a_player_loc 10) ) void)))))))))) False) ) ) ) (script static ai_ledge_a_flood_b (begin (if debug (print "flood b")) (ai_place ledge_a_flood_b) ) ) (script static ai_ledge_a_flood_c (begin (if debug (print "flood c")) (ai_place ledge_a_flood_c) ) ) (script static ai_ledge_a_flood_e (begin (if debug (print "flood e")) (ai_place ledge_a_flood_e) ) ) (script static ai_ledge_a_flood_f (begin (if debug (print "flood f")) (ai_place ledge_a_flood_f) ) ) (script dormant ai_ledge_a_flood_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count ledge_a_flood) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= g_ledge_a_player_loc 2) (begin (ai_ledge_a_flood_b) ) (if (= g_ledge_a_player_loc 3) (begin (ai_ledge_a_flood_c) ) (if (= g_ledge_a_player_loc 6) (begin (ai_ledge_a_flood_e) ) (if (= g_ledge_a_player_loc 7) (begin (ai_ledge_a_flood_f) ) void)))) (or (>= (ai_spawn_count ledge_a_flood) 16) g_ledge_a_spawn) )) (sleep_until (begin (sleep_until (<= (ai_living_count ledge_a_flood) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= g_ledge_a_player_loc 6) (begin (ai_ledge_a_flood_e) ) (if (= g_ledge_a_player_loc 7) (begin (ai_ledge_a_flood_f) ) void)) (or (>= (ai_spawn_count ledge_a_flood) 32) g_ledge_a_spawn) )) ) ) (script dormant ai_ledge_a_flood_bot_a (begin (sleep_until (volume_test_objects tv_ledge_a_bot_a (players))) (ai_place ledge_a_flood_bot_a) ) ) (script dormant ai_ledge_a_flood_bot_b (begin (sleep_until (volume_test_objects tv_ledge_a_bot_b (players))) (ai_place ledge_a_flood_bot_b) ) ) (script static ai_ledge_a_em_a (begin (if debug (print "a")) (ai_place ledge_a_sen/a) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_b (begin (if debug (print "b")) (ai_place ledge_a_sen/b) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_c (begin (if debug (print "c")) (ai_place ledge_a_sen/c) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_d (begin (if debug (print "d")) (ai_place ledge_a_sen/d) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_e (begin (if debug (print "e")) (ai_place ledge_a_sen/e) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_f (begin (if debug (print "f")) (ai_place ledge_a_sen/f) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_g (begin (if debug (print "g")) (ai_place ledge_a_sen/g) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_h (begin (if debug (print "h")) (ai_place ledge_a_sen/h) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_i (begin (if debug (print "i")) (ai_place ledge_a_sen/i) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_ledge_a_emitters (begin (if (difficulty_normal) (begin (begin (set g_ledge_a_sen_limit 0) (set g_ledge_a_index 2) ) ) (if (difficulty_heroic) (begin (begin (set g_ledge_a_sen_limit 0) (set g_ledge_a_index 2) ) ) (if (difficulty_legendary) (begin (begin (set g_ledge_a_sen_limit 1) (set g_ledge_a_index 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count ledge_a_sentinels) g_ledge_a_sen_limit)) (sleep g_emitter_delay) (set g_ledge_a_count 0) (set g_ledge_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting ledge_a_em_a)) (> (object_get_health ledge_a_em_a) 0) (> (objects_distance_to_object (players) ledge_a_em_a) 0) (< (objects_distance_to_object (players) ledge_a_em_a) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_a) ) (if (and (not (unit_is_emitting ledge_a_em_b)) (> (object_get_health ledge_a_em_b) 0) (> (objects_distance_to_object (players) ledge_a_em_b) 0) (< (objects_distance_to_object (players) ledge_a_em_b) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_b) ) (if (and (not (unit_is_emitting ledge_a_em_c)) (> (object_get_health ledge_a_em_c) 0) (> (objects_distance_to_object (players) ledge_a_em_c) 0) (< (objects_distance_to_object (players) ledge_a_em_c) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_c) ) (if (and (not (unit_is_emitting ledge_a_em_d)) (> (object_get_health ledge_a_em_d) 0) (> (objects_distance_to_object (players) ledge_a_em_d) 0) (< (objects_distance_to_object (players) ledge_a_em_d) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_d) ) (if (and (not (unit_is_emitting ledge_a_em_e)) (> (object_get_health ledge_a_em_e) 0) (> (objects_distance_to_object (players) ledge_a_em_e) 0) (< (objects_distance_to_object (players) ledge_a_em_e) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_e) ) (if (and (not (unit_is_emitting ledge_a_em_f)) (> (object_get_health ledge_a_em_f) 0) (> (objects_distance_to_object (players) ledge_a_em_f) 0) (< (objects_distance_to_object (players) ledge_a_em_f) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_f) ) (if (and (not (unit_is_emitting ledge_a_em_g)) (> (object_get_health ledge_a_em_g) 0) (> (objects_distance_to_object (players) ledge_a_em_g) 0) (< (objects_distance_to_object (players) ledge_a_em_g) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_g) ) (if (and (not (unit_is_emitting ledge_a_em_h)) (> (object_get_health ledge_a_em_h) 0) (> (objects_distance_to_object (players) ledge_a_em_h) 0) (< (objects_distance_to_object (players) ledge_a_em_h) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_h) ) (if (and (not (unit_is_emitting ledge_a_em_i)) (> (object_get_health ledge_a_em_i) 0) (> (objects_distance_to_object (players) ledge_a_em_i) 0) (< (objects_distance_to_object (players) ledge_a_em_i) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_i) ) void))))))))) (if (= g_ledge_a_count g_ledge_a_index) (set g_ledge_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_ledge_a_wave) ) g_ledge_a_loops) ) ) ) (script dormant kill_cond_b_marines (begin (begin_random (begin (ai_kill cond_b_humans/a) (sleep 5) ) (begin (ai_kill cond_b_humans/b) (sleep 5) ) (begin (ai_kill cond_b_humans/c) (sleep 5) ) ) ) ) (script dormant conduit_b_locator (begin (sleep_until (begin (if (volume_test_objects tv_cond_b_a1 (players)) (begin (set cond_b_locator 1) ) (if (volume_test_objects tv_cond_b_a2 (players)) (begin (set cond_b_locator 2) ) (if (volume_test_objects tv_cond_b_b1 (players)) (begin (set cond_b_locator 3) ) (if (volume_test_objects tv_cond_b_b2 (players)) (begin (set cond_b_locator 4) ) (if (volume_test_objects tv_cond_b_c (players)) (begin (set cond_b_locator 5) ) void))))) False) ) ) ) (script dormant ai_cond_b_carrier_a (begin (sleep_until (or (= cond_b_flood_count 2) (volume_test_objects tv_cond_b_a2 (players)))) (ai_place cond_b_carrier_a) (sleep_until (= cond_b_flood_count 4)) (if (> cond_b_locator 1) (sleep_forever)) (ai_place cond_b_carrier_a) (sleep_until (= cond_b_flood_count 6)) (if (> cond_b_locator 1) (sleep_forever)) (ai_place cond_b_carrier_a) ) ) (script command cs_cond_b_damage_enf (begin (sleep 5) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_arm 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_rocket 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_thruster 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_shield_gen 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_arm 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_rocket 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_thruster 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_shield_gen 1) (sleep 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_shield_gen 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_arm 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_rocket 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_thruster 1) ) ) (script dormant ai_cond_b_b_em (begin (sleep_until (<= (ai_living_count cond_b_sen_b) 0)) (sleep g_emitter_delay) (if (= (random_range 0 2) 0) (ai_place cond_b_sen_b/a) (ai_place cond_b_sen_b/b)) ) ) (script dormant ai_cond_b_flood_spawn (begin (ai_place cond_b_flood_a_ini_a) (ai_place cond_b_flood_a_ini_b) (ai_place cond_b_flood_a_ini_c) (if (difficulty_normal) (begin (set cond_b_flood_limit 1) ) (if (difficulty_heroic) (begin (set cond_b_flood_limit 2) ) (if (difficulty_legendary) (begin (set cond_b_flood_limit 4) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count cond_b_flood) 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= cond_b_locator 1) (begin (ai_place cond_b_flood_a) (set cond_b_flood_count (+ cond_b_flood_count 1)) (if (= cond_b_flood_count cond_b_flood_limit) (set cond_b_flood_a_spawn True)) (sleep 30) (ai_magically_see_object cond_b_flood (player0) ) (ai_magically_see_object cond_b_flood (player1) ) )) cond_b_flood_a_spawn) ) (set cond_b_flood_count 0) (sleep_until (begin (sleep_until (<= (ai_living_count cond_b_flood) 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= cond_b_locator 3) (begin (ai_place cond_b_flood_b) (set cond_b_flood_count (+ cond_b_flood_count 1)) (if (= cond_b_flood_count cond_b_flood_limit) (set cond_b_flood_b_spawn True)) (sleep 30) (ai_magically_see_object cond_b_flood (player0) ) (ai_magically_see_object cond_b_flood (player1) ) )) cond_b_flood_b_spawn) ) (set cond_b_flood_count 0) (sleep_until (begin (sleep_until (<= (ai_living_count cond_b_flood) 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= cond_b_locator 3) (begin (ai_place cond_b_flood_c) (set cond_b_flood_count (+ cond_b_flood_count 1)) (if (= cond_b_flood_count cond_b_flood_limit) (set cond_b_flood_c_spawn True)) (sleep 30) (ai_magically_see_object cond_b_flood (player0) ) (ai_magically_see_object cond_b_flood (player1) ) )) cond_b_flood_c_spawn) ) ) ) (script command cs_cond_b_sen_tube_a (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face cond_b/p0 cond_b/p1) (cs_fly_to cond_b/p1) (cs_fly_to cond_b/p2) (cs_fly_to cond_b/p3) ) ) (script command cs_cond_b_sen_tube_b (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face cond_b/p1 cond_b/p2) (cs_fly_to cond_b/p2) (cs_fly_to cond_b/p3) ) ) (script dormant ai_cond_b_sen_tube_b (begin (if (= (random_range 0 2) 0) (ai_place cond_b_sen_tube_b/a) (ai_place cond_b_sen_tube_b/b)) (if (= (random_range 0 2) 0) (ai_place cond_b_sen_tube_b/c) (ai_place cond_b_sen_tube_b/d)) (sleep 5) (cs_run_command_script cond_b_sen_tube_b/a cs_cond_b_sen_tube_a) (cs_run_command_script cond_b_sen_tube_b/b cs_cond_b_sen_tube_a) (cs_run_command_script cond_b_sen_tube_b/c cs_cond_b_sen_tube_b) (cs_run_command_script cond_b_sen_tube_b/d cs_cond_b_sen_tube_b) ) ) (script dormant slide_a_player0 (begin (sleep_until (volume_test_object tv_slide_a (player0) )) (object_cannot_take_damage (player0) ) (sleep_until (not (volume_test_objects tv_slide_a (player0) ))) (object_can_take_damage (player0) ) ) ) (script dormant slide_a_player1 (begin (sleep_until (volume_test_object tv_slide_a (player1) )) (object_cannot_take_damage (player1) ) (sleep_until (not (volume_test_objects tv_slide_a (player1) ))) (object_can_take_damage (player1) ) ) ) (script dormant slide_b_player0 (begin (sleep_until (volume_test_object tv_slide_b (player0) )) (object_cannot_take_damage (player0) ) (sleep_until (not (volume_test_objects tv_slide_b (player0) ))) (object_can_take_damage (player0) ) ) ) (script dormant slide_b_player1 (begin (sleep_until (volume_test_object tv_slide_b (player1) )) (object_cannot_take_damage (player1) ) (sleep_until (not (volume_test_objects tv_slide_b (player1) ))) (object_can_take_damage (player1) ) ) ) (script dormant ai_ledge_c_flood_ini (begin (ai_place ledge_c_flood_fr) (ai_place ledge_c_flood_dead) (ai_kill_silent ledge_c_flood_dead) (sleep 1) (sleep_until (<= (ai_living_count ledge_c_flood) 0)) (if (and ledge_c_spawn (volume_test_objects_all tv_ledge_c_fr (players))) (ai_place ledge_c_flood_bk)) ) ) (script dormant ai_ledge_c_infection_spawn (begin (if (difficulty_normal) (begin (set ledge_c_infec_limit 3) ) (if (difficulty_heroic) (begin (set ledge_c_infec_limit 6) ) (if (difficulty_legendary) (begin (set ledge_c_infec_limit 9) ) void))) (sleep_until (volume_test_objects_all tv_ledge_c_fr (players))) (sleep (random_range 120 180)) (sleep_until (begin (ai_place ledge_c_infec_fr) (set ledge_c_infec_count (+ ledge_c_infec_count 1)) (sleep_until (<= (ai_swarm_count ledge_c_infec_fr) 5)) (= ledge_c_infec_count ledge_c_infec_limit) )) ) ) (script command cs_ledge_c_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_look True ledge_c_phantom/p1) (sleep_until g_ledge_c_phantom_start) (cs_look False ledge_c_phantom/p1) (cs_turn_sharpness True 0.7) (sleep_until g_ledge_c_phantom_1 5 150) (cs_look True ledge_c_phantom/p3) (sleep 60) (cs_look False ledge_c_phantom/p3) (cs_fly_by ledge_c_phantom/p2 4) (cs_fly_by ledge_c_phantom/p3 4) (cs_fly_by ledge_c_phantom/p4 6) (cs_fly_by ledge_c_phantom/p5 6) (cs_fly_by ledge_c_phantom/p6 10) (ai_erase ai_current_squad) ) ) (script dormant cs_mortar_a (begin (sleep_until (begin (begin_random (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_a) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_b) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_c) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_d) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_e) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_f) (sleep (random_range 15 45)) ) ) g_mortar_fire) ) ) ) (script dormant cs_mortar_b (begin (sleep_until (begin (begin_random (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_a) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_b) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_c) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_d) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_e) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_f) (sleep (random_range 15 45)) ) ) g_mortar_fire) ) ) ) (script command cs_go_to_bridge (begin (cs_enable_pathfinding_failsafe True) (cs_go_to qz_ini/p0) (cs_go_to qz_ini/p1) (cs_go_to qz_ini/bridge) ) ) (script dormant ai_cov_ins_pod_a (begin (ai_place qz_ini_ins_pods/a) (object_create qz_ent_pod_a) (objects_attach qz_ent_pod_a pod_attach (ai_vehicle_get qz_ini_ins_pods/a) pod_attach) (sleep 1) (device_set_position qz_ent_pod_a 1) (sleep_until (>= (device_get_position qz_ent_pod_a) 1) 1) (objects_detach qz_ent_pod_a (ai_vehicle_get qz_ini_ins_pods/a)) (object_destroy qz_ent_pod_a) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/a) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/a) ) ) (script dormant ai_cov_ins_pod_b (begin (ai_place qz_ini_ins_pods/b) (object_create qz_ent_pod_b) (objects_attach qz_ent_pod_b pod_attach (ai_vehicle_get qz_ini_ins_pods/b) pod_attach) (sleep 1) (device_set_position qz_ent_pod_b 1) (sleep_until (>= (device_get_position qz_ent_pod_b) 1) 1) (objects_detach qz_ent_pod_b (ai_vehicle_get qz_ini_ins_pods/b)) (object_destroy qz_ent_pod_b) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/b) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/b) ) ) (script dormant ai_cov_ins_pod_c (begin (ai_place qz_ini_ins_pods/c) (object_create qz_ent_pod_c) (objects_attach qz_ent_pod_c pod_attach (ai_vehicle_get qz_ini_ins_pods/c) pod_attach) (sleep 1) (device_set_position qz_ent_pod_c 1) (sleep_until (>= (device_get_position qz_ent_pod_c) 1) 1) (objects_detach qz_ent_pod_c (ai_vehicle_get qz_ini_ins_pods/c)) (object_destroy qz_ent_pod_c) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/c) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/c) (sleep 30) (cs_run_command_script qz_ini_ins_pods/c cs_go_to_bridge) ) ) (script dormant ai_cov_ins_pod_d (begin (ai_place qz_ini_ins_pods/d) (object_create qz_ent_pod_d) (objects_attach qz_ent_pod_d pod_attach (ai_vehicle_get qz_ini_ins_pods/d) pod_attach) (sleep 1) (device_set_position qz_ent_pod_d 1) (sleep_until (>= (device_get_position qz_ent_pod_d) 1) 1) (objects_detach qz_ent_pod_d (ai_vehicle_get qz_ini_ins_pods/d)) (object_destroy qz_ent_pod_d) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/d) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/d) (sleep 30) (cs_run_command_script qz_ini_ins_pods/d cs_go_to_bridge) (unit_set_maximum_vitality (ai_get_unit qz_ini_ins_pods/d) 1 0) ) ) (script dormant ai_cov_ins_pod_e (begin (ai_place qz_ini_ins_pods/e) (object_create qz_ent_pod_e) (objects_attach qz_ent_pod_e pod_attach (ai_vehicle_get qz_ini_ins_pods/e) pod_attach) (sleep 1) (device_set_position qz_ent_pod_e 1) (sleep_until (>= (device_get_position qz_ent_pod_e) 1) 1) (objects_detach qz_ent_pod_e (ai_vehicle_get qz_ini_ins_pods/e)) (object_destroy qz_ent_pod_e) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/e) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/e) (sleep 30) (cs_run_command_script qz_ini_ins_pods/e cs_go_to_bridge) (unit_set_maximum_vitality (ai_get_unit qz_ini_ins_pods/e) 1 0) ) ) (script dormant ai_qz_ini_turrets (begin (ai_vehicle_enter qz_ini_flood (ai_get_unit qz_ini_turrets)) ) ) (script dormant ai_cov_ins_pods (begin (begin_random (begin (wake ai_cov_ins_pod_a) (sleep (random_range 0 15)) ) (begin (wake ai_cov_ins_pod_b) (sleep (random_range 0 15)) ) (begin (wake ai_cov_ins_pod_c) (sleep (random_range 0 15)) ) (begin (wake ai_cov_ins_pod_e) (sleep (random_range 0 15)) ) ) (sleep 120) (wake sc_qz_initial) ) ) (script dormant ai_qz_ini_exit_turrets (begin (sleep_until (or (<= (ai_living_count qz_ini_flood) 1) (volume_test_objects tv_cov_defense (players)))) (ai_vehicle_exit qz_ini_ins_pods) ) ) (script dormant cs_crash_factory (begin (sleep 90) (sleep_until (or (objects_can_see_object (players) factory 30) (volume_test_objects tv_qz_camp (players))) 30 180) (sleep 30) (device_set_position factory 1) (sound_impulse_start sound\visual_effects\shq_factory_explode\factory_explode factory_sound 1) (set g_mortar_fire True) (sleep_until (>= (device_get_position factory) 0.025) 10) (wake ai_cov_ins_pods) (sleep_until (>= (device_get_position factory) 0.1)) (object_destroy factory) ) ) (script dormant ai_qz_ini_flood (begin (ai_place qz_initial_flood_camp) (ai_play_line_on_object qz_ini_sound_a 0180) (ai_play_line_on_object qz_ini_sound_b 0180) (sleep_until (<= (ai_living_count qz_initial_flood_camp) 2)) (if (not g_qz_ini_cave) (begin (ai_place qz_initial_flood_camp) (ai_play_line_on_object qz_ini_sound_a 0180) (ai_play_line_on_object qz_ini_sound_b 0180) )) ) ) (script static qz_cov_def_abc (begin (if debug (print "wave abc")) (ai_place qz_cov_def_flood_a) (ai_place qz_cov_def_flood_b) (ai_place qz_cov_def_flood_c) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_a 0180) (ai_play_line_on_object qz_cov_def_sound_b 0180) (ai_play_line_on_object qz_cov_def_sound_c 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_a) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_bcd (begin (if debug (print "wave bcd")) (ai_place qz_cov_def_flood_b) (ai_place qz_cov_def_flood_c) (ai_place qz_cov_def_flood_d) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_b 0180) (ai_play_line_on_object qz_cov_def_sound_c 0180) (ai_play_line_on_object qz_cov_def_sound_d 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_ab) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_def (begin (if debug (print "wave def")) (ai_place qz_cov_def_flood_d) (ai_place qz_cov_def_flood_e) (ai_place qz_cov_def_flood_f) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_d 0180) (ai_play_line_on_object qz_cov_def_sound_e 0180) (ai_play_line_on_object qz_cov_def_sound_f 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_bc) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_efg (begin (if debug (print "wave efg")) (ai_place qz_cov_def_flood_e) (ai_place qz_cov_def_flood_f) (ai_place qz_cov_def_flood_g) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_e 0180) (ai_play_line_on_object qz_cov_def_sound_f 0180) (ai_play_line_on_object qz_cov_def_sound_g 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_c) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_ag (begin (if debug (print "wave ag")) (ai_place qz_cov_def_flood_a) (ai_place qz_cov_def_flood_g) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_a 0180) (ai_play_line_on_object qz_cov_def_sound_g 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_ac) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_d (begin (if debug (print "wave d")) (ai_place qz_cov_def_flood_d) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_d 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_b) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script dormant ai_qz_cov_def_flood_spawn (begin (if (difficulty_normal) (begin (set g_qz_cov_def_limit 2) ) (if (difficulty_heroic) (begin (set g_qz_cov_def_limit 4) ) (if (difficulty_legendary) (begin (set g_qz_cov_def_limit 6) ) void))) (begin_random (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_abc) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_bcd) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_def) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_efg) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_ag) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_d) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) ) ) ) (script dormant ai_qz_cov_def_carrier (begin (sleep_until (= g_qz_cov_def_count 2)) (game_save_no_timeout) (ai_place qz_cov_def_carrier) (sleep_until (= g_qz_cov_def_count 4)) (game_save_no_timeout) (ai_place qz_cov_def_carrier) (sleep_until (= g_qz_cov_def_count 6)) (game_save_no_timeout) (ai_place qz_cov_def_carrier) ) ) (script dormant you_win (begin (if debug (print "you win script called...")) (sleep_until g_qz_phantom 30 (* 30 60 2)) (sleep 120) (playtest_mission) (sound_class_set_gain "" 0 15) (cinematic_fade_to_white) (game_won) ) ) (script command cs_qz_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by qz_phantom/p0 3) (cs_vehicle_boost True) (cs_fly_by qz_phantom/p1 3) (cs_vehicle_boost False) (cs_fly_by qz_phantom/p3 5) (ai_magically_see covenant flood) (cs_vehicle_speed 0.75) (cs_fly_to_and_face qz_phantom/p4 qz_phantom/p5) (ai_magically_see covenant flood) (sleep_until (not (volume_test_objects tv_game_won (ai_actors qz_cov_def_flood))) 30 (* 30 30)) (set g_qz_phantom True) ) ) (script dormant enc_insertion (begin (if debug (print "initialize insertion scripts")) (game_save) (data_mine_set_mission_segment "enc_insertion") (if (difficulty_normal) (begin (object_destroy ins_em_b) ) (if (difficulty_heroic) (begin (object_destroy ins_em_b) ) void)) (ai_disregard (ai_actors constructors) True) (ai_place ins_con_mid) (ai_place ins_con_bk) (ai_place pussy_grunt) (wake ins_open_door) (wake pussy_grunt_reminder) (wake music_06a_01) (sleep 1) (if (not (difficulty_legendary)) (sleep_until (or (< (ai_strength ins_cons) 1) (volume_test_objects tv_insertion_tube (players))) 5) (begin (sleep 150) (wake ai_insertion_emitters) )) (if (< (ai_strength ins_cons) 1) (begin (wake ai_insertion_emitters) (if (= (device_get_position piston_ins) 0) (begin (ai_set_orders ins_con_mid ins_run_away) (ai_set_orders ins_con_bk ins_run_away) )) )) (wake pussy_grunt) ) ) (script dormant enc_hall_a (begin (if g_hall_a (sleep_until (volume_test_objects tv_hall_a (players)) 10)) (if debug (print "initialize hall a scripts")) (game_save) (data_mine_set_mission_segment "enc_hall_a") (set g_insertion_spawn True) (set g_pussy_grunt True) (ai_disposable insertion_sentinels True) (ai_disposable ins_cons True) (ai_disposable pussy_grunt True) (ai_set_orders constructors hall_a_constructors) (ai_set_orders pussy_grunt hall_a_cov) (wake ai_hall_a_const) (if (not (difficulty_legendary)) (sleep_until (or (< (ai_strength hall_a_cons) 0.8) (volume_test_objects tv_hall_a_bk (players))))) (ai_place hall_a_sen/h) (sleep 30) (wake ai_hall_a_emitters) ) ) (script dormant enc_conduit_a (begin (if g_conduit_a (sleep_until (volume_test_objects tv_conduit_a (players)) 10)) (if debug (print "initialize conduit a scripts")) (game_save) (data_mine_set_mission_segment "enc_cond_a_sec_a") (ai_disposable hall_a_sentinels True) (ai_disposable hall_a_cons True) (ai_place cond_a_sen_ini) (ai_set_orders covenant cond_a_cov_follow) (sleep 1) (ai_place cond_a_cov) (sleep 1) (wake ai_sc_cond_a_cov) (wake cond_a_initial_delay) (wake music_06a_03) (sleep_forever ai_hall_a_emitters) (sleep_until g_cond_a_continue) (ai_renew covenant) (wake ai_cond_a_emitters_fr) (sleep_until (volume_test_objects tv_cond_a_b (players)) 5) (ai_renew covenant) (wake sc_tartarus_reminder) (wake ai_cond_a_back_ini) (set g_music_06a_03 True) (sleep_until (volume_test_objects tv_cond_a_c (players))) (game_save) (data_mine_set_mission_segment "enc_cond_a_sec_b") (ai_renew covenant) (wake ai_cond_a_emitters_bk) (sleep_forever ai_cond_a_emitters_fr) ) ) (script dormant enc_hall_b (begin (if g_hall_b (sleep_until (volume_test_objects tv_hall_b (players)) 10)) (if debug (print "initialize hall b scripts")) (game_save) (data_mine_set_mission_segment "enc_hall_b") (ai_disposable cond_a_sentinels True) (ai_disposable cond_a_cov True) (sleep_forever ai_cond_a_emitters_bk) (set g_cond_a_front True) (set g_cond_a_back True) (ai_place hall_b_cov (pin (- 4 (ai_living_count covenant)) 0 4)) (wake ai_sc_hall_b_grunts) (ai_set_orders covenant hall_b_cov_follow) (sleep 1) (ai_set_orders covenant hall_b_cov_ini) (ai_renew covenant) (sleep_until (volume_test_objects tv_hall_b_fr (players))) (wake ai_hall_b_emitters) (ai_set_orders covenant hall_b_cov_follow) (set g_hall_b_sen_dialogue True) ) ) (script dormant enc_plug_launch (begin (if g_plug_launch (sleep_until (volume_test_objects tv_plug_launch (players)) 10)) (if debug (print "initialize plug launch scripts")) (wake plug_absorbers) (game_save) (data_mine_set_mission_segment "enc_plug_launch") (ai_disposable hall_b_cov True) (ai_disposable hall_b_sentinels True) (object_dynamic_simulation_disable plug True) (wake objective_lower_clear) (wake objective_lower_specific_set) (sleep_forever ai_hall_b_emitters) (ai_renew covenant) (ai_set_orders covenant plug_launch_cov_ini) (ai_place plug_launch_enforcer) (sleep_until (>= (ai_combat_status plug_launch_enforcer) ai_combat_status_active) 30 210) (wake sc_enforcer) (wake ai_plug_launch_em) (sleep 1) (ai_set_orders covenant plug_launch_cov_follow) (sleep_until g_plug_move) (set g_plug_launch_loops True) (wake cs_move_plug) (wake music_06a_04) ) ) (script dormant enc_plug_landing (begin (if g_plug_landing (sleep_until (volume_test_objects tv_plug_land (players)))) (sleep_until (>= (device_get_position plug) 0.75) 10) (if debug (print "initialize plug landing scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_plug_landing") (ai_disposable plug_launch_enforcer True) (ai_disposable plug_launch_sentinels True) (wake music_06a_05) (wake ai_plug_holder_flood) (wake ai_plug_holder_em) (wake ai_plug_holder_em_elim) (sleep_until (or g_plugholder_progress (<= (ai_living_count plug_holder_enforcer) 0)) 30 (* 30 60 5)) (game_save_no_timeout) (data_mine_set_mission_segment "enc_plug_landing_bk") (sleep (* 30 5)) (set g_music_06a_04 False) (set g_music_06a_05 False) (if debug (print "opening the escape hatch...")) (ai_place plugholder_sen_bk_ini) (sleep 30) (device_set_position plugholder_door 1) (sleep_until (volume_test_objects tv_plugholder_d (players))) (game_save_no_timeout) (set g_music_06a_05 False) (ai_disposable plug_holder_flood True) (ai_disposable plug_holder_sentinels True) (ai_set_orders plug_holder_sentinels plugholder_sen_bk) (ai_set_orders plug_holder_enforcer plugholder_enforcer_bk) (set g_plugholder_progress True) (wake close_plugholder_door) (wake ai_plugholder_flood_bk) (wake ai_plug_holder_bk_em) (sleep_until (volume_test_objects tv_plugholder_e (players))) (set g_plugholder_bk_a True) (game_save_no_timeout) (sleep_until (volume_test_objects tv_plugholder_f (players))) (set g_plugholder_bk_b True) (game_save_no_timeout) (data_mine_set_mission_segment "enc_plug_landing_lower") (ai_place plugholder_lower_hall_flood) (ai_place plugholder_lower_hall_infec) ) ) (script dormant enc_hall_c (begin (if g_hall_c (sleep_until (volume_test_objects tv_hall_c (players)) 10)) (if debug (print "initialize hall c scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_hall_c_sec_a") (ai_disposable plug_holder_flood_bk True) (ai_disposable plugholder_bk_infec_a True) (ai_disposable plugholder_bk_infec_b True) (sleep_forever ai_plugholder_infec_bk_a) (sleep_forever ai_plugholder_infec_bk_b) (sleep_until (volume_test_objects tv_hall_c_a (players)) 5) (game_save_no_timeout) (wake ai_hall_c_ini) (sleep 5) (ai_magically_see hall_c_marines hall_c_flood_far) (ai_magically_see hall_c_flood_far hall_c_marines) (sleep_until (volume_test_objects tv_hall_c_b (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_hall_c_sec_b") (wake kill_hall_c_marines) (ai_place hall_c_flood_mid) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_b) (sleep_until (volume_test_objects tv_hall_c_c (players)) 10) (game_save_no_timeout) (ai_place hall_c_flood_c (pin (- 8 (ai_nonswarm_count hall_c_flood)) 0 6)) (ai_place hall_c_carrier_c) (ai_place hall_c_sen_tube) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_c) (sleep_until (volume_test_objects tv_hall_c_d (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_hall_c_sec_c") (ai_place hall_c_flood_d (pin (- 8 (ai_nonswarm_count hall_c_flood)) 0 6)) (ai_place hall_c_carrier_d) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_d) (sleep_until (volume_test_objects tv_hall_c_e (players)) 10) (game_save_no_timeout) (ai_place hall_c_flood_e (pin (- 8 (ai_nonswarm_count hall_c_flood)) 0 6)) (ai_place hall_c_carrier_e) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_e) ) ) (script dormant enc_ledge_a (begin (if g_ledge_a (sleep_until (volume_test_objects tv_ledge_a (players)) 10)) (if debug (print "initialize ledge a scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_ledge_a_sec_a") (ai_disposable hall_c_flood True) (wake ai_ledge_a_initial) (ai_place ledge_a_flood_dead) (sleep_until (or (<= (ai_living_count ledge_a_flood_ini) 0) (volume_test_objects tv_ledge_a_top_b (players)))) (sleep_until (volume_test_objects tv_ledge_a_top_b (players))) (game_save_no_timeout) (wake ai_ledge_a_location) (wake ai_ledge_a_emitters) (wake ai_ledge_a_flood_spawn) (sleep_until (volume_test_objects tv_ledge_a_top_d1 (players))) (game_save_no_timeout) (ai_place ledge_a_flood_d1) (sleep_until (volume_test_objects tv_ledge_a_top_d2 (players))) (game_save_no_timeout) (data_mine_set_mission_segment "enc_ledge_a_sec_b") (ai_place ledge_a_flood_d2) (sleep_until (volume_test_objects tv_ledge_a_top_e (players))) (game_save_no_timeout) (ai_set_orders ledge_a_flood ledge_a_floor_follow) ) ) (script dormant enc_conduit_b (begin (if g_conduit_b (sleep_until (volume_test_objects tv_conduit_b (players)) 10)) (if debug (print "initialize conduit b scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_cond_b_sec_a") (ai_disposable ledge_a_sentinels True) (ai_disposable ledge_a_enforcer True) (ai_disposable ledge_a_flood True) (wake music_06a_06) (wake music_06a_07) (if (difficulty_legendary) (wake ice_cream_mythic)) (set g_music_06a_06 True) (set g_ledge_a_spawn True) (wake ai_cond_b_flood_spawn) (wake conduit_b_locator) (wake ai_cond_b_carrier_a) (sleep_until (volume_test_objects tv_cond_b_a2 (players)) 10) (game_save_no_timeout) (ai_place cond_b_flood_tube_a) (set cond_b_flood_a_spawn True) (sleep 5) (ai_set_orders cond_b_flood cond_b_floor_follow_a) (sleep_until (volume_test_objects tv_cond_b_b1 (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_cond_b_sec_b") (ai_set_orders cond_b_flood cond_b_floor_follow_b) (ai_place cond_b_sen_b/1) (ai_place cond_b_sen_b/3) (ai_place cond_b_flood_b_ini) (wake ai_cond_b_b_em) (sleep 5) (sleep_until (volume_test_objects tv_cond_b_b2 (players)) 10) (game_save_no_timeout) (set g_music_06a_07 True) (sleep_forever ai_cond_b_b_em) (wake ai_cond_b_sen_tube_b) (ai_set_orders cond_b_flood cond_b_floor_follow_c) (ai_disposable ledge_a_flood True) (ai_disposable ledge_a_sentinels True) (ai_disposable ledge_a_enforcer True) (ai_disposable cond_b_flood True) (sleep_until (volume_test_objects tv_cond_b_c (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_cond_b_sec_c") (wake sc_marines_a) (set cond_b_flood_b_spawn True) (ai_place cond_b_humans) (ai_place cond_b_flood_c_ini_a (pin (- 6 (ai_living_count cond_b_flood)) 0 4)) (sleep 1) (ai_place cond_b_flood_c_ini_b (pin (- 6 (ai_living_count cond_b_flood)) 0 4)) (ai_place cond_b_infection_c 2) (sleep 5) (sleep_until (volume_test_objects tv_cond_b_hum_dead (players)) 10) (game_save_no_timeout) (wake kill_cond_b_marines) ) ) (script dormant enc_ledge_b (begin (if g_ledge_b (sleep_until (volume_test_objects tv_ledge_b (players)) 10)) (if debug (print "initialize ledge b scripts")) (game_save) (data_mine_set_mission_segment "enc_ledge_b") (ai_disposable cond_b_flood True) (ai_disposable cond_b_sentinels True) (ai_disposable cond_b_infection_c True) (set cond_b_flood_c_spawn True) (ai_place ledge_b_flood) (ai_place ledge_c_phantom) (wake slide_a_player0) (wake slide_a_player1) (wake music_06a_08) (wake music_06a_09) (wake music_06a_10) ) ) (script dormant enc_ledge_c (begin (if g_ledge_c (sleep_until (volume_test_objects tv_ledge_c (players)) 10)) (if debug (print "initialize ledge c scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_ledge_c") (ai_disposable ledge_b_sen True) (wake ai_ledge_c_flood_ini) (wake ai_ledge_c_infection_spawn) (ai_magically_see ledge_c_flood ledge_c_phantom) (set g_ledge_c_phantom_start True) (sleep_until (volume_test_objects tv_ledge_c_bk (players))) (game_save_no_timeout) (set ledge_c_spawn False) (set g_ledge_c_phantom_1 True) (ai_place ledge_c_flood_bk (pin (- 6 (ai_living_count ledge_c_flood)) 0 6)) (wake slide_b_player0) (wake slide_b_player1) ) ) (script dormant enc_qz_initial (begin (if g_qz_initial (sleep_until (volume_test_objects tv_qz_initial (players)) 10)) (if debug (print "initialize quarantine zone initial scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_qz_initial") (ai_disposable ledge_c_flood True) (wake cs_mortar_a) (wake cs_mortar_b) (sleep_until (> (device_get_position qz_door) 0) 1) (wake chapter_war) (wake objective_floodwall_clear) (wake objective_rendezvous_set) (wake cs_crash_factory) (set g_music_06a_10 False) (ai_place qz_initial_flood_ini) (ai_place qz_initial_flood_carrier_ini) (ai_place qz_initial_flood_bridge) (ai_place qz_initial_flood_carrier_camp) (if (difficulty_normal) (ai_place qz_ini_turrets/a) (ai_place qz_ini_turrets)) (sleep_until (volume_test_objects tv_qz_camp (players)) 10) (if debug (print "camp")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_qz_initial_camp") (wake ai_qz_ini_flood) (sleep_until (volume_test_objects tv_qz_cave (players)) 10) (if debug (print "cave")) (set g_qz_ini_cave True) (ai_place qz_initial_flood_cave) (ai_play_line_on_object qz_ini_sound_cave 0180) (wake ai_qz_ini_exit_turrets) (game_save_no_timeout) ) ) (script dormant enc_cov_defense (begin (if g_cov_defense (sleep_until (volume_test_objects tv_cov_defense (players)) 10)) (if debug (print "initialize covenant defense scripts")) (game_save) (data_mine_set_mission_segment "enc_covenant_defense") (ai_disposable qz_ini_flood True) (ai_disposable qz_cov_def_flood True) (ai_vehicle_reserve (ai_vehicle_get qz_ini_turrets) True) (ai_vehicle_exit qz_ini_ins_pods) (ai_migrate qz_ini_ins_pods qz_cov_def_cov) (ai_set_orders qz_ini_flood qz_cov_def_hill) (ai_place qz_cov_def_flood_ini) (ai_place qz_cov_def_flood_g) (ai_place qz_cov_def_cov (pin (- 3 (ai_living_count qz_cov_def_cov)) 0 2)) (ai_place qz_cov_def_soc) (ai_place qz_camp_turrets) (object_cannot_die (ai_get_object qz_cov_def_soc/soc) True) (ai_set_orders covenant qz_cov_def_cov_ac) (sleep_until (<= (ai_living_count qz_cov_def_flood) 0)) (ai_set_orders covenant qz_cov_def_hill) (sleep 1) (wake sc_qz_cov_camp) (sleep_until g_qz_cov_camp_progress) (wake ai_qz_cov_def_flood_spawn) (wake ai_qz_cov_def_carrier) (sleep 1) (sleep_until (= g_qz_cov_def_spawn False)) (if debug (print "last of the flood waves have spawned")) (sleep (* 30 5)) (game_save_no_timeout) (ai_magically_see covenant flood) (if debug (print "phantom placed...")) (ai_place qz_phantom) (wake you_win) ) ) (script dormant mission_sentinelwalls (begin (cinematic_snap_to_white) (switch_bsp 0) (if (= g_play_cinematics True) (begin (sound_suppress_ambience_update_on_revert) (if (cinematic_skip_start) (begin (if debug (print "x06")) (x06) )) (cinematic_skip_stop) (if (cinematic_skip_start) (begin (if debug (print "intro")) (c06_intro) )) (cinematic_skip_stop) )) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake enc_insertion) (wake piston_control) (wake difficulty_settings) (player_training_activate_stealth) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_silence) (wake objective_lower_set) (if (difficulty_normal) (begin (if debug (print "normal")) ) (if (difficulty_heroic) (begin (if debug (print "heroic")) ) (if (difficulty_legendary) (begin (if debug (print "legendary")) ) void))) (sleep_until (or g_hall_a (volume_test_objects tv_hall_a (players))) 10) (wake enc_hall_a) (sleep_until (or g_conduit_a (volume_test_objects tv_conduit_a (players))) 10) (wake enc_conduit_a) (sleep_until (or g_hall_b (volume_test_objects tv_hall_b (players))) 10) (wake enc_hall_b) (sleep_until (or g_plug_launch (volume_test_objects tv_plug_launch (players))) 10) (wake enc_plug_launch) (sleep_until (or g_plug_landing (volume_test_objects tv_plug_land (players))) 10) (wake enc_plug_landing) (sleep_until (or g_hall_c (volume_test_objects tv_hall_c (players))) 10) (wake enc_hall_c) (sleep_until (or g_ledge_a (volume_test_objects tv_ledge_a (players))) 10) (wake enc_ledge_a) (sleep_until (or g_conduit_b (volume_test_objects tv_conduit_b (players))) 10) (wake enc_conduit_b) (sleep_until (or g_ledge_b (volume_test_objects tv_ledge_b (players))) 10) (wake enc_ledge_b) (sleep_until (or g_ledge_c (volume_test_objects tv_ledge_c (players))) 10) (wake enc_ledge_c) (sleep_until (or g_qz_initial (volume_test_objects tv_qz_initial (players))) 10) (set g_piston_control True) (wake enc_qz_initial) (sleep_until (or g_cov_defense (volume_test_objects tv_cov_defense (players))) 10) (wake enc_cov_defense) ) ) (script static start (begin (wake mission_sentinelwalls) ) ) (script startup mission_main (begin (ai_allegiance covenant player) (ai_allegiance player covenant) (ai_allegiance prophet player) (ai_allegiance player prophet) (ai_allegiance covenant prophet) (ai_allegiance prophet covenant) (if (> (player_count) 0) (start)) ) ) (script dormant x06_01a_predict (begin (sleep 1) (predict_model_section objects\characters\dervish\fp\fp 0) (predict_model_section objects\characters\dervish\fp\fp 1) (predict_model_section objects\weapons\rifle\covenant_carbine\fp_covenant_carbine\fp_covenant_carbine 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_piston_top\door_piston_top 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\holo_generic\holo_generic 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 1) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 2) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 3) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 4) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 5) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 6) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 7) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 8) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 9) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 26 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 22 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 27 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 29 False) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 4) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 23 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 12 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 30 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 False) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_lift\high_sanctum_lift 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 4) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 166) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 32) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 20 False) (sleep 1) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 2 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 27 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 3 True) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_door\high_sanctum_door 0) (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 0 True) (sleep 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 1) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 0) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (sleep 6) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 34 False) (sleep 7) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 2 True) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (sleep 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 32 False) (sleep 1) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 15 False) (sleep 1) (predict_model_section objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\brute_honor_helmet_scenery 0) (sleep 8) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 3 False) (sleep 2) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 16) (predict_model_section objects\characters\elite\elite 4) (predict_model_section objects\characters\elite\elite 7) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 2) 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(predict_model_section objects\characters\brute\brute 41) (sleep 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 True) (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 0 False) ) ) (script dormant x06_01b_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 False) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 75) (predict_model_section objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\brute_honor_helmet_scenery 0) (sleep 68) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 27 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 3 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section 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objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 28) (predict_model_section objects\characters\elite\elite 29) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 43) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (sleep 35) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) ) ) (script dormant x06_02_predict (begin (sleep 4) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 0 True) (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section objects\cinematics\matte_paintings\high_charity_space\high_charity_space 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 20) (predict_model_section objects\characters\elite\elite 25) 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(predict_structure_section scenarios\solo\07b_forerunnership\high_8 12 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 3 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 23 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 2 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_door\high_sanctum_door 0) (predict_model_section 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(predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 218) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (sleep 74) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) ) ) (script dormant 06_intro_02_predict (begin (sleep 3) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 15) (predict_model_section objects\vehicles\phantom\phantom 16) (sleep 4) (predict_model_section objects\cinematics\matte_paintings\mount_doom\mount_doom 0) (sleep 154) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 7 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 15 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 26 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 6 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 15 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 16 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 39 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 40 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 41 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 42 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 10 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 26 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 34 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 33 True) (predict_model_section objects\gear\covenant\military\antennae_comm\antennae_comm 0) (predict_model_section objects\gear\covenant\military\antennae_comm\antennae_comm 1) (predict_model_section objects\gear\covenant\military\antennae_comm\antennae_comm 2) (predict_model_section objects\weapons\support_low\sentinel_gun\sentinel_gun 0) (predict_model_section objects\characters\sentinel_aggressor\garbage\fuselage_arm\fuselage_arm 0) (predict_model_section objects\characters\sentinel_aggressor\garbage\fuselage\fuselage 0) (predict_model_section objects\characters\sentinel_aggressor\garbage\head\head 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\weapons\pistol\plasma_pistol\plasma_pistol 0) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (predict_model_section objects\characters\sentinel_aggressor\garbage\arm\arm 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section scenarios\objects\forerunner\industrial\senhq_detail_crate\shq_cover_small\shq_cover_small 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_piston_top\door_piston_top 0) (predict_model_section objects\characters\grunt\grunt 0) (predict_model_section objects\characters\grunt\grunt 1) (predict_model_section objects\characters\grunt\grunt 2) (predict_model_section objects\characters\grunt\grunt 3) (predict_model_section objects\characters\grunt\grunt 4) (predict_model_section objects\characters\jackal\jackal 0) (predict_model_section objects\characters\jackal\jackal 12) (predict_model_section scenarios\objects\solo\sentinelhq\door_piston_absorber\door_piston_absorber 0) (predict_model_section scenarios\objects\solo\sentinelhq\sentinel_emitter\sentinel_emitter 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\holo_generic\holo_generic 0) (predict_model_section scenarios\objects\solo\sentinelhq\bullshit_switch\bullshit_switch 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 1) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 2) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 3) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 4) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 5) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 6) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 7) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 8) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 9) (sleep 9) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 62) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 8) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 24 False) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 3) (sleep 40) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 25 False) (sleep 53) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 13) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 2) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 21) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (sleep 28) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 39 True) (sleep 59) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 47) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 48) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 49) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 50) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 51) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 52) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 53) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 54) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 55) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 56) (sleep 139) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 40 True) (sleep 5) (predict_model_section objects\characters\sentinel_aggressor\garbage\fuselage_arm\fuselage_arm 0) (sleep 1) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 47) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 48) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 49) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 50) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 51) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 52) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 53) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 54) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 55) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 56) (sleep 2) (predict_model_section objects\characters\sentinel_aggressor\garbage\arm\arm 0) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 6 True) (sleep 51) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 24 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 25 False) (sleep 47) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 66) (sleep 18) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 2) (predict_model_section objects\characters\sentinel_enforcer\garbage\thruster\thruster 0) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 73) (sleep 4) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 19) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 20) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 12) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 212 False) (sleep 5) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 211 False) (sleep 47) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 25 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 39 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) ) ) (script static tele_insertion (begin (map_reset) ) ) (script static tele_hall_a (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) hall_a_a) (object_teleport (player1) hall_a_b) (ai_erase_all) (set g_hall_a True) ) ) (script static tele_conduit_a (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) conduit_a_a) (object_teleport (player1) conduit_a_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) ) ) (script static tele_hall_b (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) hall_b_a) (object_teleport (player1) hall_b_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) ) ) (script static tele_plug_launch (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) plug_launch_a) (object_teleport (player1) plug_launch_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) ) ) (script static tele_plug_landing (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) plug_landing_a) (object_teleport (player1) plug_landing_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (wake cs_move_plug) ) ) (script static tele_hall_c (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) hall_c_a) (object_teleport (player1) hall_c_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) ) ) (script static tele_ledge_a (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) ledge_a_a) (object_teleport (player1) ledge_a_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) ) ) (script static tele_conduit_b (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) conduit_b_a) (object_teleport (player1) conduit_b_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) ) ) (script static tele_ledge_b (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) ledge_b_a) (object_teleport (player1) ledge_b_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) ) ) (script static tele_ledge_c (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) ledge_c_a) (object_teleport (player1) ledge_c_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) (set g_ledge_c True) ) ) (script static tele_qz_initial (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) qz_initial_a) (object_teleport (player1) qz_initial_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) (set g_ledge_c True) (set g_qz_initial True) ) ) (script static tele_cov_defense (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) cov_defense_a) (object_teleport (player1) cov_defense_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) (set g_ledge_c True) (set g_qz_initial True) (set g_cov_defense True) ) )
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool debug True) (global bool dialogue True) (global bool g_play_cinematics True) (global short g_sleep_lower_bound 60) (global short g_sleep_upper_bound 80) (global short g_emitter_delay 180) (global bool g_cons_open_ins False) (global bool g_enc_insertion False) (global bool g_hall_a False) (global bool g_conduit_a False) (global bool g_hall_b False) (global bool g_plug_launch False) (global bool g_plug_landing False) (global bool g_hall_c False) (global bool g_ledge_a False) (global bool g_conduit_b False) (global bool g_ledge_b False) (global bool g_ledge_c False) (global bool g_qz_initial False) (global bool g_cov_defense False) (global bool g_music_06a_03 False) (global bool g_music_06a_04 False) (global bool g_music_06a_05 False) (global bool g_music_06a_06 False) (global bool g_music_06a_07 False) (global bool g_music_06a_08 True) (global bool g_music_06a_09 False) (global bool g_music_06a_10 True) (global bool g_plug_ride_enforcer False) (global bool g_hall_b_sen_dialogue False) (global bool g_enforcer False) (global bool g_final_lock False) (global bool g_flip_switch False) (global short dialogue_pause 7) (global bool g_qz_cov_camp_progress False) (global bool g_sc_cov_camp_done False) (global bool g_piston_control False) (global short piston_open_time 150) (global bool g_pussy_grunt False) (global bool g_insertion_spawn False) (global bool g_insertion_wave False) (global short g_insertion_counter 0) (global short g_insertion_index 0) (global short g_insertion_limit 0) (global bool g_hall_a_loops False) (global bool g_hall_a_wave False) (global short g_hall_a_em_count 0) (global short g_hall_a_em_index 0) (global short g_hall_a_sen_limit 0) (global bool g_cond_a_front False) (global bool g_cond_a_back False) (global bool g_cond_a_wave False) (global short g_cond_a_count 0) (global short g_cond_a_index 0) (global short g_cond_a_limit 0) (global short g_cond_a_bk_count 0) (global short g_cond_a_bk_limit 0) (global bool g_cond_a_continue False) (global bool g_hall_b_loops False) (global bool g_hall_b_wave False) (global short g_hall_b_em_count 0) (global short g_hall_b_em_index 0) (global short g_hall_b_sen_limit 0) (global bool g_plug_launch_loops False) (global bool g_plug_launch_wave False) (global short g_plug_launch_count 0) (global short g_plug_launch_index 0) (global short g_plug_launch_limit 0) (global bool g_plug_launch_em_heroic False) (global bool g_plug_move False) (global bool g_lower_shield False) (global bool g_plugholder_progress False) (global short g_plug_holder_wave_count 0) (global short g_plug_holder_wave_limit 0) (global bool g_plug_holder_loops False) (global bool g_plug_holder_wave False) (global short g_plug_holder_count 0) (global short g_plug_holder_index 0) (global short g_plug_holder_limit 0) (global bool g_plug_holder_bk_loops False) (global bool g_plug_holder_bk_wave False) (global short g_plug_holder_bk_count 0) (global short g_plug_holder_bk_index 0) (global short g_plug_holder_bk_limit 0) (global bool g_plugholder_bk_spawn False) (global short g_plugholder_bk_flood_count 0) (global short g_plugholder_bk_flood_limit 0) (global bool g_plugholder_bk_a False) (global bool g_plugholder_bk_b False) (global short g_hall_c_flood_count 0) (global short g_hall_c_flood_index 20) (global short g_ledge_a_player_loc 0) (global bool g_ledge_a_spawn False) (global bool g_ledge_a_loops False) (global bool g_ledge_a_wave False) (global short g_ledge_a_sen_limit 0) (global short g_ledge_a_count 0) (global short g_ledge_a_index 0) (global short cond_b_locator 0) (global bool cond_b_flood_a_spawn False) (global bool cond_b_flood_b_spawn False) (global bool cond_b_flood_c_spawn False) (global short cond_b_flood_count 0) (global short cond_b_flood_limit 4) (global bool ledge_c_spawn True) (global short ledge_c_infec_count 0) (global short ledge_c_infec_limit 3) (global bool g_ledge_c_phantom_start False) (global bool g_ledge_c_phantom_1 False) (global bool g_mortar_fire False) (global bool g_qz_ini_cave False) (global bool g_qz_cov_def_spawn True) (global short g_qz_cov_def_limit 0) (global short g_qz_cov_def_count 0) (global short g_cov_def_flood_advance 2) (global bool g_qz_phantom False) (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 x06_01a_predict_stub (begin (wake x06_01a_predict) ) ) (script static x06_01b_predict_stub (begin (wake x06_01b_predict) ) ) (script static x06_02_predict_stub (begin (wake x06_02_predict) ) ) (script static x06_03_predict_stub (begin (wake x06_03_predict) ) ) (script static x06_04_predict_stub (begin (wake x06_04_predict) ) ) (script static x06_05_predict_stub (begin (wake x06_05_predict) ) ) (script static 06_intro_01_predict_stub (begin (wake 06_intro_01_predict) ) ) (script static 06_intro_02_predict_stub (begin (wake 06_intro_02_predict) ) ) (script command cs_brute_walk_01 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to brute_targets/p0) ) ) (script command cs_brute_walk_02 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to brute_targets/p1) ) ) (script command cs_elite_walk_01 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to elite_targets/p0) ) ) (script command cs_elite_walk_02 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to elite_targets/p1) ) ) (script dormant exchange_of_hats (begin (ai_allegiance covenant prophet) (sleep 210) (print "exchange of hats") (ai_place brutes_01) (ai_place brutes_02) (ai_place elites_01) (ai_place elites_02) (cs_run_command_script brutes_01 cs_brute_walk_01) (cs_run_command_script brutes_02 cs_brute_walk_02) (cs_run_command_script elites_01 cs_elite_walk_01) (cs_run_command_script elites_02 cs_elite_walk_02) (time_code_reset) (sleep 188) (ai_erase brutes_01) (ai_erase brutes_02) (ai_erase elites_01) (ai_erase elites_02) (object_destroy_containing "elite_hg_prop") ) ) (script dormant x06_score_01a (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus none 1) (print "x06 score 01a start") ) ) (script dormant x06_foley_01a (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol none 1) (print "x06 foley 01a start") ) ) (script dormant x06_supratitle_01 (begin (sleep 60) (cinematic_set_title cinematic_title0) ) ) (script dormant cinematic_lighting_scene_01a (begin (cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39) (cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting elite_hg_01 True) (object_uses_cinematic_lighting elite_hg_02 True) (object_uses_cinematic_lighting elite_hg_prop_01 True) (object_uses_cinematic_lighting elite_hg_prop_02 True) (object_uses_cinematic_lighting elite_hg_prop_03 True) (object_uses_cinematic_lighting elite_hg_prop_04 True) (object_uses_cinematic_lighting elite_hg_prop_05 True) (object_uses_cinematic_lighting elite_hg_prop_06 True) (object_uses_cinematic_lighting elite_hg_prop_07 True) (object_uses_cinematic_lighting elite_hg_prop_08 True) (object_uses_cinematic_lighting x06_helmet True) (object_uses_cinematic_lighting x06_pike_01 True) (object_uses_cinematic_lighting x06_pike_02 True) (object_uses_cinematic_lighting x06_pike_03 True) (object_uses_cinematic_lighting (ai_get_object brutes_01) True) (object_uses_cinematic_lighting (ai_get_object brutes_02) True) (object_uses_cinematic_lighting (ai_get_object elites_01) True) (object_uses_cinematic_lighting (ai_get_object elites_02) True) ) ) (script static x06_01b_problem_actors (begin (print "create problem actors") (object_create_anew brute_01) (object_create_anew brute_hg_01) (object_create_anew brute_hg_02) (object_create_anew brute_hg_03) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_hg_01 True) (object_cinematic_lod brute_hg_02 True) (object_cinematic_lod brute_hg_03 True) ) ) (script static x06_01a_setup (begin (object_create_anew dervish) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew elite_hg_01) (object_create_anew elite_hg_02) (object_create_anew_containing "elite_hg_prop") (object_create_anew x06_helmet) (object_create_anew x06_pike_01) (object_create_anew x06_pike_02) (object_create_anew x06_pike_03) (object_cinematic_lod dervish True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod elite_hg_01 True) (object_cinematic_lod elite_hg_02 True) (object_cinematic_lod x06_helmet True) (object_cinematic_lod x06_pike_01 True) (object_cinematic_lod x06_pike_02 True) (object_cinematic_lod x06_pike_03 True) (wake x06_score_01a) (wake x06_foley_01a) (wake cinematic_lighting_scene_01a) (wake x06_supratitle_01) (wake exchange_of_hats) ) ) (script static x06_01a_cleanup (begin (object_destroy elite_hg_01) (object_destroy elite_hg_02) (object_destroy brute_03) (object_destroy brute_04) ) ) (script static x06_scene_01a (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x06_01a_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\music\x06_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01a_fol) (sleep prediction_offset) (x06_01a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01a none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01a False anchor_x06) (custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute02_01a False anchor_x06) (custom_animation_relative brute_03 objects\characters\brute\x06\x06 brute03_01a False anchor_x06) (custom_animation_relative elite_hg_01 objects\characters\elite\x06\x06 elite_guard1_01a False anchor_x06) (custom_animation_relative elite_hg_02 objects\characters\elite\x06\x06 elite_guard2_01a False anchor_x06) (scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01a anchor_x06) (scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01a anchor_x06) (print "cache block") (sleep 1) (cache_block_for_one_frame) (fade_in 0 0 0 30) (sleep (- (camera_time) prediction_offset)) (x06_01b_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol) (x06_01b_problem_actors) (sleep (camera_time)) (x06_01a_cleanup) ) ) (script command cs_elite_walk_03 (begin (cs_movement_mode ai_movement_patrol) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to elite_targets/p2) ) ) (script dormant final_hg_walk (begin (ai_allegiance covenant prophet) (sleep 120) (print "final honor-guards") (ai_place elites_03) (cs_run_command_script elites_03 cs_elite_walk_03) (object_uses_cinematic_lighting (ai_get_object ai_current_actor) True) ) ) (script dormant x06_foley_01b (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_01b_fol none 1) (print "x06 foley 01b start") ) ) (script dormant x06_01b_dof_1 (begin (time_code_reset) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 45) (cinematic_screen_effect_set_depth_of_field 1 0.5 0 1 0 0.5 1) (print "rack focus") (time_code_reset) (sleep 98) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant cinematic_lighting_scene_01b (begin (cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39) (cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_hg_01 True) (object_uses_cinematic_lighting brute_hg_02 True) (object_uses_cinematic_lighting brute_hg_03 True) ) ) (script dormant x06_texture_camera_01b_01 (begin (time_code_reset) (sleep 143) (print "start texture camera") (object_create_anew texture_camera) (object_create_anew texture_space) (object_create_anew texture_halo) (object_cinematic_lod texture_halo True) (object_uses_cinematic_lighting texture_halo True) (texture_camera_set_object_marker texture_camera primary_trigger 40) (sleep 156) (texture_camera_off) (print "stop texture camera") ) ) (script dormant open_sanctum_door (begin (sleep 176) (print "open sanctum door") (device_set_position sanctum_door 1) (object_destroy_containing "offending_column") (print "destroy columns") ) ) (script static x06_01b_setup (begin (wake x06_foley_01b) (wake final_hg_walk) (wake x06_texture_camera_01b_01) (wake open_sanctum_door) (wake cinematic_lighting_scene_01b) (wake x06_01b_dof_1) ) ) (script static x06_01b_cleanup (begin (ai_erase elites_03) (object_destroy x06_helmet) (object_destroy brute_01) (object_destroy brute_02) (cinematic_screen_effect_stop) ) ) (script static x06_scene_01b (begin (x06_01b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_01b none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_01b False anchor_x06) (custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_01b False anchor_x06) (custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_01b False anchor_x06) (custom_animation_relative brute_hg_03 objects\characters\brute\x06\x06 brute03_01b False anchor_x06) (custom_animation_relative brute_01 objects\characters\brute\x06\x06 brute04_01b False anchor_x06) (custom_animation_relative brute_02 objects\characters\brute\x06\x06 brute05_01b False anchor_x06) (scenery_animation_start_relative x06_helmet objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\x06\x06 helmet01_01b anchor_x06) (scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_01b anchor_x06) (scenery_animation_start_relative x06_pike_02 objects\weapons\melee\pike\x06\x06 pike02_01b anchor_x06) (scenery_animation_start_relative x06_pike_03 objects\weapons\melee\pike\x06\x06 pike03_01b anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol) (sleep (camera_time)) (x06_01b_cleanup) ) ) (script dormant x06_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_02_fol none 1) (print "x06 foley 02 start") ) ) (script dormant x06_0010_soc (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0010_soc none 1) (cinematic_subtitle x06_0010_soc 3) ) ) (script dormant x06_0020_pot (begin (sleep 92) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0020_pot none 1) (cinematic_subtitle x06_0020_pot 2) ) ) (script dormant x06_0030_soc (begin (sleep 168) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0030_soc commander 1) (cinematic_subtitle x06_0030_soc 5) ) ) (script dormant x06_0040_pot (begin (sleep 306) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0040_pot truth 1) (cinematic_subtitle x06_0040_pot 2) ) ) (script dormant x06_0050_soc (begin (sleep 371) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0050_soc commander 1) (cinematic_subtitle x06_0050_soc 5) ) ) (script dormant x06_0060_pot (begin (sleep 520) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0060_pot truth 1) (cinematic_subtitle x06_0060_pot 8) (sleep 110) (unit_set_emotional_state truth arrogant 0.75 60) ) ) (script dormant x06_0070_soc (begin (sleep 794) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0070_soc commander 1) (cinematic_subtitle x06_0070_soc 3) ) ) (script dormant cinematic_lighting_scene_02 (begin (cinematic_lighting_set_primary_light 3 234 0.28 0.28 0.39) (cinematic_lighting_set_secondary_light 21 96 0.38 0.33 0.27) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting truth True) (object_uses_cinematic_lighting mercy True) (object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting so_elite_01 True) (object_uses_cinematic_lighting so_elite_02 True) (object_uses_cinematic_lighting throne_truth True) (object_uses_cinematic_lighting throne_mercy True) ) ) (script dormant x06_texture_camera_02_01 (begin (print "start texture camera") (object_create_anew texture_camera) (object_create_anew texture_space) (object_create_anew texture_halo) (object_cinematic_lod texture_halo True) (object_uses_cinematic_lighting texture_halo True) (texture_camera_set_object_marker texture_camera primary_trigger 40) ) ) (script static x06_02_setup (begin (object_create_anew truth) (object_create_anew mercy) (object_create_anew commander) (object_create_anew so_elite_01) (object_create_anew so_elite_02) (object_create_anew throne_truth) (object_create_anew throne_mercy) (object_cinematic_lod truth True) (object_cinematic_lod mercy True) (object_cinematic_lod commander True) (object_cinematic_lod so_elite_01 True) (object_cinematic_lod so_elite_02 True) (object_cinematic_lod throne_truth True) (object_cinematic_lod throne_mercy True) (objects_attach truth driver throne_truth driver_cinematic) (objects_attach mercy driver throne_mercy driver_cinematic) (wake x06_foley_02) (wake x06_0010_soc) (wake x06_0020_pot) (wake x06_0030_soc) (wake x06_0040_pot) (wake x06_0050_soc) (wake x06_0060_pot) (wake x06_0070_soc) (wake cinematic_lighting_scene_02) (wake x06_texture_camera_02_01) ) ) (script static x06_scene_02 (begin (x06_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_02 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_02 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_02 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_02 False anchor_x06) (custom_animation_relative commander objects\characters\elite\x06\x06 commander_02 False anchor_x06) (custom_animation_relative so_elite_01 objects\characters\elite\x06\x06 elite1_02 False anchor_x06) (custom_animation_relative so_elite_02 objects\characters\elite\x06\x06 elite2_02 False anchor_x06) (custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_02 False anchor_x06) (custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_02 False anchor_x06) (scenery_animation_start_relative x06_pike_01 objects\weapons\melee\pike\x06\x06 pike01_02 anchor_x06) (scenery_animation_start_relative x06_pike_02 objects\weapons\melee\pike\x06\x06 pike02_02 anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_03_fol) (sleep (camera_time)) (object_destroy_containing "x06_pike") ) ) (script dormant x06_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_03_fol none 1) (print "x06 foley 03 start") ) ) (script dormant x06_0080_pot (begin (sleep 148) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0080_pot none 1) (cinematic_subtitle x06_0080_pot 4) ) ) (script dormant x06_0090_pot (begin (sleep 265) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0090_pot truth 1) (cinematic_subtitle x06_0090_pot 5) ) ) (script dormant x06_0100_pot (begin (sleep 418) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0100_pot truth 1) (cinematic_subtitle x06_0100_pot 6) (sleep 78) (unit_set_emotional_state truth annoyed 0.75 60) ) ) (script dormant x06_0110_der (begin (sleep 585) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0110_der dervish 1) (cinematic_subtitle x06_0110_der 2) ) ) (script static x06_03_setup (begin (wake x06_foley_03) (wake x06_0080_pot) (wake x06_0090_pot) (wake x06_0100_pot) (wake x06_0110_der) ) ) (script static x06_03_cleanup (begin (object_destroy commander) (object_destroy_containing "brute_hg") (object_destroy_containing "so_elite") ) ) (script static x06_scene_03 (begin (x06_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_03 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_03 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_03 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_03 False anchor_x06) (custom_animation_relative commander objects\characters\elite\x06\x06 commander_03 False anchor_x06) (custom_animation_relative so_elite_01 objects\characters\elite\x06\x06 elite1_03 False anchor_x06) (custom_animation_relative so_elite_02 objects\characters\elite\x06\x06 elite2_03 False anchor_x06) (custom_animation_relative brute_hg_01 objects\characters\brute\x06\x06 brute01_03 False anchor_x06) (custom_animation_relative brute_hg_02 objects\characters\brute\x06\x06 brute02_03 False anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\music\x06_04_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_03_fol) (sleep (camera_time)) (x06_03_cleanup) ) ) (script dormant x06_score_04 (begin (sleep 274) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\music\x06_04_mus none 1) (print "x06 score 04 start") ) ) (script dormant x06_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_04_fol none 1) (print "x06 foley 04 start") ) ) (script dormant x06_0120_pot (begin (sleep 15) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0120_pot truth 1) (cinematic_subtitle x06_0120_pot 3) ) ) (script dormant x06_0130_pom (begin (sleep 109) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0130_pom mercy 1) (cinematic_subtitle x06_0130_pom 8) ) ) (script dormant x06_0140_pot (begin (sleep 346) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0140_pot truth 1) (cinematic_subtitle x06_0140_pot 8) ) ) (script dormant x06_0150_pot (begin (sleep 581) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0150_pot truth 1) (cinematic_subtitle x06_0150_pot 5) ) ) (script dormant x06_0160_pom (begin (sleep 715) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0160_pom mercy 1) (cinematic_subtitle x06_0160_pom 9) (sleep 150) (unit_set_emotional_state mercy asleep 0.75 60) ) ) (script dormant x06_fov_01 (begin (sleep 576) (camera_set_field_of_view 60 0) (print "fov") (cinematic_screen_effect_stop) ) ) (script dormant x06_04_dof_1 (begin (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "dof") (sleep 103) (cinematic_screen_effect_set_depth_of_field 0.8 0.5 0 1 0 0.5 1) (print "dof") ) ) (script dormant x06_04_dof_2 (begin (sleep 343) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "dof") (sleep 82) (cinematic_screen_effect_set_depth_of_field 1 0.5 0 1 0 0.5 1) (print "dof") ) ) (script dormant unhide_dervish (begin (time_code_reset) (sleep 576) (print "unhide dervish") (object_hide dervish False) ) ) (script static x06_04_setup (begin (wake x06_score_04) (wake x06_foley_04) (wake x06_0120_pot) (wake x06_0130_pom) (wake x06_0140_pot) (wake x06_0150_pot) (wake x06_0160_pom) (object_hide dervish True) (wake unhide_dervish) (wake x06_fov_01) (wake x06_04_dof_1) (wake x06_04_dof_2) ) ) (script static x06_scene_04 (begin (x06_04_setup) (camera_set_field_of_view 30 0) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_04 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_04 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_04 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_04 False anchor_x06) (sleep (- (camera_time) prediction_offset)) (x06_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x06\foley\x06_05_fol) (sleep (camera_time)) (cinematic_screen_effect_stop) ) ) (script dormant x06_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x06\foley\x06_05_fol none 1) (print "x06 foley 05 start") ) ) (script dormant x06_0170_pot (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0170_pot truth 1) (cinematic_subtitle x06_0170_pot 9) ) ) (script dormant x06_0180_pot (begin (sleep 276) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0180_pot truth 1) (cinematic_subtitle x06_0180_pot 3) ) ) (script dormant x06_0190_pom (begin (sleep 366) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0190_pom mercy 1) (cinematic_subtitle x06_0190_pom 9) ) ) (script dormant x06_0200_pot (begin (sleep 635) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0200_pot truth 1) (cinematic_subtitle x06_0200_pot 5) ) ) (script dormant x06_0210_pot (begin (sleep 780) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0210_pot truth 1) (cinematic_subtitle x06_0210_pot 4) ) ) (script dormant x06_0220_pom (begin (sleep 889) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0220_pom mercy 1) (cinematic_subtitle x06_0220_pom 3) ) ) (script dormant x06_0230_pot (begin (sleep 956) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x06_0230_pot truth 1) (cinematic_subtitle x06_0230_pot 3) (unit_set_emotional_state truth happy 0.5 60) ) ) (script dormant x06_05_dof_1 (begin (sleep 488) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.75 0.75 0 0 0 0) (print "rack focus") (sleep 160) (cinematic_screen_effect_set_depth_of_field 1 0 0 1 0 0 0) (print "rack focus") ) ) (script dormant x06_05_dof_2 (begin (sleep 777) (cinematic_screen_effect_set_depth_of_field 2 0 0.75 1 0.75 0 1) (print "rack focus") (sleep 173) (cinematic_screen_effect_stop) ) ) (script dormant x06_texture_camera_05_01 (begin (time_code_reset) (sleep 279) (print "stop texture camera") (texture_camera_off) ) ) (script dormant monitor_sound (begin (sleep 281) (sound_class_set_gain "device" 1 60) (print "monitor sound up") ) ) (script static x06_05_setup (begin (sound_class_set_gain "device" 0 0) (object_create_anew monitor) (object_cinematic_lod monitor True) (object_set_function_variable monitor talking 0 0) (object_uses_cinematic_lighting monitor True) (object_create_anew index_holo) (wake x06_foley_05) (wake x06_0170_pot) (wake x06_0180_pot) (wake x06_0190_pom) (wake x06_0200_pot) (wake x06_0210_pot) (wake x06_0220_pom) (wake x06_0230_pot) (wake monitor_sound) (wake x06_05_dof_1) (wake x06_05_dof_2) (wake x06_texture_camera_05_01) ) ) (script static x06_05_cleanup (begin (object_destroy dervish) (object_destroy_containing "truth") (object_destroy_containing "mercy") (object_destroy monitor) (object_destroy index_holo) (cinematic_screen_effect_stop) ) ) (script static x06_scene_05 (begin (camera_set_field_of_view 60 0) (x06_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x06\x06 x06_05 none anchor_flag_x06) (custom_animation_relative dervish objects\characters\dervish\x06\x06 dervish_05 False anchor_x06) (custom_animation_relative truth objects\characters\prophet\x06\x06 truth_05 False anchor_x06) (custom_animation_relative mercy objects\characters\prophet\x06\x06 mercy_05 False anchor_x06) (custom_animation_relative monitor objects\characters\monitor\x06\x06 monitor_05 False anchor_x06) (scenery_animation_start_relative index_holo scenarios\objects\forerunner\industrial\index\index_alone\x06\x06 index_alone_05 anchor_x06) (sleep (- (camera_time) 15)) (fade_out 0 0 0 15) (sleep 15) (x06_05_cleanup) ) ) (script static x06 (begin (cinematic_enable_ambience_details False) (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name high_8) (sleep 1) (x06_scene_01a) (x06_scene_01b) (x06_scene_02) (x06_scene_03) (x06_scene_04) (x06_scene_05) ) ) (script dormant c06_intro_sound_scene1_01 (begin (object_set_function_variable phantom_01 engine_hack 1 0) (object_set_function_variable phantom_01 engine_audio 1 0) (object_set_function_variable phantom_01 hover_audio 1 0) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "vehicle" 1 90) (sleep 90) (sound_class_set_gain "vehicle" 0 90) ) ) (script dormant c06_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_01_fol none 1) (print "c06_intro foley 01 start") ) ) (script dormant c06_1010_tar (begin (sleep 144) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1010_tar none 1) (cinematic_subtitle c06_1010_tar 1) ) ) (script dormant c06_1020_tar (begin (sleep 191) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1020_tar tartarus 1) (cinematic_subtitle c06_1020_tar 2) ) ) (script dormant c06_1030_tar (begin (sleep 264) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1030_tar tartarus 1) (cinematic_subtitle c06_1030_tar 3) ) ) (script dormant c06_1040_der (begin (sleep 337) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1040_der dervish 1) (cinematic_subtitle c06_1040_der 4) ) ) (script dormant c06_1050_tar (begin (sleep 463) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1050_tar none 1 radio_covy_loop) (cinematic_subtitle c06_1050_tar 1) ) ) (script dormant c06_1060_der (begin (sleep 507) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1060_der dervish 1) (cinematic_subtitle c06_1060_der 1) ) ) (script dormant c06_1070_tar (begin (sleep 550) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1070_tar tartarus 1) (cinematic_subtitle c06_1070_tar 1) (sleep 35) (unit_set_emotional_state tartarus inquisitive 1 30) ) ) (script dormant c06_1080_tar (begin (sleep 593) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1080_tar tartarus 1) (cinematic_subtitle c06_1080_tar 1) ) ) (script dormant c06_1090_tar (begin (sleep 623) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1090_tar none 1 radio_covy_loop) (cinematic_subtitle c06_1090_tar 1) ) ) (script dormant c06_1100_der (begin (sleep 670) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_1100_der dervish 1) (cinematic_subtitle c06_1100_der 3) ) ) (script dormant c06_1110_tar (begin (sleep 745) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1110_tar none 1 radio_covy_out) (cinematic_subtitle c06_1110_tar 3) ) ) (script dormant camera_shake_01 (begin (sleep 188) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant cinematic_light_intro_scene_01 (begin (cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37) (cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65) (cinematic_lighting_set_ambient_light 0.07 0.05 0.08) (rasterizer_bloom_override False) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_int True) (object_uses_cinematic_lighting carbine True) (object_uses_cinematic_lighting delta_halo True) ) ) (script dormant cinematic_light_phantom_int (begin (sleep 186) (print "light phantom") (cinematic_lighting_set_primary_light -90 0 0.23 0.29 0.53) (cinematic_lighting_set_secondary_light -90 192 0.16 0.1 0.19) (cinematic_lighting_set_ambient_light 0.07 0.05 0.08) ) ) (script dormant c06_problem_actors_01 (begin (print "problem actors") (object_create_anew delta_halo) (object_create_anew matte_substance) (object_create_anew matte_stardust) (object_cinematic_lod delta_halo True) (object_cinematic_visibility delta_halo True) ) ) (script static c06_intro_01_setup (begin (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew phantom_01) (object_create_anew phantom_int) (object_create_anew carbine) (object_cinematic_lod dervish True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_int True) (objects_attach dervish right_hand_elite carbine ) (wake c06_intro_sound_scene1_01) (wake c06_intro_foley_01) (wake c06_1010_tar) (wake c06_1020_tar) (wake c06_1030_tar) (wake c06_1040_der) (wake c06_1050_tar) (wake c06_1060_der) (wake c06_1070_tar) (wake c06_1080_tar) (wake c06_1090_tar) (wake c06_1100_der) (wake c06_1110_tar) (wake camera_shake_01) (wake cinematic_light_intro_scene_01) (wake cinematic_light_phantom_int) ) ) (script static c06_intro_01_cleanup (begin (object_destroy dervish) (object_destroy tartarus) (object_destroy_containing "brute") (object_destroy phantom_int) (object_destroy delta_halo) (object_destroy matte_substance) (object_destroy matte_stardust) (player_effect_stop 0) ) ) (script static c06_intro_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (06_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_01_fol) (wake c06_problem_actors_01) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\06_intro\06_intro 06_intro_01 none anchor_flag_intro) (c06_intro_01_setup) (custom_animation_relative dervish objects\characters\dervish\06_intro\06_intro dervish_01 False anchor_intro) (custom_animation_relative tartarus objects\characters\brute\06_intro\06_intro tartarus_01 False anchor_intro) (custom_animation_relative brute_01 objects\characters\brute\06_intro\06_intro brute01_01 False anchor_intro) (custom_animation_relative brute_02 objects\characters\brute\06_intro\06_intro brute02_01 False anchor_intro) (custom_animation_relative brute_03 objects\characters\brute\06_intro\06_intro brute03_01 False anchor_intro) (custom_animation_relative brute_04 objects\characters\brute\06_intro\06_intro brute04_01 False anchor_intro) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intro\06_intro phantom_01 False anchor_intro) (scenery_animation_start_relative phantom_int objects\vehicles\phantom\cinematics\06_intro\06_intro phantom_int_01 anchor_intro) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\06_intro\06_intro halo_01 anchor_intro) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\06_intro\06_intro substance_01 anchor_intro) (scenery_animation_start_relative matte_stardust objects\cinematics\matte_paintings\high_charity_stardust\06_intro\06_intro stardust_01 anchor_intro) (sleep 15) (fade_in 0 0 0 15) (sleep (- (camera_time) prediction_offset)) (06_intro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_02_fol) (cinematic_screen_effect_start True) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 2) (print "crossfade") (sleep (camera_time)) (c06_intro_01_cleanup) ) ) (script dormant c06_intro_sound_scene2_01 (begin (sound_class_set_gain "vehicle" 0 0) (object_set_function_variable phantom_02 engine_hack 1 0) (object_set_function_variable phantom_02 engine_audio 1 0) (object_set_function_variable phantom_02 hover_audio 1 0) (sound_class_set_gain "vehicle" 1 50) (sleep 50) (sound_class_set_gain "vehicle" 0 90) ) ) (script dormant c06_intro_sound_scene2_02 (begin (sleep 160) (sound_class_set_gain "vehicle" 1 30) (sleep 30) (object_set_function_variable phantom_02 engine_hack 0 120) (object_set_function_variable phantom_02 engine_audio 0 120) (object_set_function_variable phantom_02 hover_audio 0 120) (sleep 60) (object_set_function_variable phantom_02 engine_hack 1 90) (object_set_function_variable phantom_02 engine_audio 1 90) (object_set_function_variable phantom_02 hover_audio 1 90) (sound_class_set_gain "vehicle" 0 150) ) ) (script dormant c06_intro_sound_scene2_03 (begin (sleep 480) (sound_class_set_gain "vehicle" 1 60) (object_set_function_variable intro_sen_maj engine_hack 0 0) (object_set_function_variable intro_sen_maj engine_audio 0 0) (object_set_function_variable intro_sen_maj engine_hack 1 60) (object_set_function_variable intro_sen_maj engine_audio 1 60) (sleep 110) (object_set_function_variable intro_sen_maj engine_hack 0 60) (object_set_function_variable intro_sen_maj engine_audio 0 60) (sleep 160) (object_set_function_variable intro_sen_maj engine_hack 1 60) (object_set_function_variable intro_sen_maj engine_audio 1 60) (sleep 60) (sound_class_set_gain "vehicle" 0 150) ) ) (script dormant c06_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intro\foley\c06_intro_02_fol none 1) (print "c06_intro foley 02 start") ) ) (script dormant c06_1120_tar (begin (sleep 782) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1120_tar none 1 radio_default_loop) (cinematic_subtitle c06_1120_tar 2) ) ) (script dormant c06_1130_tar (begin (sleep 842) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\cinematic\c06_1130_tar tartarus 1 radio_default_out) (cinematic_subtitle c06_1130_tar 2) ) ) (script dormant arbiter_fires (begin (sleep 642) (print "carbine shot") (effect_new_on_object_marker effects\objects\weapons\rifle\covenant_carbine\firing carbine primary_trigger) (sleep 22) (print "carbine shot") (effect_new_on_object_marker effects\objects\weapons\rifle\covenant_carbine\firing carbine primary_trigger) (sleep 24) (print "carbine shot") (effect_new_on_object_marker effects\objects\weapons\rifle\covenant_carbine\firing carbine primary_trigger) ) ) (script dormant phantom_fires (begin (time_code_reset) (sleep 690) (object_create_anew intro_turret_base) (object_create_anew intro_turret) (objects_attach intro_turret_base primary_trigger intro_turret ) (print "turret fires") (weapon_hold_trigger intro_turret 0 True) (sleep 30) (weapon_hold_trigger intro_turret 0 False) (objects_detach intro_turret_base intro_turret) (object_destroy intro_turret) (object_destroy intro_turret_base) ) ) (script dormant c06_intro_predict_ledge_01 (begin (sleep 145) (print "predict: camera, dervish") (object_type_predict_high objects\characters\dervish\dervish) (camera_predict_resources_at_frame objects\characters\cinematic_camera\06_intro\06_intro 06_intro_02 none anchor_flag_intro 165) ) ) (script dormant c06_intro_predict_ledge_02 (begin (sleep 224) (print "predict: camera, dervish, sentinel major") (object_type_predict_high objects\characters\dervish\dervish) (object_type_predict_high objects\characters\sentinel_enforcer\sentinel_enforcer) (camera_predict_resources_at_frame objects\characters\cinematic_camera\06_intro\06_intro 06_intro_02 none anchor_flag_intro 244) ) ) (script dormant create_dervish_again (begin (sleep 305) (print "problem actor") (object_create_anew dervish) (object_create_anew carbine) (object_cinematic_lod dervish True) (object_cinematic_lod carbine True) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting carbine True) (objects_attach dervish right_hand_elite carbine ) (object_hide dervish True) ) ) (script dormant dervish_unhide (begin (sleep 330) (object_hide dervish False) (print "dervish unhide") ) ) (script static c06_intro_02_setup (begin (object_create_anew phantom_02) (object_create_anew intro_sen_maj) (object_create_anew matte_mount_doom) (object_cinematic_lod phantom_02 True) (object_cinematic_lod intro_sen_maj True) (object_uses_cinematic_lighting phantom_02 True) (object_uses_cinematic_lighting intro_sen_maj True) (wake c06_intro_sound_scene2_01) (wake c06_intro_sound_scene2_02) (wake c06_intro_sound_scene2_03) (wake c06_intro_foley_02) (wake c06_1120_tar) (wake c06_1130_tar) (wake dervish_unhide) (wake create_dervish_again) (wake arbiter_fires) (wake phantom_fires) (wake c06_intro_predict_ledge_01) (wake c06_intro_predict_ledge_02) ) ) (script static c06_intro_02_cleanup (begin (object_destroy dervish) (object_destroy intro_sen_maj) (object_destroy_containing "phantom") (object_destroy matte_mount_doom) ) ) (script static c06_intro_scene_02 (begin (c06_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intro\06_intro 06_intro_02 none anchor_flag_intro) (custom_animation_relative dervish objects\characters\dervish\06_intro\06_intro dervish_02 False anchor_intro) (custom_animation_relative intro_sen_maj objects\characters\sentinel_enforcer\06_intro\06_intro sentinel_major_02 False anchor_intro) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intro\06_intro phantom01_02 False anchor_intro) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\06_intro\06_intro phantom02_02 False anchor_intro) (scenery_animation_start_relative matte_mount_doom objects\cinematics\matte_paintings\mount_doom\06_intro\06_intro mount_doom_02 anchor_intro) (time_code_reset) (sleep 315) (custom_animation_relative dervish objects\characters\dervish\06_intro\06_intro dervish_02 False anchor_intro) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intro_02_cleanup) (sleep 30) ) ) (script static c06_intro (begin (switch_bsp_by_name sentinelhq_1) (sleep 5) (c06_intro_scene_01) (c06_intro_scene_02) ) ) (script dormant difficulty_settings (begin (if (difficulty_heroic) (begin (begin (set g_sleep_lower_bound 45) (set g_sleep_upper_bound 65) (set g_emitter_delay 120) ) ) (if (difficulty_legendary) (begin (begin (set g_sleep_lower_bound 25) (set g_sleep_upper_bound 45) (set g_emitter_delay 60) ) ) void)) ) ) (script static test_locks (begin (device_set_position_immediate plug 1) (device_set_position plug_lock_a 1) (device_set_position plug_lock_b 1) (device_set_position plug_lock_c 1) (device_set_position plug_lock_d 1) (device_set_position plug_lock_e 1) (device_set_position plug_lock_f 1) (device_set_position plug_door_b 1) ) ) (script command die (begin (ai_kill_silent ai_current_squad) ) ) (script dormant ice_cream_mythic (begin (object_create ice_cream_head) (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)) 5) (if debug (print "you're going to get fat!!!!! or dead...")) (if debug (print "because now everyone is mythic!!!!")) (ice_cream_flavor_stock 12) ) ) (script dormant chapter_silence (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_remorse (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_war (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_lower_set (begin (sleep 30) (print "new objective set:") (print "lower the containment-shield.") (objectives_show_up_to 0) ) ) (script dormant objective_lower_clear (begin (print "objective complete:") (print "lower the containment-shield.") ) ) (script dormant objective_lower_specific_set (begin (sleep 30) (print "new objective set:") (print "power-up the four absorbers to lower the containment-shield.") (objectives_show_up_to 1) ) ) (script dormant objective_lower_specific_clear (begin (print "objective complete:") (print "power-up the four absorbers to lower the containment-shield.") (objectives_finish_up_to 1) ) ) (script dormant objective_floodwall_set (begin (sleep 30) (print "new objective set:") (print "make your way through the flood-infested wall.") (objectives_show_up_to 2) ) ) (script dormant objective_floodwall_clear (begin (print "objective complete:") (print "make your way through the flood-infested wall.") (objectives_finish_up_to 2) ) ) (script dormant objective_rendezvous_set (begin (sleep 30) (print "new objective set:") (print "rendezvous with your allies in the covenant camp.") (objectives_show_up_to 3) ) ) (script dormant objective_rendezvous_clear (begin (print "objective complete:") (print "rendezvous with your allies in the covenant camp.") (objectives_finish_up_to 3) ) ) (script dormant music_06a_01 (begin (sleep_until (volume_test_objects tv_insertion_tube (players)) 1) (if debug (print "start music 06a_01")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_01 none 1) (sleep 30) (if debug (print "start music 06a_02")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_02 none 1) (sleep_until (volume_test_objects tv_ins_slide_bottom (players))) (if debug (print "stop music 06a_01")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_01) ) ) (script dormant music_06a_03 (begin (sleep_until g_music_06a_03 1) (if debug (print "start music 06a_03")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_03 none 1) (sleep_until (not g_music_06a_03)) (if debug (print "stop music 06a_03")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_03) ) ) (script dormant music_06a_04 (begin (sleep_until g_music_06a_04) (if debug (print "start music 06a_04")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_04 none 1) (sleep_until (not g_music_06a_04)) (if debug (print "stop music 06a_04")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_04) ) ) (script dormant music_06a_05 (begin (sleep_until g_music_06a_05) (if debug (print "start music 06a_05")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_05 none 1) (sleep_until (not g_music_06a_05)) (if debug (print "stop music 06a_05")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_05) ) ) (script dormant music_06a_06 (begin (sleep_until g_music_06a_06) (if debug (print "start music 06a_06")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_06 none 1) (sleep_until (not g_music_06a_06)) (if debug (print "stop music 06a_06")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_06) ) ) (script dormant music_06a_07 (begin (sleep_until g_music_06a_07) (if debug (print "start music 06a_07")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_07 none 1) (sleep_until (not g_music_06a_07)) (if debug (print "stop music 06a_07")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_07) ) ) (script dormant music_06a_08 (begin (sleep_until (volume_test_objects tv_slide_a (players))) (if debug (print "start music 06a_08")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_08 none 1) (sleep_until (not g_music_06a_08)) (if debug (print "stop music 06a_08")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_08) ) ) (script dormant music_06a_09 (begin (sleep_until (volume_test_objects tv_ledge_c_fr (players)) 5) (if debug (print "start music 06a_09")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_09 none 1) (set g_music_06a_08 False) ) ) (script dormant music_06a_10 (begin (sleep_until (volume_test_objects tv_music_06a_10 (players))) (if debug (print "start music 06a_10")) (sound_looping_start scenarios\solo\06a_sentinelwalls\06a_music\06a_10 none 1) (sleep_until (not g_music_06a_10)) (if debug (print "stop music 06a_10")) (sound_looping_stop scenarios\solo\06a_sentinelwalls\06a_music\06a_10) ) ) (script command sc_cond_cov (begin (sleep 60) (cs_switch grunt) (if dialogue (print "grunt: arbiter our savior!")) (sleep (ai_play_line_at_player cond_a_cov 0400)) (sleep (* dialogue_pause 3)) (if dialogue (print "grunt: stupid jackal, say thank you!")) (sleep (ai_play_line_at_player cond_a_cov 0410)) (sleep dialogue_pause) (cs_switch jackal) (if dialogue (print "jackal: hissss.....")) (sleep (ai_play_line_at_player cond_a_cov 0420)) (sleep dialogue_pause) ) ) (script dormant ai_sc_cond_a_cov (begin (sleep_until (ai_scene sc_cond_a_cov sc_cond_cov cond_a_cov)) ) ) (script dormant sc_tartarus_reminder (begin (game_save_cancel) (if dialogue (print "tartarus: you're getting close to one of the shield-generators ")) (sleep (ai_play_line_on_object none 0430)) (sleep dialogue_pause) (if dialogue (print "tartarus: many of my brutes have fallen attempting to take it down.")) (sleep (ai_play_line_on_object none 0440)) (sleep dialogue_pause) (if dialogue (print "tartarus: let's see if you fare better.")) (sleep (ai_play_line_on_object none 0450)) (sleep dialogue_pause) (game_save_no_timeout) ) ) (script command sc_fleeing_grunts (begin (if dialogue (print "grunt: big, scary thing! run away!")) (sleep (ai_play_line_at_player ai_current_actor 0460)) (sleep dialogue_pause) (if dialogue (print "grunt: please! no make go back!")) (sleep (ai_play_line_at_player ai_current_actor 0470)) (sleep dialogue_pause) (sleep_until g_hall_b_sen_dialogue) (sleep 90) (if dialogue (print "grunt: (shriek) more bad things!")) (sleep (ai_play_line_at_player ai_current_actor 0480)) (sleep dialogue_pause) (if dialogue (print "grunt: arbiter! protect! protect!")) (sleep (ai_play_line_at_player ai_current_actor 0490)) (sleep dialogue_pause) ) ) (script dormant ai_sc_hall_b_grunts (begin (sleep_until (ai_trigger_test "scene_trigger_4" hall_b_cov)) (cs_run_command_script hall_b_cov/wimp sc_fleeing_grunts) ) ) (script dormant sc_enforcer (begin (sleep_until g_enforcer) (game_save_cancel) (sleep 60) (if dialogue (print "tartarus: it's useless to attack an enforcer from the front.")) (if dialogue (print "tartarus: especially when their shields are up.")) (sleep (ai_play_line_on_object none 0500)) (sleep dialogue_pause) (if dialogue (print "tartarus: stay in the shadows. wait 'til it loses interest ")) (sleep (ai_play_line_on_object none 0510)) (sleep dialogue_pause) (if dialogue (print "tartarus: then strike the beast when it it's back is turned!")) (sleep (ai_play_line_on_object none 0520)) (sleep dialogue_pause) (game_save_no_timeout) ) ) (script dormant sc_plug_launch (begin (game_save_cancel) (set g_music_06a_03 False) (if dialogue (print "tartarus: you've reached the shield's power-source, arbiter.")) (if dialogue (print "tartarus: overload the locks holding it in place!")) (sleep (ai_play_line_on_object none 0010)) (sleep dialogue_pause) (set g_enforcer True) (sleep_until g_final_lock) (if dialogue (print "tartarus: one more, arbiter!")) (sleep (ai_play_line_on_object none 0030)) (sleep dialogue_pause) (sleep_until g_flip_switch) (sleep 60) (if dialogue (print "tartarus: you've released the power source!")) (if dialogue (print "now find a way to remove it from its cradle.")) (sleep (ai_play_line_on_object none 0040)) (game_save_no_timeout) ) ) (script dormant sc_plug_ride (begin (if dialogue (print "tartarus: our path to the library is clear.")) (if dialogue (print "tartarus: i'll pick you up on the ledge ahead.")) (sleep (ai_play_line_on_object none 0050)) (sleep dialogue_pause) (sleep_until g_plug_ride_enforcer) (if dialogue (print "tartarus: (angry growl) blasted machines!")) (sleep (ai_play_line_on_object none 0070)) (sleep dialogue_pause) (if dialogue (print "tartarus: make your own way through the wall, arbiter!")) (sleep (ai_play_line_on_object none 0080)) (sleep dialogue_pause) ) ) (script dormant sc_marines_a (begin (if dialogue (print "marine: negative, ma'am. they aren't covenant!")) (sleep (ai_play_line_on_object conduit_b_sound 0090)) (sleep dialogue_pause) (if dialogue (print "sarg: cover that doorway!")) (sleep (ai_play_line_on_object conduit_b_sound 0100)) (sleep dialogue_pause) ) ) (script dormant sc_marines_b (begin (if dialogue (print "marine: proceed to the objective! we'll hold out as long as we can!")) (sleep (ai_play_line_on_object hall_c_sound 0110)) (sleep dialogue_pause) (if dialogue (print "marine: aaa! get it off of me!")) (sleep (ai_play_line_on_object hall_c_sound 0120)) (sleep dialogue_pause) (if dialogue (print "sarg: suppressive fire! suppressive fi -")) (sleep (ai_play_line_on_object hall_c_sound 0130)) (sleep dialogue_pause) ) ) (script command cs_sc_qz_ini (begin (if dialogue (print "spec-ops: forerunners be praised! the arbiter!")) (sleep (ai_play_line_at_player qz_ini_ins_pods 0530)) (sleep dialogue_pause) (if dialogue (print "spec-ops: this quarantine-zone has been compromised!")) (if dialogue (print "spec-ops: we must do what we can against the flood!")) (sleep (ai_play_line_at_player qz_ini_ins_pods 0540)) (sleep (* dialogue_pause 4)) (if dialogue (print "spec-ops: our commander has landed further in.")) (if dialogue (print "spec-ops: let us join him!")) (sleep (ai_play_line_at_player qz_ini_ins_pods 0550)) (sleep dialogue_pause) ) ) (script dormant sc_qz_initial (begin (sleep_until (ai_scene sc_qz_ini cs_sc_qz_ini qz_ini_ins_pods)) ) ) (script command cs_cov_camp_elites (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest qz_cov_def) (cs_face_player True) (sleep_until g_sc_cov_camp_done) ) ) (script command cs_cov_camp_soc (begin (cs_enable_pathfinding_failsafe True) (cs_go_to qz_cov_def/soc) (cs_face_player True) (sleep_until g_sc_cov_camp_done) ) ) (script dormant sc_qz_cov_camp (begin (ai_vehicle_exit qz_cov_def_cov) (ai_vehicle_exit qz_cov_def_soc) (sleep 30) (cs_run_command_script qz_cov_def_cov cs_cov_camp_elites) (cs_run_command_script qz_cov_def_soc cs_cov_camp_soc) (sleep_until (volume_test_objects tv_qz_cov_def_hill (players)) 30 450) (sleep 15) (if dialogue (print "commander: arbiter! what are you doing here?")) (sleep (ai_play_line qz_cov_def_soc 0170)) (sleep dialogue_pause) (set g_qz_cov_camp_progress True) (sleep 90) (if dialogue (print "spec-ops: the flood is upon us!")) (sleep (ai_play_line qz_cov_def_cov 0190)) (sleep dialogue_pause) (if dialogue (print "commander: we must hold this camp until reinforcements arrive!")) (sleep (ai_play_line qz_cov_def_soc 0200)) (sleep dialogue_pause) (if dialogue (print "spec-ops: may our footsteps never fade!")) (sleep (ai_play_line qz_cov_def_cov 0210)) (sleep dialogue_pause) (sleep 30) (set g_sc_cov_camp_done True) (game_save_no_timeout) ) ) (script dormant attach_absorbers_1 (begin (objects_attach piston_ins absorber_a absorber_ins absorber_a) (objects_attach piston_a absorber_a absorber_a absorber_a) (objects_attach piston_b absorber_a absorber_b absorber_a) (objects_attach piston_c absorber_a absorber_c absorber_a) (objects_attach piston_d absorber_a absorber_d absorber_a) (objects_attach piston_plug_landing absorber_a absorber_plug_landing absorber_a) ) ) (script dormant attach_absorbers_1b (begin (objects_attach piston_e absorber_a absorber_e absorber_a) (objects_attach piston_f absorber_a absorber_f absorber_a) (objects_attach piston_g absorber_a absorber_g absorber_a) (objects_attach piston_h absorber_a absorber_h absorber_a) (objects_attach piston_i absorber_a absorber_i absorber_a) (objects_attach piston_ledge_b absorber_a absorber_ledge_b absorber_a) (objects_attach piston_ledge_c absorber_a absorber_ledge_c absorber_a) ) ) (script dormant attach_controls_1 (begin (if (or (difficulty_heroic) (difficulty_legendary)) (begin (object_destroy_containing "switch_a") (object_destroy_containing "switch_b") (object_destroy_containing "switch_c") (object_destroy_containing "switch_d") )) (objects_attach piston_ins absorber_a ins_switch_a switch) (objects_attach piston_ins absorber_b ins_switch_b switch) (objects_attach piston_ins absorber_c ins_switch_c switch) (objects_attach piston_ins absorber_d ins_switch_d switch) (objects_attach piston_a absorber_a a_switch_a switch) (objects_attach piston_a absorber_b a_switch_b switch) (objects_attach piston_a absorber_c a_switch_c switch) (objects_attach piston_a absorber_d a_switch_d switch) (objects_attach piston_b absorber_a b_switch_a switch) (objects_attach piston_b absorber_b b_switch_b switch) (objects_attach piston_b absorber_c b_switch_c switch) (objects_attach piston_b absorber_d b_switch_d switch) (objects_attach piston_c absorber_a c_switch_a switch) (objects_attach piston_c absorber_b c_switch_b switch) (objects_attach piston_c absorber_c c_switch_c switch) (objects_attach piston_c absorber_d c_switch_d switch) (objects_attach piston_d absorber_a d_switch_a switch) (objects_attach piston_d absorber_b d_switch_b switch) (objects_attach piston_d absorber_c d_switch_c switch) (objects_attach piston_d absorber_d d_switch_d switch) (objects_attach piston_plug_landing absorber_a plug_landing_switch_a switch) (objects_attach piston_plug_landing absorber_b plug_landing_switch_b switch) (objects_attach piston_plug_landing absorber_c plug_landing_switch_c switch) (objects_attach piston_plug_landing absorber_d plug_landing_switch_d switch) ) ) (script dormant attach_controls_1b (begin (objects_attach piston_e absorber_a e_switch_a switch) (objects_attach piston_e absorber_b e_switch_b switch) (objects_attach piston_e absorber_c e_switch_c switch) (objects_attach piston_e absorber_d e_switch_d switch) (objects_attach piston_f absorber_a f_switch_a switch) (objects_attach piston_f absorber_b f_switch_b switch) (objects_attach piston_f absorber_c f_switch_c switch) (objects_attach piston_f absorber_d f_switch_d switch) (objects_attach piston_g absorber_a g_switch_a switch) (objects_attach piston_g absorber_b g_switch_b switch) (objects_attach piston_g absorber_c g_switch_c switch) (objects_attach piston_g absorber_d g_switch_d switch) (objects_attach piston_h absorber_a h_switch_a switch) (objects_attach piston_h absorber_b h_switch_b switch) (objects_attach piston_h absorber_c h_switch_c switch) (objects_attach piston_h absorber_d h_switch_d switch) (objects_attach piston_i absorber_a i_switch_a switch) (objects_attach piston_i absorber_b i_switch_b switch) (objects_attach piston_i absorber_c i_switch_c switch) (objects_attach piston_i absorber_d i_switch_d switch) (objects_attach piston_ledge_b absorber_a ledge_b_switch_a switch) (objects_attach piston_ledge_b absorber_b ledge_b_switch_b switch) (objects_attach piston_ledge_b absorber_c ledge_b_switch_c switch) (objects_attach piston_ledge_b absorber_d ledge_b_switch_d switch) (objects_attach piston_ledge_c absorber_a ledge_c_switch_a switch) (objects_attach piston_ledge_c absorber_b ledge_c_switch_b switch) (objects_attach piston_ledge_c absorber_c ledge_c_switch_c switch) (objects_attach piston_ledge_c absorber_d ledge_c_switch_d switch) ) ) (script dormant open_piston_ins (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_ins) 0) (<= (object_get_shield absorber_ins) 0)) 1) (device_set_position piston_ins 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_ins) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_ins (players)))) (device_set_position piston_ins 0) (device_group_set_immediate group_ins 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_a (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_a) 0) (<= (object_get_shield absorber_a) 0)) 1) (device_set_position piston_a 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_a) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_a (players)))) (device_set_position piston_a 0) (device_group_set_immediate group_a 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_b (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_b) 0) (<= (object_get_shield absorber_b) 0)) 1) (device_set_position piston_b 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_b) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_b (players)))) (device_set_position piston_b 0) (device_group_set_immediate group_b 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_c (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_c) 0) (<= (object_get_shield absorber_c) 0)) 1) (device_set_position piston_c 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_c) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_c (players)))) (device_set_position piston_c 0) (device_group_set_immediate group_c 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_d (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_d) 0) (<= (object_get_shield absorber_d) 0)) 1) (device_set_position piston_d 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_d) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_d (players)))) (device_set_position piston_d 0) (device_group_set_immediate group_d 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_plug_landing (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_plug_landing) 0) (<= (object_get_shield absorber_plug_landing) 0)) 1) (device_set_position piston_plug_landing 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_plug_landing) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_plug_landing (players)))) (device_set_position piston_plug_landing 0) (device_group_set_immediate group_plug_landing 0) (= (structure_bsp_index) 1) )) ) ) (script dormant open_piston_e (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_e) 0) (<= (object_get_shield absorber_e) 0)) 1) (device_set_position piston_e 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_e) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_e (players)))) (device_set_position piston_e 0) (device_group_set_immediate group_e 0) g_piston_control) ) ) ) (script dormant open_piston_f (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_f) 0) (<= (object_get_shield absorber_f) 0)) 1) (device_set_position piston_f 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_f) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_f (players)))) (device_set_position piston_f 0) (device_group_set_immediate group_f 0) g_piston_control) ) ) ) (script dormant open_piston_g (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_g) 0) (<= (object_get_shield absorber_g) 0)) 1) (device_set_position piston_g 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_g) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_g (players)))) (device_set_position piston_g 0) (device_group_set_immediate group_g 0) g_piston_control) ) ) ) (script dormant open_piston_h (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_h) 0) (<= (object_get_shield absorber_h) 0)) 1) (device_set_position piston_h 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_h) (if g_music_06a_07 (set g_music_06a_07 False)) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_h (players)))) (device_set_position piston_h 0) (device_group_set_immediate group_h 0) g_piston_control) ) ) ) (script dormant open_piston_i (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_i) 0) (<= (object_get_shield absorber_i) 0)) 1) (device_set_position piston_i 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_i) (if g_music_06a_06 (set g_music_06a_06 False)) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_i (players)))) (device_set_position piston_i 0) (device_group_set_immediate group_i 0) g_piston_control) ) ) ) (script dormant open_piston_ledge_b (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_ledge_b) 0) (<= (object_get_shield absorber_ledge_b) 0)) 1) (device_set_position piston_ledge_b 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_ledge_b) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_ledge_b (players)))) (device_set_position piston_ledge_b 0) (device_group_set_immediate group_ledge_b 0) g_piston_control) ) ) ) (script dormant open_piston_ledge_c (begin (sleep_until (begin (sleep_until (or (> (device_group_get group_ledge_c) 0) (<= (object_get_shield absorber_ledge_c) 0)) 1) (device_set_position piston_ledge_c 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber absorber_ledge_c) (sleep piston_open_time) (sleep_until (not (volume_test_objects_all tv_piston_ledge_c (players)))) (device_set_position piston_ledge_c 0) (device_group_set_immediate group_ledge_c 0) g_piston_control) ) ) ) (script dormant piston_control (begin (wake attach_absorbers_1) (wake attach_controls_1) (wake open_piston_ins) (wake open_piston_a) (wake open_piston_b) (wake open_piston_c) (wake open_piston_d) (wake open_piston_plug_landing) (sleep_until (= (structure_bsp_index) 1)) (if debug (print "creating bsp 1 objects...")) (object_create_anew_containing "bsp1_weapon") (object_create_anew_containing "bsp1_equip") (wake attach_absorbers_1b) (wake attach_controls_1b) (sleep_forever open_piston_ins) (sleep_forever open_piston_a) (sleep_forever open_piston_b) (sleep_forever open_piston_c) (sleep_forever open_piston_d) (sleep_forever open_piston_plug_landing) (wake open_piston_e) (wake open_piston_f) (wake open_piston_g) (wake open_piston_h) (wake open_piston_i) (wake open_piston_ledge_b) (wake open_piston_ledge_c) (sleep_until (= (structure_bsp_index) 2)) (object_destroy_containing "bsp1_body") (object_destroy_containing "bsp1_weapon") (object_destroy_containing "bsp1_equip") (sleep_forever open_piston_e) (sleep_forever open_piston_f) (sleep_forever open_piston_g) (sleep_forever open_piston_h) (sleep_forever open_piston_i) (sleep_forever open_piston_ledge_b) (sleep_forever open_piston_ledge_c) ) ) (script command cs_pussy_grunt_abort (begin (sleep 1) (object_can_take_damage (ai_actors pussy_grunt)) (ai_set_orders pussy_grunt hall_a_cov) ) ) (script dormant pussy_grunt_abort (begin (sleep_until (volume_test_objects tv_ins_slide_bottom (ai_actors pussy_grunt))) (cs_run_command_script pussy_grunt cs_pussy_grunt_abort) ) ) (script command pussy_grunt_down (begin (wake pussy_grunt_abort) (cs_enable_dialogue True) (cs_enable_pathfinding_failsafe True) (cs_movement_mode 2) (cs_crouch False) (object_cannot_take_damage (ai_actors pussy_grunt)) (sleep_until (>= (device_get_position piston_ins) 0.5) 10) (cs_go_to_and_face insertion/grunt_stand insertion/grunt_shoot) (cs_jump 0 1) (sleep 15) (cs_move_in_direction 0 5 0) ) ) (script command pussy_grunt_shoot (begin (cs_movement_mode 2) (cs_crouch False) (cs_go_to_and_face insertion/grunt_stand insertion/grunt_shoot) (sleep 15) (cs_shoot_point True insertion/grunt_shoot) (sleep_until (<= (object_get_shield absorber_ins) 0) 5) (sleep 15) (cs_shoot_point False insertion/grunt_shoot) (cs_run_command_script pussy_grunt pussy_grunt_down) ) ) (script dormant pussy_grunt (begin (if (>= (ai_combat_status insertion_sen) ai_combat_status_active) (sleep_until (and (<= (object_get_health ins_em_a) 0) (<= (object_get_health ins_em_b) 0) (<= (object_get_health ins_em_c) 0)))) (sleep 45) (if (= (device_get_position piston_ins) 0) (cs_run_command_script pussy_grunt pussy_grunt_shoot)) (sleep_until (volume_test_objects tv_insertion_tube (players)) 5) (cs_run_command_script pussy_grunt pussy_grunt_down) ) ) (script command cs_pussy_grunt (begin (cs_movement_mode 3) (cs_crouch True) (ai_disregard (ai_actors constructors) True) (sleep_until (or (volume_test_objects tv_pussy_grunt (players)) (< (ai_strength pussy_grunt) 1))) (cs_movement_mode 2) (cs_crouch False) (wake pussy_grunt) ) ) (script dormant pussy_grunt_reminder (begin (sleep (* 30 60 5)) (if (not g_pussy_grunt) (begin (sleep_until (volume_test_objects tv_ins_bk (players))) (if (>= (ai_combat_status insertion_sen) ai_combat_status_active) (sleep_until (and (<= (object_get_health ins_em_a) 0) (<= (object_get_health ins_em_b) 0) (<= (object_get_health ins_em_c) 0)))) (sleep 45) (if (= (device_get_position piston_ins) 1) (cs_run_command_script pussy_grunt pussy_grunt_shoot)) )) ) ) (script command cs_miniaturize (begin (object_set_scale (ai_get_object ai_current_actor) 0.3 0) ) ) (script command cs_big (begin (cs_enable_moving True) (sleep (* 30 10)) (object_set_scale (ai_get_object ai_current_actor) 2.1 0) ) ) (script command cs_ins_weld_a (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/p3 insertion/p4) (cs_shoot_point True insertion/p4) (sleep (random_range 300 450)) (cs_shoot_point False insertion/p4) ) ) (script command cs_ins_weld_b (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/p5 insertion/p6) (cs_shoot_point True insertion/p6) (sleep (random_range 150 300)) (cs_shoot_point False insertion/p6) ) ) (script command cs_ins_weld_c (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/p7 insertion/p8) (cs_shoot_point True insertion/p8) (sleep (random_range 45 60)) (cs_shoot_point False insertion/p8) (cs_fly_to_and_face insertion/p9 insertion/p10) (cs_shoot_point True insertion/p10) (sleep (random_range 45 60)) (cs_shoot_point False insertion/p10) ) ) (script command cs_ins_shoot_absorber_slide (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/shoot_slide insertion/target_slide 0.25) (sleep 15) (cs_shoot_point True insertion/target_slide) (sleep_until (<= (object_get_shield absorber_a) 0) 5) (sleep 15) (cs_shoot_point False insertion/target_slide) ) ) (script dormant ins_open_door_slide (begin (ai_place ins_con_slide) (if (= (ai_strength ins_cons) 1) (begin (ai_set_orders ins_con_mid ins_sen_slide) (ai_set_orders ins_con_bk ins_sen_slide) )) (sleep_until (and (volume_test_objects tv_ins_slide_bottom (players)) (objects_can_see_object (players) piston_a 180))) (cs_run_command_script ins_con_slide/shooter cs_ins_shoot_absorber_slide) ) ) (script command cs_ins_runaway (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to insertion/p0) (cs_fly_to insertion/p1) (cs_fly_to insertion/p2) (ai_erase ai_current_actor) ) ) (script command cs_ins_shoot_absorber (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face insertion/shoot_ins insertion/target_ins 0.25) (sleep 15) (cs_shoot_point True insertion/target_ins) (sleep_until (<= (object_get_shield absorber_ins) 0) 5) (wake ins_open_door_slide) (sleep 15) (cs_shoot_point False insertion/target_ins) ) ) (script dormant ins_open_door (begin (sleep_until (and (volume_test_objects tv_ins_bk (players)) (objects_can_see_object (players) piston_ins 180))) (if (= (ai_strength ins_cons) 1) (begin (cs_run_command_script ins_con_bk/shooter cs_ins_shoot_absorber) (set g_cons_open_ins True) )) ) ) (script dormant ai_insertion_emitters (begin (if (difficulty_normal) (begin (begin (set g_insertion_limit 0) (set g_insertion_index 1) ) ) (if (difficulty_heroic) (begin (begin (set g_insertion_limit 0) (set g_insertion_index 2) ) ) (if (difficulty_legendary) (begin (begin (set g_insertion_limit 1) (set g_insertion_index 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count insertion_sentinels) g_insertion_limit)) (if g_insertion_spawn (sleep_forever)) (sleep g_emitter_delay) (set g_insertion_counter 0) (set g_insertion_wave False) (sleep_until (begin (ai_place insertion_sen 1) (set g_insertion_counter (+ g_insertion_counter 1)) (if (= g_insertion_counter g_insertion_index) (set g_insertion_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_insertion_wave) ) g_insertion_spawn) ) ) ) (script static ai_hall_a_em_c (begin (if debug (print "c")) (ai_place hall_a_sen/c) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_a_em_d (begin (if debug (print "d")) (ai_place hall_a_sen/d) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_a_em_g (begin (if debug (print "g")) (ai_place hall_a_sen/g) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_a_em_h (begin (if debug (print "h")) (ai_place hall_a_sen/h) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_hall_a_emitters (begin (if (difficulty_normal) (begin (begin (set g_hall_a_sen_limit 0) (set g_hall_a_em_index 2) ) ) (if (difficulty_heroic) (begin (begin (set g_hall_a_sen_limit 0) (set g_hall_a_em_index 3) ) ) (if (difficulty_legendary) (begin (begin (set g_hall_a_sen_limit 1) (set g_hall_a_em_index 4) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count hall_a_sentinels) g_hall_a_sen_limit)) (if g_hall_a_loops (sleep_forever)) (sleep g_emitter_delay) (set g_hall_a_em_count 0) (set g_hall_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting hall_a_em_c)) (> (object_get_health hall_a_em_c) 0) (> (objects_distance_to_object (players) hall_a_em_c) 0) (< (objects_distance_to_object (players) hall_a_em_c) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_c) ) (if (and (not (unit_is_emitting hall_a_em_d)) (> (object_get_health hall_a_em_d) 0) (> (objects_distance_to_object (players) hall_a_em_d) 0) (< (objects_distance_to_object (players) hall_a_em_d) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_d) ) (if (and (not (unit_is_emitting hall_a_em_g)) (> (object_get_health hall_a_em_g) 0) (> (objects_distance_to_object (players) hall_a_em_g) 0) (< (objects_distance_to_object (players) hall_a_em_g) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_g) ) (if (and (not (unit_is_emitting hall_a_em_h)) (> (object_get_health hall_a_em_h) 0) (> (objects_distance_to_object (players) hall_a_em_h) 0) (< (objects_distance_to_object (players) hall_a_em_h) 9) (<= (random_range 0 10) 3)) (begin (ai_hall_a_em_h) ) (if True (begin (begin (ai_place hall_a_sen) (set g_hall_a_em_count (+ g_hall_a_em_count 1)) ) ) void))))) (if (= g_hall_a_em_count g_hall_a_em_index) (set g_hall_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_hall_a_wave) ) g_hall_a_loops) ) ) ) (script dormant ai_hall_a_const (begin (ai_place hall_a_con_ini) (ai_place hall_a_con_bk) (sleep 30) (sleep_until (< (ai_strength hall_a_cons) 0.8)) (sleep 30) (if debug (print "hall a constructors running away")) (ai_set_orders constructors hall_a_runway) ) ) (script static ai_cond_a_em_a (begin (if debug (print "a")) (ai_place cond_a_sen_a/a) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_c (begin (if debug (print "c")) (ai_place cond_a_sen_a/c) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_e (begin (if debug (print "e")) (ai_place cond_a_sen_a/e) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_f (begin (if debug (print "f")) (ai_place cond_a_sen_a/f) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_g (begin (if debug (print "g")) (ai_place cond_a_sen_a/g) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_h (begin (if debug (print "h")) (ai_place cond_a_sen_a/h) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_i (begin (if debug (print "i")) (ai_place cond_a_sen_b/i) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_j (begin (if debug (print "j")) (ai_place cond_a_sen_b/j) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_k (begin (if debug (print "k")) (ai_place cond_a_sen_b/k) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_l (begin (if debug (print "l")) (ai_place cond_a_sen_b/l) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_m (begin (if debug (print "m")) (ai_place cond_a_sen_b/m) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_n (begin (if debug (print "n")) (ai_place cond_a_sen_b/n) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_cond_a_em_o (begin (if debug (print "o")) (ai_place cond_a_sen_b/o) (set g_cond_a_count (+ g_cond_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_cond_a_emitters_fr (begin (if (difficulty_normal) (begin (begin (set g_cond_a_limit 0) (set g_cond_a_index 2) ) ) (if (difficulty_heroic) (begin (begin (set g_cond_a_limit 0) (set g_cond_a_index 3) ) ) (if (difficulty_legendary) (begin (begin (set g_cond_a_limit 1) (set g_cond_a_index 4) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count cond_a_sentinels) g_cond_a_limit)) (if (difficulty_legendary) (sleep g_emitter_delay) (sleep (* g_emitter_delay 2))) (if g_cond_a_front (sleep_forever)) (set g_cond_a_count 0) (set g_cond_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting cond_a_em_c)) (> (object_get_health cond_a_em_c) 0) (> (objects_distance_to_object (players) cond_a_em_c) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_c) ) (if (and (not (unit_is_emitting cond_a_em_f)) (> (object_get_health cond_a_em_f) 0) (> (objects_distance_to_object (players) cond_a_em_f) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_f) ) (if (and (not (unit_is_emitting cond_a_em_g)) (> (object_get_health cond_a_em_g) 0) (> (objects_distance_to_object (players) cond_a_em_g) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_g) ) (if (and (not (unit_is_emitting cond_a_em_e)) (> (object_get_health cond_a_em_e) 0) (> (objects_distance_to_object (players) cond_a_em_e) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_e) ) (if (and (not (unit_is_emitting cond_a_em_h)) (> (object_get_health cond_a_em_h) 0) (> (objects_distance_to_object (players) cond_a_em_h) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_h) ) (if (and (not (unit_is_emitting cond_a_em_a)) (> (object_get_health cond_a_em_a) 0) (> (objects_distance_to_object (players) cond_a_em_a) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_a) ) (if True (begin (begin (ai_place cond_a_sen_a) (set g_cond_a_count (+ g_cond_a_count 1)) ) ) void))))))) (if (= g_cond_a_count g_cond_a_index) (set g_cond_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_cond_a_wave) ) g_cond_a_front) ) ) ) (script dormant ai_cond_a_emitters_bk (begin (sleep_until (begin (sleep_until (<= (ai_living_count cond_a_sentinels) g_cond_a_limit)) (if (difficulty_legendary) (sleep g_emitter_delay) (sleep (* g_emitter_delay 2))) (if g_cond_a_back (sleep_forever)) (set g_cond_a_count 0) (set g_cond_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting cond_a_em_k)) (> (object_get_health cond_a_em_k) 0) (> (objects_distance_to_object (players) cond_a_em_k) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_k) ) (if (and (not (unit_is_emitting cond_a_em_o)) (> (object_get_health cond_a_em_o) 0) (> (objects_distance_to_object (players) cond_a_em_o) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_o) ) (if (and (not (unit_is_emitting cond_a_em_n)) (> (object_get_health cond_a_em_n) 0) (> (objects_distance_to_object (players) cond_a_em_n) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_n) ) (if (and (not (unit_is_emitting cond_a_em_j)) (> (object_get_health cond_a_em_j) 0) (> (objects_distance_to_object (players) cond_a_em_j) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_j) ) (if (and (not (unit_is_emitting cond_a_em_l)) (> (object_get_health cond_a_em_l) 0) (> (objects_distance_to_object (players) cond_a_em_l) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_l) ) (if (and (not (unit_is_emitting cond_a_em_m)) (> (object_get_health cond_a_em_m) 0) (> (objects_distance_to_object (players) cond_a_em_m) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_m) ) (if (and (not (unit_is_emitting cond_a_em_i)) (> (object_get_health cond_a_em_i) 0) (> (objects_distance_to_object (players) cond_a_em_i) 5) (<= (random_range 0 10) 3)) (begin (ai_cond_a_em_i) ) (if True (begin (begin (ai_place cond_a_sen_b) (set g_cond_a_count (+ g_cond_a_count 1)) ) ) void)))))))) (if (= g_cond_a_count g_cond_a_index) (set g_cond_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_cond_a_wave) ) g_cond_a_back) ) ) ) (script dormant ai_cond_a_back_ini (begin (if (difficulty_normal) (begin (set g_cond_a_bk_limit 2) ) (if (difficulty_heroic) (begin (set g_cond_a_bk_limit 3) ) (if (difficulty_legendary) (begin (set g_cond_a_bk_limit 4) ) void))) (sleep 180) (begin_random (begin (ai_place cond_a_sen_b/j) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (sleep (random_range 5 15)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) ) (begin (ai_place cond_a_sen_b/k) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (sleep (random_range 5 15)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) ) (begin (ai_place cond_a_sen_b/m) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (sleep (random_range 5 15)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) ) (begin (ai_place cond_a_sen_b/o) (set g_cond_a_bk_count (+ g_cond_a_bk_count 1)) (if (= g_cond_a_bk_count g_cond_a_bk_limit) (sleep_forever)) (sleep (random_range 5 15)) ) ) ) ) (script command cs_cond_a_sen_e (begin (cs_fly_to cond_a/p0) ) ) (script dormant cond_a_delay (begin (sleep 90) (set g_cond_a_continue True) ) ) (script dormant cond_a_initial_delay (begin (sleep_until (begin (if (not (volume_test_objects_all tv_conduit_a (players))) (begin (set g_cond_a_continue True) ) (if (<= (ai_living_count cond_a_sentinels) 0) (begin (wake cond_a_delay) ) void)) g_cond_a_continue) ) ) ) (script static ai_hall_b_em_b (begin (if debug (print "b")) (ai_place hall_b_sen/b) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_d (begin (if debug (print "d")) (ai_place hall_b_sen/d) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_e (begin (if debug (print "e")) (ai_place hall_b_sen/e) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_f (begin (if debug (print "f")) (ai_place hall_b_sen/f) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_hall_b_em_g (begin (if debug (print "g")) (ai_place hall_b_sen/g) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_hall_b_emitters (begin (if (difficulty_normal) (begin (begin (set g_hall_b_sen_limit 0) (set g_hall_b_em_index 3) ) ) (if (difficulty_heroic) (begin (begin (set g_hall_b_sen_limit 0) (set g_hall_b_em_index 4) ) ) (if (difficulty_legendary) (begin (begin (set g_hall_b_sen_limit 1) (set g_hall_b_em_index 5) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count hall_b_sentinels) g_hall_b_sen_limit)) (if g_hall_b_loops (sleep_forever)) (sleep g_emitter_delay) (set g_hall_b_em_count 0) (set g_hall_b_wave False) (sleep_until (begin (if (and (not (unit_is_emitting hall_b_em_b)) (> (object_get_health hall_b_em_b) 0) (> (objects_distance_to_object (players) hall_b_em_b) 0) (< (objects_distance_to_object (players) hall_b_em_b) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_d) ) (if (and (not (unit_is_emitting hall_b_em_d)) (> (object_get_health hall_b_em_d) 0) (> (objects_distance_to_object (players) hall_b_em_d) 0) (< (objects_distance_to_object (players) hall_b_em_d) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_d) ) (if (and (not (unit_is_emitting hall_b_em_e)) (> (object_get_health hall_b_em_e) 0) (> (objects_distance_to_object (players) hall_b_em_e) 0) (< (objects_distance_to_object (players) hall_b_em_e) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_e) ) (if (and (not (unit_is_emitting hall_b_em_f)) (> (object_get_health hall_b_em_f) 0) (> (objects_distance_to_object (players) hall_b_em_f) 0) (< (objects_distance_to_object (players) hall_b_em_f) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_f) ) (if (and (not (unit_is_emitting hall_b_em_g)) (> (object_get_health hall_b_em_g) 0) (> (objects_distance_to_object (players) hall_b_em_g) 0) (< (objects_distance_to_object (players) hall_b_em_g) 10) (<= (random_range 0 10) 3)) (begin (ai_hall_b_em_g) ) (if True (begin (begin (ai_place hall_b_sen) (set g_hall_b_em_count (+ g_hall_b_em_count 1)) ) ) void)))))) (if (= g_hall_b_em_count g_hall_b_em_index) (set g_hall_b_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_hall_b_wave) ) g_hall_b_loops) ) ) ) (script command cs_plug_launch_enforcer (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to plug_launch/p0) ) ) (script static ai_plug_launch_em_a (begin (if debug (print "a")) (ai_place plug_launch_sen/a) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_b (begin (if debug (print "b")) (ai_place plug_launch_sen/b) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_c (begin (if debug (print "c")) (ai_place plug_launch_sen/c) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_d (begin (if debug (print "d")) (ai_place plug_launch_sen/d) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_e (begin (if debug (print "e")) (ai_place plug_launch_sen/e) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_f (begin (if debug (print "f")) (ai_place plug_launch_sen/f) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_g (begin (if debug (print "g")) (ai_place plug_launch_sen/g) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_launch_em_h (begin (if debug (print "h")) (ai_place plug_launch_sen/h) (set g_plug_launch_count (+ g_plug_launch_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_plug_launch_em (begin (if (difficulty_normal) (begin (begin (set g_plug_launch_limit 0) (set g_plug_launch_index 2) (if debug (print "emitters off")) (sleep_forever) ) ) (if (difficulty_heroic) (begin (begin (set g_plug_launch_limit 0) (set g_plug_launch_index 3) (sleep_until g_plug_launch_em_heroic) (if debug (print "emitters on")) ) ) (if (difficulty_legendary) (begin (begin (set g_plug_launch_limit 0) (set g_plug_launch_index 4) (if debug (print "emitters on")) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_launch_sentinels) g_plug_launch_limit)) (if g_plug_launch_loops (sleep_forever)) (sleep g_emitter_delay) (set g_plug_launch_count 0) (set g_plug_launch_wave False) (sleep_until (begin (if (and (not (unit_is_emitting plug_launch_em_a)) (> (object_get_health plug_launch_em_a) 0) (> (objects_distance_to_object (players) plug_launch_em_a) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_a) ) (if (and (not (unit_is_emitting plug_launch_em_b)) (> (object_get_health plug_launch_em_b) 0) (> (objects_distance_to_object (players) plug_launch_em_b) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_b) ) (if (and (not (unit_is_emitting plug_launch_em_c)) (> (object_get_health plug_launch_em_c) 0) (> (objects_distance_to_object (players) plug_launch_em_c) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_c) ) (if (and (not (unit_is_emitting plug_launch_em_d)) (> (object_get_health plug_launch_em_d) 0) (> (objects_distance_to_object (players) plug_launch_em_d) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_d) ) (if (and (not (unit_is_emitting plug_launch_em_e)) (> (object_get_health plug_launch_em_e) 0) (> (objects_distance_to_object (players) plug_launch_em_e) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_e) ) (if (and (not (unit_is_emitting plug_launch_em_f)) (> (object_get_health plug_launch_em_f) 0) (> (objects_distance_to_object (players) plug_launch_em_f) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_f) ) (if (and (not (unit_is_emitting plug_launch_em_g)) (> (object_get_health plug_launch_em_g) 0) (> (objects_distance_to_object (players) plug_launch_em_g) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_g) ) (if (and (not (unit_is_emitting plug_launch_em_g)) (> (object_get_health plug_launch_em_g) 0) (> (objects_distance_to_object (players) plug_launch_em_g) 10) (<= (random_range 0 10) 3)) (begin (ai_plug_launch_em_g) ) (if True (begin (begin (ai_place plug_launch_sen) (set g_plug_launch_count (+ g_plug_launch_count 1)) ) ) void))))))))) (if (= g_plug_launch_count g_plug_launch_index) (set g_plug_launch_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plug_launch_wave) ) g_plug_launch_loops) ) ) ) (script static absorber05_count (begin (if (<= (object_get_shield plugabsorber05) 0) 0 1) ) ) (script static absorber06_count (begin (if (<= (object_get_shield plugabsorber06) 0) 0 1) ) ) (script static absorber07_count (begin (if (<= (object_get_shield plugabsorber07) 0) 0 1) ) ) (script static absorber08_count (begin (if (<= (object_get_shield plugabsorber08) 0) 0 1) ) ) (script static absorber_totalcount (begin (+ (absorber05_count) (absorber06_count) (absorber07_count) (absorber08_count)) ) ) (script dormant plug_rods08 (begin (sleep_until (or (> (device_group_get group_plug_c) 0) (<= (object_get_shield plugabsorber08) 0)) 5) (device_set_position plug_thin_fr 1) (device_set_position plug_thick_fr 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber08) ) ) (script dormant plug_rods07 (begin (sleep_until (or (> (device_group_get group_plug_d) 0) (<= (object_get_shield plugabsorber07) 0)) 5) (device_set_position plug_thin_br 1) (device_set_position plug_thick_br 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber07) ) ) (script dormant plug_rods06 (begin (sleep_until (or (> (device_group_get group_plug_a) 0) (<= (object_get_shield plugabsorber06) 0)) 5) (device_set_position plug_thin_bl 1) (device_set_position plug_thick_bl 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber06) ) ) (script dormant plug_rods05 (begin (sleep_until (or (> (device_group_get group_plug_b) 0) (<= (object_get_shield plugabsorber05) 0)) 5) (device_set_position plug_thin_fl 1) (device_set_position plug_thick_fl 1) (damage_object scenarios\objects\solo\sentinelhq\door_piston_absorber\damage_effects\damage_absorber plugabsorber05) ) ) (script static test_ab (begin (object_set_shield plugabsorber08 0) (object_set_shield plugabsorber07 0) (object_set_shield plugabsorber06 0) (object_set_shield plugabsorber05 0) ) ) (script dormant plug_absorbers (begin (objects_attach plug absorber_a01 plugabsorber06 absorber) (objects_attach plug absorber_b01 plugabsorber05 absorber) (objects_attach plug absorber_c01 plugabsorber08 absorber) (objects_attach plug absorber_d01 plugabsorber07 absorber) (objects_attach plug switch plug_switch_housing ) (objects_attach plug absorber_a01 plug_switch_a switch) (objects_attach plug absorber_b01 plug_switch_b switch) (objects_attach plug absorber_c01 plug_switch_c switch) (objects_attach plug absorber_d01 plug_switch_d switch) (game_save) (wake plug_rods08) (wake plug_rods07) (wake plug_rods06) (wake plug_rods05) (wake sc_plug_launch) (sleep 90) (if debug (print "only 4 more to go!!")) (sleep_until (<= (absorber_totalcount) 3)) (if debug (print "absorber activated!")) (sleep_until (<= (absorber_totalcount) 2)) (if debug (print "absorber activated!")) (set g_plug_launch_em_heroic True) (sleep_until (<= (absorber_totalcount) 1)) (if debug (print "absorber activated!")) (set g_final_lock True) (sleep_until (<= (absorber_totalcount) 0)) (if debug (print "absorber activated!")) (set g_flip_switch True) (device_set_position plug_switch_housing 1) (ai_set_orders covenant plug_cov) (sleep_until (>= (device_get_position plug_switch_housing) 1) 1 120) (sleep 30) (object_create plug_switch) (objects_attach plug_switch_housing switch plug_switch ) (device_set_power plug_switch 1) (device_set_position plug_switch 1) (sleep 30) (sleep_until (>= (device_get_position plug_switch) 1) 1) (device_group_change_only_once_more_set plug True) (sleep_until (<= (device_get_position plug_switch) 0) 1) (sleep 60) (device_set_power plug_switch 0) (set g_plug_move True) ) ) (script command cs_gap_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by wall_gap/p1 4) (cs_fly_by wall_gap/p2 4) (wake sc_plug_ride) (cs_fly_by wall_gap/p3 4) (cs_fly_by wall_gap/p9 7) (if debug (print "placing enforcer...")) (ai_place plug_holder_enforcer) (cs_fly_to_and_face wall_gap/p10 wall_gap/p20 3) (device_group_change_only_once_more_set plug_door_a False) (sleep 1) (if debug (print "opening door... (closing the one behind you)")) (device_set_position plug_door_a 0) (device_set_position plug_door_b 1) (sleep 1) (if debug (print "placing eliminators...")) (ai_place plug_holder_sen_elim 2) (sleep 1) (sleep (* 30 5)) (if debug (print "placing initial flood...")) (ai_place plug_holder_flood_a 1) (ai_place plug_holder_flood_d) (ai_place plug_holder_flood_c) (ai_place plug_holder_flood_d 1) (set g_plug_ride_enforcer True) (cs_vehicle_speed 0.4) (cs_fly_by wall_gap/p11 2) (cs_fly_by wall_gap/p12 2) (cs_fly_to_and_face wall_gap/p13 wall_gap/p15 10) (cs_vehicle_speed 1) (wake objective_floodwall_set) (cs_fly_by wall_gap/p15 10) (cs_fly_by wall_gap/p16 10) (ai_erase ai_current_squad) ) ) (script static test_phantom (begin (ai_place gap_phantom) (sleep 1) (cs_run_command_script gap_phantom cs_gap_phantom) ) ) (script dormant lower_shield (begin (if debug (print "containment-field created")) (object_create containment_field) (sleep_until g_lower_shield 5) (if debug (print "lowering the containment-shield")) (device_set_position containment_field 1) (sleep_until (>= (device_get_position containment_field) 1)) (object_destroy containment_field) ) ) (script dormant bsp0_cleanup (begin (if debug (print "bsp 0 cleanup...")) (object_destroy_containing "bsp0_body") (object_destroy_containing "bsp0_weapon") (object_destroy_containing "bsp0_equip") (object_destroy_containing "bsp0_crate") (object_destroy_containing "ins_em") (object_destroy_containing "hall_a_em") (object_destroy_containing "cond_a_em") (object_destroy_containing "hall_b_em") (object_destroy_containing "plug_launch_em") (object_destroy piston_ins) (object_destroy piston_a) (object_destroy piston_b) (object_destroy piston_c) (object_destroy absorber_ins) (object_destroy absorber_a) (object_destroy absorber_a) (object_destroy absorber_b) (object_destroy absorber_c) (ai_erase insertion_sentinels) (ai_erase hall_a_sentinels) (ai_erase cond_a_sentinels) (ai_erase hall_b_sentinels) ) ) (script dormant cs_move_plug (begin (wake lower_shield) (sound_impulse_start sound\visual_effects\sentinel_wall_power_down none 1) (ai_kill plug_launch_sen) (ai_kill plug_launch_enforcer) (begin_random (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_a emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_b emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_c emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_d emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_e emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_f emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_g emitter 2) ) (begin (sleep (random_range 0 10)) (object_damage_damage_section plug_launch_em_h emitter 2) ) ) (sleep 30) (device_set_position plug_keylock_c 1) (device_set_position plug_keylock_d 1) (if debug (print "opening door...")) (device_set_position plug_door_a 1) (object_create plug_doors_open) (sleep_until (>= (device_get_position plug_door_a) 0.5) 10) (data_mine_set_mission_segment "enc_plug_across") (sleep 15) (set g_music_06a_04 True) (if debug (print "plug down...")) (object_dynamic_simulation_disable plug False) (sleep 1) (device_set_position_track plug plug_down 0) (device_animate_position plug 1 2 0.05 0.25 False) (sleep_until (and (>= (device_get_position plug_door_a) 1) (volume_test_objects_all tv_plug_down (players)))) (object_destroy plug_keylock_c) (object_destroy plug_keylock_d) (wake chapter_remorse) (wake objective_lower_specific_clear) (sleep 30) (device_set_power plug_switch 0) (device_set_position plug_switch_housing 0) (object_destroy plug_switch) (sleep 30) (sleep_until (volume_test_objects_all tv_plug_down (ai_actors covenant)) 30 (* 30 10)) (if debug (print "initializing tartersauce...")) (ai_place gap_phantom) (game_save) (if debug (print "plug across...")) (device_set_position_track plug plug_across 0) (device_animate_position plug 1 60 5 5 False) (sleep 5) (sleep_until (>= (device_get_position plug) 0.035) 1) (if debug (print "g_lower_shield set to 1")) (sleep_until (>= (device_get_position plug) 0.15) 5) (set g_lower_shield True) (sleep_until (>= (device_get_position plug) 0.5) 5) (game_save_no_timeout) (wake bsp0_cleanup) (sleep_until (>= (device_get_position plug) 1)) (sleep 30) (if debug (print "plug up...")) (device_set_position_track plug plug_up 0) (device_animate_position plug 1 3 0.1 1 False) (ai_set_orders plug_holder_enforcer plugholder_enforcer) (sleep_until (>= (device_get_position plug) 1) 10) (sleep 1) (object_dynamic_simulation_disable plug True) (set g_music_06a_05 True) (device_set_position plug_lock_a 1) (device_set_position plug_lock_b 1) (device_set_position plug_lock_c 1) (device_set_position plug_lock_d 1) (device_set_position plug_lock_e 1) (device_set_position plug_lock_f 1) ) ) (script command cs_gap_flood_jump (begin (cs_enable_moving True) (sleep (random_range 20 50)) (cs_jump 30 5) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep (* 30 3)) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script static gap_flood_jump (begin (cs_run_command_script ai_current_squad cs_gap_flood_jump) ) ) (script command invulnerable (begin (cs_enable_moving True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_certain)) (sleep (* 30 1)) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script static make_invulnerable (begin (cs_run_command_script ai_current_squad invulnerable) ) ) (script dormant close_plugholder_door (begin (sleep 150) (sleep_until (and (not (volume_test_objects tv_plugholder_a (players))) (not (volume_test_objects tv_plugholder_b (players))))) (device_set_position plugholder_door 0) ) ) (script static ai_plug_holder_em_a (begin (if debug (print "a")) (ai_place plug_holder_sen/a) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_b (begin (if debug (print "b")) (ai_place plug_holder_sen/b) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_d (begin (if debug (print "d")) (ai_place plug_holder_sen/d) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_f (begin (if debug (print "f")) (ai_place plug_holder_sen/f) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_h (begin (if debug (print "h")) (ai_place plug_holder_sen/h) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_em_i (begin (if debug (print "i")) (ai_place plug_holder_sen/i) (set g_plug_holder_count (+ g_plug_holder_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_plug_holder_em (begin (if (difficulty_normal) (begin (begin (set g_plug_holder_limit 0) (set g_plug_holder_index 2) (set g_plug_holder_wave_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_plug_holder_limit 0) (set g_plug_holder_index 3) (set g_plug_holder_wave_limit 2) ) ) (if (difficulty_legendary) (begin (begin (set g_plug_holder_limit 1) (set g_plug_holder_index 4) (set g_plug_holder_wave_limit 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_sentinels) g_plug_holder_limit)) (if g_plugholder_progress (sleep_forever)) (sleep g_emitter_delay) (set g_plug_holder_count 0) (set g_plug_holder_wave False) (sleep_until (begin (if (and (not (unit_is_emitting plug_holder_em_a)) (> (object_get_health plug_holder_em_a) 0) (> (objects_distance_to_object (players) plug_holder_em_a) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_a) ) (if (and (not (unit_is_emitting plug_holder_em_b)) (> (object_get_health plug_holder_em_b) 0) (> (objects_distance_to_object (players) plug_holder_em_b) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_b) ) (if (and (not (unit_is_emitting plug_holder_em_d)) (> (object_get_health plug_holder_em_d) 0) (> (objects_distance_to_object (players) plug_holder_em_d) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_d) ) (if (and (not (unit_is_emitting plug_holder_em_f)) (> (object_get_health plug_holder_em_f) 0) (> (objects_distance_to_object (players) plug_holder_em_f) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_f) ) (if (and (not (unit_is_emitting plug_holder_em_h)) (> (object_get_health plug_holder_em_h) 0) (> (objects_distance_to_object (players) plug_holder_em_h) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_h) ) (if (and (not (unit_is_emitting plug_holder_em_i)) (> (object_get_health plug_holder_em_i) 0) (> (objects_distance_to_object (players) plug_holder_em_i) 6) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_em_i) ) (if True (begin (begin (ai_place plug_holder_sen) (set g_plug_holder_count (+ g_plug_holder_count 1)) (if debug (print "placing random sentinel (or none at all)...")) ) ) void))))))) (if (= g_plug_holder_count g_plug_holder_index) (set g_plug_holder_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plug_holder_wave) ) (set g_plug_holder_wave_count (+ g_plug_holder_wave_count 1)) (if (= g_plug_holder_wave_count g_plug_holder_wave_limit) (set g_plugholder_progress True)) g_plugholder_progress) ) ) ) (script dormant ai_plug_holder_em_elim (begin (sleep_until (<= (ai_living_count plug_holder_enforcer) 0)) (if debug (print "plug holder enforcer dead. initializing eliminators...")) (sleep g_emitter_delay) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_sen_elim) 0)) (if g_plugholder_progress (sleep_forever)) (if debug (print "eliminator!")) (ai_place plug_holder_sen_elim) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plugholder_progress) ) ) ) (script dormant ai_plug_holder_flood (begin (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_flood) 1)) (if g_plugholder_progress (sleep_forever)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (volume_test_objects tv_plugholder_a (players)) (begin (begin (if debug (print "placing flood a...")) (ai_place plug_holder_flood_c) (ai_place plug_holder_flood_d) ) ) (if (volume_test_objects tv_plugholder_b (players)) (begin (begin (if debug (print "placing flood b...")) (ai_place plug_holder_flood_a) (ai_place plug_holder_flood_b) ) ) void)) g_plugholder_progress) ) ) ) (script static ai_plug_holder_bk_em_a (begin (if debug (print "a back")) (ai_place plug_holder_bk_sen/a) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_b (begin (if debug (print "b back")) (ai_place plug_holder_bk_sen/b) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_c (begin (if debug (print "c back")) (ai_place plug_holder_bk_sen/c) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_d (begin (if debug (print "d back")) (ai_place plug_holder_bk_sen/d) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_e (begin (if debug (print "e back")) (ai_place plug_holder_bk_sen/e) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_plug_holder_bk_em_f (begin (if debug (print "f back")) (ai_place plug_holder_bk_sen/f) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_plug_holder_bk_em (begin (sleep_until (<= (ai_living_count plug_holder_sentinels) 2)) (if (difficulty_normal) (begin (begin (set g_plug_holder_bk_limit 0) (set g_plug_holder_bk_index 1) ) ) (if (difficulty_heroic) (begin (begin (set g_plug_holder_bk_limit 0) (set g_plug_holder_bk_index 2) ) ) (if (difficulty_legendary) (begin (begin (set g_plug_holder_bk_limit 1) (set g_plug_holder_bk_index 2) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_sentinels_bk) g_plug_holder_bk_limit)) (if g_plug_holder_bk_loops (sleep_forever)) (sleep g_emitter_delay) (set g_plug_holder_bk_count 0) (set g_plug_holder_bk_wave False) (sleep_until (begin (if (and (not (unit_is_emitting plug_holder_bk_em_a)) (> (object_get_health plug_holder_bk_em_a) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_a) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_a) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_a) ) (if (and (not (unit_is_emitting plug_holder_bk_em_b)) (> (object_get_health plug_holder_bk_em_b) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_b) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_b) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_b) ) (if (and (not (unit_is_emitting plug_holder_bk_em_c)) (> (object_get_health plug_holder_bk_em_c) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_c) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_c) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_c) ) (if (and (not (unit_is_emitting plug_holder_bk_em_d)) (> (object_get_health plug_holder_bk_em_d) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_d) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_d) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_d) ) (if (and (not (unit_is_emitting plug_holder_bk_em_e)) (> (object_get_health plug_holder_bk_em_e) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_e) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_e) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_e) ) (if (and (not (unit_is_emitting plug_holder_bk_em_f)) (> (object_get_health plug_holder_bk_em_f) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_f) 0) (> (objects_distance_to_object (players) plug_holder_bk_em_f) 8) (<= (random_range 0 10) 3)) (begin (ai_plug_holder_bk_em_f) ) (if True (begin (begin (ai_place plug_holder_bk_sen) (set g_plug_holder_bk_count (+ g_plug_holder_bk_count 1)) ) ) void))))))) (if (= g_plug_holder_bk_count g_plug_holder_bk_index) (set g_plug_holder_bk_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_plug_holder_bk_wave) ) g_plug_holder_bk_loops) ) ) ) (script dormant ai_plugholder_flood_bk (begin (if (difficulty_normal) (begin (set g_plugholder_bk_flood_limit 4) ) (if (difficulty_heroic) (begin (set g_plugholder_bk_flood_limit 5) ) (if (difficulty_legendary) (begin (set g_plugholder_bk_flood_limit 6) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_flood_bk) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (ai_place plugholder_bk_flood_a) (ai_place plugholder_bk_infec_a) (set g_plugholder_bk_flood_count (+ g_plugholder_bk_flood_count 1)) (if (= g_plugholder_bk_flood_count g_plugholder_bk_flood_limit) (set g_plugholder_bk_a True)) g_plugholder_bk_a) ) (set g_plugholder_bk_flood_count 0) (sleep_until (begin (sleep_until (<= (ai_living_count plug_holder_flood_bk) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (ai_place plugholder_bk_flood_b) (ai_place plugholder_bk_infec_b) (set g_plugholder_bk_flood_count (+ g_plugholder_bk_flood_count 1)) (if (= g_plugholder_bk_flood_count g_plugholder_bk_flood_limit) (set g_plugholder_bk_b True)) g_plugholder_bk_b) ) ) ) (script dormant ai_plugholder_infec_bk_a (begin (sleep_until (>= g_plugholder_bk_flood_count 2)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_a) (sleep_until (>= g_plugholder_bk_flood_count 4)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_a) (sleep_until (>= g_plugholder_bk_flood_count 6)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_a) ) ) (script dormant ai_plugholder_infec_bk_b (begin (sleep_until (>= g_plugholder_bk_flood_count 2)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_b) (sleep_until (>= g_plugholder_bk_flood_count 4)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_b) (sleep_until (>= g_plugholder_bk_flood_count 6)) (if debug (print "infection forms...")) (ai_place plugholder_bk_infec_b) ) ) (script dormant kill_hall_c_marines (begin (begin_random (begin (ai_kill hall_c_marines/a) (sleep 5) ) (begin (ai_kill hall_c_marines/b) (sleep 5) ) (begin (ai_kill hall_c_marines/c) (sleep 5) ) (begin (ai_kill hall_c_marines/d) (sleep 5) ) ) ) ) (script dormant ai_hall_c_ini (begin (ai_place hall_c_marines) (ai_place hall_c_flood_far) (wake sc_marines_b) (ai_place hall_c_infec) ) ) (script static ai_hall_c_flood_d (begin (if (< (ai_living_count hall_c_flood) 3) (begin (ai_place hall_c_flood_d) (set g_hall_c_flood_count (+ g_hall_c_flood_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) )) ) ) (script static ai_hall_c_flood_e (begin (if (< (ai_living_count hall_c_flood) 3) (begin (ai_place hall_c_flood_e) (set g_hall_c_flood_count (+ g_hall_c_flood_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) )) ) ) (script static ai_hall_c_flood_f (begin (if (< (ai_living_count hall_c_flood) 3) (begin (ai_place hall_c_flood_f) (set g_hall_c_flood_count (+ g_hall_c_flood_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) )) ) ) (script dormant ai_hall_c_flood_spawn (begin (sleep_until (begin (if (volume_test_objects tv_hall_c_d (players)) (begin (ai_hall_c_flood_e) ) (if (volume_test_objects tv_hall_c_e (players)) (begin (ai_hall_c_flood_f) ) void)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (>= g_hall_c_flood_count g_hall_c_flood_index) True False) )) ) ) (script dormant ai_ledge_a_initial (begin (ai_place ledge_a_enforcer) (ai_place ledge_a_sen_ini) (ai_place ledge_a_flood_ini) ) ) (script dormant ai_ledge_a_location (begin (sleep_until (begin (if (volume_test_objects tv_ledge_a (players)) (begin (set g_ledge_a_player_loc 1) ) (if (volume_test_objects tv_ledge_a_top_b (players)) (begin (set g_ledge_a_player_loc 2) ) (if (volume_test_objects tv_ledge_a_top_c (players)) (begin (set g_ledge_a_player_loc 3) ) (if (volume_test_objects tv_ledge_a_top_d1 (players)) (begin (set g_ledge_a_player_loc 4) ) (if (volume_test_objects tv_ledge_a_top_d2 (players)) (begin (set g_ledge_a_player_loc 5) ) (if (volume_test_objects tv_ledge_a_top_e (players)) (begin (set g_ledge_a_player_loc 6) ) (if (volume_test_objects tv_ledge_a_top_f (players)) (begin (set g_ledge_a_player_loc 7) ) (if (volume_test_objects tv_ledge_a_top_g (players)) (begin (set g_ledge_a_player_loc 8) ) (if (volume_test_objects tv_ledge_a_bot_a (players)) (begin (set g_ledge_a_player_loc 9) ) (if (volume_test_objects tv_ledge_a_bot_b (players)) (begin (set g_ledge_a_player_loc 10) ) void)))))))))) False) ) ) ) (script static ai_ledge_a_flood_b (begin (if debug (print "flood b")) (ai_place ledge_a_flood_b) ) ) (script static ai_ledge_a_flood_c (begin (if debug (print "flood c")) (ai_place ledge_a_flood_c) ) ) (script static ai_ledge_a_flood_e (begin (if debug (print "flood e")) (ai_place ledge_a_flood_e) ) ) (script static ai_ledge_a_flood_f (begin (if debug (print "flood f")) (ai_place ledge_a_flood_f) ) ) (script dormant ai_ledge_a_flood_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count ledge_a_flood) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= g_ledge_a_player_loc 2) (begin (ai_ledge_a_flood_b) ) (if (= g_ledge_a_player_loc 3) (begin (ai_ledge_a_flood_c) ) (if (= g_ledge_a_player_loc 6) (begin (ai_ledge_a_flood_e) ) (if (= g_ledge_a_player_loc 7) (begin (ai_ledge_a_flood_f) ) void)))) (or (>= (ai_spawn_count ledge_a_flood) 16) g_ledge_a_spawn) )) (sleep_until (begin (sleep_until (<= (ai_living_count ledge_a_flood) 2)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= g_ledge_a_player_loc 6) (begin (ai_ledge_a_flood_e) ) (if (= g_ledge_a_player_loc 7) (begin (ai_ledge_a_flood_f) ) void)) (or (>= (ai_spawn_count ledge_a_flood) 32) g_ledge_a_spawn) )) ) ) (script dormant ai_ledge_a_flood_bot_a (begin (sleep_until (volume_test_objects tv_ledge_a_bot_a (players))) (ai_place ledge_a_flood_bot_a) ) ) (script dormant ai_ledge_a_flood_bot_b (begin (sleep_until (volume_test_objects tv_ledge_a_bot_b (players))) (ai_place ledge_a_flood_bot_b) ) ) (script static ai_ledge_a_em_a (begin (if debug (print "a")) (ai_place ledge_a_sen/a) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_b (begin (if debug (print "b")) (ai_place ledge_a_sen/b) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_c (begin (if debug (print "c")) (ai_place ledge_a_sen/c) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_d (begin (if debug (print "d")) (ai_place ledge_a_sen/d) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_e (begin (if debug (print "e")) (ai_place ledge_a_sen/e) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_f (begin (if debug (print "f")) (ai_place ledge_a_sen/f) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_g (begin (if debug (print "g")) (ai_place ledge_a_sen/g) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_h (begin (if debug (print "h")) (ai_place ledge_a_sen/h) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script static ai_ledge_a_em_i (begin (if debug (print "i")) (ai_place ledge_a_sen/i) (set g_ledge_a_count (+ g_ledge_a_count 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) ) ) (script dormant ai_ledge_a_emitters (begin (if (difficulty_normal) (begin (begin (set g_ledge_a_sen_limit 0) (set g_ledge_a_index 2) ) ) (if (difficulty_heroic) (begin (begin (set g_ledge_a_sen_limit 0) (set g_ledge_a_index 2) ) ) (if (difficulty_legendary) (begin (begin (set g_ledge_a_sen_limit 1) (set g_ledge_a_index 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count ledge_a_sentinels) g_ledge_a_sen_limit)) (sleep g_emitter_delay) (set g_ledge_a_count 0) (set g_ledge_a_wave False) (sleep_until (begin (if (and (not (unit_is_emitting ledge_a_em_a)) (> (object_get_health ledge_a_em_a) 0) (> (objects_distance_to_object (players) ledge_a_em_a) 0) (< (objects_distance_to_object (players) ledge_a_em_a) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_a) ) (if (and (not (unit_is_emitting ledge_a_em_b)) (> (object_get_health ledge_a_em_b) 0) (> (objects_distance_to_object (players) ledge_a_em_b) 0) (< (objects_distance_to_object (players) ledge_a_em_b) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_b) ) (if (and (not (unit_is_emitting ledge_a_em_c)) (> (object_get_health ledge_a_em_c) 0) (> (objects_distance_to_object (players) ledge_a_em_c) 0) (< (objects_distance_to_object (players) ledge_a_em_c) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_c) ) (if (and (not (unit_is_emitting ledge_a_em_d)) (> (object_get_health ledge_a_em_d) 0) (> (objects_distance_to_object (players) ledge_a_em_d) 0) (< (objects_distance_to_object (players) ledge_a_em_d) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_d) ) (if (and (not (unit_is_emitting ledge_a_em_e)) (> (object_get_health ledge_a_em_e) 0) (> (objects_distance_to_object (players) ledge_a_em_e) 0) (< (objects_distance_to_object (players) ledge_a_em_e) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_e) ) (if (and (not (unit_is_emitting ledge_a_em_f)) (> (object_get_health ledge_a_em_f) 0) (> (objects_distance_to_object (players) ledge_a_em_f) 0) (< (objects_distance_to_object (players) ledge_a_em_f) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_f) ) (if (and (not (unit_is_emitting ledge_a_em_g)) (> (object_get_health ledge_a_em_g) 0) (> (objects_distance_to_object (players) ledge_a_em_g) 0) (< (objects_distance_to_object (players) ledge_a_em_g) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_g) ) (if (and (not (unit_is_emitting ledge_a_em_h)) (> (object_get_health ledge_a_em_h) 0) (> (objects_distance_to_object (players) ledge_a_em_h) 0) (< (objects_distance_to_object (players) ledge_a_em_h) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_h) ) (if (and (not (unit_is_emitting ledge_a_em_i)) (> (object_get_health ledge_a_em_i) 0) (> (objects_distance_to_object (players) ledge_a_em_i) 0) (< (objects_distance_to_object (players) ledge_a_em_i) 9) (<= (random_range 0 10) 3)) (begin (ai_ledge_a_em_i) ) void))))))))) (if (= g_ledge_a_count g_ledge_a_index) (set g_ledge_a_wave True)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) g_ledge_a_wave) ) g_ledge_a_loops) ) ) ) (script dormant kill_cond_b_marines (begin (begin_random (begin (ai_kill cond_b_humans/a) (sleep 5) ) (begin (ai_kill cond_b_humans/b) (sleep 5) ) (begin (ai_kill cond_b_humans/c) (sleep 5) ) ) ) ) (script dormant conduit_b_locator (begin (sleep_until (begin (if (volume_test_objects tv_cond_b_a1 (players)) (begin (set cond_b_locator 1) ) (if (volume_test_objects tv_cond_b_a2 (players)) (begin (set cond_b_locator 2) ) (if (volume_test_objects tv_cond_b_b1 (players)) (begin (set cond_b_locator 3) ) (if (volume_test_objects tv_cond_b_b2 (players)) (begin (set cond_b_locator 4) ) (if (volume_test_objects tv_cond_b_c (players)) (begin (set cond_b_locator 5) ) void))))) False) ) ) ) (script dormant ai_cond_b_carrier_a (begin (sleep_until (or (= cond_b_flood_count 2) (volume_test_objects tv_cond_b_a2 (players)))) (ai_place cond_b_carrier_a) (sleep_until (= cond_b_flood_count 4)) (if (> cond_b_locator 1) (sleep_forever)) (ai_place cond_b_carrier_a) (sleep_until (= cond_b_flood_count 6)) (if (> cond_b_locator 1) (sleep_forever)) (ai_place cond_b_carrier_a) ) ) (script command cs_cond_b_damage_enf (begin (sleep 5) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_arm 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_rocket 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_thruster 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_shield_gen 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_arm 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_rocket 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_thruster 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_shield_gen 1) (sleep 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_shield_gen 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_arm 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) r_rocket 1) (object_damage_damage_section (ai_get_object cond_b_enforcer/a) l_thruster 1) ) ) (script dormant ai_cond_b_b_em (begin (sleep_until (<= (ai_living_count cond_b_sen_b) 0)) (sleep g_emitter_delay) (if (= (random_range 0 2) 0) (ai_place cond_b_sen_b/a) (ai_place cond_b_sen_b/b)) ) ) (script dormant ai_cond_b_flood_spawn (begin (ai_place cond_b_flood_a_ini_a) (ai_place cond_b_flood_a_ini_b) (ai_place cond_b_flood_a_ini_c) (if (difficulty_normal) (begin (set cond_b_flood_limit 1) ) (if (difficulty_heroic) (begin (set cond_b_flood_limit 2) ) (if (difficulty_legendary) (begin (set cond_b_flood_limit 4) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count cond_b_flood) 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= cond_b_locator 1) (begin (ai_place cond_b_flood_a) (set cond_b_flood_count (+ cond_b_flood_count 1)) (if (= cond_b_flood_count cond_b_flood_limit) (set cond_b_flood_a_spawn True)) (sleep 30) (ai_magically_see_object cond_b_flood (player0) ) (ai_magically_see_object cond_b_flood (player1) ) )) cond_b_flood_a_spawn) ) (set cond_b_flood_count 0) (sleep_until (begin (sleep_until (<= (ai_living_count cond_b_flood) 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= cond_b_locator 3) (begin (ai_place cond_b_flood_b) (set cond_b_flood_count (+ cond_b_flood_count 1)) (if (= cond_b_flood_count cond_b_flood_limit) (set cond_b_flood_b_spawn True)) (sleep 30) (ai_magically_see_object cond_b_flood (player0) ) (ai_magically_see_object cond_b_flood (player1) ) )) cond_b_flood_b_spawn) ) (set cond_b_flood_count 0) (sleep_until (begin (sleep_until (<= (ai_living_count cond_b_flood) 1)) (sleep (random_range g_sleep_lower_bound g_sleep_upper_bound)) (if (= cond_b_locator 3) (begin (ai_place cond_b_flood_c) (set cond_b_flood_count (+ cond_b_flood_count 1)) (if (= cond_b_flood_count cond_b_flood_limit) (set cond_b_flood_c_spawn True)) (sleep 30) (ai_magically_see_object cond_b_flood (player0) ) (ai_magically_see_object cond_b_flood (player1) ) )) cond_b_flood_c_spawn) ) ) ) (script command cs_cond_b_sen_tube_a (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face cond_b/p0 cond_b/p1) (cs_fly_to cond_b/p1) (cs_fly_to cond_b/p2) (cs_fly_to cond_b/p3) ) ) (script command cs_cond_b_sen_tube_b (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face cond_b/p1 cond_b/p2) (cs_fly_to cond_b/p2) (cs_fly_to cond_b/p3) ) ) (script dormant ai_cond_b_sen_tube_b (begin (if (= (random_range 0 2) 0) (ai_place cond_b_sen_tube_b/a) (ai_place cond_b_sen_tube_b/b)) (if (= (random_range 0 2) 0) (ai_place cond_b_sen_tube_b/c) (ai_place cond_b_sen_tube_b/d)) (sleep 5) (cs_run_command_script cond_b_sen_tube_b/a cs_cond_b_sen_tube_a) (cs_run_command_script cond_b_sen_tube_b/b cs_cond_b_sen_tube_a) (cs_run_command_script cond_b_sen_tube_b/c cs_cond_b_sen_tube_b) (cs_run_command_script cond_b_sen_tube_b/d cs_cond_b_sen_tube_b) ) ) (script dormant slide_a_player0 (begin (sleep_until (volume_test_object tv_slide_a (player0) )) (object_cannot_take_damage (player0) ) (sleep_until (not (volume_test_objects tv_slide_a (player0) ))) (object_can_take_damage (player0) ) ) ) (script dormant slide_a_player1 (begin (sleep_until (volume_test_object tv_slide_a (player1) )) (object_cannot_take_damage (player1) ) (sleep_until (not (volume_test_objects tv_slide_a (player1) ))) (object_can_take_damage (player1) ) ) ) (script dormant slide_b_player0 (begin (sleep_until (volume_test_object tv_slide_b (player0) )) (object_cannot_take_damage (player0) ) (sleep_until (not (volume_test_objects tv_slide_b (player0) ))) (object_can_take_damage (player0) ) ) ) (script dormant slide_b_player1 (begin (sleep_until (volume_test_object tv_slide_b (player1) )) (object_cannot_take_damage (player1) ) (sleep_until (not (volume_test_objects tv_slide_b (player1) ))) (object_can_take_damage (player1) ) ) ) (script dormant ai_ledge_c_flood_ini (begin (ai_place ledge_c_flood_fr) (ai_place ledge_c_flood_dead) (ai_kill_silent ledge_c_flood_dead) (sleep 1) (sleep_until (<= (ai_living_count ledge_c_flood) 0)) (if (and ledge_c_spawn (volume_test_objects_all tv_ledge_c_fr (players))) (ai_place ledge_c_flood_bk)) ) ) (script dormant ai_ledge_c_infection_spawn (begin (if (difficulty_normal) (begin (set ledge_c_infec_limit 3) ) (if (difficulty_heroic) (begin (set ledge_c_infec_limit 6) ) (if (difficulty_legendary) (begin (set ledge_c_infec_limit 9) ) void))) (sleep_until (volume_test_objects_all tv_ledge_c_fr (players))) (sleep (random_range 120 180)) (sleep_until (begin (ai_place ledge_c_infec_fr) (set ledge_c_infec_count (+ ledge_c_infec_count 1)) (sleep_until (<= (ai_swarm_count ledge_c_infec_fr) 5)) (= ledge_c_infec_count ledge_c_infec_limit) )) ) ) (script command cs_ledge_c_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_look True ledge_c_phantom/p1) (sleep_until g_ledge_c_phantom_start) (cs_look False ledge_c_phantom/p1) (cs_turn_sharpness True 0.7) (sleep_until g_ledge_c_phantom_1 5 150) (cs_look True ledge_c_phantom/p3) (sleep 60) (cs_look False ledge_c_phantom/p3) (cs_fly_by ledge_c_phantom/p2 4) (cs_fly_by ledge_c_phantom/p3 4) (cs_fly_by ledge_c_phantom/p4 6) (cs_fly_by ledge_c_phantom/p5 6) (cs_fly_by ledge_c_phantom/p6 10) (ai_erase ai_current_squad) ) ) (script dormant cs_mortar_a (begin (sleep_until (begin (begin_random (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_a) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_b) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_c) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_d) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_e) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_f) (sleep (random_range 15 45)) ) ) g_mortar_fire) ) ) ) (script dormant cs_mortar_b (begin (sleep_until (begin (begin_random (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_a) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_b) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_c) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_d) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_e) (sleep (random_range 15 45)) ) (begin (effect_new effects\design\mortar_emitter\mortar_emitter mortar_f) (sleep (random_range 15 45)) ) ) g_mortar_fire) ) ) ) (script command cs_go_to_bridge (begin (cs_enable_pathfinding_failsafe True) (cs_go_to qz_ini/p0) (cs_go_to qz_ini/p1) (cs_go_to qz_ini/bridge) ) ) (script dormant ai_cov_ins_pod_a (begin (ai_place qz_ini_ins_pods/a) (object_create qz_ent_pod_a) (objects_attach qz_ent_pod_a pod_attach (ai_vehicle_get qz_ini_ins_pods/a) pod_attach) (sleep 1) (device_set_position qz_ent_pod_a 1) (sleep_until (>= (device_get_position qz_ent_pod_a) 1) 1) (objects_detach qz_ent_pod_a (ai_vehicle_get qz_ini_ins_pods/a)) (object_destroy qz_ent_pod_a) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/a) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/a) ) ) (script dormant ai_cov_ins_pod_b (begin (ai_place qz_ini_ins_pods/b) (object_create qz_ent_pod_b) (objects_attach qz_ent_pod_b pod_attach (ai_vehicle_get qz_ini_ins_pods/b) pod_attach) (sleep 1) (device_set_position qz_ent_pod_b 1) (sleep_until (>= (device_get_position qz_ent_pod_b) 1) 1) (objects_detach qz_ent_pod_b (ai_vehicle_get qz_ini_ins_pods/b)) (object_destroy qz_ent_pod_b) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/b) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/b) ) ) (script dormant ai_cov_ins_pod_c (begin (ai_place qz_ini_ins_pods/c) (object_create qz_ent_pod_c) (objects_attach qz_ent_pod_c pod_attach (ai_vehicle_get qz_ini_ins_pods/c) pod_attach) (sleep 1) (device_set_position qz_ent_pod_c 1) (sleep_until (>= (device_get_position qz_ent_pod_c) 1) 1) (objects_detach qz_ent_pod_c (ai_vehicle_get qz_ini_ins_pods/c)) (object_destroy qz_ent_pod_c) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/c) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/c) (sleep 30) (cs_run_command_script qz_ini_ins_pods/c cs_go_to_bridge) ) ) (script dormant ai_cov_ins_pod_d (begin (ai_place qz_ini_ins_pods/d) (object_create qz_ent_pod_d) (objects_attach qz_ent_pod_d pod_attach (ai_vehicle_get qz_ini_ins_pods/d) pod_attach) (sleep 1) (device_set_position qz_ent_pod_d 1) (sleep_until (>= (device_get_position qz_ent_pod_d) 1) 1) (objects_detach qz_ent_pod_d (ai_vehicle_get qz_ini_ins_pods/d)) (object_destroy qz_ent_pod_d) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/d) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/d) (sleep 30) (cs_run_command_script qz_ini_ins_pods/d cs_go_to_bridge) (unit_set_maximum_vitality (ai_get_unit qz_ini_ins_pods/d) 1 0) ) ) (script dormant ai_cov_ins_pod_e (begin (ai_place qz_ini_ins_pods/e) (object_create qz_ent_pod_e) (objects_attach qz_ent_pod_e pod_attach (ai_vehicle_get qz_ini_ins_pods/e) pod_attach) (sleep 1) (device_set_position qz_ent_pod_e 1) (sleep_until (>= (device_get_position qz_ent_pod_e) 1) 1) (objects_detach qz_ent_pod_e (ai_vehicle_get qz_ini_ins_pods/e)) (object_destroy qz_ent_pod_e) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get qz_ini_ins_pods/e) door 500) (sleep 15) (ai_vehicle_exit qz_ini_ins_pods/e) (sleep 30) (cs_run_command_script qz_ini_ins_pods/e cs_go_to_bridge) (unit_set_maximum_vitality (ai_get_unit qz_ini_ins_pods/e) 1 0) ) ) (script dormant ai_qz_ini_turrets (begin (ai_vehicle_enter qz_ini_flood (ai_get_unit qz_ini_turrets)) ) ) (script dormant ai_cov_ins_pods (begin (begin_random (begin (wake ai_cov_ins_pod_a) (sleep (random_range 0 15)) ) (begin (wake ai_cov_ins_pod_b) (sleep (random_range 0 15)) ) (begin (wake ai_cov_ins_pod_c) (sleep (random_range 0 15)) ) (begin (wake ai_cov_ins_pod_e) (sleep (random_range 0 15)) ) ) (sleep 120) (wake sc_qz_initial) ) ) (script dormant ai_qz_ini_exit_turrets (begin (sleep_until (or (<= (ai_living_count qz_ini_flood) 1) (volume_test_objects tv_cov_defense (players)))) (ai_vehicle_exit qz_ini_ins_pods) ) ) (script dormant cs_crash_factory (begin (sleep 90) (sleep_until (or (objects_can_see_object (players) factory 30) (volume_test_objects tv_qz_camp (players))) 30 180) (sleep 30) (device_set_position factory 1) (sound_impulse_start sound\visual_effects\shq_factory_explode\factory_explode factory_sound 1) (set g_mortar_fire True) (sleep_until (>= (device_get_position factory) 0.025) 10) (wake ai_cov_ins_pods) (sleep_until (>= (device_get_position factory) 0.1)) (object_destroy factory) ) ) (script dormant ai_qz_ini_flood (begin (ai_place qz_initial_flood_camp) (ai_play_line_on_object qz_ini_sound_a 0180) (ai_play_line_on_object qz_ini_sound_b 0180) (sleep_until (<= (ai_living_count qz_initial_flood_camp) 2)) (if (not g_qz_ini_cave) (begin (ai_place qz_initial_flood_camp) (ai_play_line_on_object qz_ini_sound_a 0180) (ai_play_line_on_object qz_ini_sound_b 0180) )) ) ) (script static qz_cov_def_abc (begin (if debug (print "wave abc")) (ai_place qz_cov_def_flood_a) (ai_place qz_cov_def_flood_b) (ai_place qz_cov_def_flood_c) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_a 0180) (ai_play_line_on_object qz_cov_def_sound_b 0180) (ai_play_line_on_object qz_cov_def_sound_c 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_a) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_bcd (begin (if debug (print "wave bcd")) (ai_place qz_cov_def_flood_b) (ai_place qz_cov_def_flood_c) (ai_place qz_cov_def_flood_d) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_b 0180) (ai_play_line_on_object qz_cov_def_sound_c 0180) (ai_play_line_on_object qz_cov_def_sound_d 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_ab) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_def (begin (if debug (print "wave def")) (ai_place qz_cov_def_flood_d) (ai_place qz_cov_def_flood_e) (ai_place qz_cov_def_flood_f) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_d 0180) (ai_play_line_on_object qz_cov_def_sound_e 0180) (ai_play_line_on_object qz_cov_def_sound_f 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_bc) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_efg (begin (if debug (print "wave efg")) (ai_place qz_cov_def_flood_e) (ai_place qz_cov_def_flood_f) (ai_place qz_cov_def_flood_g) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_e 0180) (ai_play_line_on_object qz_cov_def_sound_f 0180) (ai_play_line_on_object qz_cov_def_sound_g 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_c) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_ag (begin (if debug (print "wave ag")) (ai_place qz_cov_def_flood_a) (ai_place qz_cov_def_flood_g) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_a 0180) (ai_play_line_on_object qz_cov_def_sound_g 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_ac) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script static qz_cov_def_d (begin (if debug (print "wave d")) (ai_place qz_cov_def_flood_d) (sleep 5) (ai_play_line_on_object qz_cov_def_sound_d 0180) (ai_set_orders qz_cov_def_cov qz_cov_def_cov_b) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) g_cov_def_flood_advance) 30 (* 30 15)) (ai_set_orders qz_cov_def_flood qz_cov_def_hill) (sleep_until (<= (ai_nonswarm_count qz_cov_def_flood) 1)) ) ) (script dormant ai_qz_cov_def_flood_spawn (begin (if (difficulty_normal) (begin (set g_qz_cov_def_limit 2) ) (if (difficulty_heroic) (begin (set g_qz_cov_def_limit 4) ) (if (difficulty_legendary) (begin (set g_qz_cov_def_limit 6) ) void))) (begin_random (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_abc) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_bcd) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_def) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_efg) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_ag) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) (if g_qz_cov_def_spawn (begin (set g_qz_cov_def_count (+ g_qz_cov_def_count 1)) (qz_cov_def_d) (if (= g_qz_cov_def_count g_qz_cov_def_limit) (set g_qz_cov_def_spawn False)) (sleep (* 30 10)) )) ) ) ) (script dormant ai_qz_cov_def_carrier (begin (sleep_until (= g_qz_cov_def_count 2)) (game_save_no_timeout) (ai_place qz_cov_def_carrier) (sleep_until (= g_qz_cov_def_count 4)) (game_save_no_timeout) (ai_place qz_cov_def_carrier) (sleep_until (= g_qz_cov_def_count 6)) (game_save_no_timeout) (ai_place qz_cov_def_carrier) ) ) (script dormant you_win (begin (if debug (print "you win script called...")) (sleep_until g_qz_phantom 30 (* 30 60 2)) (sleep 120) (playtest_mission) (sound_class_set_gain "" 0 15) (cinematic_fade_to_white) (game_won) ) ) (script command cs_qz_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by qz_phantom/p0 3) (cs_vehicle_boost True) (cs_fly_by qz_phantom/p1 3) (cs_vehicle_boost False) (cs_fly_by qz_phantom/p3 5) (ai_magically_see covenant flood) (cs_vehicle_speed 0.75) (cs_fly_to_and_face qz_phantom/p4 qz_phantom/p5) (ai_magically_see covenant flood) (sleep_until (not (volume_test_objects tv_game_won (ai_actors qz_cov_def_flood))) 30 (* 30 30)) (set g_qz_phantom True) ) ) (script dormant enc_insertion (begin (if debug (print "initialize insertion scripts")) (game_save) (data_mine_set_mission_segment "enc_insertion") (if (difficulty_normal) (begin (object_destroy ins_em_b) ) (if (difficulty_heroic) (begin (object_destroy ins_em_b) ) void)) (ai_disregard (ai_actors constructors) True) (ai_place ins_con_mid) (ai_place ins_con_bk) (ai_place pussy_grunt) (wake ins_open_door) (wake pussy_grunt_reminder) (wake music_06a_01) (sleep 1) (if (not (difficulty_legendary)) (sleep_until (or (< (ai_strength ins_cons) 1) (volume_test_objects tv_insertion_tube (players))) 5) (begin (sleep 150) (wake ai_insertion_emitters) )) (if (< (ai_strength ins_cons) 1) (begin (wake ai_insertion_emitters) (if (= (device_get_position piston_ins) 0) (begin (ai_set_orders ins_con_mid ins_run_away) (ai_set_orders ins_con_bk ins_run_away) )) )) (wake pussy_grunt) ) ) (script dormant enc_hall_a (begin (if g_hall_a (sleep_until (volume_test_objects tv_hall_a (players)) 10)) (if debug (print "initialize hall a scripts")) (game_save) (data_mine_set_mission_segment "enc_hall_a") (set g_insertion_spawn True) (set g_pussy_grunt True) (ai_disposable insertion_sentinels True) (ai_disposable ins_cons True) (ai_disposable pussy_grunt True) (ai_set_orders constructors hall_a_constructors) (ai_set_orders pussy_grunt hall_a_cov) (wake ai_hall_a_const) (if (not (difficulty_legendary)) (sleep_until (or (< (ai_strength hall_a_cons) 0.8) (volume_test_objects tv_hall_a_bk (players))))) (ai_place hall_a_sen/h) (sleep 30) (wake ai_hall_a_emitters) ) ) (script dormant enc_conduit_a (begin (if g_conduit_a (sleep_until (volume_test_objects tv_conduit_a (players)) 10)) (if debug (print "initialize conduit a scripts")) (game_save) (data_mine_set_mission_segment "enc_cond_a_sec_a") (ai_disposable hall_a_sentinels True) (ai_disposable hall_a_cons True) (ai_place cond_a_sen_ini) (ai_set_orders covenant cond_a_cov_follow) (sleep 1) (ai_place cond_a_cov) (sleep 1) (wake ai_sc_cond_a_cov) (wake cond_a_initial_delay) (wake music_06a_03) (sleep_forever ai_hall_a_emitters) (sleep_until g_cond_a_continue) (ai_renew covenant) (wake ai_cond_a_emitters_fr) (sleep_until (volume_test_objects tv_cond_a_b (players)) 5) (ai_renew covenant) (wake sc_tartarus_reminder) (wake ai_cond_a_back_ini) (set g_music_06a_03 True) (sleep_until (volume_test_objects tv_cond_a_c (players))) (game_save) (data_mine_set_mission_segment "enc_cond_a_sec_b") (ai_renew covenant) (wake ai_cond_a_emitters_bk) (sleep_forever ai_cond_a_emitters_fr) ) ) (script dormant enc_hall_b (begin (if g_hall_b (sleep_until (volume_test_objects tv_hall_b (players)) 10)) (if debug (print "initialize hall b scripts")) (game_save) (data_mine_set_mission_segment "enc_hall_b") (ai_disposable cond_a_sentinels True) (ai_disposable cond_a_cov True) (sleep_forever ai_cond_a_emitters_bk) (set g_cond_a_front True) (set g_cond_a_back True) (ai_place hall_b_cov (pin (- 4 (ai_living_count covenant)) 0 4)) (wake ai_sc_hall_b_grunts) (ai_set_orders covenant hall_b_cov_follow) (sleep 1) (ai_set_orders covenant hall_b_cov_ini) (ai_renew covenant) (sleep_until (volume_test_objects tv_hall_b_fr (players))) (wake ai_hall_b_emitters) (ai_set_orders covenant hall_b_cov_follow) (set g_hall_b_sen_dialogue True) ) ) (script dormant enc_plug_launch (begin (if g_plug_launch (sleep_until (volume_test_objects tv_plug_launch (players)) 10)) (if debug (print "initialize plug launch scripts")) (wake plug_absorbers) (game_save) (data_mine_set_mission_segment "enc_plug_launch") (ai_disposable hall_b_cov True) (ai_disposable hall_b_sentinels True) (object_dynamic_simulation_disable plug True) (wake objective_lower_clear) (wake objective_lower_specific_set) (sleep_forever ai_hall_b_emitters) (ai_renew covenant) (ai_set_orders covenant plug_launch_cov_ini) (ai_place plug_launch_enforcer) (sleep_until (>= (ai_combat_status plug_launch_enforcer) ai_combat_status_active) 30 210) (wake sc_enforcer) (wake ai_plug_launch_em) (sleep 1) (ai_set_orders covenant plug_launch_cov_follow) (sleep_until g_plug_move) (set g_plug_launch_loops True) (wake cs_move_plug) (wake music_06a_04) ) ) (script dormant enc_plug_landing (begin (if g_plug_landing (sleep_until (volume_test_objects tv_plug_land (players)))) (sleep_until (>= (device_get_position plug) 0.75) 10) (if debug (print "initialize plug landing scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_plug_landing") (ai_disposable plug_launch_enforcer True) (ai_disposable plug_launch_sentinels True) (wake music_06a_05) (wake ai_plug_holder_flood) (wake ai_plug_holder_em) (wake ai_plug_holder_em_elim) (sleep_until (or g_plugholder_progress (<= (ai_living_count plug_holder_enforcer) 0)) 30 (* 30 60 5)) (game_save_no_timeout) (data_mine_set_mission_segment "enc_plug_landing_bk") (sleep (* 30 5)) (set g_music_06a_04 False) (set g_music_06a_05 False) (if debug (print "opening the escape hatch...")) (ai_place plugholder_sen_bk_ini) (sleep 30) (device_set_position plugholder_door 1) (sleep_until (volume_test_objects tv_plugholder_d (players))) (game_save_no_timeout) (set g_music_06a_05 False) (ai_disposable plug_holder_flood True) (ai_disposable plug_holder_sentinels True) (ai_set_orders plug_holder_sentinels plugholder_sen_bk) (ai_set_orders plug_holder_enforcer plugholder_enforcer_bk) (set g_plugholder_progress True) (wake close_plugholder_door) (wake ai_plugholder_flood_bk) (wake ai_plug_holder_bk_em) (sleep_until (volume_test_objects tv_plugholder_e (players))) (set g_plugholder_bk_a True) (game_save_no_timeout) (sleep_until (volume_test_objects tv_plugholder_f (players))) (set g_plugholder_bk_b True) (game_save_no_timeout) (data_mine_set_mission_segment "enc_plug_landing_lower") (ai_place plugholder_lower_hall_flood) (ai_place plugholder_lower_hall_infec) ) ) (script dormant enc_hall_c (begin (if g_hall_c (sleep_until (volume_test_objects tv_hall_c (players)) 10)) (if debug (print "initialize hall c scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_hall_c_sec_a") (ai_disposable plug_holder_flood_bk True) (ai_disposable plugholder_bk_infec_a True) (ai_disposable plugholder_bk_infec_b True) (sleep_forever ai_plugholder_infec_bk_a) (sleep_forever ai_plugholder_infec_bk_b) (sleep_until (volume_test_objects tv_hall_c_a (players)) 5) (game_save_no_timeout) (wake ai_hall_c_ini) (sleep 5) (ai_magically_see hall_c_marines hall_c_flood_far) (ai_magically_see hall_c_flood_far hall_c_marines) (sleep_until (volume_test_objects tv_hall_c_b (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_hall_c_sec_b") (wake kill_hall_c_marines) (ai_place hall_c_flood_mid) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_b) (sleep_until (volume_test_objects tv_hall_c_c (players)) 10) (game_save_no_timeout) (ai_place hall_c_flood_c (pin (- 8 (ai_nonswarm_count hall_c_flood)) 0 6)) (ai_place hall_c_carrier_c) (ai_place hall_c_sen_tube) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_c) (sleep_until (volume_test_objects tv_hall_c_d (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_hall_c_sec_c") (ai_place hall_c_flood_d (pin (- 8 (ai_nonswarm_count hall_c_flood)) 0 6)) (ai_place hall_c_carrier_d) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_d) (sleep_until (volume_test_objects tv_hall_c_e (players)) 10) (game_save_no_timeout) (ai_place hall_c_flood_e (pin (- 8 (ai_nonswarm_count hall_c_flood)) 0 6)) (ai_place hall_c_carrier_e) (sleep 1) (ai_set_orders hall_c_flood hall_c_floor_e) ) ) (script dormant enc_ledge_a (begin (if g_ledge_a (sleep_until (volume_test_objects tv_ledge_a (players)) 10)) (if debug (print "initialize ledge a scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_ledge_a_sec_a") (ai_disposable hall_c_flood True) (wake ai_ledge_a_initial) (ai_place ledge_a_flood_dead) (sleep_until (or (<= (ai_living_count ledge_a_flood_ini) 0) (volume_test_objects tv_ledge_a_top_b (players)))) (sleep_until (volume_test_objects tv_ledge_a_top_b (players))) (game_save_no_timeout) (wake ai_ledge_a_location) (wake ai_ledge_a_emitters) (wake ai_ledge_a_flood_spawn) (sleep_until (volume_test_objects tv_ledge_a_top_d1 (players))) (game_save_no_timeout) (ai_place ledge_a_flood_d1) (sleep_until (volume_test_objects tv_ledge_a_top_d2 (players))) (game_save_no_timeout) (data_mine_set_mission_segment "enc_ledge_a_sec_b") (ai_place ledge_a_flood_d2) (sleep_until (volume_test_objects tv_ledge_a_top_e (players))) (game_save_no_timeout) (ai_set_orders ledge_a_flood ledge_a_floor_follow) ) ) (script dormant enc_conduit_b (begin (if g_conduit_b (sleep_until (volume_test_objects tv_conduit_b (players)) 10)) (if debug (print "initialize conduit b scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_cond_b_sec_a") (ai_disposable ledge_a_sentinels True) (ai_disposable ledge_a_enforcer True) (ai_disposable ledge_a_flood True) (wake music_06a_06) (wake music_06a_07) (if (difficulty_legendary) (wake ice_cream_mythic)) (set g_music_06a_06 True) (set g_ledge_a_spawn True) (wake ai_cond_b_flood_spawn) (wake conduit_b_locator) (wake ai_cond_b_carrier_a) (sleep_until (volume_test_objects tv_cond_b_a2 (players)) 10) (game_save_no_timeout) (ai_place cond_b_flood_tube_a) (set cond_b_flood_a_spawn True) (sleep 5) (ai_set_orders cond_b_flood cond_b_floor_follow_a) (sleep_until (volume_test_objects tv_cond_b_b1 (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_cond_b_sec_b") (ai_set_orders cond_b_flood cond_b_floor_follow_b) (ai_place cond_b_sen_b/1) (ai_place cond_b_sen_b/3) (ai_place cond_b_flood_b_ini) (wake ai_cond_b_b_em) (sleep 5) (sleep_until (volume_test_objects tv_cond_b_b2 (players)) 10) (game_save_no_timeout) (set g_music_06a_07 True) (sleep_forever ai_cond_b_b_em) (wake ai_cond_b_sen_tube_b) (ai_set_orders cond_b_flood cond_b_floor_follow_c) (ai_disposable ledge_a_flood True) (ai_disposable ledge_a_sentinels True) (ai_disposable ledge_a_enforcer True) (ai_disposable cond_b_flood True) (sleep_until (volume_test_objects tv_cond_b_c (players)) 10) (game_save_no_timeout) (data_mine_set_mission_segment "enc_cond_b_sec_c") (wake sc_marines_a) (set cond_b_flood_b_spawn True) (ai_place cond_b_humans) (ai_place cond_b_flood_c_ini_a (pin (- 6 (ai_living_count cond_b_flood)) 0 4)) (sleep 1) (ai_place cond_b_flood_c_ini_b (pin (- 6 (ai_living_count cond_b_flood)) 0 4)) (ai_place cond_b_infection_c 2) (sleep 5) (sleep_until (volume_test_objects tv_cond_b_hum_dead (players)) 10) (game_save_no_timeout) (wake kill_cond_b_marines) ) ) (script dormant enc_ledge_b (begin (if g_ledge_b (sleep_until (volume_test_objects tv_ledge_b (players)) 10)) (if debug (print "initialize ledge b scripts")) (game_save) (data_mine_set_mission_segment "enc_ledge_b") (ai_disposable cond_b_flood True) (ai_disposable cond_b_sentinels True) (ai_disposable cond_b_infection_c True) (set cond_b_flood_c_spawn True) (ai_place ledge_b_flood) (ai_place ledge_c_phantom) (wake slide_a_player0) (wake slide_a_player1) (wake music_06a_08) (wake music_06a_09) (wake music_06a_10) ) ) (script dormant enc_ledge_c (begin (if g_ledge_c (sleep_until (volume_test_objects tv_ledge_c (players)) 10)) (if debug (print "initialize ledge c scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_ledge_c") (ai_disposable ledge_b_sen True) (wake ai_ledge_c_flood_ini) (wake ai_ledge_c_infection_spawn) (ai_magically_see ledge_c_flood ledge_c_phantom) (set g_ledge_c_phantom_start True) (sleep_until (volume_test_objects tv_ledge_c_bk (players))) (game_save_no_timeout) (set ledge_c_spawn False) (set g_ledge_c_phantom_1 True) (ai_place ledge_c_flood_bk (pin (- 6 (ai_living_count ledge_c_flood)) 0 6)) (wake slide_b_player0) (wake slide_b_player1) ) ) (script dormant enc_qz_initial (begin (if g_qz_initial (sleep_until (volume_test_objects tv_qz_initial (players)) 10)) (if debug (print "initialize quarantine zone initial scripts")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_qz_initial") (ai_disposable ledge_c_flood True) (wake cs_mortar_a) (wake cs_mortar_b) (sleep_until (> (device_get_position qz_door) 0) 1) (wake chapter_war) (wake objective_floodwall_clear) (wake objective_rendezvous_set) (wake cs_crash_factory) (set g_music_06a_10 False) (ai_place qz_initial_flood_ini) (ai_place qz_initial_flood_carrier_ini) (ai_place qz_initial_flood_bridge) (ai_place qz_initial_flood_carrier_camp) (if (difficulty_normal) (ai_place qz_ini_turrets/a) (ai_place qz_ini_turrets)) (sleep_until (volume_test_objects tv_qz_camp (players)) 10) (if debug (print "camp")) (game_save_no_timeout) (data_mine_set_mission_segment "enc_qz_initial_camp") (wake ai_qz_ini_flood) (sleep_until (volume_test_objects tv_qz_cave (players)) 10) (if debug (print "cave")) (set g_qz_ini_cave True) (ai_place qz_initial_flood_cave) (ai_play_line_on_object qz_ini_sound_cave 0180) (wake ai_qz_ini_exit_turrets) (game_save_no_timeout) ) ) (script dormant enc_cov_defense (begin (if g_cov_defense (sleep_until (volume_test_objects tv_cov_defense (players)) 10)) (if debug (print "initialize covenant defense scripts")) (game_save) (data_mine_set_mission_segment "enc_covenant_defense") (ai_disposable qz_ini_flood True) (ai_disposable qz_cov_def_flood True) (ai_vehicle_reserve (ai_vehicle_get qz_ini_turrets) True) (ai_vehicle_exit qz_ini_ins_pods) (ai_migrate qz_ini_ins_pods qz_cov_def_cov) (ai_set_orders qz_ini_flood qz_cov_def_hill) (ai_place qz_cov_def_flood_ini) (ai_place qz_cov_def_flood_g) (ai_place qz_cov_def_cov (pin (- 3 (ai_living_count qz_cov_def_cov)) 0 2)) (ai_place qz_cov_def_soc) (ai_place qz_camp_turrets) (object_cannot_die (ai_get_object qz_cov_def_soc/soc) True) (ai_set_orders covenant qz_cov_def_cov_ac) (sleep_until (<= (ai_living_count qz_cov_def_flood) 0)) (ai_set_orders covenant qz_cov_def_hill) (sleep 1) (wake sc_qz_cov_camp) (sleep_until g_qz_cov_camp_progress) (wake ai_qz_cov_def_flood_spawn) (wake ai_qz_cov_def_carrier) (sleep 1) (sleep_until (= g_qz_cov_def_spawn False)) (if debug (print "last of the flood waves have spawned")) (sleep (* 30 5)) (game_save_no_timeout) (ai_magically_see covenant flood) (if debug (print "phantom placed...")) (ai_place qz_phantom) (wake you_win) ) ) (script dormant mission_sentinelwalls (begin (cinematic_snap_to_white) (switch_bsp 0) (if (= g_play_cinematics True) (begin (sound_suppress_ambience_update_on_revert) (if (cinematic_skip_start) (begin (if debug (print "x06")) (x06) )) (cinematic_skip_stop) (if (cinematic_skip_start) (begin (if debug (print "intro")) (c06_intro) )) (cinematic_skip_stop) )) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake enc_insertion) (wake piston_control) (wake difficulty_settings) (player_training_activate_stealth) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_silence) (wake objective_lower_set) (if (difficulty_normal) (begin (if debug (print "normal")) ) (if (difficulty_heroic) (begin (if debug (print "heroic")) ) (if (difficulty_legendary) (begin (if debug (print "legendary")) ) void))) (sleep_until (or g_hall_a (volume_test_objects tv_hall_a (players))) 10) (wake enc_hall_a) (sleep_until (or g_conduit_a (volume_test_objects tv_conduit_a (players))) 10) (wake enc_conduit_a) (sleep_until (or g_hall_b (volume_test_objects tv_hall_b (players))) 10) (wake enc_hall_b) (sleep_until (or g_plug_launch (volume_test_objects tv_plug_launch (players))) 10) (wake enc_plug_launch) (sleep_until (or g_plug_landing (volume_test_objects tv_plug_land (players))) 10) (wake enc_plug_landing) (sleep_until (or g_hall_c (volume_test_objects tv_hall_c (players))) 10) (wake enc_hall_c) (sleep_until (or g_ledge_a (volume_test_objects tv_ledge_a (players))) 10) (wake enc_ledge_a) (sleep_until (or g_conduit_b (volume_test_objects tv_conduit_b (players))) 10) (wake enc_conduit_b) (sleep_until (or g_ledge_b (volume_test_objects tv_ledge_b (players))) 10) (wake enc_ledge_b) (sleep_until (or g_ledge_c (volume_test_objects tv_ledge_c (players))) 10) (wake enc_ledge_c) (sleep_until (or g_qz_initial (volume_test_objects tv_qz_initial (players))) 10) (set g_piston_control True) (wake enc_qz_initial) (sleep_until (or g_cov_defense (volume_test_objects tv_cov_defense (players))) 10) (wake enc_cov_defense) ) ) (script static start (begin (wake mission_sentinelwalls) ) ) (script startup mission_main (begin (ai_allegiance covenant player) (ai_allegiance player covenant) (ai_allegiance prophet player) (ai_allegiance player prophet) (ai_allegiance covenant prophet) (ai_allegiance prophet covenant) (if (> (player_count) 0) (start)) ) ) (script dormant x06_01a_predict (begin (sleep 1) (predict_model_section objects\characters\dervish\fp\fp 0) (predict_model_section objects\characters\dervish\fp\fp 1) (predict_model_section objects\weapons\rifle\covenant_carbine\fp_covenant_carbine\fp_covenant_carbine 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_piston_top\door_piston_top 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\holo_generic\holo_generic 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 1) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 2) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 3) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 4) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 5) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 6) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 7) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 8) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 9) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 26 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 22 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 27 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 29 False) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 4) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 23 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 12 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 30 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 False) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_lift\high_sanctum_lift 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 4) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 166) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 32) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 20 False) (sleep 1) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 2 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 27 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 3 True) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_door\high_sanctum_door 0) (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 0 True) (sleep 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 1) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 0) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (sleep 6) (predict_structure_section 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(predict_model_section objects\characters\brute\brute 41) (sleep 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 True) (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 0 False) ) ) (script dormant x06_01b_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 False) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 75) (predict_model_section objects\characters\brute\brute_honor_guard\brute_honor_helmet_scenery\brute_honor_helmet_scenery 0) (sleep 68) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 27 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 3 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section 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scenarios\objects\solo\highcharity\high_sanctum_lift\high_sanctum_lift 0) (sleep 141) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 39) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 183) 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False) (sleep 37) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 20 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 1 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 30 False) (sleep 4) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 18 False) (sleep 7) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 2 True) (sleep 8) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 34 False) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_lift\high_sanctum_lift 0) (sleep 7) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 12 False) (sleep 43) (predict_model_section objects\weapons\rifle\smg\smg 0) (sleep 229) (predict_model_section scenarios\objects\forerunner\industrial\index\index_alone\index_alone 0) (sleep 162) (predict_structure_section scenarios\solo\07b_forerunnership\high_8 2 False) (predict_structure_section 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objects\weapons\rifle\smg\smg 2) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section scenarios\objects\solo\highcharity\high_sanctum_lift\high_sanctum_lift 0) ) ) (script dormant 06_intro_01_predict (begin (sleep 2) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 27 False) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 143 False) (sleep 4) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 15) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\cinematics\matte_paintings\high_charity_stardust\high_charity_stardust 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (sleep 182) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\vehicles\phantom\cinematics\cinematics 0) (sleep 140) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 218) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (sleep 74) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) ) ) (script dormant 06_intro_02_predict (begin (sleep 3) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 15) (predict_model_section objects\vehicles\phantom\phantom 16) (sleep 4) (predict_model_section objects\cinematics\matte_paintings\mount_doom\mount_doom 0) (sleep 154) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 7 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 15 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 26 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 6 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 15 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 16 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 39 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 40 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 41 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 42 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 10 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 26 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 34 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 33 True) (predict_model_section objects\gear\covenant\military\antennae_comm\antennae_comm 0) (predict_model_section objects\gear\covenant\military\antennae_comm\antennae_comm 1) (predict_model_section objects\gear\covenant\military\antennae_comm\antennae_comm 2) (predict_model_section objects\weapons\support_low\sentinel_gun\sentinel_gun 0) (predict_model_section objects\characters\sentinel_aggressor\garbage\fuselage_arm\fuselage_arm 0) (predict_model_section objects\characters\sentinel_aggressor\garbage\fuselage\fuselage 0) (predict_model_section objects\characters\sentinel_aggressor\garbage\head\head 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\weapons\pistol\plasma_pistol\plasma_pistol 0) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (predict_model_section objects\characters\sentinel_aggressor\garbage\arm\arm 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section scenarios\objects\forerunner\industrial\senhq_detail_crate\shq_cover_small\shq_cover_small 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_piston_top\door_piston_top 0) (predict_model_section objects\characters\grunt\grunt 0) (predict_model_section objects\characters\grunt\grunt 1) (predict_model_section objects\characters\grunt\grunt 2) (predict_model_section objects\characters\grunt\grunt 3) (predict_model_section objects\characters\grunt\grunt 4) (predict_model_section objects\characters\jackal\jackal 0) (predict_model_section objects\characters\jackal\jackal 12) (predict_model_section scenarios\objects\solo\sentinelhq\door_piston_absorber\door_piston_absorber 0) (predict_model_section scenarios\objects\solo\sentinelhq\sentinel_emitter\sentinel_emitter 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\holo_generic\holo_generic 0) (predict_model_section scenarios\objects\solo\sentinelhq\bullshit_switch\bullshit_switch 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 0) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 1) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 2) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 3) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 4) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 5) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 6) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 7) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 8) (predict_model_section scenarios\skies\solo\sentinelhq\jungle\jungle 9) (sleep 9) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 62) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 8) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 24 False) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 3) (sleep 40) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 25 False) (sleep 53) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 13) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 2) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 21) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (sleep 28) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 39 True) (sleep 59) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 47) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 48) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 49) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 50) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 51) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 52) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 53) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 54) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 55) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 56) (sleep 139) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 40 True) (sleep 5) (predict_model_section objects\characters\sentinel_aggressor\garbage\fuselage_arm\fuselage_arm 0) (sleep 1) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 47) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 48) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 49) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 50) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 51) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 52) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 53) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 54) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 55) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 56) (sleep 2) (predict_model_section objects\characters\sentinel_aggressor\garbage\arm\arm 0) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 6 True) (sleep 51) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 24 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 25 False) (sleep 47) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 66) (sleep 18) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 2) (predict_model_section objects\characters\sentinel_enforcer\garbage\thruster\thruster 0) (predict_model_section objects\characters\sentinel_enforcer\sentinel_enforcer 73) (sleep 4) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 19) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 20) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 12) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 212 False) (sleep 5) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 211 False) (sleep 47) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 25 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_1 39 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) ) ) (script static tele_insertion (begin (map_reset) ) ) (script static tele_hall_a (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) hall_a_a) (object_teleport (player1) hall_a_b) (ai_erase_all) (set g_hall_a True) ) ) (script static tele_conduit_a (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) conduit_a_a) (object_teleport (player1) conduit_a_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) ) ) (script static tele_hall_b (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) hall_b_a) (object_teleport (player1) hall_b_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) ) ) (script static tele_plug_launch (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) plug_launch_a) (object_teleport (player1) plug_launch_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) ) ) (script static tele_plug_landing (begin (switch_bsp 0) (sleep 1) (object_teleport (player0) plug_landing_a) (object_teleport (player1) plug_landing_b) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (wake cs_move_plug) ) ) (script static tele_hall_c (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) hall_c_a) (object_teleport (player1) hall_c_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) ) ) (script static tele_ledge_a (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) ledge_a_a) (object_teleport (player1) ledge_a_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) ) ) (script static tele_conduit_b (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) conduit_b_a) (object_teleport (player1) conduit_b_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) ) ) (script static tele_ledge_b (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) ledge_b_a) (object_teleport (player1) ledge_b_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) ) ) (script static tele_ledge_c (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) ledge_c_a) (object_teleport (player1) ledge_c_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) (set g_ledge_c True) ) ) (script static tele_qz_initial (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) qz_initial_a) (object_teleport (player1) qz_initial_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) (set g_ledge_c True) (set g_qz_initial True) ) ) (script static tele_cov_defense (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) cov_defense_a) (object_teleport (player1) cov_defense_b) (wake bsp0_cleanup) (ai_erase_all) (set g_hall_a True) (set g_conduit_a True) (set g_hall_b True) (set g_plug_launch True) (set g_plug_landing True) (set g_hall_c True) (set g_ledge_a True) (set g_conduit_b True) (set g_ledge_b True) (set g_ledge_c True) (set g_qz_initial True) (set g_cov_defense True) ) )
Trouver la différence