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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 bool g_fact_ent_sen_spawn False)
(global bool g_fact_ent_sen_spawn False)
(global short g_fact_ent_sen_count 0)
(global short g_fact_ent_sen_count 0)
(global short g_fact_ent_sen_index 10)
(global short g_fact_ent_sen_index 10)
(global short g_fact_ent_enf_count 0)
(global short g_fact_ent_enf_count 0)
(global short g_fact_ent_enf_index 3)
(global short g_fact_ent_enf_index 3)
(global bool g_music_06b_01 True)
(global bool g_music_06b_01 True)
(global bool g_music_06b_02 False)
(global bool g_music_06b_02 False)
(global bool g_music_06b_03 False)
(global bool g_music_06b_03 False)
(global bool g_music_06b_04 False)
(global bool g_music_06b_04 False)
(global bool g_music_06b_05 False)
(global bool g_music_06b_05 False)
(global bool g_music_06b_06 False)
(global bool g_music_06b_06 False)
(global bool g_music_06b_07 False)
(global bool g_music_06b_07 False)
(global short dialogue_pause 7)
(global short dialogue_pause 7)
(global bool g_qz_cov_def_progress False)
(global bool g_qz_cov_def_progress False)
(global short g_order_delay 150)
(global short g_order_delay 150)
(global bool g_veh_int_migrate_a False)
(global bool g_veh_int_migrate_a False)
(global bool g_veh_int_migrate_b False)
(global bool g_veh_int_migrate_b False)
(global bool g_veh_int_migrate_c False)
(global bool g_veh_int_migrate_c False)
(global bool g_veh_int_migrate_d False)
(global bool g_veh_int_migrate_d False)
(global bool g_veh_int_migrate_e False)
(global bool g_veh_int_migrate_e False)
(global bool g_ext_a_dam_migrate_a False)
(global bool g_ext_a_dam_migrate_a False)
(global bool g_ext_a_dam_migrate_b False)
(global bool g_ext_a_dam_migrate_b False)
(global bool g_ext_a_migrate_a False)
(global bool g_ext_a_migrate_a False)
(global bool g_ext_a_migrate_b False)
(global bool g_ext_a_migrate_b False)
(global bool g_ext_a_migrate_c False)
(global bool g_ext_a_migrate_c False)
(global bool g_ext_a_migrate_d False)
(global bool g_ext_a_migrate_d False)
(global bool g_ext_a_migrate_e False)
(global bool g_ext_a_migrate_e False)
(global bool g_ext_a_migrate_f False)
(global bool g_ext_a_migrate_f False)
(global bool g_ext_a_fact_ent_migrate False)
(global bool g_ext_a_fact_ent_migrate False)
(global bool g_ext_b_migrate_1 False)
(global bool g_ext_b_migrate_1 False)
(global bool g_ext_b_migrate_2 False)
(global bool g_ext_b_migrate_2 False)
(global bool g_ext_b_migrate_3 False)
(global bool g_ext_b_migrate_3 False)
(global bool g_ext_b_migrate_4 False)
(global bool g_ext_b_migrate_4 False)
(global bool g_ext_b_migrate_5 False)
(global bool g_ext_b_migrate_5 False)
(global bool g_veh_int_ghost_spawn False)
(global bool g_veh_int_ghost_spawn False)
(global short g_veh_int_ghost_limit 0)
(global short g_veh_int_ghost_limit 0)
(global short g_veh_int_ghost_number 0)
(global short g_veh_int_ghost_number 0)
(global script_vehicle v_ext_a_phantom none)
(global script_vehicle v_ext_a_phantom none)
(global bool g_qz_ext_a_wraith_shoot False)
(global bool g_qz_ext_a_wraith_shoot False)
(global bool g_ext_a_dam_enf False)
(global bool g_ext_a_dam_enf False)
(global bool g_qz_ext_a_flood_ghosts False)
(global bool g_qz_ext_a_flood_ghosts False)
(global bool g_qz_ext_a_d_spawn True)
(global bool g_qz_ext_a_d_spawn True)
(global bool g_gorge_sen_spawn False)
(global bool g_gorge_sen_spawn False)
(global bool g_ext_b_phantom False)
(global bool g_ext_b_phantom False)
(global script_vehicle v_ext_b_phantom none)
(global script_vehicle v_ext_b_phantom none)
(global bool g_ext_b_ent_phantom False)
(global bool g_ext_b_ent_phantom False)
(global bool g_ext_b_enforcer False)
(global bool g_ext_b_enforcer False)
(global bool g_ext_b_bk_ghost_spawn False)
(global bool g_ext_b_bk_ghost_spawn False)
(global short g_ext_b_bk_ghost_limit 0)
(global short g_ext_b_bk_ghost_limit 0)
(global short g_ext_b_bk_ghost_number 0)
(global short g_ext_b_bk_ghost_number 0)
(global bool g_key_started False)
(global bool g_key_started False)
(global bool g_key_lock0_entered False)
(global bool g_key_lock0_entered False)
(global bool g_key_lock0_first_loadpoint False)
(global bool g_key_lock0_first_loadpoint False)
(global bool g_key_lock0_second_loadpoint False)
(global bool g_key_lock0_second_loadpoint False)
(global bool g_key_lock0_begin_human False)
(global bool g_key_lock0_begin_human False)
(global bool g_key_lock0_door1 False)
(global bool g_key_lock0_door1 False)
(global bool g_key_cruise_entered False)
(global bool g_key_cruise_entered False)
(global bool g_key_cruise_first_loadpoint False)
(global bool g_key_cruise_first_loadpoint False)
(global bool g_key_cruise_halfway False)
(global bool g_key_cruise_halfway False)
(global bool g_key_shaft_entered False)
(global bool g_key_shaft_entered False)
(global bool g_key_shaft_rising False)
(global bool g_key_shaft_rising False)
(global bool g_key_shaft_near_exterior False)
(global bool g_key_shaft_near_exterior False)
(global bool g_key_lock1_entered False)
(global bool g_key_lock1_entered False)
(global bool g_key_lock1_first_arch False)
(global bool g_key_lock1_first_arch False)
(global bool g_key_lock1_second_arch False)
(global bool g_key_lock1_second_arch False)
(global bool g_key_library_entered False)
(global bool g_key_library_entered False)
(global bool g_key_library_arrival False)
(global bool g_key_library_arrival False)
(global bool g_e26_started False)
(global bool g_e26_started False)
(global bool g_e26_ended False)
(global bool g_e26_ended False)
(global bool g_e25_started False)
(global bool g_e25_started False)
(global bool g_e24_started False)
(global bool g_e24_started False)
(global bool g_e23_started False)
(global bool g_e23_started False)
(global bool g_e22_started False)
(global bool g_e22_started False)
(global bool g_e21_started False)
(global bool g_e21_started False)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static 06_intra1_01_predict_stub
(script static 06_intra1_01_predict_stub
(begin
(begin
(wake 06_intra1_01_predict)
(wake 06_intra1_01_predict)
)
)
)
)
(script static 06_intra2_01_predict_stub
(script static 06_intra2_01_predict_stub
(begin
(begin
(wake 06_intra2_01_predict)
(wake 06_intra2_01_predict)
)
)
)
)
(script static 06_intra2_02_predict_stub
(script static 06_intra2_02_predict_stub
(begin
(begin
(wake 06_intra2_02_predict)
(wake 06_intra2_02_predict)
)
)
)
)
(script static 06_intra2_03_predict_stub
(script static 06_intra2_03_predict_stub
(begin
(begin
(wake 06_intra2_03_predict)
(wake 06_intra2_03_predict)
)
)
)
)
(script static x07_01_predict_stub
(script static x07_01_predict_stub
(begin
(begin
(wake x07_01_predict)
(wake x07_01_predict)
)
)
)
)
(script static x07_02_predict_stub
(script static x07_02_predict_stub
(begin
(begin
(wake x07_02_predict)
(wake x07_02_predict)
)
)
)
)
(script static x07_03_predict_stub
(script static x07_03_predict_stub
(begin
(begin
(wake x07_03_predict)
(wake x07_03_predict)
)
)
)
)
(script static x07_04_predict_stub
(script static x07_04_predict_stub
(begin
(begin
(wake x07_04_predict)
(wake x07_04_predict)
)
)
)
)
(script static x07_05_predict_stub
(script static x07_05_predict_stub
(begin
(begin
(wake x07_05_predict)
(wake x07_05_predict)
)
)
)
)
(script static x07_06_predict_stub
(script static x07_06_predict_stub
(begin
(begin
(wake x07_06_predict)
(wake x07_06_predict)
)
)
)
)
(script dormant c06_intra1_score_01
(script dormant c06_intra1_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1)
(print "c06_intra1 score 01 start")
(print "c06_intra1 score 01 start")
)
)
)
)
(script dormant c06_intra1_foley_01
(script dormant c06_intra1_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1)
(print "c06_intra1 foley 01 start")
(print "c06_intra1 foley 01 start")
)
)
)
)
(script dormant c06_2070_der
(script dormant c06_2070_der
(begin
(begin
(sleep 69)
(sleep 69)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1)
(cinematic_subtitle c06_2070_der 7)
(cinematic_subtitle c06_2070_der 7)
)
)
)
)
(script dormant c06_2090_soc
(script dormant c06_2090_soc
(begin
(begin
(sleep 303)
(sleep 303)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1)
(cinematic_subtitle c06_2090_soc 8)
(cinematic_subtitle c06_2090_soc 8)
)
)
)
)
(script dormant c06_2101_elc
(script dormant c06_2101_elc
(begin
(begin
(sleep 533)
(sleep 533)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1)
(cinematic_subtitle c06_2101_elc 3)
(cinematic_subtitle c06_2101_elc 3)
)
)
)
)
(script dormant c06_2110_soc
(script dormant c06_2110_soc
(begin
(begin
(sleep 610)
(sleep 610)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1)
(cinematic_subtitle c06_2110_soc 3)
(cinematic_subtitle c06_2110_soc 3)
)
)
)
)
(script dormant c06_2120_soc
(script dormant c06_2120_soc
(begin
(begin
(sleep 693)
(sleep 693)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1)
(cinematic_subtitle c06_2120_soc 2)
(cinematic_subtitle c06_2120_soc 2)
)
)
)
)
(script dormant c06_intra1_dof_01
(script dormant c06_intra1_dof_01
(begin
(begin
(sleep 0)
(sleep 0)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0)
(print "rack focus")
(print "rack focus")
(sleep 165)
(sleep 165)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant c06_intra1_dof_02
(script dormant c06_intra1_dof_02
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 587)
(sleep 587)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 3 0 0 0 0.5 0.5 0)
(cinematic_screen_effect_set_depth_of_field 3 0 0 0 0.5 0.5 0)
(print "rack focus")
(print "rack focus")
(object_destroy_containing "elite")
(object_destroy_containing "elite")
(sleep 190)
(sleep 190)
(cinematic_screen_effect_set_depth_of_field 3 0 0.5 1 0.5 0 1)
(cinematic_screen_effect_set_depth_of_field 3 0 0.5 1 0.5 0 1)
(print "rack focus")
(print "rack focus")
)
)
)
)
(script dormant c06_intra1_cinematic_light
(script dormant c06_intra1_cinematic_light
(begin
(begin
(cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37)
(cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37)
(cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65)
(cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65)
(cinematic_lighting_set_ambient_light 0.07 0.05 0.08)
(cinematic_lighting_set_ambient_light 0.07 0.05 0.08)
(object_uses_cinematic_lighting dervish_intra1 True)
(object_uses_cinematic_lighting dervish_intra1 True)
(object_uses_cinematic_lighting commander_intra1 True)
(object_uses_cinematic_lighting commander_intra1 True)
(object_uses_cinematic_lighting elite_01 True)
(object_uses_cinematic_lighting elite_01 True)
(object_uses_cinematic_lighting elite_02 True)
(object_uses_cinematic_lighting elite_02 True)
(object_uses_cinematic_lighting elite_03 True)
(object_uses_cinematic_lighting elite_03 True)
(object_uses_cinematic_lighting elite_04 True)
(object_uses_cinematic_lighting elite_04 True)
(object_uses_cinematic_lighting phantom_intra1 True)
(object_uses_cinematic_lighting phantom_intra1 True)
(object_uses_cinematic_lighting spectre_intra1 True)
(object_uses_cinematic_lighting spectre_intra1 True)
)
)
)
)
(script static c06_intra1_setup
(script static c06_intra1_setup
(begin
(begin
(object_create_anew dervish_intra1)
(object_create_anew dervish_intra1)
(object_create_anew commander_intra1)
(object_create_anew commander_intra1)
(object_create_anew elite_01)
(object_create_anew elite_01)
(object_create_anew elite_02)
(object_create_anew elite_02)
(object_create_anew elite_03)
(object_create_anew elite_03)
(object_create_anew elite_04)
(object_create_anew elite_04)
(object_create_anew phantom_intra1)
(object_create_anew phantom_intra1)
(object_create_anew spectre_intra1)
(object_create_anew spectre_intra1)
(cinematic_clone_players_weapon dervish_intra1 left_hand_elite )
(cinematic_clone_players_weapon dervish_intra1 left_hand_elite )
(object_cinematic_lod dervish_intra1 True)
(object_cinematic_lod dervish_intra1 True)
(object_cinematic_lod commander_intra1 True)
(object_cinematic_lod commander_intra1 True)
(object_cinematic_lod elite_01 True)
(object_cinematic_lod elite_01 True)
(object_cinematic_lod elite_02 True)
(object_cinematic_lod elite_02 True)
(object_cinematic_lod elite_03 True)
(object_cinematic_lod elite_03 True)
(object_cinematic_lod elite_04 True)
(object_cinematic_lod elite_04 True)
(object_cinematic_lod phantom_intra1 True)
(object_cinematic_lod phantom_intra1 True)
(object_cinematic_lod spectre_intra1 True)
(object_cinematic_lod spectre_intra1 True)
(wake c06_intra1_score_01)
(wake c06_intra1_score_01)
(wake c06_intra1_foley_01)
(wake c06_intra1_foley_01)
(wake c06_2070_der)
(wake c06_2070_der)
(wake c06_2090_soc)
(wake c06_2090_soc)
(wake c06_2101_elc)
(wake c06_2101_elc)
(wake c06_2110_soc)
(wake c06_2110_soc)
(wake c06_2120_soc)
(wake c06_2120_soc)
(wake c06_intra1_dof_01)
(wake c06_intra1_dof_01)
(wake c06_intra1_dof_02)
(wake c06_intra1_dof_02)
(wake c06_intra1_cinematic_light)
(wake c06_intra1_cinematic_light)
)
)
)
)
(script static c06_intra1_cleanup
(script static c06_intra1_cleanup
(begin
(begin
(object_destroy_containing "intra1")
(object_destroy_containing "intra1")
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
)
)
)
)
(script static c06_intra1
(script static c06_intra1
(begin
(begin
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(sound_class_set_gain "vehicle" 0.25 1)
(sound_class_set_gain "vehicle" 0.25 1)
(sound_class_set_gain "amb" 0.5 1)
(sound_class_set_gain "amb" 0.5 1)
(switch_bsp_by_name sentinelhq_2)
(switch_bsp_by_name sentinelhq_2)
(sleep 1)
(sleep 1)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(06_intra1_01_predict_stub)
(06_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(c06_intra1_setup)
(c06_intra1_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 06_intra1_01 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 06_intra1_01 none anchor_flag_intra1)
(custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 dervish_01 False anchor_intra1)
(custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 dervish_01 False anchor_intra1)
(custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 soc_01 False anchor_intra1)
(custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 soc_01 False anchor_intra1)
(custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 elite01_01 False anchor_intra1)
(custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 elite01_01 False anchor_intra1)
(custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 elite02_01 False anchor_intra1)
(custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 elite02_01 False anchor_intra1)
(custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 elite03_01 False anchor_intra1)
(custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 elite03_01 False anchor_intra1)
(custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 elite04_01 False anchor_intra1)
(custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 elite04_01 False anchor_intra1)
(custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 phantom_01 False anchor_intra1)
(custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 phantom_01 False anchor_intra1)
(custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 spectre_01 False anchor_intra1)
(custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 spectre_01 False anchor_intra1)
(sleep 15)
(sleep 15)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(c06_intra1_cleanup)
(c06_intra1_cleanup)
(sleep 30)
(sleep 30)
(sound_class_set_gain "vehicle" 1 1)
(sound_class_set_gain "vehicle" 1 1)
(sound_class_set_gain "amb" 1 1)
(sound_class_set_gain "amb" 1 1)
)
)
)
)
(script dormant c06_intra2_score_01
(script dormant c06_intra2_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1)
(print "c06_intra2 score 01 start")
(print "c06_intra2 score 01 start")
)
)
)
)
(script dormant c06_intra2_foley_01
(script dormant c06_intra2_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1)
(print "c06_intra2 foley 01 start")
(print "c06_intra2 foley 01 start")
)
)
)
)
(script dormant c06_3010_soc
(script dormant c06_3010_soc
(begin
(begin
(sleep 550)
(sleep 550)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1)
(cinematic_subtitle c06_3010_soc 3)
(cinematic_subtitle c06_3010_soc 3)
)
)
)
)
(script dormant c06_intra2_cinematic_light
(script dormant c06_intra2_cinematic_light
(begin
(begin
(cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27)
(cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27)
(cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29)
(cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(cinematic_lighting_set_ambient_light 0.05 0.05 0.05)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting commander True)
(object_uses_cinematic_lighting commander True)
)
)
)
)
(script static c06_intra2_01_setup
(script static c06_intra2_01_setup
(begin
(begin
(object_destroy key)
(object_destroy key)
(object_create_anew dervish)
(object_create_anew dervish)
(object_create_anew commander)
(object_create_anew commander)
(object_create_anew energy_blade)
(object_create_anew energy_blade)
(object_create_anew key_intra2_01)
(object_create_anew key_intra2_01)
(object_create_anew key_intra2_02)
(object_create_anew key_intra2_02)
(objects_attach commander left_hand_elite energy_blade )
(objects_attach commander left_hand_elite energy_blade )
(object_set_permutation energy_blade blade noblade)
(object_set_permutation energy_blade blade noblade)
(object_cinematic_lod dervish True)
(object_cinematic_lod dervish True)
(object_cinematic_lod index_container True)
(object_cinematic_lod index_container True)
(object_cinematic_lod key_intra2_01 True)
(object_cinematic_lod key_intra2_01 True)
(object_cinematic_lod key_intra2_02 True)
(object_cinematic_lod key_intra2_02 True)
(wake c06_intra2_score_01)
(wake c06_intra2_score_01)
(wake c06_intra2_foley_01)
(wake c06_intra2_foley_01)
(wake c06_3010_soc)
(wake c06_3010_soc)
(wake c06_intra2_cinematic_light)
(wake c06_intra2_cinematic_light)
)
)
)
)
(script static c06_intra2_scene_01
(script static c06_intra2_scene_01
(begin
(begin
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(06_intra2_01_predict_stub)
(06_intra2_01_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(c06_intra2_01_setup)
(c06_intra2_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_01 none anchor_flag_intra2)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_01 none anchor_flag_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_01 False anchor_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_01 False anchor_intra2)
(custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_01 False anchor_intra2)
(custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_01 False anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_01 anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_01 anchor_intra2)
(scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_01 anchor_intra2)
(scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_01 anchor_intra2)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(06_intra2_02_predict_stub)
(06_intra2_02_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant c06_intra2_foley_02
(script dormant c06_intra2_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1)
(print "c06_intra2 foley 02 start")
(print "c06_intra2 foley 02 start")
)
)
)
)
(script dormant c06_3030_soc
(script dormant c06_3030_soc
(begin
(begin
(sleep 73)
(sleep 73)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1)
(cinematic_subtitle c06_3030_soc 3)
(cinematic_subtitle c06_3030_soc 3)
)
)
)
)
(script dormant blade_activate
(script dormant blade_activate
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 87)
(sleep 87)
(object_set_permutation energy_blade blade default)
(object_set_permutation energy_blade blade default)
(object_set_function_variable energy_blade turned_on 1 0)
(object_set_function_variable energy_blade turned_on 1 0)
(effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander left_hand_elite)
(effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander left_hand_elite)
(print "blade activate")
(print "blade activate")
)
)
)
)
(script dormant kill_switch
(script dormant kill_switch
(begin
(begin
(sleep 307)
(sleep 307)
(print "delete switch")
(print "delete switch")
(object_destroy key_switch)
(object_destroy key_switch)
)
)
)
)
(script static c06_intra2_02_setup
(script static c06_intra2_02_setup
(begin
(begin
(cinematic_set_far_clip_distance 2048)
(cinematic_set_far_clip_distance 2048)
(print "set far clip")
(print "set far clip")
(wake c06_intra2_foley_02)
(wake c06_intra2_foley_02)
(wake c06_3030_soc)
(wake c06_3030_soc)
(wake blade_activate)
(wake blade_activate)
(wake kill_switch)
(wake kill_switch)
)
)
)
)
(script static c06_intra2_02_cleanup
(script static c06_intra2_02_cleanup
(begin
(begin
(object_destroy commander)
(object_destroy commander)
(object_destroy_containing "key_intra2_02")
(object_destroy_containing "key_intra2_02")
)
)
)
)
(script static c06_intra2_scene_02
(script static c06_intra2_scene_02
(begin
(begin
(c06_intra2_02_setup)
(c06_intra2_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_02 none anchor_flag_intra2)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_02 none anchor_flag_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_02 False anchor_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_02 False anchor_intra2)
(custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_02 False anchor_intra2)
(custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_02 False anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_02 anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_02 anchor_intra2)
(scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_02 anchor_intra2)
(scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_02 anchor_intra2)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(06_intra2_03_predict_stub)
(06_intra2_03_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol)
(sleep (camera_time))
(sleep (camera_time))
(c06_intra2_02_cleanup)
(c06_intra2_02_cleanup)
)
)
)
)
(script dormant c06_intra2_foley_03
(script dormant c06_intra2_foley_03
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1)
(print "c06_intra2 foley 03 start")
(print "c06_intra2 foley 03 start")
)
)
)
)
(script dormant l06_0300_tar
(script dormant l06_0300_tar
(begin
(begin
(sleep 74)
(sleep 74)
(sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy)
(sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy)
(cinematic_subtitle l06_0300_tar 2)
(cinematic_subtitle l06_0300_tar 2)
)
)
)
)
(script dormant l06_0310_tar
(script dormant l06_0310_tar
(begin
(begin
(sleep 164)
(sleep 164)
(sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy)
(sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy)
(cinematic_subtitle l06_0310_tar 2.5)
(cinematic_subtitle l06_0310_tar 2.5)
)
)
)
)
(script dormant key_door_open
(script dormant key_door_open
(begin
(begin
(sleep 210)
(sleep 210)
(print "key door open")
(print "key door open")
(device_set_position key_ride_door0 1)
(device_set_position key_ride_door0 1)
)
)
)
)
(script static c06_intra2_03_setup
(script static c06_intra2_03_setup
(begin
(begin
(object_create_anew phantom_01)
(object_create_anew phantom_01)
(object_cinematic_lod phantom_01 True)
(object_cinematic_lod phantom_01 True)
(object_uses_cinematic_lighting phantom_01 True)
(object_uses_cinematic_lighting phantom_01 True)
(wake c06_intra2_foley_03)
(wake c06_intra2_foley_03)
(wake l06_0300_tar)
(wake l06_0300_tar)
(wake l06_0310_tar)
(wake l06_0310_tar)
(wake key_door_open)
(wake key_door_open)
)
)
)
)
(script static c06_intra2_03_cleanup
(script static c06_intra2_03_cleanup
(begin
(begin
(object_destroy dervish)
(object_destroy dervish)
(object_destroy phantom_01)
(object_destroy phantom_01)
(object_destroy key_intra2_01)
(object_destroy key_intra2_01)
)
)
)
)
(script static c06_intra2_scene_03
(script static c06_intra2_scene_03
(begin
(begin
(c06_intra2_03_setup)
(c06_intra2_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_03 none anchor_flag_intra2)
(camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_03 none anchor_flag_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_03 False anchor_intra2)
(custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_03 False anchor_intra2)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 phantom_03 False anchor_intra2)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 phantom_03 False anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_03 anchor_intra2)
(scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_03 anchor_intra2)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(c06_intra2_03_cleanup)
(c06_intra2_03_cleanup)
(sleep 30)
(sleep 30)
)
)
)
)
(script static c06_intra2
(script static c06_intra2
(begin
(begin
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(switch_bsp_by_name sen_hq_bsp_5)
(switch_bsp_by_name sen_hq_bsp_5)
(sleep 1)
(sleep 1)
(c06_intra2_scene_01)
(c06_intra2_scene_01)
(c06_intra2_scene_02)
(c06_intra2_scene_02)
(c06_intra2_scene_03)
(c06_intra2_scene_03)
)
)
)
)
(script dormant x07_foley_01
(script dormant x07_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1)
(sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1)
(print "x07 foley 01 start")
(print "x07 foley 01 start")
)
)
)
)
(script dormant x07_cinematic_light_01
(script dormant x07_cinematic_light_01
(begin
(begin
(cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.2)
(cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.2)
(cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29)
(cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29)
(cinematic_lighting_set_ambient_light 0.02 0.02 0.02)
(cinematic_lighting_set_ambient_light 0.02 0.02 0.02)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting x07_tentacle True)
(object_uses_cinematic_lighting x07_tentacle True)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(print "tentacle cinematic lighting")
(object_uses_cinematic_lighting index_container True)
(object_uses_cinematic_lighting index_container True)
)
)
)
)
(script static x07_01_setup
(script static x07_01_setup
(begin
(begin
(object_create_anew miranda)
(object_create_anew miranda)
(object_create_anew x07_tentacle)
(object_create_anew x07_tentacle)
(object_create_anew index_container)
(object_create_anew index_container)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(print "tentacle created")
(object_cinematic_lod miranda True)
(object_cinematic_lod miranda True)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(object_cinematic_lod x07_tentacle True)
(object_cinematic_lod index_container True)
(object_cinematic_lod index_container True)
(unit_set_emotional_state miranda pain 0.25 0)
(unit_set_emotional_state miranda pain 0.25 0)
(print "miranda - pain .25 0")
(print "miranda - pain .25 0")
(wake x07_foley_01)
(wake x07_foley_01)
(wake x07_cinematic_light_01)
(wake x07_cinematic_light_01)
)
)
)
)
(script static x07_scene_01
(script static x07_scene_01
(begin
(begin
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(cinematic_outro_start)
(cinematic_outro_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(x07_01_predict_stub)
(x07_01_predict_stub)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol)
(sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(x07_01_setup)
(x07_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_01 none anchor_flag_x07)
(camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_01 none anchor_flag_x07)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(custom_animation_relative miranda objec
ts\characters\miranda\x07\x0
(custom_animation_relative miranda objec
सेव किए गए Diffs
ऑरिजनल टेक्स्ट
फ़ाइल खोलें
(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 bool g_fact_ent_sen_spawn False) (global short g_fact_ent_sen_count 0) (global short g_fact_ent_sen_index 10) (global short g_fact_ent_enf_count 0) (global short g_fact_ent_enf_index 3) (global bool g_music_06b_01 True) (global bool g_music_06b_02 False) (global bool g_music_06b_03 False) (global bool g_music_06b_04 False) (global bool g_music_06b_05 False) (global bool g_music_06b_06 False) (global bool g_music_06b_07 False) (global short dialogue_pause 7) (global bool g_qz_cov_def_progress False) (global short g_order_delay 150) (global bool g_veh_int_migrate_a False) (global bool g_veh_int_migrate_b False) (global bool g_veh_int_migrate_c False) (global bool g_veh_int_migrate_d False) (global bool g_veh_int_migrate_e False) (global bool g_ext_a_dam_migrate_a False) (global bool g_ext_a_dam_migrate_b False) (global bool g_ext_a_migrate_a False) (global bool g_ext_a_migrate_b False) (global bool g_ext_a_migrate_c False) (global bool g_ext_a_migrate_d False) (global bool g_ext_a_migrate_e False) (global bool g_ext_a_migrate_f False) (global bool g_ext_a_fact_ent_migrate False) (global bool g_ext_b_migrate_1 False) (global bool g_ext_b_migrate_2 False) (global bool g_ext_b_migrate_3 False) (global bool g_ext_b_migrate_4 False) (global bool g_ext_b_migrate_5 False) (global bool g_veh_int_ghost_spawn False) (global short g_veh_int_ghost_limit 0) (global short g_veh_int_ghost_number 0) (global script_vehicle v_ext_a_phantom none) (global bool g_qz_ext_a_wraith_shoot False) (global bool g_ext_a_dam_enf False) (global bool g_qz_ext_a_flood_ghosts False) (global bool g_qz_ext_a_d_spawn True) (global bool g_gorge_sen_spawn False) (global bool g_ext_b_phantom False) (global script_vehicle v_ext_b_phantom none) (global bool g_ext_b_ent_phantom False) (global bool g_ext_b_enforcer False) (global bool g_ext_b_bk_ghost_spawn False) (global short g_ext_b_bk_ghost_limit 0) (global short g_ext_b_bk_ghost_number 0) (global bool g_key_started False) (global bool g_key_lock0_entered False) (global bool g_key_lock0_first_loadpoint False) (global bool g_key_lock0_second_loadpoint False) (global bool g_key_lock0_begin_human False) (global bool g_key_lock0_door1 False) (global bool g_key_cruise_entered False) (global bool g_key_cruise_first_loadpoint False) (global bool g_key_cruise_halfway False) (global bool g_key_shaft_entered False) (global bool g_key_shaft_rising False) (global bool g_key_shaft_near_exterior False) (global bool g_key_lock1_entered False) (global bool g_key_lock1_first_arch False) (global bool g_key_lock1_second_arch False) (global bool g_key_library_entered False) (global bool g_key_library_arrival False) (global bool g_e26_started False) (global bool g_e26_ended False) (global bool g_e25_started False) (global bool g_e24_started False) (global bool g_e23_started False) (global bool g_e22_started False) (global bool g_e21_started 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 06_intra1_01_predict_stub (begin (wake 06_intra1_01_predict) ) ) (script static 06_intra2_01_predict_stub (begin (wake 06_intra2_01_predict) ) ) (script static 06_intra2_02_predict_stub (begin (wake 06_intra2_02_predict) ) ) (script static 06_intra2_03_predict_stub (begin (wake 06_intra2_03_predict) ) ) (script static x07_01_predict_stub (begin (wake x07_01_predict) ) ) (script static x07_02_predict_stub (begin (wake x07_02_predict) ) ) (script static x07_03_predict_stub (begin (wake x07_03_predict) ) ) (script static x07_04_predict_stub (begin (wake x07_04_predict) ) ) (script static x07_05_predict_stub (begin (wake x07_05_predict) ) ) (script static x07_06_predict_stub (begin (wake x07_06_predict) ) ) (script dormant c06_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1) (print "c06_intra1 score 01 start") ) ) (script dormant c06_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1) (print "c06_intra1 foley 01 start") ) ) (script dormant c06_2070_der (begin (sleep 69) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1) (cinematic_subtitle c06_2070_der 7) ) ) (script dormant c06_2090_soc (begin (sleep 303) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1) (cinematic_subtitle c06_2090_soc 8) ) ) (script dormant c06_2101_elc (begin (sleep 533) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1) (cinematic_subtitle c06_2101_elc 3) ) ) (script dormant c06_2110_soc (begin (sleep 610) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1) (cinematic_subtitle c06_2110_soc 3) ) ) (script dormant c06_2120_soc (begin (sleep 693) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1) (cinematic_subtitle c06_2120_soc 2) ) ) (script dormant c06_intra1_dof_01 (begin (sleep 0) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0) (print "rack focus") (sleep 165) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c06_intra1_dof_02 (begin (time_code_reset) (sleep 587) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 0.5 0.5 0) (print "rack focus") (object_destroy_containing "elite") (sleep 190) (cinematic_screen_effect_set_depth_of_field 3 0 0.5 1 0.5 0 1) (print "rack focus") ) ) (script dormant c06_intra1_cinematic_light (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) (object_uses_cinematic_lighting dervish_intra1 True) (object_uses_cinematic_lighting commander_intra1 True) (object_uses_cinematic_lighting elite_01 True) (object_uses_cinematic_lighting elite_02 True) (object_uses_cinematic_lighting elite_03 True) (object_uses_cinematic_lighting elite_04 True) (object_uses_cinematic_lighting phantom_intra1 True) (object_uses_cinematic_lighting spectre_intra1 True) ) ) (script static c06_intra1_setup (begin (object_create_anew dervish_intra1) (object_create_anew commander_intra1) (object_create_anew elite_01) (object_create_anew elite_02) (object_create_anew elite_03) (object_create_anew elite_04) (object_create_anew phantom_intra1) (object_create_anew spectre_intra1) (cinematic_clone_players_weapon dervish_intra1 left_hand_elite ) (object_cinematic_lod dervish_intra1 True) (object_cinematic_lod commander_intra1 True) (object_cinematic_lod elite_01 True) (object_cinematic_lod elite_02 True) (object_cinematic_lod elite_03 True) (object_cinematic_lod elite_04 True) (object_cinematic_lod phantom_intra1 True) (object_cinematic_lod spectre_intra1 True) (wake c06_intra1_score_01) (wake c06_intra1_foley_01) (wake c06_2070_der) (wake c06_2090_soc) (wake c06_2101_elc) (wake c06_2110_soc) (wake c06_2120_soc) (wake c06_intra1_dof_01) (wake c06_intra1_dof_02) (wake c06_intra1_cinematic_light) ) ) (script static c06_intra1_cleanup (begin (object_destroy_containing "intra1") (cinematic_screen_effect_stop) ) ) (script static c06_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0.25 1) (sound_class_set_gain "amb" 0.5 1) (switch_bsp_by_name sentinelhq_2) (sleep 1) (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (06_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol) (sleep prediction_offset) (c06_intra1_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 06_intra1_01 none anchor_flag_intra1) (custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 dervish_01 False anchor_intra1) (custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 soc_01 False anchor_intra1) (custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 elite01_01 False anchor_intra1) (custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 elite02_01 False anchor_intra1) (custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 elite03_01 False anchor_intra1) (custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 elite04_01 False anchor_intra1) (custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 phantom_01 False anchor_intra1) (custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 spectre_01 False anchor_intra1) (sleep 15) (fade_in 1 1 1 15) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intra1_cleanup) (sleep 30) (sound_class_set_gain "vehicle" 1 1) (sound_class_set_gain "amb" 1 1) ) ) (script dormant c06_intra2_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1) (print "c06_intra2 score 01 start") ) ) (script dormant c06_intra2_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1) (print "c06_intra2 foley 01 start") ) ) (script dormant c06_3010_soc (begin (sleep 550) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1) (cinematic_subtitle c06_3010_soc 3) ) ) (script dormant c06_intra2_cinematic_light (begin (cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27) (cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting commander True) ) ) (script static c06_intra2_01_setup (begin (object_destroy key) (object_create_anew dervish) (object_create_anew commander) (object_create_anew energy_blade) (object_create_anew key_intra2_01) (object_create_anew key_intra2_02) (objects_attach commander left_hand_elite energy_blade ) (object_set_permutation energy_blade blade noblade) (object_cinematic_lod dervish True) (object_cinematic_lod index_container True) (object_cinematic_lod key_intra2_01 True) (object_cinematic_lod key_intra2_02 True) (wake c06_intra2_score_01) (wake c06_intra2_foley_01) (wake c06_3010_soc) (wake c06_intra2_cinematic_light) ) ) (script static c06_intra2_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (06_intra2_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol) (sleep prediction_offset) (c06_intra2_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_01 none anchor_flag_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_01 False anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_01 False anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_01 anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_01 anchor_intra2) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (06_intra2_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol) (sleep (camera_time)) ) ) (script dormant c06_intra2_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1) (print "c06_intra2 foley 02 start") ) ) (script dormant c06_3030_soc (begin (sleep 73) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1) (cinematic_subtitle c06_3030_soc 3) ) ) (script dormant blade_activate (begin (time_code_reset) (sleep 87) (object_set_permutation energy_blade blade default) (object_set_function_variable energy_blade turned_on 1 0) (effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander left_hand_elite) (print "blade activate") ) ) (script dormant kill_switch (begin (sleep 307) (print "delete switch") (object_destroy key_switch) ) ) (script static c06_intra2_02_setup (begin (cinematic_set_far_clip_distance 2048) (print "set far clip") (wake c06_intra2_foley_02) (wake c06_3030_soc) (wake blade_activate) (wake kill_switch) ) ) (script static c06_intra2_02_cleanup (begin (object_destroy commander) (object_destroy_containing "key_intra2_02") ) ) (script static c06_intra2_scene_02 (begin (c06_intra2_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_02 none anchor_flag_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_02 False anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_02 False anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_02 anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_02 anchor_intra2) (sleep (- (camera_time) prediction_offset)) (06_intra2_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol) (sleep (camera_time)) (c06_intra2_02_cleanup) ) ) (script dormant c06_intra2_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1) (print "c06_intra2 foley 03 start") ) ) (script dormant l06_0300_tar (begin (sleep 74) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy) (cinematic_subtitle l06_0300_tar 2) ) ) (script dormant l06_0310_tar (begin (sleep 164) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy) (cinematic_subtitle l06_0310_tar 2.5) ) ) (script dormant key_door_open (begin (sleep 210) (print "key door open") (device_set_position key_ride_door0 1) ) ) (script static c06_intra2_03_setup (begin (object_create_anew phantom_01) (object_cinematic_lod phantom_01 True) (object_uses_cinematic_lighting phantom_01 True) (wake c06_intra2_foley_03) (wake l06_0300_tar) (wake l06_0310_tar) (wake key_door_open) ) ) (script static c06_intra2_03_cleanup (begin (object_destroy dervish) (object_destroy phantom_01) (object_destroy key_intra2_01) ) ) (script static c06_intra2_scene_03 (begin (c06_intra2_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_03 none anchor_flag_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_03 False anchor_intra2) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 phantom_03 False anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_03 anchor_intra2) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intra2_03_cleanup) (sleep 30) ) ) (script static c06_intra2 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name sen_hq_bsp_5) (sleep 1) (c06_intra2_scene_01) (c06_intra2_scene_02) (c06_intra2_scene_03) ) ) (script dormant x07_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1) (print "x07 foley 01 start") ) ) (script dormant x07_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.2) (cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting x07_tentacle True) (object_uses_cinematic_lighting index_container True) ) ) (script static x07_01_setup (begin (object_create_anew miranda) (object_create_anew x07_tentacle) (object_create_anew index_container) (object_cinematic_lod miranda True) (object_cinematic_lod x07_tentacle True) (object_cinematic_lod index_container True) (unit_set_emotional_state miranda pain 0.25 0) (print "miranda - pain .25 0") (wake x07_foley_01) (wake x07_cinematic_light_01) ) ) (script static x07_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x07_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol) (sleep prediction_offset) (x07_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_01 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_01 False anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_01 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_01 anchor_x07) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x07_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol) (sleep (camera_time)) ) ) (script dormant x07_score_02 (begin (sleep 279) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus none 1) (print "x07 score 02 start") ) ) (script dormant x07_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol none 1) (print "x07 foley 02 start") ) ) (script dormant x07_0010_mir (begin (sleep 249) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0010_mir miranda 1) (cinematic_subtitle x07_0010_mir 1) ) ) (script dormant x07_0020_jon (begin (sleep 399) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0020_jon johnson 1) (cinematic_subtitle x07_0020_jon 4) ) ) (script dormant x07_0030_mir (begin (sleep 540) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0030_mir miranda 1) (cinematic_subtitle x07_0030_mir 1.5) (unit_set_emotional_state miranda pain 0.25 15) (print "miranda - pain .25 15") ) ) (script dormant x07_emotion_miranda_01 (begin (sleep 330) (unit_set_emotional_state miranda shocked 0.5 0) (print "miranda - shocked .5 0") ) ) (script dormant x07_emotion_miranda_02 (begin (sleep 520) (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") ) ) (script static x07_02_setup (begin (object_create_anew johnson) (object_cinematic_lod johnson True) (object_uses_cinematic_lighting johnson True) (wake x07_score_02) (wake x07_foley_02) (wake x07_0010_mir) (wake x07_0020_jon) (wake x07_0030_mir) (wake x07_emotion_miranda_01) (wake x07_emotion_miranda_02) ) ) (script static x07_scene_02 (begin (x07_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_02 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_02 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_02 False anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_02 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_02 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol) (sleep (camera_time)) (object_destroy x07_tentacle) ) ) (script dormant x07_score_03 (begin (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus none 1) (print "x07 score 03 start") ) ) (script dormant x07_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol none 1) (print "x07 foley 03 start") ) ) (script dormant x07_0040_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0040_jon johnson 1) (cinematic_subtitle x07_0040_jon 2) ) ) (script dormant x07_0050_jon (begin (sleep 77) (unit_set_emotional_state johnson pain 0.25 0) (print "johnson - pain .25 0") (sleep 10) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0050_jon johnson 1) (cinematic_subtitle x07_0050_jon 1.5) ) ) (script dormant x07_0060_jon (begin (sleep 150) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0060_jon johnson 1) (cinematic_subtitle x07_0060_jon 1) (sleep 25) (unit_set_emotional_state miranda shocked 0.25 15) (print "miranda - shocked .25 15") ) ) (script dormant x07_0070_jon (begin (sleep 540) (unit_set_emotional_state johnson shocked 0.25 10) (print "johnson - shocked .25 10") (sleep 10) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0070_jon johnson 1) (cinematic_subtitle x07_0070_jon 1) ) ) (script dormant x07_0080_jon (begin (sleep 678) (unit_set_emotional_state johnson annoyed 0.75 60) (print "johnson - annoyed .75 60") (sleep 10) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0080_jon johnson 1) (cinematic_subtitle x07_0080_jon 1) (sleep 45) (unit_set_emotional_state johnson shocked 0.5 30) (print "johnson - shocked .5 30") ) ) (script dormant x07_0090_mir (begin (sleep 776) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0090_mir none 1) (cinematic_subtitle x07_0090_mir 1) ) ) (script dormant x07_0100_mir (begin (sleep 800) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0100_mir miranda 1) (cinematic_subtitle x07_0100_mir 1) ) ) (script dormant miranda_smgs_fire_1 (begin (sleep 834) (object_create_anew smg_real_01) (object_create_anew smg_real_02) (object_set_scale smg_real_01 1 0) (object_set_scale smg_real_02 1 0) (objects_attach miranda right_hand smg_real_01 ) (objects_attach miranda left_hand smg_real_02 ) (sleep 5) (weapon_hold_trigger smg_real_01 0 True) (weapon_hold_trigger smg_real_02 0 True) ) ) (script dormant johnson_rifle_fire (begin (sleep 563) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 10) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 21) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) ) ) (script dormant dervish_cammo (begin (sleep 627) (print "effect - cammo off") (unit_set_active_camo dervish False 1) ) ) (script dormant x07_cinematic_light_03 (begin (cinematic_lighting_set_primary_light 16 82 0.25 0.32 0.32) (cinematic_lighting_set_secondary_light 24 272 0.22 0.26 0.28) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting miranda_smg_01 True) (object_uses_cinematic_lighting miranda_smg_02 True) (object_uses_cinematic_lighting johnson_rifle True) ) ) (script dormant johnson_rifle_arm (begin (sleep 105) (objects_attach johnson right_hand johnson_rifle ) ) ) (script static x07_03_setup (begin (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_07) (object_create_anew dervish) (object_cannot_die dervish True) (unit_set_active_camo dervish True 0) (object_create_anew miranda_smg_01) (object_create_anew miranda_smg_02) (object_create_anew johnson_rifle) (object_cinematic_lod dervish True) (object_cinematic_lod miranda_smg_01 True) (object_cinematic_lod miranda_smg_02 True) (object_cinematic_lod johnson_rifle True) (unit_set_emotional_state miranda pain 0.25 0) (print "miranda - pain .25 0") (unit_set_emotional_state johnson pensive 0.25 0) (print "johnson - pensive .25 0") (wake x07_score_03) (wake x07_foley_03) (wake x07_0040_jon) (wake x07_0050_jon) (wake x07_0060_jon) (wake x07_0070_jon) (wake x07_0080_jon) (wake x07_0090_mir) (wake x07_0100_mir) (wake miranda_smgs_fire_1) (wake johnson_rifle_arm) (wake johnson_rifle_fire) (wake dervish_cammo) (wake x07_cinematic_light_03) ) ) (script static x07_scene_03 (begin (x07_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_03 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_03 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_03 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_03 False anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_03 anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_03 anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_03 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol) (sleep (camera_time)) ) ) (script dormant x07_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol none 1) (print "x07 foley 04 start") ) ) (script dormant x07_0110_mir (begin (sleep 117) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0110_mir miranda 1) (cinematic_subtitle x07_0110_mir 1.5) ) ) (script dormant x07_0120_mir (begin (sleep 169) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0120_mir miranda 1) (cinematic_subtitle x07_0120_mir 1) ) ) (script dormant x07_0130_tar (begin (sleep 483) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0130_tar tartarus 1) (cinematic_subtitle x07_0130_tar 4) ) ) (script dormant x07_0140_der (begin (sleep 614) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0140_der dervish 1) (cinematic_subtitle x07_0140_der 3) ) ) (script dormant effect_miranda_hit (begin (time_code_reset) (sleep 338) (print "effect - miranda hit") (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling miranda body) ) ) (script dormant x07_cinematic_light_04 (begin (cinematic_lighting_set_primary_light 33 42 0.2 0.25 0.25) (cinematic_lighting_set_secondary_light -54 0 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting hammer True) ) ) (script static x07_scene_05_problem_actors (begin (print "create problem actors") (object_create_anew_containing "brute") (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 brute_shot_01 True) (object_cinematic_lod brute_shot_02 True) (object_cinematic_lod brute_rifle_01 True) (object_cinematic_lod brute_rifle_02 True) (objects_attach brute_03 right_hand brute_shot_01 right_hand_brute) (objects_attach brute_04 right_hand brute_shot_02 right_hand_brute) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting brute_shot_01 True) (object_uses_cinematic_lighting brute_shot_02 True) (object_uses_cinematic_lighting brute_rifle_01 True) (object_uses_cinematic_lighting brute_rifle_02 True) ) ) (script dormant x07_emotion_miranda_03 (begin (sleep 300) (unit_set_emotional_state miranda shocked 0.5 0) (print "miranda - shocked .5 0") (sleep 38) (unit_set_emotional_state miranda pain 0.8 10) (print "miranda - shocked 1 10") ) ) (script dormant tartarus_hide_seek (begin (sleep 5) (object_hide tartarus True) (object_hide hammer True) (sleep 400) (object_hide tartarus False) (object_hide hammer False) ) ) (script dormant miranda_smgs_destroy (begin (time_code_reset) (sleep 98) (print "stop firing") (weapon_hold_trigger smg_real_01 0 False) (weapon_hold_trigger smg_real_02 0 False) (sleep 131) (print "destroy smgs") (objects_detach miranda smg_real_01) (objects_detach miranda smg_real_02) (object_destroy_containing "smg_real") ) ) (script static x07_04_setup (begin (object_create_anew tartarus) (object_create hammer) (object_cinematic_lod tartarus True) (object_cinematic_lod hammer True) (wake x07_foley_04) (wake x07_0110_mir) (wake x07_0120_mir) (wake x07_0130_tar) (wake x07_0140_der) (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") (wake x07_emotion_miranda_03) (wake miranda_smgs_destroy) (wake tartarus_hide_seek) (wake x07_cinematic_light_04) (wake effect_miranda_hit) ) ) (script static x07_scene_04 (begin (x07_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_04 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_04 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_04 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_04 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_04 False anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_04 anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_04 anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_04 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_04 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol) (x07_scene_05_problem_actors) (sleep (camera_time)) (objects_detach johnson johnson_rifle) (object_destroy johnson_rifle) ) ) (script dormant x07_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol none 1) (print "x07 foley 05 start") ) ) (script dormant x07_0150_tar (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0150_tar tartarus 1) (cinematic_subtitle x07_0150_tar 1.5) ) ) (script dormant x07_0160_tar (begin (sleep 48) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0160_tar tartarus 1) (cinematic_subtitle x07_0160_tar 2) ) ) (script dormant x07_0170_tar (begin (sleep 302) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0170_tar tartarus 1) (cinematic_subtitle x07_0170_tar 4) ) ) (script dormant x07_0180_tar (begin (sleep 428) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0180_tar tartarus 1) (cinematic_subtitle x07_0180_tar 5.5) ) ) (script dormant x07_0190_der (begin (sleep 591) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0190_der dervish 1) (cinematic_subtitle x07_0190_der 2.5) ) ) (script dormant destroy_miranda (begin (sleep 428) (object_destroy miranda) (print "destroy miranda") ) ) (script static x07_05_setup (begin (wake x07_foley_05) (wake x07_0150_tar) (wake x07_0160_tar) (wake x07_0170_tar) (wake x07_0180_tar) (wake x07_0190_der) (unit_set_emotional_state miranda asleep 1 0) (print "miranda - asleep 1 0") (unit_set_emotional_state johnson asleep 1 0) (print "johnson - asleep 1 0") (wake destroy_miranda) ) ) (script static x07_05_cleanup (begin (object_destroy johnson) (object_destroy_containing "brute") ) ) (script static x07_scene_05 (begin (x07_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_05 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_05 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_05 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_05 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_05 False anchor_x07) (custom_animation_relative brute_01 objects\characters\brute\x07\x07 brute01_05 False anchor_x07) (custom_animation_relative brute_02 objects\characters\brute\x07\x07 brute02_05 False anchor_x07) (custom_animation_relative brute_03 objects\characters\brute\x07\x07 brute03_05 False anchor_x07) (custom_animation_relative brute_04 objects\characters\brute\x07\x07 brute04_05 False anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_05 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_05 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol) (sleep (camera_time)) (x07_05_cleanup) ) ) (script dormant x07_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol none 1) (print "x07 foley 06 start") ) ) (script dormant x07_0200_tar (begin (sleep 86) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0200_tar tartarus 1) (cinematic_subtitle x07_0200_tar 6.5) (sleep 128) (unit_set_emotional_state tartarus inquisitive 1 60) ) ) (script dormant tartarus_bruteshot_fire (begin (sleep 373) (print "effect - tartarus' hammer") (effect_new_on_object_marker effects\objects\characters\brute\tartarus_hammer_impact_cinematic tartarus body) ) ) (script dormant tartarus_bruteshot_hit (begin (sleep 380) (print "effect - hammer hit") (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling dervish body) ) ) (script dormant x07_predict_shaft_01 (begin (sleep 385) (print "predict: camera") (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 405) ) ) (script dormant x07_predict_shaft_02 (begin (sleep 532) (print "predict: camera") (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 552) ) ) (script static x07_06_setup (begin (wake x07_foley_06) (wake x07_0200_tar) (wake tartarus_bruteshot_fire) (wake tartarus_bruteshot_hit) (wake x07_predict_shaft_01) (wake x07_predict_shaft_02) ) ) (script static x07_06_cleanup (begin (object_destroy dervish) (object_destroy tartarus) (object_destroy hammer) (object_destroy index_container) ) ) (script static x07_scene_06 (begin (x07_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_06 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_06 False anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_06 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_06 anchor_x07) (sleep (- (camera_time) 1)) (fade_out 0 0 0 0) (sleep 1) (x07_06_cleanup) (sound_class_set_gain "amb" 0 60) (sleep 90) ) ) (script static x07 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name sen_hq_bsp_6) (sleep 1) (x07_scene_01) (x07_scene_02) (x07_scene_03) (x07_scene_04) (x07_scene_05) (x07_scene_06) (rasterizer_bloom_override False) ) ) (script command cs_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 command cs_invul_8 (begin (cs_enable_moving True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep (* 30 8)) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script command cs_kill (begin (ai_kill_silent ai_current_actor) ) ) (script static no_death (begin (object_cannot_take_damage (ai_actors covenant)) ) ) (script dormant ice_cream_superman (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 superman!!!!")) (ice_cream_flavor_stock 10) ) ) (script dormant music_06b_01 (begin (sleep_until g_music_06b_01) (if debug (print "start music 06b_01")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_01 none 1) ) ) (script dormant music_06b_02 (begin (sleep_until g_music_06b_02) (if debug (print "start music 06b_02")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_02 none 1) (sleep_until (not g_music_06b_02)) (if debug (print "stop music 06b_02")) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_02) ) ) (script dormant music_06b_03 (begin (sleep_until g_music_06b_03) (if debug (print "start music 06b_03")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_03 none 1) (sleep_until (not g_music_06b_03)) (if debug (print "stop music 06b_03")) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_03) ) ) (script dormant music_06b_04 (begin (sleep_until g_music_06b_04) (if debug (print "start music 06b_04")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_04 none 1) ) ) (script dormant music_06b_05 (begin (sleep_until (volume_test_objects tv_e20_dock_entrance (players))) (set g_music_06b_05 True) (if debug (print "start music 06b_05")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_05 none 1) (sleep_until (not g_music_06b_05)) (if debug (print "stop music 06b_05")) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_05) ) ) (script dormant music_06b_06 (begin (sleep_until g_music_06b_06) (if debug (print "start music 06b_06")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_06 none 1) ) ) (script dormant music_06b_07 (begin (sleep_until (volume_test_objects tv_music_06b_07 (players))) (if debug (print "start music 06b_07")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_07 none 1) ) ) (script dormant chapter_mirror (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_competition (begin (sleep 30) (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_gallery (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 chapter_familiar (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_4) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_push_set (begin (sleep 30) (print "new objective set:") (print "push through the quarantine-zone toward the library.") (objectives_show_up_to 0) ) ) (script dormant objective_push_clear (begin (print "objective complete:") (print "push through the quarantine-zone toward the library.") (objectives_finish_up_to 0) ) ) (script dormant objective_link_set (begin (sleep 30) (print "new objective set:") (print "link-up with the spec-ops leader, and break through the flood barricade.") (objectives_show_up_to 1) ) ) (script dormant objective_link_clear (begin (print "objective complete:") (print "link-up with the spec-ops leader, and break through the flood barricade.") (objectives_finish_up_to 1) ) ) (script dormant objective_retrieve_set (begin (sleep 30) (print "new objective set:") (print "retrieve the sacred icon before the humans.") (objectives_show_up_to 2) ) ) (script dormant objective_retrieve_clear (begin (print "objective complete:") (print "retrieve the sacred icon before the humans.") (objectives_finish_up_to 2) ) ) (script dormant sc_cov_charge (begin (sleep 60) (if dialogue (print "commander: forward, warriors! and fear not pain or death!")) (sleep (ai_play_line_on_object none 0220)) (sleep (* dialogue_pause 2)) (if dialogue (print "commander: go, arbiter! i'll follow when our reinforcements arrive!")) (sleep (ai_play_line_on_object none 0240)) (sleep dialogue_pause) (sleep_until g_qz_cov_def_progress) (if (<= (ai_living_count cov_def_enf) 0) (sleep 180) (sleep 30)) (if (> (ai_living_count cov_def_enf) 0) (begin (if dialogue (print "spec-ops: go, enforcers!")) (sleep (ai_play_line covenant 0590)) (sleep dialogue_pause) )) (if dialogue (print "spec-ops: to the vehicles! we'll need their heavy-guns!")) (sleep (ai_play_line covenant 0600)) (sleep dialogue_pause) (if dialogue (print "spec-ops: onward! to the sacred icon!")) (sleep (ai_play_line covenant 0610)) (sleep dialogue_pause) ) ) (script command cs_sc_qz_veh_int (begin (if dialogue (print "spec-ops: what?! the parasite controls our vehicles?!")) (sleep (ai_play_line covenant 0620)) (sleep dialogue_pause) (if dialogue (print "spec-ops: impossible! it's never done that before!")) (sleep (ai_play_line covenant 0640)) (sleep dialogue_pause) (if dialogue (print "spec-ops: no matter. it will die all the same!")) (sleep (ai_play_line covenant 0650)) (sleep dialogue_pause) ) ) (script dormant sc_qz_veh_int (begin (sleep 180) (sleep_until (ai_scene sc_qz_veh_int cs_sc_qz_veh_int covenant)) ) ) (script dormant sc_ext_a (begin (if dialogue (print "commander: i'm sending you a squad of my most experienced warriors, arbiter.")) (sleep (ai_play_line_on_object none 0650)) (sleep dialogue_pause) (if dialogue (print "commander: do not squander their talents!")) (sleep (ai_play_line_on_object none 0660)) (sleep dialogue_pause) ) ) (script dormant sc_factory_approach (begin (if dialogue (print "commander: commander! we've found a human vehicle!")) (sleep (ai_play_line covenant 0250)) (sleep dialogue_pause) (if dialogue (print "spec-ops: keep moving. i'm on my way.")) (sleep (ai_play_line_on_object none 0260)) (sleep dialogue_pause) ) ) (script dormant sc_factory_exit (begin (sleep 60) (if dialogue (print "spec-ops: humans and parasites!")) (if dialogue (print "this ring has been befouled, but we will wipe it clean!")) (sleep (ai_play_line covenant 0270)) (sleep dialogue_pause) (if dialogue (print "spec-ops: honoring those who built it!")) (sleep (ai_play_line covenant 0280)) (sleep dialogue_pause) ) ) (script dormant sc_human_fools (begin (if dialogue (print "commander: human fools. i almost feel sorry for them.")) (sleep (ai_play_line_on_object none 0290)) (sleep dialogue_pause) ) ) (script dormant sc_ext_b (begin (if dialogue (print "spec-ops: forward to the icon!")) (sleep (ai_play_line covenant 0700)) (sleep dialogue_pause) (if dialogue (print "spec-ops: the parasite's ranks swell as we draw nearer to the library!")) (sleep (ai_play_line covenant 0710)) (sleep dialogue_pause) (if dialogue (print "spec-ops: steel your nerves. we are not turning back!")) (sleep (ai_play_line covenant 0720)) (sleep dialogue_pause) ) ) (script dormant sc_chasm (begin (if dialogue (print "tartarus: i see that coward didn't join you.")) (sleep (ai_play_line_on_object none 0300)) (sleep dialogue_pause) (if dialogue (print "tartarus: i'll do what i can to keep the flood off your back.")) (sleep (ai_play_line_on_object none 0310)) (sleep dialogue_pause) ) ) (script dormant sc_outer_wall (begin (if dialogue (print "tartarus: we cannot let the humans capture the icon!")) (sleep (ai_play_line_on_object none 0320)) (sleep dialogue_pause) (if dialogue (print "tartarus: the hierarchs do not look kindly on failure.")) (sleep (ai_play_line_on_object none 0330)) (sleep dialogue_pause) ) ) (script dormant sc_dock (begin (if dialogue (print "tartarus: hurry, arbiter! get the icon!")) (sleep (ai_play_line_on_object none 0340)) (sleep dialogue_pause) ) ) (script static driver_seat_test (begin (if (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_ini/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_ini/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_hog_ab/hog) warthog_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_ghost_ab/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_ghost_ab/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_scorpion/scorpion) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_hog_bk/warthog) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_bk/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_bk/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/b) ghost_d (players))) True False) ) ) (script static passenger_seat_test (begin (if (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_l (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_r (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_hog_ab/hog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_hog_ab/hog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_hog_bk/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_hog_bk/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_fact_warthog/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_fact_warthog/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog_gauss/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog_gauss/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre) spectre_p_l (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre) spectre_p_r (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre) spectre_g (players))) True False) ) ) (script command cov_def_spec_tele_a (begin (cs_teleport bsp_swap_teleport/a bsp_swap_teleport/face) ) ) (script command cov_def_spec_tele_b (begin (cs_teleport bsp_swap_teleport/b bsp_swap_teleport/face) ) ) (script command cov_def_spec_tele_c (begin (cs_teleport bsp_swap_teleport/c bsp_swap_teleport/face) ) ) (script command cov_def_spec_tele_d (begin (cs_teleport bsp_swap_teleport/d bsp_swap_teleport/face) ) ) (script command cs_fact_ent_exit_veh (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest crashed_fact_ent) (cs_enable_targeting True) (cs_shoot True) (ai_set_orders covenant cov_follow_factory1) (sleep 30) (ai_vehicle_exit covenant) ) ) (script dormant ext_a_vehicle_orders (begin (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant cov_drive_cov_def) ) ) (if True (begin (ai_set_orders covenant cov_follow_cov_def) ) void)) (= (structure_bsp_index) 1) )) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (if (= (structure_bsp_index) 0) (begin (begin (ai_set_orders covenant_infantry cov_follow_cov_def) (ai_set_orders covenant_vehicles cov_drive_cov_def) ) ) (if (= (structure_bsp_index) 1) (begin (begin (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_a) ) ) void)) ) ) (if True (begin (if (= (structure_bsp_index) 0) (begin (ai_set_orders covenant cov_follow_cov_def) ) (if (= (structure_bsp_index) 1) (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) ) void)) (or (and (volume_test_objects tv_veh_int_a (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_a (players)) (<= (ai_living_count veh_int_sen_a) 0)) g_veh_int_migrate_b) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (if (= (structure_bsp_index) 0) (begin (begin (ai_set_orders covenant_infantry cov_follow_cov_def) (ai_set_orders covenant_vehicles cov_drive_cov_def) ) ) (if (= (structure_bsp_index) 1) (begin (begin (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_b) ) ) void)) ) ) (if True (begin (if (= (structure_bsp_index) 0) (begin (ai_set_orders covenant cov_follow_cov_def) ) (if (= (structure_bsp_index) 1) (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) ) void)) (or (and (volume_test_objects tv_veh_int_b (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_b (players)) (<= (ai_living_count veh_int_sen_b) 0) (<= (ai_living_count veh_int_flood_b) 0)) g_veh_int_migrate_c) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_c) ) ) (if True (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) (or (and (volume_test_objects tv_veh_int_c (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_c (players)) (<= (ai_living_count veh_int_sen_c) 0) (<= (ai_living_count veh_int_flood_c) 0)) g_veh_int_migrate_d) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_d) ) ) (if True (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) (or (and (volume_test_objects tv_veh_int_d (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_d (players)) (<= (ai_living_count veh_int_sen_d) 0) (<= (ai_living_count veh_int_flood_d) 0)) g_veh_int_migrate_e) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_e) ) ) (if True (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) (or (volume_test_objects tv_qz_ext_a (players)) g_ext_a_dam_migrate_a) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_dam) (ai_set_orders covenant_vehicles cov_drive_ext_a_dam_a) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_dam) ) void)) (or (and (volume_test_objects tv_ext_a_dam_a (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_dam_a (players)) (<= (ai_living_count ext_a_sen_dam_a) 0) (<= (ai_living_count ext_a_flood_dam_a) 0)) g_ext_a_dam_migrate_b) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_dam) (ai_set_orders covenant_vehicles cov_drive_ext_a_dam_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_dam) ) void)) (or (and (volume_test_objects qz_ext_a_dam_b (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects qz_ext_a_dam_b (players)) (<= (ai_living_count ext_a_sen_dam_b) 0) (<= (ai_living_count ext_a_flood_dam_b) 0)) g_ext_a_migrate_a) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_a) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_a (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_a (players)) (<= (ai_living_count ext_a_sen_a) 0) (<= (ai_living_count ext_a_flood_a) 0)) g_ext_a_migrate_b) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_b (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_b (players)) (<= (ai_living_count ext_a_sen_b) 0) (<= (ai_living_count ext_a_flood_b) 0)) g_ext_a_migrate_c) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_c) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_c (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_c (players)) (<= (ai_living_count ext_a_sen_c) 0) (<= (ai_living_count ext_a_flood_c) 0)) g_ext_a_migrate_d) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_d) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_d (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_d (players)) (<= (ai_living_count ext_a_sen_d) 0) (<= (ai_living_count ext_a_flood_d) 0)) g_ext_a_migrate_e) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_e) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_e (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_e (players)) (<= (ai_living_count ext_a_sen_e) 0) (<= (ai_living_count ext_a_flood_e) 0)) g_ext_a_migrate_f) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_fact_ent) (ai_set_orders covenant_vehicles cov_drive_ext_a_f) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_fact_ent) ) void)) (or (and (volume_test_objects tv_ext_a_f (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_f (players)) (<= (ai_living_count ext_a_sen_f) 0) (<= (ai_living_count ext_a_flood_f) 0)) g_ext_a_fact_ent_migrate) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_fact_ent) (ai_set_orders covenant_vehicles cov_drive_fact_ent) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_fact_ent) ) void)) (or (and (ai_trigger_test "done_fighting" covenant) g_fact_ent_sen_spawn) (and (<= (ai_living_count fact_ent_sentinels) 0) (<= (ai_living_count fact_ent_flood) 0) g_fact_ent_sen_spawn) (volume_test_objects tv_fact_ent_follow (players))) )) (sleep g_order_delay) (cs_run_command_script covenant cs_fact_ent_exit_veh) ) ) (script command cs_ext_b_exit (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest ext_b_exit) (cs_enable_targeting True) (cs_shoot True) (ai_set_orders covenant cov_ext_b_exit) (sleep 30) (ai_vehicle_exit covenant) ) ) (script dormant ext_b_vehicle_orders (begin (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_a) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b) ) void)) (ai_magically_see covenant ext_b_flood) g_ext_b_migrate_1) ) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b) ) void)) (ai_magically_see covenant ext_b_flood) g_ext_b_migrate_2) ) (sleep (* g_order_delay 3)) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b) ) void)) (ai_magically_see covenant ext_b_flood) (or (and (<= (ai_living_count ext_b_flood_b) 0) (<= (ai_living_count ext_b_sentinels_b) 0)) g_ext_b_migrate_3) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_c) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b_bk) ) void)) (ai_magically_see covenant ext_b_flood) (or (and (<= (ai_living_count ext_b_flood_c) 0) (<= (ai_living_count ext_b_sentinels_c) 0)) g_ext_b_migrate_4) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_d) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b_bk) ) void)) (ai_magically_see covenant ext_b_flood) g_ext_b_migrate_5) ) (sleep (* g_order_delay 3)) (cs_run_command_script covenant cs_ext_b_exit) (sleep_until (= (structure_bsp_index) 3)) (ai_migrate covenant key_cov_dump) (sleep 5) (ai_teleport_to_starting_location_if_outside_bsp key_cov_dump) (sleep 5) (ai_set_orders covenant cov_follow_key_ent) ) ) (script command cs_cov_def_phantom (begin (cs_fly_to qz_cov_def/drop) (sleep_until g_qz_cov_def_progress) (cs_vehicle_speed 0.85) (cs_fly_to_and_face qz_cov_def/p4 qz_cov_def/p1 3) (cs_vehicle_speed 1) (cs_fly_by qz_cov_def/p1 10) (cs_fly_by qz_cov_def/p2 10) (cs_fly_by qz_cov_def/p3 10) (ai_erase ai_current_squad) ) ) (script command cs_cov_def_spec_ops_a (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/a)) ) ) (script command cs_cov_def_spec_ops_b (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/b)) ) ) (script command cs_cov_def_spec_ops_c (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre)) ) ) (script command cs_cov_def_spec_ops_d (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre)) ) ) (script command cs_go_to_scorpion (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location veh_int_scorpion/scorpion)) ) ) (script command cs_go_to_wraith (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location veh_int_wraith/wraith)) ) ) (script dormant ai_veh_int_ghost_spawn (begin (sleep_until (<= (ai_living_count veh_int_flood_ghosts_ini) 0)) (if debug (print "waking vehicle interior ghost spawner")) (if (difficulty_normal) (begin (begin (set g_veh_int_ghost_limit 6) (set g_veh_int_ghost_number 1) ) ) (if (difficulty_heroic) (begin (begin (set g_veh_int_ghost_limit 8) (set g_veh_int_ghost_number 2) ) ) (if (difficulty_legendary) (begin (begin (set g_veh_int_ghost_limit 10) (set g_veh_int_ghost_number 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count veh_int_flood_ghosts_bk) 0)) (sleep 90) (if debug (print "placing ghosts")) (ai_place veh_int_flood_ghosts_bk g_veh_int_ghost_number) (or (>= (ai_spawn_count veh_int_flood_ghosts_bk) g_veh_int_ghost_limit) g_veh_int_ghost_spawn) )) (if (<= (ai_living_count veh_int_flood_ghosts_bk) 0) (ai_place veh_int_flood_ghosts_bk)) ) ) (script dormant dam_door_a (begin (sleep_until (begin (sleep_until (volume_test_objects tv_dam_door_a (players)) 5) (device_set_position dam_door_a 1) False) ) ) ) (script dormant dam_door_b (begin (sleep_until (begin (sleep_until (volume_test_objects tv_dam_door_b (players)) 5) (device_set_position dam_door_b 1) False) ) ) ) (script command cs_ext_a_enf_ini (begin (cs_shoot True) (cs_vehicle_boost True) (cs_fly_by qz_ext_a_enf/p0 3) (cs_fly_by qz_ext_a_enf/p1 3) (cs_fly_by qz_ext_a_enf/p2 3) (cs_vehicle_boost False) ) ) (script command cs_ext_a_pelican (begin (cs_shoot False) (vehicle_load_magic (ai_vehicle_get_from_starting_location qz_ext_a_dam_human/pelican) pelican_lc (ai_vehicle_get_from_starting_location qz_ext_a_dam_human/scorpion)) (cs_fly_by qz_ext_a_pelican/p0 3) (cs_fly_by qz_ext_a_pelican/p2 3) (cs_fly_by qz_ext_a_pelican/p3 5) (cs_fly_by qz_ext_a_pelican/p5 3) (sleep 30) (ai_erase ai_current_squad) ) ) (script command cs_boost_1_5 (begin (cs_vehicle_boost True) (sleep (* 30 1.5)) (cs_vehicle_boost False) ) ) (script command cs_ext_a_phantom (begin (ai_place qz_ext_a_spec_ops) (ai_place qz_ext_a_ghosts) (cs_shoot True) (cs_enable_pathfinding_failsafe True) (sleep 1) (vehicle_load_magic v_ext_a_phantom phantom_p (ai_actors qz_ext_a_spec_ops)) (vehicle_load_magic v_ext_a_phantom phantom_sc01 (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/a)) (vehicle_load_magic v_ext_a_phantom phantom_sc02 (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/b)) (sleep 1) (cs_vehicle_boost True) (cs_fly_by qz_ext_a_phantom/p0 5) (cs_vehicle_boost False) (cs_fly_by qz_ext_a_phantom/p1 5) (cs_fly_by qz_ext_a_phantom/p2 4) (cs_fly_to_and_face qz_ext_a_phantom/p3 qz_ext_a_phantom/unit_face) (cs_vehicle_speed 0.75) (cs_fly_to_and_face qz_ext_a_phantom/drop_units qz_ext_a_phantom/unit_face 2) (object_set_phantom_power v_ext_a_phantom True) (sleep 45) (vehicle_unload v_ext_a_phantom phantom_p_a01) (sleep 30) (vehicle_unload v_ext_a_phantom phantom_p_a02) (sleep 30) (vehicle_unload v_ext_a_phantom phantom_p_a03) (sleep 45) (cs_fly_to_and_face qz_ext_a_phantom/drop_ghosts qz_ext_a_phantom/face 2) (sleep_until (not (volume_test_objects_all tv_qz_ext_a_ghost_drop (players)))) (sleep 45) (vehicle_unload v_ext_a_phantom phantom_sc) (sleep 90) (object_set_phantom_power v_ext_a_phantom False) (cs_vehicle_speed 1) (cs_fly_by qz_ext_a_phantom/p6) (cs_fly_by qz_ext_a_phantom/p4) (cs_vehicle_boost True) (cs_fly_by qz_ext_a_phantom/p7) (ai_erase ai_current_actor) ) ) (script command cs_wraiths_shoot (begin (cs_abort_on_damage True) (sleep_until (begin (begin_random (begin (cs_shoot_point True qz_ext_a_wraiths/p0) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p1) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p2) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p3) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p4) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p5) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p6) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p7) (sleep (random_range 30 60)) ) ) g_qz_ext_a_wraith_shoot) ) ) ) (script dormant ai_ext_a_dam_enforcers (begin (sleep_until (begin (sleep_until (<= (ai_living_count ext_a_sen_dam_b) 0)) (sleep 90) (ai_place qz_ext_a_dam_enf_door) (or (>= (ai_spawn_count qz_ext_a_dam_enf_door) 3) g_ext_a_dam_enf) )) ) ) (script dormant ai_qz_ext_a_wraiths (begin (ai_place qz_ext_a_flood_wraith_fr) (ai_place qz_ext_a_flood_wraith_bk) (ai_place qz_ext_a_flood_wraith_ledge) ) ) (script dormant ai_qz_ext_a_ghosts (begin (sleep_until (begin (sleep_until (<= (ai_living_count qz_ext_a_flood_ghosts) 0)) (if g_qz_ext_a_flood_ghosts (sleep_forever)) (sleep (random_range 60 120)) (ai_place qz_ext_a_flood_ghosts) g_qz_ext_a_flood_ghosts) ) ) ) (script dormant ai_fact_ent_sen_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count fact_ent_sen) 1)) (sleep (random_range 15 30)) (ai_place fact_ent_sen) (set g_fact_ent_sen_count (+ g_fact_ent_sen_count 1)) (if (= g_fact_ent_sen_count g_fact_ent_sen_index) (set g_fact_ent_sen_spawn True)) g_fact_ent_sen_spawn) ) ) ) (script dormant ai_fact_ent_enf_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count fact_ent_enf) 0)) (sleep (random_range 30 60)) (ai_place fact_ent_enf) (set g_fact_ent_enf_count (+ g_fact_ent_enf_count 1)) (if (= g_fact_ent_enf_count g_fact_ent_enf_index) (set g_fact_ent_sen_spawn True)) g_fact_ent_sen_spawn) ) ) ) (script dormant ai_qz_ext_a_d_spawn (begin (sleep_until (volume_test_objects tv_ext_a_d (players))) (if g_qz_ext_a_d_spawn (begin (ai_place qz_ext_a_flood_d) (ai_place qz_ext_a_enf_bk) )) ) ) (script dormant factory_1_flood_respawn (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (< (ai_nonswarm_count factory1_flood) 3))) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_end 1) (sleep 60)) (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (>= (ai_spawn_count factory_1_flood_end) 10)) )) ) ) (script dormant factory_1_sentinel_respawn_01 (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_01 (players)) True) (< (ai_living_count factory1_sentinels) 2))) (if (= (volume_test_objects vol_factory_1_mid_01 (players)) False) (ai_place factory_1_sentinels_01_low 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_01 (players)) False) (ai_place factory_1_sentinels_01_high 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_01 (players)) True) (>= (+ (ai_spawn_count factory_1_sentinels_01_low) (ai_spawn_count factory_1_sentinels_01_high)) 3)) )) ) ) (script dormant factory_1_sentinel_respawn_02 (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_02 (players)) True) (< (ai_living_count factory1_sentinels) 2))) (if (= (volume_test_objects vol_factory_1_mid_02 (players)) False) (ai_place factory_1_sentinels_02_low 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_02 (players)) False) (ai_place factory_1_sentinels_02_high 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_02 (players)) True) (>= (+ (ai_spawn_count factory_1_sentinels_02_low) (ai_spawn_count factory_1_sentinels_02_high)) 6)) )) ) ) (script dormant factory_1_sentinel_enders (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (< (ai_living_count factory1_sentinels) 2))) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_sentinels_03_low 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_sentinels_03_high 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (>= (+ (ai_spawn_count factory_1_sentinels_03_low) (ai_spawn_count factory_1_sentinels_03_high)) 6)) )) ) ) (script dormant factory_1_flood_surge (begin (sleep_until (= (ai_living_count factory_1_major) 0)) (sleep_forever factory_1_flood_respawn) (ai_set_orders factory1_flood factory_1_flood_tubes_fwd) (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (< (ai_nonswarm_count factory1_flood) 3))) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_end 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_tubes_far 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_tubes_near 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_alcove 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (>= (+ (ai_spawn_count factory_1_flood_end) (ai_spawn_count factory_1_flood_tubes_far) (ai_spawn_count factory_1_flood_tubes_near) (ai_spawn_count factory_1_flood_alcove)) 10)) )) (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_exit (players)) True) (< (ai_nonswarm_count factory1_flood) 2))) (if (= (volume_test_objects vol_factory_1_exit (players)) False) (ai_place factory_1_flood_end 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_exit (players)) True) (>= (ai_spawn_count factory_1_flood_end) 8)) )) ) ) (script dormant sent_factory_1_start (begin (sleep_until (= (volume_test_objects vol_factory_1_enter (players)) True)) (game_save) (ai_place factory_1_sentinels_intro) (ai_place factory_1_flood_intro) (ai_place factory_1_major) (ai_place factory_1_sentinels_initial_mid) (ai_place factory_1_flood_initial_mid) (wake factory_1_flood_surge) (wake factory_1_flood_respawn) (wake factory_1_sentinel_respawn_01) (wake factory_1_sentinel_enders) (sleep_until (or (= (volume_test_objects vol_factory_1_mid_01 (players)) True) (< (ai_nonswarm_count factory1_enemies) 8))) (game_save_no_timeout) (ai_place factory_1_sentinels_initial_end) (ai_place factory_1_flood_initial_end) (sleep_until (= (volume_test_objects vol_factory_1_mid_01 (players)) True)) (game_save) (sleep_forever factory_1_sentinel_respawn_01) (wake factory_1_sentinel_respawn_02) (ai_renew covenant) (sleep_until (= (volume_test_objects vol_factory_1_mid_02 (players)) True)) (game_save) (sleep_forever factory_1_sentinel_respawn_02) (sleep_until (= (volume_test_objects vol_factory_1_mid_03 (players)) True)) (game_save) (sleep_forever factory_1_sentinel_enders) (sleep_forever factory_1_flood_respawn) (sleep_until (= (volume_test_objects vol_factory_1_exit (players)) True)) (game_save) (if (= (ai_living_count factory_1_major) 1) (sleep_forever factory_1_flood_surge)) ) ) (script dormant ai_sentinel_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count gorge_sen) 0)) (sleep 150) (ai_place gorge_sen) g_gorge_sen_spawn) ) ) ) (script dormant ai_gorge (begin (ai_place gorge_flood_ini) (ai_place gorge_enf) (wake ai_sentinel_spawn) (sleep_until (volume_test_objects tv_gorge_mid (players))) (game_save_no_timeout) (ai_place gorge_flood_bk) (sleep_until (volume_test_objects tv_gorge_bk_cave (players))) (ai_place gorge_flood_bk_cave) (set g_gorge_sen_spawn True) ) ) (script dormant ai_factory2 (begin (ai_place factory2_flood_ini) (sleep_until (volume_test_objects tv_factory2_mid (players))) (game_save_no_timeout) (if (<= (ai_living_count factory2_flood) 4) (begin (ai_place factory2_flood_mid) (ai_place factory2_flood_bk) )) (sleep_until (volume_test_objects tv_factory2_bk (players))) (game_save) (ai_place factory2_flood_bk_tunnel) (ai_place factory2_sen_bk_tunnel) ) ) (script dormant ai_constructor_flock (begin (flock_start constructor_swarm) (sleep 150) (flock_stop constructor_swarm) ) ) (script command cs_ext_b_phantom (begin (cs_shoot True) (cs_enable_pathfinding_failsafe True) (ai_place qz_ext_b_cov_spec_ops) (ai_place qz_ext_b_cov_spectre) (object_cannot_die (ai_get_object qz_ext_b_cov_spec_ops/soc) True) (sleep 1) (vehicle_load_magic v_ext_b_phantom phantom_p (ai_actors qz_ext_b_cov_spec_ops)) (vehicle_load_magic v_ext_b_phantom phantom_sc01 (ai_vehicle_get_from_starting_location qz_ext_b_cov_ghosts/a)) (vehicle_load_magic v_ext_b_phantom phantom_sc02 (ai_vehicle_get_from_starting_location qz_ext_b_cov_ghosts/b)) (vehicle_load_magic v_ext_b_phantom phantom_lc (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre)) (sleep 1) (cs_vehicle_boost True) (cs_fly_by qz_ext_b_phantom/p0 5) (cs_fly_by qz_ext_b_phantom/p1 5) (cs_vehicle_boost False) (ai_magically_see qz_ext_b_wraith_a qz_ext_b_cov_phantom) (cs_fly_by qz_ext_b_phantom/p2 5) (cs_fly_by qz_ext_b_phantom/p3 3) (cs_fly_to qz_ext_b_phantom/p4) (cs_face True qz_ext_b_phantom/p2) (cs_vehicle_speed 0.65) (cs_fly_to_and_face qz_ext_b_phantom/drop qz_ext_b_phantom/p2) (object_set_phantom_power v_ext_b_phantom True) (sleep 45) (vehicle_unload v_ext_b_phantom phantom_sc) (vehicle_unload v_ext_b_phantom phantom_lc) (sleep 45) (vehicle_unload v_ext_b_phantom phantom_p_a01) (sleep 30) (vehicle_unload v_ext_b_phantom phantom_p_a02) (sleep 30) (vehicle_unload v_ext_b_phantom phantom_p_a03) (sleep 45) (object_set_phantom_power v_ext_b_phantom False) (ai_vehicle_enter qz_ext_b_cov_spec_ops (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre)) (cs_face False qz_ext_b_phantom/p2) (cs_vehicle_speed 1) (sleep 60) (wake sc_ext_b) (cs_fly_by qz_ext_b_phantom/p2 3) (cs_fly_by qz_ext_b_phantom/p1 3) (cs_fly_by qz_ext_b_phantom/p0 3) (ai_erase ai_current_squad) ) ) (script command cs_ext_b_ent_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by qz_ext_b_ent_phantom/p0 5) (cs_fly_by qz_ext_b_ent_phantom/p1 5) (cs_fly_by qz_ext_b_ent_phantom/p2 5) (cs_vehicle_boost False) (cs_fly_to qz_ext_b_ent_phantom/p3) (cs_face True qz_ext_b_ent_phantom/p5) (cs_vehicle_speed 0.65) (cs_fly_to qz_ext_b_ent_phantom/drop) (sleep_until g_ext_b_ent_phantom) (cs_face False qz_ext_b_ent_phantom/p5) (cs_vehicle_speed 1) (cs_fly_by qz_ext_b_ent_phantom/p5 3) (cs_vehicle_boost True) (cs_fly_by qz_ext_b_ent_phantom/p6 3) (ai_erase ai_current_squad) ) ) (script dormant ai_ext_b_exit_tube_a (begin (sleep_until (volume_test_objects tv_ext_b_exit_tube_a (players))) (ai_place qz_ext_b_ent_flood_tube_a (pin (- 8 (ai_nonswarm_count ext_b_flood)) 0 6)) ) ) (script dormant ai_ext_b_exit_tube_b (begin (sleep_until (volume_test_objects tv_ext_b_exit_tube_b (players))) (ai_place qz_ext_b_ent_flood_tube_b (pin (- 8 (ai_nonswarm_count ext_b_flood)) 0 6)) ) ) (script dormant ai_ext_b_enf_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count ext_b_sentinels_b) 0)) (if (volume_test_objects tv_ext_b_mid (players)) (begin (ai_place qz_ext_b_enf_b) ) (if True (begin (ai_place qz_ext_b_enf_a) ) void)) (or (>= (ai_spawn_count ext_b_sentinels_b) 4) g_ext_b_enforcer) )) ) ) (script dormant ai_ext_b_bk_ghost_spawn (begin (if (difficulty_normal) (begin (begin (set g_ext_b_bk_ghost_limit 6) (set g_ext_b_bk_ghost_number 1) ) ) (if (difficulty_heroic) (begin (begin (set g_ext_b_bk_ghost_limit 8) (set g_ext_b_bk_ghost_number 2) ) ) (if (difficulty_legendary) (begin (begin (set g_ext_b_bk_ghost_limit 10) (set g_ext_b_bk_ghost_number 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count qz_ext_b_ent_ghost_bk) 0)) (sleep 90) (if debug (print "placing ghosts")) (ai_place qz_ext_b_ent_ghost_bk g_ext_b_bk_ghost_number) (or (>= (ai_spawn_count qz_ext_b_ent_ghost_bk) g_ext_b_bk_ghost_limit) g_ext_b_bk_ghost_spawn) )) ) ) (script dormant key_ride_door3_main (begin (print "key_ride_door3 begins to open") (device_set_position key_ride_door3 1) (sleep_until (>= (device_get_position key_ride_door3) 0.9) 10) (sleep 60) (print "key_ride_door3 begins to close") (device_set_position key_ride_door3 0) ) ) (script dormant key_ride_human_door2_main (begin (print "human_key_door2 begins to open") (device_set_position human_key_door2 1) (sleep_until (>= (device_get_position human_key_door2) 0.9) 10) (print "human_key_door2 begins to close") (device_set_position human_key_door2 0) ) ) (script dormant key_ride_door2_main (begin (print "key_ride_door2 begins to open") (device_set_position key_ride_door2 1) (sleep_until (>= (device_get_position key_ride_door2) 0.9) 10) (print "key_ride_door2 begins to close") (device_set_position key_ride_door2 0) ) ) (script dormant key_ride_door1_main (begin (print "key_ride_door1 begins to open") (device_set_position key_ride_door1 1) (sleep_until (>= (device_get_position key_ride_door1) 0.9) 10) (sleep 60) (print "key_ride_door1 begins to close") (device_set_position key_ride_door1 0) ) ) (script dormant key_ride_door0_main (begin (print "key_ride_door0 begins to open") (device_set_position_immediate key_ride_door0 0.32) (device_closes_automatically_set key_ride_door0 False) (device_set_position key_ride_door0 1) (sleep_forever) (sleep_until (>= (device_get_position key_ride_door0) 0.9) 10) (sleep 540) (print "key_ride_door0 begins to close") (device_set_position key_ride_door0 0) ) ) (script dormant key_main (begin (wake key_ride_door0_main) (pvs_set_object key) (sound_looping_start sound\ambience\device_machines\shq__key\shq__key none 1) (device_set_position_track key track_horiz0 0) (device_animate_position key 0.3 0 0 0 False) (sleep 5) (object_teleport (player0) key_ent0) (object_teleport (player1) key_ent1) (sleep 5) (device_animate_position key 0.6 75 0 0 False) (set g_key_started True) (sleep_until (>= (device_get_position key) 0.35) 3) (wake key_ride_door0_main) (sleep_until (>= (device_get_position key) 0.4) 3) (set g_key_lock0_first_loadpoint True) (set g_key_lock0_entered True) (sleep_until (>= (device_get_position key) 0.43) 3) (set g_key_lock0_first_loadpoint True) (sleep_until (>= (device_get_position key) 0.48) 3) (switch_bsp_by_name sen_hq_bsp_6) (sleep_until (>= (device_get_position key) 0.5) 3) (set g_key_lock0_second_loadpoint True) (sleep_until (>= (device_get_position key) 0.5) 3) (set g_key_lock0_begin_human True) (sleep_until (>= (device_get_position key) 0.53) 3) (set g_key_lock0_door1 True) (wake key_ride_door1_main) (sleep_until (>= (device_get_position key) 0.58) 3) (set g_key_cruise_entered True) (device_animate_position key 1 45 5 10 True) (sleep_until (>= (device_get_position key) 0.67) 3) (set g_key_cruise_first_loadpoint True) (sleep_until (>= (device_get_position key) 0.84) 3) (set g_key_cruise_halfway True) (sleep_until (>= (device_get_position key) 1) 3) (set g_key_shaft_entered True) (sleep 30) (device_set_position_track key track_rise 0) (device_set_overlay_track key overlay_transform) (sound_looping_set_alternate sound\ambience\device_machines\shq__key\shq__key True) (device_animate_overlay key 1 5 0 0) (sleep 180) (device_animate_position key 1 90 20 10 False) (set g_key_shaft_rising True) (set g_music_06b_06 True) (sleep_until (>= (device_get_position key) 0.3) 3) (set g_key_shaft_near_exterior True) (sleep_until (>= (device_get_position key) 0.73) 3) (wake key_ride_door2_main) (sleep_until (>= (device_get_position key) 1) 3) (set g_key_lock1_entered True) (sound_looping_stop sound\ambience\device_machines\shq__key\shq__key) (sleep 30) (device_set_position_track key track_horiz1 0) (sound_looping_start sound\ambience\device_machines\shq__key\shq__key none 1) (device_animate_overlay key 0 5 0 0) (sleep 180) (device_animate_position key 1 75 10 10 False) (sleep_until (>= (device_get_position key) 0.15) 3) (set g_key_lock1_first_arch True) (sleep_until (>= (device_get_position key) 0.4) 3) (set g_key_lock1_second_arch True) (sleep_until (>= (device_get_position key) 0.49) 3) (wake key_ride_door3_main) (sleep_until (>= (device_get_position key) 0.65) 3) (set g_key_library_entered True) (sleep_until (>= (device_get_position key) 0.85) 3) (device_animate_overlay key 1 5 0 0) (sleep_until (>= (device_get_position key) 1) 3) (set g_key_library_arrival True) (wake chapter_familiar) (wake sc_dock) (set g_music_06b_05 False) (sound_looping_stop sound\ambience\device_machines\shq__key\shq__key) ) ) (script dormant key_ride_human_key_main (begin (sleep_until g_key_lock0_begin_human 10) (object_create_anew key_human) (pvs_set_object key_human) (device_set_position_track key_human track_horiz0 0) (device_animate_position key_human 0.58 0.5 0 0 False) (sleep 15) (device_animate_position key_human 1 55 5 10 False) (sleep_until (>= (device_get_position key_human) 1) 3) (sleep 30) (device_set_position_track key_human track_rise 0) (device_set_overlay_track key_human overlay_transform) (device_animate_overlay key_human 1 5 0 0) (sleep 180) (device_animate_position key_human 1 80 20 10 False) (sleep_until (>= (device_get_position key_human) 0.71) 3) (wake key_ride_human_door2_main) (sleep_until (>= (device_get_position key_human) 1) 3) (sleep 120) (device_set_position_track key_human track_horiz1 0) (device_animate_overlay key_human 0 5 0 0) (sleep 180) (device_animate_position key_human 1 75 10 10 False) (sleep_until (>= (device_get_position key_human) 0.191) 3) (object_destroy key_human) (object_create_anew key_docked) (sleep 1) (device_set_overlay_track key_docked overlay_transform) (device_animate_overlay key_docked 1 0.1 0 0) ) ) (script command cs_e21_tartarus (begin (cs_enable_pathfinding_failsafe True) (print "e21 *tartarus returns from harassing human key*") (cs_vehicle_boost True) (cs_fly_by e21_tartarus/p0) (cs_vehicle_boost False) (print "e21 *tartarus follows the key in through the door*") (cs_fly_by e21_tartarus/p1) (cs_vehicle_speed 0.75) (cs_enable_pathfinding_failsafe False) (sleep_until (begin (cs_fly_by key_bsp5/left) False) 3 300) (cs_vehicle_speed 0.85) (cs_face True e22_tartarus_bsp6/forward_facing) (sleep_until (begin (cs_fly_by key_bsp5/center) False) 3 300) ) ) (script command cs_e22_tartarus (begin (cs_face False e22_tartarus_bsp6/forward_facing) (cs_fly_by e22_tartarus/p0) (cs_fly_by e22_tartarus/p1) (cs_vehicle_boost True) (cs_fly_by e22_tartarus/p2) (cs_vehicle_boost False) (cs_fly_to e22_tartarus/p3 1) (sleep 50) (cs_face True e22_tartarus_bsp6/forward_facing) (cs_vehicle_speed 0.9) (cs_fly_by key_bsp6/center_front) (cs_vehicle_speed 0.9) (sleep_until (begin (cs_fly_by key_bsp6/center_front 1) False) 3) ) ) (script command cs_e23_tartarus (begin (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by e23_tartarus/p0) (cs_fly_by e23_tartarus/p1) (cs_vehicle_boost False) (cs_fly_by e23_tartarus/p2) (cs_vehicle_speed 1) (sleep_until (begin (cs_fly_by key_human_bsp6/left_high 1) False) 3 360) (cs_teleport e23_tartarus/teleport_dest e23_tartarus/teleport_facing) (sleep_forever) ) ) (script command cs_e24_tartarus (begin (sleep 200) (cs_vehicle_speed 0.6) (cs_fly_by e24_tartarus/p0) (cs_vehicle_speed 1) (cs_fly_by e24_tartarus/p1) (cs_fly_by e24_tartarus/p2) (sleep_forever) ) ) (script command cs_e25_tartarus (begin (sleep 120) (cs_face True e25_tartarus/p0) (sleep 60) (cs_face False e25_tartarus/p0) (cs_vehicle_speed 0.6) (cs_fly_by e25_tartarus/p0) (cs_vehicle_speed 1) (cs_fly_to e25_tartarus/p1 1) (cs_face True e25_tartarus/p1_facing) (sleep 320) (cs_face False e25_tartarus/p1_facing) (cs_vehicle_speed 1) (cs_fly_by key_bsp6/center 1) (cs_vehicle_speed 0.9) (sleep_until (begin (cs_fly_by key_bsp6/center 1) False) 3) ) ) (script command cs_e26_tartarus (begin (cs_vehicle_speed 0.9) (sleep_until (begin (cs_fly_by key_bsp6/center 1) False) 3 210) (cs_fly_to e26_tartarus/p0) (sleep 120) (cs_fly_by e26_tartarus/p1) (cs_fly_by e26_tartarus/p2) (ai_erase ai_current_squad) ) ) (script dormant key_ride_tartarus_main (begin (ai_place key_ride_tartarus) (cs_run_command_script key_ride_tartarus/tartarus cs_e21_tartarus) (sleep_until (= (structure_bsp_index) 4) 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e22_tartarus) (sleep_until g_key_cruise_entered 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e23_tartarus) (sleep_until g_key_shaft_near_exterior 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e24_tartarus) (sleep_until g_key_lock1_entered 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e25_tartarus) (sleep_until g_key_library_entered 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e26_tartarus) ) ) (script static key_ride_test (begin (wake key_main) (wake key_ride_human_key_main) (wake key_ride_tartarus_main) ) ) (script command cs_e26_fld_infections_entry3 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script command cs_e26_fld_infections_entry2 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p6) (cs_go_to e26_fld_infection_forms0/p7) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script command cs_e26_fld_infections_entry1 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p8) (cs_go_to e26_fld_infection_forms0/p7) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script command cs_e26_fld_infections_entry0 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p0) (cs_go_to e26_fld_infection_forms0/p1) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script dormant e26_smg1 (begin (object_create e26_smg1) (sleep_until (begin (weapon_hold_trigger e26_smg1 0 True) (sleep_until g_e26_ended 2 (random_range 15 45)) (weapon_hold_trigger e26_smg1 0 False) (sleep_until g_e26_ended 2 (random_range 45 90)) g_e26_ended) 1) (weapon_hold_trigger e26_smg1 0 False) (object_destroy e26_smg1) ) ) (script dormant e26_smg0 (begin (object_create e26_smg0) (sleep_until (begin (weapon_hold_trigger e26_smg0 0 True) (sleep_until g_e26_ended 2 (random_range 15 45)) (weapon_hold_trigger e26_smg0 0 False) (sleep_until g_e26_ended 2 (random_range 45 90)) g_e26_ended) 1) (weapon_hold_trigger e26_smg0 0 False) (object_destroy e26_smg0) ) ) (script dormant e26_fld_infections_main (begin (ai_place e26_fld_infection_forms0/swarm0) (sleep_until (< (objects_distance_to_flag (players) e26_fld_infs0_1) 10) 10 300) (ai_place e26_fld_infection_forms0/swarm1) (sleep_until (< (objects_distance_to_flag (players) e26_fld_infs0_2) 10) 10 300) (ai_place e26_fld_infection_forms0/swarm2) (sleep_until (< (objects_distance_to_flag (players) e26_fld_infs0_3) 10) 10 300) (ai_place e26_fld_infection_forms0/swarm3) ) ) (script dormant e26_main (begin (sleep_until (volume_test_objects tv_e26_main_begin (players)) 10) (data_mine_set_mission_segment "enc_e26") (set g_e26_started True) (print "e26_main") (game_save) (wake e26_fld_infections_main) (wake e26_smg0) (wake e26_smg1) (sleep_until (or (volume_test_objects tv_mission_end0 (players)) (volume_test_objects tv_mission_end1 (players))) 10) (set g_e26_ended True) ) ) (script command cs_e25_scene3 (begin (cs_switch elite1) (cs_start_to e25_scenes/p1) (cs_switch elite0) (cs_start_to e25_scenes/p0) (sleep_until (or (not (cs_moving)) (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4)))) (cs_face_player True) (cs_approach (ai_get_object ai_current_actor) 1 1 1) (sleep_until (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) (print "elite0: we'll guard the key") (sleep (ai_play_line_at_player ai_current_actor 0910)) (sleep 20) (cs_switch elite1) (sleep_until (or (not (cs_moving)) (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4)))) (cs_face_player True) (cs_approach (ai_get_object ai_current_actor) 1 1 1) (sleep_until (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) (print "elite1: git to werk") (sleep (ai_play_line_at_player ai_current_actor 0920)) ) ) (script command cs_e25_scene1 (begin (cs_start_to e25_scenes/p0) (sleep_until (or (not (cs_moving)) (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4)))) (cs_face_player True) (cs_approach (ai_get_object ai_current_actor) 1 1 1) (sleep_until (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) (print "elite0: we'll guard the key") (sleep (ai_play_line_at_player ai_current_actor 0910)) (sleep 15) (print "elite0: get the icon") (sleep (ai_play_line_at_player ai_current_actor 0920)) ) ) (script command cs_e25_scene0 (begin (print "elite: behold, the library") (sleep (ai_play_line ai_current_actor 0890)) ) ) (script dormant e25_dialogue (begin (sleep_until (ai_scene e25_scene0 cs_e25_scene0 e21_cov_inf0) 5 300) (sleep 120) (ai_play_line_on_object none 0900) (sleep_until g_key_library_arrival 10) (if (>= (ai_living_count e21_cov_inf0) 2) (begin (sleep_until (ai_scene e25_scene3 cs_e25_scene3 e21_cov_inf0) 5) ) (begin (sleep_until (ai_scene e25_scene1 cs_e25_scene1 e21_cov_inf0) 5) )) ) ) (script dormant e25_fld_inf1_main (begin (sleep_until g_key_lock1_second_arch 10) (ai_place e25_fld_inf1_0) (sleep 60) (ai_place e25_fld_inf1_1) (sleep 60) (ai_place e25_fld_inf1_2) ) ) (script dormant e25_fld_inf0_main (begin (sleep_until g_key_lock1_first_arch 10) (ai_place e25_fld_inf0_0) (sleep 60) (ai_place e25_fld_inf0_1) (sleep 60) (ai_place e25_fld_inf0_2) ) ) (script dormant e25_main (begin (data_mine_set_mission_segment "enc_e25") (sleep_until g_key_lock1_entered 10) (set g_e25_started True) (print "e25_main") (game_save) (wake e26_main) (wake e25_dialogue) (sleep_until g_e26_started) (sleep_forever e25_fld_inf0_main) (sleep_forever e25_fld_inf1_main) ) ) (script command cs_e24_fld_inf1_load (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_face_object True key) (sleep 210) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_face_object False key) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (if (= (random_range 0 2) 0) (begin (cs_go_to e24_fld_inf1_load/p0_0) (cs_go_to e24_fld_inf1_load/p0_1) ) (begin (cs_go_to e24_fld_inf1_load/p1_0) (cs_go_to e24_fld_inf1_load/p1_1) )) (cs_jump_to_point 3 1) (ai_migrate ai_current_actor e21_fld_inf0_0) (sleep 150) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script dormant e24_fld_inf2_main (begin (sleep_until g_key_shaft_entered 10) ) ) (script dormant e24_fld_inf1_main (begin (sleep_until g_key_shaft_rising 10) (ai_place e24_fld_inf1_1) ) ) (script dormant e24_fld_inf0_main (begin (sleep_until g_key_shaft_entered 10) ) ) (script dormant e24_main (begin (sleep_until g_key_shaft_entered 10) (data_mine_set_mission_segment "enc_e24") (set g_e24_started True) (print "e24_main") (game_save) (wake e25_main) (sleep_until g_e25_started) (sleep_forever e24_fld_inf0_main) (sleep_forever e24_fld_inf1_main) (sleep_forever e24_fld_inf2_main) ) ) (script command cs_e23_fld_inf0_0_load (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to e23_fld_inf0_load/p0_0) (cs_go_to e23_fld_inf0_load/p0_1) (cs_jump 15 3) ) ) (script command cs_e23_fld_inf0_1_load (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to e23_fld_inf0_load/p1_0) (cs_go_to e23_fld_inf0_load/p1_1) (cs_jump 15 3) ) ) (script command cs_e23_scene0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_switch elite0) (print "dog: the fool...") (sleep (ai_play_line ai_current_actor 0810)) (sleep 15) (cs_switch elite1) (print "scl: on the bright side...") (sleep (ai_play_line ai_current_actor 0820)) ) ) (script dormant e23_dialogue (begin (sleep 90) (print "tartarus: humans! i'll deal with them!") (sleep (ai_play_line_on_object none 0800)) (sleep 30) (sleep_until (ai_scene e23_scene0 cs_e23_scene0 e21_cov_inf0) 10 90) ) ) (script dormant e23_fld_inf0_main (begin (sleep_until g_key_cruise_first_loadpoint 10) (ai_place e23_fld_inf0) (sleep_until g_key_cruise_halfway 10) (sleep 90) (ai_set_orders e23_fld_inf0_0 e23_fld_inf0_engage) (ai_set_orders e23_fld_inf0_1 e23_fld_inf0_engage) (cs_run_command_script e23_fld_inf0_0 cs_e23_fld_inf0_0_load) (cs_run_command_script e23_fld_inf0_1 cs_e23_fld_inf0_1_load) ) ) (script dormant e23_main (begin (data_mine_set_mission_segment "enc_e23") (sleep_until g_key_cruise_entered 10) (set g_e23_started True) (print "e23_main") (game_save) (wake e24_main) (wake e23_dialogue) (sleep_until g_e24_started) (sleep_forever e23_fld_inf0_main) ) ) (script static test_key_ride2 (begin (device_set_position_immediate key 0.26) (sleep 1) (object_teleport (player0) e23_test) (object_set_velocity (player0) 1 0 0) (wake key_main) (wake e23_main) (sleep 3) (device_set_position_immediate key 0.26) (device_set_position key 1) ) ) (script command cs_e22_hack_divide (begin (if (< (ai_living_count e22_cov_inf1_0) 2) (ai_migrate ai_current_actor e22_cov_inf1_0) (ai_migrate ai_current_actor e22_cov_inf1_1)) ) ) (script command cs_e22_fld_inf0_0_load (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_face_object True key) (sleep_until g_key_lock0_second_loadpoint 1) (sleep 95) (cs_face_object False key) (unit_impervious ai_current_actor True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (if (= (random_range 0 2) 0) (begin (cs_go_to e22_fld_inf0_load/p0_0) (cs_go_to e22_fld_inf0_load/p0_1) ) (begin (cs_go_to e22_fld_inf0_load/p1_0) (cs_go_to e22_fld_inf0_load/p1_1) )) (cs_move_in_direction 0 1 0) (unit_impervious ai_current_actor False) (ai_migrate ai_current_actor e21_fld_inf0_0) ) ) (script command cs_e22_scene0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_switch elite0) (print "scl: what courage...") (sleep (ai_play_line ai_current_actor 0780)) (sleep 15) (cs_switch elite1) (print "dog: ignore him...") (sleep (ai_play_line ai_current_actor 0790)) ) ) (script dormant e22_dialogue (begin (sleep_until (= (structure_bsp_index) 4)) (sleep 90) (print "tartarus: i will thin their ranks") (sleep (ai_play_line_on_object none 0770)) (sleep 30) (sleep_until (ai_scene e22_scene0 cs_e22_scene0 e21_cov_inf0) 10 90) ) ) (script dormant e22_fld_inf0_main (begin (sleep_until g_key_lock0_first_loadpoint 10) (ai_place e22_fld_inf0) ) ) (script dormant e22_main (begin (sleep_until g_key_lock0_entered 10) (data_mine_set_mission_segment "enc_e22") (set g_e22_started True) (print "e22_main") (game_save) (wake e23_main) (wake e22_fld_inf0_main) (wake e22_dialogue) (sleep_until g_e23_started) (sleep_forever e22_fld_inf0_main) ) ) (script command cs_e21_fld_inf1_low_entry (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_move_in_direction 6 0 0) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp5/p1_0) (cs_go_to e21_fld_bsp5/p1_1) ) (begin (cs_go_to e21_fld_bsp6/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp6/p1_0) (cs_go_to e21_fld_bsp6/p1_1) )) ) ) (script command cs_e21_fld_inf1_high_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p1_0) (cs_go_to e21_fld_bsp5/p1_1) ) (begin (cs_go_to e21_fld_bsp6/p1_0) (cs_go_to e21_fld_bsp6/p1_1) )) ) ) (script command cs_e21_fld_inf0_low_entry (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_move_in_direction 6 0 0) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp5/p0_0) (cs_go_to e21_fld_bsp5/p0_1) ) (begin (cs_go_to e21_fld_bsp6/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp6/p0_0) (cs_go_to e21_fld_bsp6/p0_1) )) ) ) (script command cs_e21_fld_inf0_high_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p0_0) (cs_go_to e21_fld_bsp5/p0_1) ) (begin (cs_go_to e21_fld_bsp6/p0_0) (cs_go_to e21_fld_bsp6/p0_1) )) ) ) (script command cs_e21_fld_inf0_0_load (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until g_key_lock0_first_loadpoint 1) (sleep 30) (cs_shoot_point True key_bsp5/p0) (sleep 148) (cs_shoot_point False key_bsp5/p0) (ai_set_orders ai_current_squad e21_fld_inf0_engage0) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_go_to e21_fld_load/left0) (cs_go_to e21_fld_load/left1) (cs_move_in_direction 0 1 0) ) ) (script command cs_e21_scene0 (begin (print "elite: i grow restless without a target") (sleep (ai_play_line_at_player ai_current_actor 0730)) ) ) (script command cs_e21_scene1 (begin (print "elite: look, up ahead! the parasite readies") (ai_play_line_at_player ai_current_actor 0760) (sleep 20) (cs_go_to_nearest e21_scene1_points) (cs_face True e21_fld_load/p0) (cs_aim True e21_fld_load/p0) (sleep_until g_key_lock0_first_loadpoint 5) (cs_shoot_point True e21_fld_load/p0) (sleep 90) ) ) (script static e21_in_bsp4 (begin (= (structure_bsp_index) 4) ) ) (script dormant e21_fld_carriers1_main (begin (ai_migrate e21_fld_carriers0 e21_fld_carriers1) (sleep_until (begin (if (< (ai_swarm_count e21_fld_carriers1) 2) (ai_place e21_fld_carriers1 1)) g_key_lock1_second_arch) 90) ) ) (script static e21_fld_inf1_spawn (begin (if (volume_test_objects tv_key_near_lower_spawner (players)) (begin (if (volume_test_objects tv_key_upper_left_side (players)) (begin (ai_place e21_fld_inf1_2 1) (ai_migrate e21_fld_inf1_2 e21_fld_inf1_0) (sleep 5) (ai_magically_see_object e21_fld_inf1_0 (player0) ) (ai_magically_see_object e21_fld_inf1_0 (player1) ) ) (begin (ai_place e21_fld_inf0_2 1) (cs_run_command_script e21_fld_inf0_2 cs_e21_fld_inf1_high_entry) (ai_migrate e21_fld_inf0_2 e21_fld_inf1_0) (sleep 5) (ai_magically_see_object e21_fld_inf1_0 (player0) ) (ai_magically_see_object e21_fld_inf1_0 (player1) ) )) ) (begin (ai_place e21_fld_inf1_1 1) (ai_migrate e21_fld_inf1_1 e21_fld_inf1_0) (sleep 5) (ai_magically_see_object e21_fld_inf1_0 (player0) ) (ai_magically_see_object e21_fld_inf1_0 (player1) ) )) ) ) (script dormant e21_fld_inf1_main (begin (ai_migrate e21_fld_inf0 e21_fld_inf1_0) (sleep_until (begin (if (< (ai_nonswarm_count e21_fld_inf1_0) 8) (sleep_until (begin (e21_fld_inf1_spawn) (or (>= (ai_nonswarm_count e21_fld_inf1_0) 8) g_key_lock1_second_arch) ) 60)) g_key_lock1_second_arch) 900) ) ) (script dormant e21_fld_carriers0_main (begin (sleep_until (= (structure_bsp_index) 4)) (sleep_until (begin (if (< (ai_nonswarm_count e21_fld_carriers0) 2) (ai_place e21_fld_carriers0 1)) g_key_shaft_rising) 90) (wake e21_fld_carriers1_main) ) ) (script static e21_fld_inf0_spawn (begin (if (volume_test_objects tv_key_near_lower_spawner (players)) (begin (if (volume_test_objects tv_key_upper_left_side (players)) (begin (ai_place e21_fld_inf1_2 1) (cs_run_command_script e21_fld_inf1_2 cs_e21_fld_inf0_high_entry) (ai_migrate e21_fld_inf1_2 e21_fld_inf0_0) (sleep 5) (ai_magically_see_object e21_fld_inf0_0 (player0) ) (ai_magically_see_object e21_fld_inf0_0 (player1) ) ) (begin (ai_place e21_fld_inf0_2 1) (ai_migrate e21_fld_inf0_2 e21_fld_inf0_0) (sleep 5) (ai_magically_see_object e21_fld_inf0_0 (player0) ) (ai_magically_see_object e21_fld_inf0_0 (player1) ) )) ) (begin (ai_place e21_fld_inf0_1 1) (ai_migrate e21_fld_inf0_1 e21_fld_inf0_0) (sleep 5) (ai_magically_see_object e21_fld_inf0_0 (player0) ) (ai_magically_see_object e21_fld_inf0_0 (player1) ) )) ) ) (script dormant e21_fld_inf0_main (begin (ai_place e21_fld_inf0_0) (sleep_until (= (structure_bsp_index) 4)) (sleep_until (begin (e21_fld_inf0_spawn) (or (>= (ai_nonswarm_count e21_fld_inf0_0) 8) g_key_shaft_rising) )) (sleep_until (begin (if (< (ai_nonswarm_count e21_fld_inf0_0) 8) (sleep_until (begin (e21_fld_inf0_spawn) (or (>= (ai_nonswarm_count e21_fld_inf0_0) 8) g_key_shaft_rising) ) 60)) g_key_shaft_rising) 900) (wake e21_fld_inf1_main) ) ) (script dormant e21_cov_inf0_main (begin (ai_place e21_cov_inf0) (sleep 150) (sleep_until (ai_scene e21_scene0 cs_e21_scene0 e21_cov_inf0_1) 5 60) (sleep 300) (sleep_until (ai_scene e21_scene1 cs_e21_scene1 e21_cov_inf0_0) 5 60) (sleep_until g_key_lock0_first_loadpoint 5) (game_save) (ai_set_orders e21_cov_inf0_0 e21_cov_inf0_0_guard_left) (ai_set_orders e21_cov_inf0_1 e21_cov_inf0_1_advance_left) (sleep_until g_key_shaft_rising) (ai_set_orders e21_cov_inf0_0 e21_cov_inf0_0_guard_right) (ai_set_orders e21_cov_inf0_1 e21_cov_inf0_1_advance_right) ) ) (script dormant e21_main (begin (sleep_until g_key_started 5) (data_mine_set_mission_segment "enc_e21") (set g_e21_started True) (print "e21_main") (wake e22_main) (wake e21_cov_inf0_main) (wake e21_fld_inf0_main) (wake sc_outer_wall) ) ) (script static test_key_ride (begin (switch_bsp_by_name sen_hq_bsp_5) (sleep 1) (object_teleport (player0) key_ent0) (object_set_velocity (player0) 5 0 0) (object_teleport (player1) key_ent1) (object_set_velocity (player1) 5 0 0) (wake key_main) (wake key_ride_human_key_main) (wake key_ride_tartarus_main) (wake e21_main) ) ) (script dormant begin_key_ride_main (begin (wake e21_main) (wake key_main) (wake key_ride_human_key_main) (wake key_ride_tartarus_main) ) ) (script dormant enc_cov_charge (begin (data_mine_set_mission_segment "enc_cov_charge") (print "initialize covenant charge scripts") (game_save) (object_dynamic_simulation_disable qz_cov_def_tower_pod_a True) (object_dynamic_simulation_disable qz_cov_def_tower_pod_b True) (ai_place qz_cov_def_phantom) (ai_place qz_cov_def_spectre) (ai_place qz_cov_def_ghosts) (ai_place qz_cov_def_spec_ops) (wake sc_cov_charge) (sleep_until (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_l (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_r (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/b) ghost_d (players))) 10 (* 30 20)) (set g_qz_cov_def_progress True) (sleep 30) (game_save_no_timeout) (sleep 90) (ai_place qz_cov_def_enforcer_a) (ai_place qz_cov_def_sen_elim) (device_set_position qz_door_a 1) (sleep (* 30 2)) (wake ext_a_vehicle_orders) (sleep_until (<= (ai_living_count sentinels) 0)) (sleep 30) (game_save) (ai_renew covenant) ) ) (script dormant enc_vehicle_int (begin (data_mine_set_mission_segment "enc_vehicle_int") (print "initialize vehicle interior scripts") (game_save) (ai_renew covenant) (ai_disposable cov_def_sentinels True) (ai_disposable cov_def_enf True) (set g_veh_int_migrate_a True) (set g_music_06b_01 True) (wake music_06b_01) (wake sc_qz_veh_int) (ai_place veh_int_enf_a) (ai_place veh_int_enf_b) (ai_place veh_int_enf_d) (ai_place veh_int_sen_elim_ini) (ai_place veh_int_scorpion) (ai_place veh_int_flood_ghosts_ini) (ai_place veh_int_wraith/wraith) (ai_place veh_int_hog_ab) (ai_place veh_int_ghost_ab) (sleep 15) (device_operates_automatically_set veh_int_door_a True) (sleep_until (volume_test_objects tv_veh_int_b (players))) (game_save) (ai_renew covenant) (set g_veh_int_migrate_b True) (wake ai_veh_int_ghost_spawn) (ai_place veh_int_sen_elim_rt) (ai_place veh_int_sen_elim_lt) (ai_magically_see veh_int_wraith veh_int_sen) (ai_place veh_int_flood_bk/runner) (sleep_until (volume_test_objects tv_veh_int_c (players))) (data_mine_set_mission_segment "enc_vehicle_int_bk") (game_save) (set g_veh_int_migrate_c True) (wake sc_factory_approach) (ai_renew covenant) (ai_place veh_int_wraith/driver) (sleep_until (volume_test_objects tv_veh_int_d (players))) (set g_veh_int_migrate_d True) (set g_veh_int_ghost_spawn True) (ai_place veh_int_flood_hog_bk) ) ) (script dormant enc_qz_ext_a (begin (data_mine_set_mission_segment "enc_qz_ext_a_dam") (print "initialize quarantine zone exterior a scripts") (game_save) (ai_renew covenant) (ai_disposable veh_int_flood True) (ai_disposable veh_int_sen True) (set g_veh_int_migrate_e True) (set g_ext_a_dam_migrate_a True) (wake music_06b_02) (wake ai_ext_a_dam_enforcers) (device_set_position qz_dam_door_a 1) (ai_place qz_ext_a_dam_enf/a) (ai_place qz_ext_a_dam_human) (ai_place qz_ext_a_dam_sen) (ai_place qz_ext_a_dam_sen_elim) (ai_place qz_ext_a_dam_flood_ini) (wake chapter_competition) (game_save) (ai_renew covenant) (sleep_until (volume_test_objects qz_ext_a_dam_b (players))) (set g_ext_a_dam_migrate_b True) (ai_place qz_ext_a_dam_flood_cliff_a) (ai_place qz_ext_a_dam_flood_cliff_b) (sleep_until (volume_test_objects tv_ext_a_a (players))) (data_mine_set_mission_segment "enc_qz_ext_a") (game_save) (ai_renew covenant) (set g_ext_a_dam_enf True) (set g_ext_a_migrate_a True) (ai_disposable ext_a_flood_dam_a True) (ai_disposable ext_a_flood_dam_b True) (ai_disposable ext_a_sen_dam_a True) (ai_disposable ext_a_sen_dam_b True) (wake ai_qz_ext_a_wraiths) (ai_place qz_ext_a_enf_a) (ai_place qz_ext_a_flood_rocket) (if (<= (ai_living_count covenant) 1) (begin (wake sc_ext_a) (ai_place qz_ext_a_phantom) )) (set v_ext_a_phantom (ai_vehicle_get_from_starting_location qz_ext_a_phantom/phantom)) (sleep_until (volume_test_objects tv_ext_a_b (players))) (set g_ext_a_migrate_b True) (sleep_until (volume_test_objects tv_ext_a_c (players))) (game_save_no_timeout) (ai_renew covenant) (set g_ext_a_migrate_c True) (ai_place qz_ext_a_flood_c) (ai_place qz_ext_a_flood_c2) (ai_place ext_a_flood_ghost_fr) (sleep_until (volume_test_objects tv_ext_a_d (players))) (set g_ext_a_migrate_d True) (wake ai_qz_ext_a_ghosts) (wake ai_qz_ext_a_d_spawn) (sleep_until (volume_test_objects tv_ext_a_e (players))) (game_save) (ai_renew covenant) (set g_ext_a_migrate_e True) (set g_qz_ext_a_d_spawn False) (ai_place ext_a_sen_elim_bk) (if (<= (ai_living_count qz_ext_a_enf_bk) 0) (ai_place qz_ext_a_enf_bk)) (sleep_until (volume_test_objects tv_ext_a_ghosts_off (players))) (set g_qz_ext_a_flood_ghosts True) (sleep_until (volume_test_objects tv_ext_a_f (players))) (data_mine_set_mission_segment "enc_ext_a_fact_ent") (game_save_no_timeout) (set g_ext_a_migrate_f True) (set g_music_06b_02 True) (ai_renew covenant) (ai_place fact_ent_flood_scorpion) (ai_place fact_ent_flood_wraith_b) (wake ai_fact_ent_sen_spawn) (wake ai_fact_ent_enf_spawn) (sleep_until (volume_test_objects tv_ext_a_fact_ent (players))) (set g_ext_a_fact_ent_migrate True) ) ) (script dormant enc_crashed_factory (begin (data_mine_set_mission_segment "enc_crashed_factory_a") (game_save) (ai_renew covenant) (ai_disposable ext_a_flood True) (ai_disposable ext_a_sen True) (set g_music_06b_02 False) (set g_music_06b_03 True) (set g_fact_ent_sen_spawn True) (wake music_06b_03) (wake sent_factory_1_start) (sleep_until (= (volume_test_objects vol_factory_1_exit (players)) True)) (game_save) (sleep_until (volume_test_objects tv_gorge (players))) (data_mine_set_mission_segment "enc_crashed_factory_ext") (game_save) (ai_disposable factory1_enemies True) (set g_music_06b_03 False) (ai_set_orders covenant cov_follow_gorge) (ai_renew covenant) (wake ai_gorge) (sleep_until (volume_test_objects tv_factory2_enter (players))) (data_mine_set_mission_segment "enc_crashed_factory_b") (game_save) (ai_disposable gorge_enemies True) (ai_set_orders covenant cov_follow_factory2) (ai_renew covenant) (wake ai_factory2) ) ) (script dormant enc_qz_ext_b (begin (data_mine_set_mission_segment "enc_ext_b_fact_exit") (print "initialize quarantine zone exterior b scripts") (game_save_no_timeout) (ai_renew covenant) (ai_disposable factory2_enemies True) (wake music_06b_04) (wake sc_factory_exit) (wake objective_push_clear) (wake objective_link_set) (wake ext_b_vehicle_orders) (ai_place qz_ext_b_fact_scorpion) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location qz_ext_b_fact_scorpion/scorpion) True) (ai_place qz_ext_b_fact_wraith) (ai_place qz_ext_b_fact_ghosts) (ai_place qz_ext_b_fact_flood) (ai_place qz_ext_b_fact_ghosts_spare) (ai_place qz_ext_b_enf_a) (sleep_until (volume_test_objects tv_ext_b_fact_mid (players))) (game_save) (if (random_range 0 2) (ai_place qz_ext_b_fact_warthog) (ai_place qz_ext_b_fact_ghost_bk)) (sleep_until (or (and (<= (ai_living_count ext_b_flood_a) 0) (<= (ai_living_count ext_b_sentinels_a) 0)) (volume_test_objects tv_ext_b_gate (players))) 5) (data_mine_set_mission_segment "enc_qz_ext_b") (game_save) (ai_renew covenant) (set g_ext_b_migrate_1 True) (wake ai_ext_b_enf_spawn) (set g_music_06b_04 True) (ai_place qz_ext_b_cov_phantom) (ai_place qz_ext_b_wraith_a) (ai_place qz_ext_b_wraith_b) (ai_place qz_ext_b_ghosts_a (pin (- 7 (ai_living_count ext_b_flood)) 0 2)) (ai_place qz_ext_b_warthog) (set v_ext_b_phantom (ai_vehicle_get_from_starting_location qz_ext_b_cov_phantom/phantom)) (sleep_until (or (and (<= (ai_living_count ext_b_flood_b) 0) (<= (ai_living_count ext_b_sentinels_b) 0)) (volume_test_objects tv_ext_b_mid (players))) 5) (game_save_no_timeout) (ai_renew covenant) (set g_ext_b_migrate_2 True) (ai_place qz_ext_b_ghosts_b) (ai_place qz_ext_b_warthog_gauss) (sleep_until (volume_test_objects tv_ext_b_back (players)) 5) (data_mine_set_mission_segment "enc_qz_ext_b_bk") (game_save_no_timeout) (ai_renew covenant) (ai_disposable ext_b_flood True) (ai_disposable ext_b_sentinels True) (set g_ext_b_migrate_3 True) (set g_ext_b_enforcer True) (wake ai_constructor_flock) (wake ai_ext_b_bk_ghost_spawn) (ai_place qz_ext_b_ent_enf) (ai_place qz_ext_b_ent_scorpion) (ai_place qz_ext_b_ent_wraith_a) (sleep_until (volume_test_objects tv_ext_b_exit (players)) 5) (data_mine_set_mission_segment "enc_qz_ext_b_exit") (game_save) (ai_renew covenant) (set g_ext_b_bk_ghost_spawn True) (set g_ext_b_migrate_4 True) (wake ai_ext_b_exit_tube_a) (wake ai_ext_b_exit_tube_b) (ai_place qz_ext_b_ent_turrets) (sleep_until (or (and (<= (ai_living_count ext_b_flood_d) 0) (<= (ai_living_count ext_b_sentinels_d) 0)) (volume_test_objects tv_ext_b_exit_door (players))) 5) (game_save_no_timeout) (ai_renew covenant) (set g_ext_b_migrate_5 True) (ai_place qz_ext_b_ent_flood_bk (pin (- 8 (ai_nonswarm_count ext_b_flood)) 0 6)) ) ) (script dormant enc_key_ride (begin (print "initialize key ride scripts") (ai_renew covenant) (wake music_06b_05) (wake music_06b_06) (wake music_06b_07) (sleep_until (volume_test_objects tv_key_ride_cinematic (players))) (cinematic_fade_to_white) (ai_erase_all) (object_teleport (player0) key_ride_a) (object_teleport (player1) key_ride_b) (sleep 5) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (print "c06_intra2") (c06_intra2) )) (cinematic_skip_stop) )) (wake begin_key_ride_main) (sleep 25) (game_save_immediate) (wake chapter_gallery) (wake objective_link_clear) (wake objective_retrieve_set) (ai_renew covenant) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white) ) ) (script dormant enc_library (begin (print "initialize library scripts") (game_save) (game_save) (ai_renew covenant) ) ) (script dormant mission_floodzone (begin (cinematic_snap_to_white) (switch_bsp 0) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (print "c06_intra1") (c06_intra1) )) (cinematic_skip_stop) )) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake enc_cov_charge) (if (difficulty_legendary) (wake ice_cream_superman)) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_mirror) (wake objective_push_set) (sleep_until (volume_test_objects tv_vehicle_int (players))) (wake enc_vehicle_int) (sleep_until (volume_test_objects tv_qz_ext_a (players))) (wake enc_qz_ext_a) (sleep_until (volume_test_objects tv_factory (players))) (wake enc_crashed_factory) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (cinematic_fade_to_white) (ai_erase_all) (object_teleport (player0) player0_end) (object_teleport (player1) player1_end) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (playtest_mission) (game_won) ) ) (script static start (begin (wake mission_floodzone) ) ) (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 static test (begin (set g_play_cinematics False) (device_set_position qz_door_a 1) (device_set_position veh_int_door_a 1) (device_set_position veh_int_door_b 1) (device_set_position qz_dam_door_a 1) (ai_place qz_cov_def_spectre) (ai_place qz_cov_def_ghosts) (ai_place qz_cov_def_spec_ops) (wake ext_a_vehicle_orders) (wake dam_door_a) (wake dam_door_b) (sleep 90) (set g_qz_cov_def_progress True) ) ) (script static test_ext_a_phantom (begin (ai_place qz_ext_a_phantom) (set v_ext_a_phantom (ai_vehicle_get_from_starting_location qz_ext_a_phantom/phantom)) ) ) (script static test_ext_b_phantom (begin (ai_place qz_ext_b_cov_phantom) (set v_ext_b_phantom (ai_vehicle_get_from_starting_location qz_ext_b_cov_phantom/phantom)) ) ) (script dormant 06_intra1_01_predict (begin (sleep 1) (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\06a_sentinelwalls\sentinelhq_2 14 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 12 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 10 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 36 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 7 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 8 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 17 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 22 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 27 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 29 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 32 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 35 True) (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) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 6) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section objects\characters\elite\elite 26) (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 0) (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 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 12) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_base\cov_watchtower_base 2) (sleep 8) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 1 True) (sleep 4) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 23 True) (sleep 31) (predict_model_section objects\vehicles\spectre\spectre 58) (predict_model_section objects\vehicles\spectre\spectre 59) (predict_model_section objects\vehicles\spectre\spectre 60) (predict_model_section objects\vehicles\spectre\spectre 61) (predict_model_section objects\vehicles\spectre\spectre 62) (predict_model_section objects\vehicles\spectre\spectre 63) (predict_model_section objects\vehicles\spectre\turrets\plasma\plasma 10) (sleep 148) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 1 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 21 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 5 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 9 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 18 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 6 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 2 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 3 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 6 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 11 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 15 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 28 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 17 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 25 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section scenarios\objects\solo\sentinelhq\door_sentinel\door_sentinel 0) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_pod\cov_watchtower_pod 2) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_base\cov_watchtower_base 2) (sleep 148) (predict_model_section objects\vehicles\spectre\spectre 58) (predict_model_section objects\vehicles\spectre\spectre 59) (predict_model_section objects\vehicles\spectre\spectre 60) (predict_model_section objects\vehicles\spectre\spectre 61) (predict_model_section objects\vehicles\spectre\spectre 62) (predict_model_section objects\vehicles\spectre\spectre 63) (predict_model_section objects\vehicles\spectre\turrets\plasma\plasma 10) (sleep 20) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 29 True) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 1) (sleep 67) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 27 True) (sleep 140) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 18 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 11 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 6) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 False) (sleep 24) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 32 True) (sleep 79) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 5 False) (sleep 5) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 28 True) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 25 True) (sleep 3) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 17 True) (sleep 3) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 27 False) (sleep 2) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 29 True) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 16 True) (sleep 27) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_base\cov_watchtower_base 2) (sleep 45) (predict_model_section objects\vehicles\spectre\spectre 58) (predict_model_section objects\vehicles\spectre\spectre 59) (predict_model_section objects\vehicles\spectre\spectre 60) (predict_model_section objects\vehicles\spectre\spectre 61) (predict_model_section objects\vehicles\spectre\spectre 62) (predict_model_section objects\vehicles\spectre\spectre 63) (predict_model_section objects\vehicles\spectre\turrets\plasma\plasma 10) (sleep 10) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 11 True) ) ) (script dormant 06_intra2_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 10 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 11 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 1 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 2 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 3 True) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 1) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section scenarios\objects\solo\sentinelhq\key_cine\key_cine 0) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 0) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 1) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 2) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 3) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 4) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 5) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 6) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 7) (sleep 138) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 89) (predict_model_section objects\characters\elite\elite 4) (predict_model_section objects\characters\elite\elite 5) (predict_model_section objects\characters\elite\elite 6) (sleep 23) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 9) (predict_model_section objects\characters\elite\elite 10) (sleep 27) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (sleep 47) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (sleep 90) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 26) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 5) (sleep 103) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 4 True) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (sleep 99) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) ) ) (script dormant 06_intra2_02_predict (begin (sleep 4) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 9) (predict_model_section objects\characters\elite\elite 10) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 22) (predict_model_section objects\characters\elite\elite 16) (predict_model_section objects\characters\elite\elite 17) (predict_model_section objects\characters\elite\elite 18) (sleep 45) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 3) (sleep 14) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (sleep 5) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 2) (sleep 4) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 26) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (sleep 14) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (sleep 82) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 4) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 5) (sleep 5) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 2) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 3) (sleep 7) (predict_model_section objects\characters\elite\elite 16) (predict_model_section objects\characters\elite\elite 17) (predict_model_section objects\characters\elite\elite 18) (predict_model_section objects\characters\elite\elite 23) (sleep 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 13) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 9) (predict_model_section objects\characters\elite\elite 10) (sleep 13) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (sleep 74) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 11 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 False) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 1) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (sleep 123) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 4 True) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 115) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (sleep 4) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) ) ) (script dormant 06_intra2_03_predict (begin (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (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 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 34) (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 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 116) (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\06b_floodzone\sen_hq_bsp_5 4 True) (sleep 82) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 1 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 12 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 3 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 7 True) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (predict_model_section scenarios\objects\forerunner\industrial\gas_container\gas_container 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) (sleep 536) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 75 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 59 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 66 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 73 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 1 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 31 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 76 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 0 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 1 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 2 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 31 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 34 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 35 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 29 True) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 0) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 1) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 2) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 3) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 4) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 5) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 6) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 7) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 8) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 9) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 10) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 11) ) ) (script dormant x07_01_predict (begin (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 28 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 7 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 18 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 19 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 20 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 37 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 38 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 39 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_model_section scenarios\objects\solo\sentinelhq\key\key 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 151) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 135) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 60) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 9 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) ) ) (script dormant x07_02_predict (begin (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 57) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 86) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 148) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 37) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 49) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 21) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (sleep 41) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (sleep 79) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 42 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 9 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 11 True) (sleep 55) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) ) ) (script dormant x07_03_predict (begin (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (sleep 2) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 99) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 94) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 86) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 125) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 36) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (sleep 49) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (sleep 36) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (sleep 9) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 14) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 20) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 20) (predict_structure_section 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scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 30) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 103) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (sleep 29) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (sleep 12) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 30) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 1) (predict_model_section objects\weapons\rifle\smg\smg 1) ) ) (script dormant x07_04_predict (begin (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 38) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (sleep 10) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (sleep 20) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 11) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 6) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 19) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 44) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 20) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 46) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (sleep 57) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 13) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (sleep 56) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 18) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 34) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (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 34) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 183) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 66) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) ) ) (script dormant x07_05_predict (begin (sleep 9) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (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 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\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\weapons\support_low\brute_shot\brute_shot 2) (sleep 113) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 94) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 7 False) (sleep 6) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 65) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 13) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 45) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (sleep 66) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (sleep 6) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 10) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 54) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (sleep 13) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 16) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) ) ) (script dormant x07_06_predict (begin (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 95) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 89) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (sleep 104) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 63) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 28) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 19) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 42 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 9 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 11 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 147) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 28 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 18 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 19 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 20 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 38 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 39 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (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 34) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) ) ) (script static tele_vehicle_int (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 1) (print "teleporting players...") (object_teleport (player0) vehicle_int_a) (object_teleport (player1) vehicle_int_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_vehicle_int) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_qz_ext_a (players))) (wake enc_qz_ext_a) (sleep_until (volume_test_objects tv_factory (players))) (wake enc_crashed_factory) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_ext_a (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 1) (print "teleporting players...") (object_teleport (player0) qz_ext_a_a) (object_teleport (player1) qz_ext_a_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_qz_ext_a) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_factory (players))) (wake enc_crashed_factory) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_factory_1 (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 2) (print "teleporting players...") (object_teleport (player0) factory1_a) (object_teleport (player1) factory1_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_crashed_factory) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_ext_b (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 2) (print "teleporting players...") (object_teleport (player0) qz_ext_b_a) (object_teleport (player1) qz_ext_b_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_qz_ext_b) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_key (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 3) (print "teleporting players...") (object_teleport (player0) key_ride_a) (object_teleport (player1) key_ride_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_key_ride) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_library (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 4) (print "teleporting players...") (object_teleport (player0) library_a) (object_teleport (player1) library_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) )
परिवर्तित टेक्स्ट
फ़ाइल खोलें
(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 bool g_fact_ent_sen_spawn False) (global short g_fact_ent_sen_count 0) (global short g_fact_ent_sen_index 10) (global short g_fact_ent_enf_count 0) (global short g_fact_ent_enf_index 3) (global bool g_music_06b_01 True) (global bool g_music_06b_02 False) (global bool g_music_06b_03 False) (global bool g_music_06b_04 False) (global bool g_music_06b_05 False) (global bool g_music_06b_06 False) (global bool g_music_06b_07 False) (global short dialogue_pause 7) (global bool g_qz_cov_def_progress False) (global short g_order_delay 150) (global bool g_veh_int_migrate_a False) (global bool g_veh_int_migrate_b False) (global bool g_veh_int_migrate_c False) (global bool g_veh_int_migrate_d False) (global bool g_veh_int_migrate_e False) (global bool g_ext_a_dam_migrate_a False) (global bool g_ext_a_dam_migrate_b False) (global bool g_ext_a_migrate_a False) (global bool g_ext_a_migrate_b False) (global bool g_ext_a_migrate_c False) (global bool g_ext_a_migrate_d False) (global bool g_ext_a_migrate_e False) (global bool g_ext_a_migrate_f False) (global bool g_ext_a_fact_ent_migrate False) (global bool g_ext_b_migrate_1 False) (global bool g_ext_b_migrate_2 False) (global bool g_ext_b_migrate_3 False) (global bool g_ext_b_migrate_4 False) (global bool g_ext_b_migrate_5 False) (global bool g_veh_int_ghost_spawn False) (global short g_veh_int_ghost_limit 0) (global short g_veh_int_ghost_number 0) (global script_vehicle v_ext_a_phantom none) (global bool g_qz_ext_a_wraith_shoot False) (global bool g_ext_a_dam_enf False) (global bool g_qz_ext_a_flood_ghosts False) (global bool g_qz_ext_a_d_spawn True) (global bool g_gorge_sen_spawn False) (global bool g_ext_b_phantom False) (global script_vehicle v_ext_b_phantom none) (global bool g_ext_b_ent_phantom False) (global bool g_ext_b_enforcer False) (global bool g_ext_b_bk_ghost_spawn False) (global short g_ext_b_bk_ghost_limit 0) (global short g_ext_b_bk_ghost_number 0) (global bool g_key_started False) (global bool g_key_lock0_entered False) (global bool g_key_lock0_first_loadpoint False) (global bool g_key_lock0_second_loadpoint False) (global bool g_key_lock0_begin_human False) (global bool g_key_lock0_door1 False) (global bool g_key_cruise_entered False) (global bool g_key_cruise_first_loadpoint False) (global bool g_key_cruise_halfway False) (global bool g_key_shaft_entered False) (global bool g_key_shaft_rising False) (global bool g_key_shaft_near_exterior False) (global bool g_key_lock1_entered False) (global bool g_key_lock1_first_arch False) (global bool g_key_lock1_second_arch False) (global bool g_key_library_entered False) (global bool g_key_library_arrival False) (global bool g_e26_started False) (global bool g_e26_ended False) (global bool g_e25_started False) (global bool g_e24_started False) (global bool g_e23_started False) (global bool g_e22_started False) (global bool g_e21_started 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 06_intra1_01_predict_stub (begin (wake 06_intra1_01_predict) ) ) (script static 06_intra2_01_predict_stub (begin (wake 06_intra2_01_predict) ) ) (script static 06_intra2_02_predict_stub (begin (wake 06_intra2_02_predict) ) ) (script static 06_intra2_03_predict_stub (begin (wake 06_intra2_03_predict) ) ) (script static x07_01_predict_stub (begin (wake x07_01_predict) ) ) (script static x07_02_predict_stub (begin (wake x07_02_predict) ) ) (script static x07_03_predict_stub (begin (wake x07_03_predict) ) ) (script static x07_04_predict_stub (begin (wake x07_04_predict) ) ) (script static x07_05_predict_stub (begin (wake x07_05_predict) ) ) (script static x07_06_predict_stub (begin (wake x07_06_predict) ) ) (script dormant c06_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1) (print "c06_intra1 score 01 start") ) ) (script dormant c06_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1) (print "c06_intra1 foley 01 start") ) ) (script dormant c06_2070_der (begin (sleep 69) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1) (cinematic_subtitle c06_2070_der 7) ) ) (script dormant c06_2090_soc (begin (sleep 303) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1) (cinematic_subtitle c06_2090_soc 8) ) ) (script dormant c06_2101_elc (begin (sleep 533) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1) (cinematic_subtitle c06_2101_elc 3) ) ) (script dormant c06_2110_soc (begin (sleep 610) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1) (cinematic_subtitle c06_2110_soc 3) ) ) (script dormant c06_2120_soc (begin (sleep 693) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1) (cinematic_subtitle c06_2120_soc 2) ) ) (script dormant c06_intra1_dof_01 (begin (sleep 0) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0) (print "rack focus") (sleep 165) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c06_intra1_dof_02 (begin (time_code_reset) (sleep 587) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 0.5 0.5 0) (print "rack focus") (object_destroy_containing "elite") (sleep 190) (cinematic_screen_effect_set_depth_of_field 3 0 0.5 1 0.5 0 1) (print "rack focus") ) ) (script dormant c06_intra1_cinematic_light (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) (object_uses_cinematic_lighting dervish_intra1 True) (object_uses_cinematic_lighting commander_intra1 True) (object_uses_cinematic_lighting elite_01 True) (object_uses_cinematic_lighting elite_02 True) (object_uses_cinematic_lighting elite_03 True) (object_uses_cinematic_lighting elite_04 True) (object_uses_cinematic_lighting phantom_intra1 True) (object_uses_cinematic_lighting spectre_intra1 True) ) ) (script static c06_intra1_setup (begin (object_create_anew dervish_intra1) (object_create_anew commander_intra1) (object_create_anew elite_01) (object_create_anew elite_02) (object_create_anew elite_03) (object_create_anew elite_04) (object_create_anew phantom_intra1) (object_create_anew spectre_intra1) (cinematic_clone_players_weapon dervish_intra1 left_hand_elite ) (object_cinematic_lod dervish_intra1 True) (object_cinematic_lod commander_intra1 True) (object_cinematic_lod elite_01 True) (object_cinematic_lod elite_02 True) (object_cinematic_lod elite_03 True) (object_cinematic_lod elite_04 True) (object_cinematic_lod phantom_intra1 True) (object_cinematic_lod spectre_intra1 True) (wake c06_intra1_score_01) (wake c06_intra1_foley_01) (wake c06_2070_der) (wake c06_2090_soc) (wake c06_2101_elc) (wake c06_2110_soc) (wake c06_2120_soc) (wake c06_intra1_dof_01) (wake c06_intra1_dof_02) (wake c06_intra1_cinematic_light) ) ) (script static c06_intra1_cleanup (begin (object_destroy_containing "intra1") (cinematic_screen_effect_stop) ) ) (script static c06_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0.25 1) (sound_class_set_gain "amb" 0.5 1) (switch_bsp_by_name sentinelhq_2) (sleep 1) (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (06_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol) (sleep prediction_offset) (c06_intra1_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 06_intra1_01 none anchor_flag_intra1) (custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 dervish_01 False anchor_intra1) (custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 soc_01 False anchor_intra1) (custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 elite01_01 False anchor_intra1) (custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 elite02_01 False anchor_intra1) (custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 elite03_01 False anchor_intra1) (custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 elite04_01 False anchor_intra1) (custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 phantom_01 False anchor_intra1) (custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 spectre_01 False anchor_intra1) (sleep 15) (fade_in 1 1 1 15) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intra1_cleanup) (sleep 30) (sound_class_set_gain "vehicle" 1 1) (sound_class_set_gain "amb" 1 1) ) ) (script dormant c06_intra2_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1) (print "c06_intra2 score 01 start") ) ) (script dormant c06_intra2_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1) (print "c06_intra2 foley 01 start") ) ) (script dormant c06_3010_soc (begin (sleep 550) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1) (cinematic_subtitle c06_3010_soc 3) ) ) (script dormant c06_intra2_cinematic_light (begin (cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27) (cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting commander True) ) ) (script static c06_intra2_01_setup (begin (object_destroy key) (object_create_anew dervish) (object_create_anew commander) (object_create_anew energy_blade) (object_create_anew key_intra2_01) (object_create_anew key_intra2_02) (objects_attach commander left_hand_elite energy_blade ) (object_set_permutation energy_blade blade noblade) (object_cinematic_lod dervish True) (object_cinematic_lod index_container True) (object_cinematic_lod key_intra2_01 True) (object_cinematic_lod key_intra2_02 True) (wake c06_intra2_score_01) (wake c06_intra2_foley_01) (wake c06_3010_soc) (wake c06_intra2_cinematic_light) ) ) (script static c06_intra2_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (06_intra2_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol) (sleep prediction_offset) (c06_intra2_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_01 none anchor_flag_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_01 False anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_01 False anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_01 anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_01 anchor_intra2) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (06_intra2_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol) (sleep (camera_time)) ) ) (script dormant c06_intra2_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1) (print "c06_intra2 foley 02 start") ) ) (script dormant c06_3030_soc (begin (sleep 73) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1) (cinematic_subtitle c06_3030_soc 3) ) ) (script dormant blade_activate (begin (time_code_reset) (sleep 87) (object_set_permutation energy_blade blade default) (object_set_function_variable energy_blade turned_on 1 0) (effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander left_hand_elite) (print "blade activate") ) ) (script dormant kill_switch (begin (sleep 307) (print "delete switch") (object_destroy key_switch) ) ) (script static c06_intra2_02_setup (begin (cinematic_set_far_clip_distance 2048) (print "set far clip") (wake c06_intra2_foley_02) (wake c06_3030_soc) (wake blade_activate) (wake kill_switch) ) ) (script static c06_intra2_02_cleanup (begin (object_destroy commander) (object_destroy_containing "key_intra2_02") ) ) (script static c06_intra2_scene_02 (begin (c06_intra2_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_02 none anchor_flag_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_02 False anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 commander_02 False anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_02 anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_humankey_02 anchor_intra2) (sleep (- (camera_time) prediction_offset)) (06_intra2_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol) (sleep (camera_time)) (c06_intra2_02_cleanup) ) ) (script dormant c06_intra2_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1) (print "c06_intra2 foley 03 start") ) ) (script dormant l06_0300_tar (begin (sleep 74) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy) (cinematic_subtitle l06_0300_tar 2) ) ) (script dormant l06_0310_tar (begin (sleep 164) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy) (cinematic_subtitle l06_0310_tar 2.5) ) ) (script dormant key_door_open (begin (sleep 210) (print "key door open") (device_set_position key_ride_door0 1) ) ) (script static c06_intra2_03_setup (begin (object_create_anew phantom_01) (object_cinematic_lod phantom_01 True) (object_uses_cinematic_lighting phantom_01 True) (wake c06_intra2_foley_03) (wake l06_0300_tar) (wake l06_0310_tar) (wake key_door_open) ) ) (script static c06_intra2_03_cleanup (begin (object_destroy dervish) (object_destroy phantom_01) (object_destroy key_intra2_01) ) ) (script static c06_intra2_scene_03 (begin (c06_intra2_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 06_intra2_03 none anchor_flag_intra2) (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 dervish_03 False anchor_intra2) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 phantom_03 False anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 intra2_dervishkey_03 anchor_intra2) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intra2_03_cleanup) (sleep 30) ) ) (script static c06_intra2 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name sen_hq_bsp_5) (sleep 1) (c06_intra2_scene_01) (c06_intra2_scene_02) (c06_intra2_scene_03) ) ) (script dormant x07_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1) (print "x07 foley 01 start") ) ) (script dormant x07_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.2) (cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting x07_tentacle True) (print "tentacle cinematic lighting") (object_uses_cinematic_lighting index_container True) ) ) (script static x07_01_setup (begin (object_create_anew miranda) (object_create_anew x07_tentacle) (object_create_anew index_container) (print "tentacle created") (object_cinematic_lod miranda True) (object_cinematic_lod index_container True) (unit_set_emotional_state miranda pain 0.25 0) (print "miranda - pain .25 0") (wake x07_foley_01) (wake x07_cinematic_light_01) ) ) (script static x07_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x07_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol) (sleep prediction_offset) (x07_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_01 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_01 False anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_02 anchor_x07) (print "tentacle 02 animation relative started") (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_01 anchor_x07) (print "tentacle 01 animation relative started") (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_01 anchor_x07) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x07_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol) (sleep (camera_time)) ) ) (script dormant x07_score_02 (begin (sleep 279) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus none 1) (print "x07 score 02 start") ) ) (script dormant x07_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol none 1) (print "x07 foley 02 start") ) ) (script dormant x07_0010_mir (begin (sleep 249) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0010_mir miranda 1) (cinematic_subtitle x07_0010_mir 1) ) ) (script dormant x07_0020_jon (begin (sleep 399) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0020_jon johnson 1) (cinematic_subtitle x07_0020_jon 4) ) ) (script dormant x07_0030_mir (begin (sleep 540) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0030_mir miranda 1) (cinematic_subtitle x07_0030_mir 1.5) (unit_set_emotional_state miranda pain 0.25 15) (print "miranda - pain .25 15") ) ) (script dormant x07_emotion_miranda_01 (begin (sleep 330) (unit_set_emotional_state miranda shocked 0.5 0) (print "miranda - shocked .5 0") ) ) (script dormant x07_emotion_miranda_02 (begin (sleep 520) (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") ) ) (script static x07_02_setup (begin (object_create_anew johnson) (object_cinematic_lod johnson True) (object_uses_cinematic_lighting johnson True) (wake x07_score_02) (wake x07_foley_02) (wake x07_0010_mir) (wake x07_0020_jon) (wake x07_0030_mir) (wake x07_emotion_miranda_01) (wake x07_emotion_miranda_02) ) ) (script static x07_scene_02 (begin (x07_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_02 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_02 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_02 False anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 tentacle_02 anchor_x07) (print "tentacle 02 animation started") (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_02 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol) (sleep (camera_time)) (object_destroy x07_tentacle) (print "tentacle destroyed") ) ) (script dormant x07_score_03 (begin (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus none 1) (print "x07 score 03 start") ) ) (script dormant x07_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol none 1) (print "x07 foley 03 start") ) ) (script dormant x07_0040_jon (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0040_jon johnson 1) (cinematic_subtitle x07_0040_jon 2) ) ) (script dormant x07_0050_jon (begin (sleep 77) (unit_set_emotional_state johnson pain 0.25 0) (print "johnson - pain .25 0") (sleep 10) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0050_jon johnson 1) (cinematic_subtitle x07_0050_jon 1.5) ) ) (script dormant x07_0060_jon (begin (sleep 150) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0060_jon johnson 1) (cinematic_subtitle x07_0060_jon 1) (sleep 25) (unit_set_emotional_state miranda shocked 0.25 15) (print "miranda - shocked .25 15") ) ) (script dormant x07_0070_jon (begin (sleep 540) (unit_set_emotional_state johnson shocked 0.25 10) (print "johnson - shocked .25 10") (sleep 10) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0070_jon johnson 1) (cinematic_subtitle x07_0070_jon 1) ) ) (script dormant x07_0080_jon (begin (sleep 678) (unit_set_emotional_state johnson annoyed 0.75 60) (print "johnson - annoyed .75 60") (sleep 10) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0080_jon johnson 1) (cinematic_subtitle x07_0080_jon 1) (sleep 45) (unit_set_emotional_state johnson shocked 0.5 30) (print "johnson - shocked .5 30") ) ) (script dormant x07_0090_mir (begin (sleep 776) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0090_mir none 1) (cinematic_subtitle x07_0090_mir 1) ) ) (script dormant x07_0100_mir (begin (sleep 800) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0100_mir miranda 1) (cinematic_subtitle x07_0100_mir 1) ) ) (script dormant miranda_smgs_fire_1 (begin (sleep 834) (object_create_anew smg_real_01) (object_create_anew smg_real_02) (object_set_scale smg_real_01 1 0) (object_set_scale smg_real_02 1 0) (objects_attach miranda right_hand smg_real_01 ) (objects_attach miranda left_hand smg_real_02 ) (sleep 5) (weapon_hold_trigger smg_real_01 0 True) (weapon_hold_trigger smg_real_02 0 True) ) ) (script dormant johnson_rifle_fire (begin (sleep 563) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 10) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 21) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle primary_trigger) ) ) (script dormant dervish_cammo (begin (sleep 627) (print "effect - cammo off") (unit_set_active_camo dervish False 1) ) ) (script dormant x07_cinematic_light_03 (begin (cinematic_lighting_set_primary_light 16 82 0.25 0.32 0.32) (cinematic_lighting_set_secondary_light 24 272 0.22 0.26 0.28) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting miranda_smg_01 True) (object_uses_cinematic_lighting miranda_smg_02 True) (object_uses_cinematic_lighting johnson_rifle True) ) ) (script dormant johnson_rifle_arm (begin (sleep 105) (objects_attach johnson right_hand johnson_rifle ) ) ) (script static x07_03_setup (begin (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_07) (object_create_anew dervish) (object_cannot_die dervish True) (unit_set_active_camo dervish True 0) (object_create_anew miranda_smg_01) (object_create_anew miranda_smg_02) (object_create_anew johnson_rifle) (object_cinematic_lod dervish True) (object_cinematic_lod miranda_smg_01 True) (object_cinematic_lod miranda_smg_02 True) (object_cinematic_lod johnson_rifle True) (unit_set_emotional_state miranda pain 0.25 0) (print "miranda - pain .25 0") (unit_set_emotional_state johnson pensive 0.25 0) (print "johnson - pensive .25 0") (wake x07_score_03) (wake x07_foley_03) (wake x07_0040_jon) (wake x07_0050_jon) (wake x07_0060_jon) (wake x07_0070_jon) (wake x07_0080_jon) (wake x07_0090_mir) (wake x07_0100_mir) (wake miranda_smgs_fire_1) (wake johnson_rifle_arm) (wake johnson_rifle_fire) (wake dervish_cammo) (wake x07_cinematic_light_03) ) ) (script static x07_scene_03 (begin (x07_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_03 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_03 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_03 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_03 False anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_03 anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_03 anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_03 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol) (sleep (camera_time)) ) ) (script dormant x07_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol none 1) (print "x07 foley 04 start") ) ) (script dormant x07_0110_mir (begin (sleep 117) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0110_mir miranda 1) (cinematic_subtitle x07_0110_mir 1.5) ) ) (script dormant x07_0120_mir (begin (sleep 169) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0120_mir miranda 1) (cinematic_subtitle x07_0120_mir 1) ) ) (script dormant x07_0130_tar (begin (sleep 483) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0130_tar tartarus 1) (cinematic_subtitle x07_0130_tar 4) ) ) (script dormant x07_0140_der (begin (sleep 614) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0140_der dervish 1) (cinematic_subtitle x07_0140_der 3) ) ) (script dormant effect_miranda_hit (begin (time_code_reset) (sleep 338) (print "effect - miranda hit") (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling miranda body) ) ) (script dormant x07_cinematic_light_04 (begin (cinematic_lighting_set_primary_light 33 42 0.2 0.25 0.25) (cinematic_lighting_set_secondary_light -54 0 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting hammer True) ) ) (script static x07_scene_05_problem_actors (begin (print "create problem actors") (object_create_anew_containing "brute") (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 brute_shot_01 True) (object_cinematic_lod brute_shot_02 True) (object_cinematic_lod brute_rifle_01 True) (object_cinematic_lod brute_rifle_02 True) (objects_attach brute_03 right_hand brute_shot_01 right_hand_brute) (objects_attach brute_04 right_hand brute_shot_02 right_hand_brute) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting brute_shot_01 True) (object_uses_cinematic_lighting brute_shot_02 True) (object_uses_cinematic_lighting brute_rifle_01 True) (object_uses_cinematic_lighting brute_rifle_02 True) ) ) (script dormant x07_emotion_miranda_03 (begin (sleep 300) (unit_set_emotional_state miranda shocked 0.5 0) (print "miranda - shocked .5 0") (sleep 38) (unit_set_emotional_state miranda pain 0.8 10) (print "miranda - shocked 1 10") ) ) (script dormant tartarus_hide_seek (begin (sleep 5) (object_hide tartarus True) (object_hide hammer True) (sleep 400) (object_hide tartarus False) (object_hide hammer False) ) ) (script dormant miranda_smgs_destroy (begin (time_code_reset) (sleep 98) (print "stop firing") (weapon_hold_trigger smg_real_01 0 False) (weapon_hold_trigger smg_real_02 0 False) (sleep 131) (print "destroy smgs") (objects_detach miranda smg_real_01) (objects_detach miranda smg_real_02) (object_destroy_containing "smg_real") ) ) (script static x07_04_setup (begin (object_create_anew tartarus) (object_create hammer) (object_cinematic_lod tartarus True) (object_cinematic_lod hammer True) (wake x07_foley_04) (wake x07_0110_mir) (wake x07_0120_mir) (wake x07_0130_tar) (wake x07_0140_der) (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") (wake x07_emotion_miranda_03) (wake miranda_smgs_destroy) (wake tartarus_hide_seek) (wake x07_cinematic_light_04) (wake effect_miranda_hit) ) ) (script static x07_scene_04 (begin (x07_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_04 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_04 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_04 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_04 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_04 False anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_04 anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 smg01_04 anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 smg02_04 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_04 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol) (x07_scene_05_problem_actors) (sleep (camera_time)) (objects_detach johnson johnson_rifle) (object_destroy johnson_rifle) ) ) (script dormant x07_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol none 1) (print "x07 foley 05 start") ) ) (script dormant x07_0150_tar (begin (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0150_tar tartarus 1) (cinematic_subtitle x07_0150_tar 1.5) ) ) (script dormant x07_0160_tar (begin (sleep 48) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0160_tar tartarus 1) (cinematic_subtitle x07_0160_tar 2) ) ) (script dormant x07_0170_tar (begin (sleep 302) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0170_tar tartarus 1) (cinematic_subtitle x07_0170_tar 4) ) ) (script dormant x07_0180_tar (begin (sleep 428) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0180_tar tartarus 1) (cinematic_subtitle x07_0180_tar 5.5) ) ) (script dormant x07_0190_der (begin (sleep 591) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0190_der dervish 1) (cinematic_subtitle x07_0190_der 2.5) ) ) (script dormant destroy_miranda (begin (sleep 428) (object_destroy miranda) (print "destroy miranda") ) ) (script static x07_05_setup (begin (wake x07_foley_05) (wake x07_0150_tar) (wake x07_0160_tar) (wake x07_0170_tar) (wake x07_0180_tar) (wake x07_0190_der) (unit_set_emotional_state miranda asleep 1 0) (print "miranda - asleep 1 0") (unit_set_emotional_state johnson asleep 1 0) (print "johnson - asleep 1 0") (wake destroy_miranda) ) ) (script static x07_05_cleanup (begin (object_destroy johnson) (object_destroy_containing "brute") ) ) (script static x07_scene_05 (begin (x07_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_05 none anchor_flag_x07) (custom_animation_relative miranda objects\characters\miranda\x07\x07 miranda_05 False anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 johnson_05 False anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_05 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_05 False anchor_x07) (custom_animation_relative brute_01 objects\characters\brute\x07\x07 brute01_05 False anchor_x07) (custom_animation_relative brute_02 objects\characters\brute\x07\x07 brute02_05 False anchor_x07) (custom_animation_relative brute_03 objects\characters\brute\x07\x07 brute03_05 False anchor_x07) (custom_animation_relative brute_04 objects\characters\brute\x07\x07 brute04_05 False anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_05 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_05 anchor_x07) (sleep (- (camera_time) prediction_offset)) (x07_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol) (sleep (camera_time)) (x07_05_cleanup) ) ) (script dormant x07_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol none 1) (print "x07 foley 06 start") ) ) (script dormant x07_0200_tar (begin (sleep 86) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0200_tar tartarus 1) (cinematic_subtitle x07_0200_tar 6.5) (sleep 128) (unit_set_emotional_state tartarus inquisitive 1 60) ) ) (script dormant tartarus_bruteshot_fire (begin (sleep 373) (print "effect - tartarus' hammer") (effect_new_on_object_marker effects\objects\characters\brute\tartarus_hammer_impact_cinematic tartarus body) ) ) (script dormant tartarus_bruteshot_hit (begin (sleep 380) (print "effect - hammer hit") (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling dervish body) ) ) (script dormant x07_predict_shaft_01 (begin (sleep 385) (print "predict: camera") (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 405) ) ) (script dormant x07_predict_shaft_02 (begin (sleep 532) (print "predict: camera") (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07 552) ) ) (script static x07_06_setup (begin (wake x07_foley_06) (wake x07_0200_tar) (wake tartarus_bruteshot_fire) (wake tartarus_bruteshot_hit) (wake x07_predict_shaft_01) (wake x07_predict_shaft_02) ) ) (script static x07_06_cleanup (begin (object_destroy dervish) (object_destroy tartarus) (object_destroy hammer) (object_destroy index_container) ) ) (script static x07_scene_06 (begin (x07_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 x07_06 none anchor_flag_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 dervish_06 False anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 tartarus_06 False anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 hammer_06 anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full x07_06 anchor_x07) (sleep (- (camera_time) 1)) (fade_out 0 0 0 0) (sleep 1) (x07_06_cleanup) (sound_class_set_gain "amb" 0 60) (sleep 90) ) ) (script static x07 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name sen_hq_bsp_6) (sleep 1) (x07_scene_01) (x07_scene_02) (x07_scene_03) (x07_scene_04) (x07_scene_05) (x07_scene_06) (rasterizer_bloom_override False) ) ) (script command cs_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 command cs_invul_8 (begin (cs_enable_moving True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep (* 30 8)) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script command cs_kill (begin (ai_kill_silent ai_current_actor) ) ) (script static no_death (begin (object_cannot_take_damage (ai_actors covenant)) ) ) (script dormant ice_cream_superman (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 superman!!!!")) (ice_cream_flavor_stock 10) ) ) (script dormant music_06b_01 (begin (sleep_until g_music_06b_01) (if debug (print "start music 06b_01")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_01 none 1) ) ) (script dormant music_06b_02 (begin (sleep_until g_music_06b_02) (if debug (print "start music 06b_02")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_02 none 1) (sleep_until (not g_music_06b_02)) (if debug (print "stop music 06b_02")) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_02) ) ) (script dormant music_06b_03 (begin (sleep_until g_music_06b_03) (if debug (print "start music 06b_03")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_03 none 1) (sleep_until (not g_music_06b_03)) (if debug (print "stop music 06b_03")) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_03) ) ) (script dormant music_06b_04 (begin (sleep_until g_music_06b_04) (if debug (print "start music 06b_04")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_04 none 1) ) ) (script dormant music_06b_05 (begin (sleep_until (volume_test_objects tv_e20_dock_entrance (players))) (set g_music_06b_05 True) (if debug (print "start music 06b_05")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_05 none 1) (sleep_until (not g_music_06b_05)) (if debug (print "stop music 06b_05")) (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_05) ) ) (script dormant music_06b_06 (begin (sleep_until g_music_06b_06) (if debug (print "start music 06b_06")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_06 none 1) ) ) (script dormant music_06b_07 (begin (sleep_until (volume_test_objects tv_music_06b_07 (players))) (if debug (print "start music 06b_07")) (sound_looping_start scenarios\solo\06b_floodzone\06b_music\06b_07 none 1) ) ) (script dormant chapter_mirror (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_competition (begin (sleep 30) (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_gallery (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 chapter_familiar (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_4) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_push_set (begin (sleep 30) (print "new objective set:") (print "push through the quarantine-zone toward the library.") (objectives_show_up_to 0) ) ) (script dormant objective_push_clear (begin (print "objective complete:") (print "push through the quarantine-zone toward the library.") (objectives_finish_up_to 0) ) ) (script dormant objective_link_set (begin (sleep 30) (print "new objective set:") (print "link-up with the spec-ops leader, and break through the flood barricade.") (objectives_show_up_to 1) ) ) (script dormant objective_link_clear (begin (print "objective complete:") (print "link-up with the spec-ops leader, and break through the flood barricade.") (objectives_finish_up_to 1) ) ) (script dormant objective_retrieve_set (begin (sleep 30) (print "new objective set:") (print "retrieve the sacred icon before the humans.") (objectives_show_up_to 2) ) ) (script dormant objective_retrieve_clear (begin (print "objective complete:") (print "retrieve the sacred icon before the humans.") (objectives_finish_up_to 2) ) ) (script dormant sc_cov_charge (begin (sleep 60) (if dialogue (print "commander: forward, warriors! and fear not pain or death!")) (sleep (ai_play_line_on_object none 0220)) (sleep (* dialogue_pause 2)) (if dialogue (print "commander: go, arbiter! i'll follow when our reinforcements arrive!")) (sleep (ai_play_line_on_object none 0240)) (sleep dialogue_pause) (sleep_until g_qz_cov_def_progress) (if (<= (ai_living_count cov_def_enf) 0) (sleep 180) (sleep 30)) (if (> (ai_living_count cov_def_enf) 0) (begin (if dialogue (print "spec-ops: go, enforcers!")) (sleep (ai_play_line covenant 0590)) (sleep dialogue_pause) )) (if dialogue (print "spec-ops: to the vehicles! we'll need their heavy-guns!")) (sleep (ai_play_line covenant 0600)) (sleep dialogue_pause) (if dialogue (print "spec-ops: onward! to the sacred icon!")) (sleep (ai_play_line covenant 0610)) (sleep dialogue_pause) ) ) (script command cs_sc_qz_veh_int (begin (if dialogue (print "spec-ops: what?! the parasite controls our vehicles?!")) (sleep (ai_play_line covenant 0620)) (sleep dialogue_pause) (if dialogue (print "spec-ops: impossible! it's never done that before!")) (sleep (ai_play_line covenant 0640)) (sleep dialogue_pause) (if dialogue (print "spec-ops: no matter. it will die all the same!")) (sleep (ai_play_line covenant 0650)) (sleep dialogue_pause) ) ) (script dormant sc_qz_veh_int (begin (sleep 180) (sleep_until (ai_scene sc_qz_veh_int cs_sc_qz_veh_int covenant)) ) ) (script dormant sc_ext_a (begin (if dialogue (print "commander: i'm sending you a squad of my most experienced warriors, arbiter.")) (sleep (ai_play_line_on_object none 0650)) (sleep dialogue_pause) (if dialogue (print "commander: do not squander their talents!")) (sleep (ai_play_line_on_object none 0660)) (sleep dialogue_pause) ) ) (script dormant sc_factory_approach (begin (if dialogue (print "commander: commander! we've found a human vehicle!")) (sleep (ai_play_line covenant 0250)) (sleep dialogue_pause) (if dialogue (print "spec-ops: keep moving. i'm on my way.")) (sleep (ai_play_line_on_object none 0260)) (sleep dialogue_pause) ) ) (script dormant sc_factory_exit (begin (sleep 60) (if dialogue (print "spec-ops: humans and parasites!")) (if dialogue (print "this ring has been befouled, but we will wipe it clean!")) (sleep (ai_play_line covenant 0270)) (sleep dialogue_pause) (if dialogue (print "spec-ops: honoring those who built it!")) (sleep (ai_play_line covenant 0280)) (sleep dialogue_pause) ) ) (script dormant sc_human_fools (begin (if dialogue (print "commander: human fools. i almost feel sorry for them.")) (sleep (ai_play_line_on_object none 0290)) (sleep dialogue_pause) ) ) (script dormant sc_ext_b (begin (if dialogue (print "spec-ops: forward to the icon!")) (sleep (ai_play_line covenant 0700)) (sleep dialogue_pause) (if dialogue (print "spec-ops: the parasite's ranks swell as we draw nearer to the library!")) (sleep (ai_play_line covenant 0710)) (sleep dialogue_pause) (if dialogue (print "spec-ops: steel your nerves. we are not turning back!")) (sleep (ai_play_line covenant 0720)) (sleep dialogue_pause) ) ) (script dormant sc_chasm (begin (if dialogue (print "tartarus: i see that coward didn't join you.")) (sleep (ai_play_line_on_object none 0300)) (sleep dialogue_pause) (if dialogue (print "tartarus: i'll do what i can to keep the flood off your back.")) (sleep (ai_play_line_on_object none 0310)) (sleep dialogue_pause) ) ) (script dormant sc_outer_wall (begin (if dialogue (print "tartarus: we cannot let the humans capture the icon!")) (sleep (ai_play_line_on_object none 0320)) (sleep dialogue_pause) (if dialogue (print "tartarus: the hierarchs do not look kindly on failure.")) (sleep (ai_play_line_on_object none 0330)) (sleep dialogue_pause) ) ) (script dormant sc_dock (begin (if dialogue (print "tartarus: hurry, arbiter! get the icon!")) (sleep (ai_play_line_on_object none 0340)) (sleep dialogue_pause) ) ) (script static driver_seat_test (begin (if (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_ini/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_ini/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_hog_ab/hog) warthog_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_ghost_ab/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_ghost_ab/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_scorpion/scorpion) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_hog_bk/warthog) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_bk/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_ghosts_bk/b) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/b) ghost_d (players))) True False) ) ) (script static passenger_seat_test (begin (if (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_l (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_r (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_hog_ab/hog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_hog_ab/hog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_hog_bk/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location veh_int_flood_hog_bk/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_fact_warthog/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_fact_warthog/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog_gauss/warthog) warthog_p (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_warthog_gauss/warthog) warthog_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre) spectre_p_l (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre) spectre_p_r (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre) spectre_g (players))) True False) ) ) (script command cov_def_spec_tele_a (begin (cs_teleport bsp_swap_teleport/a bsp_swap_teleport/face) ) ) (script command cov_def_spec_tele_b (begin (cs_teleport bsp_swap_teleport/b bsp_swap_teleport/face) ) ) (script command cov_def_spec_tele_c (begin (cs_teleport bsp_swap_teleport/c bsp_swap_teleport/face) ) ) (script command cov_def_spec_tele_d (begin (cs_teleport bsp_swap_teleport/d bsp_swap_teleport/face) ) ) (script command cs_fact_ent_exit_veh (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest crashed_fact_ent) (cs_enable_targeting True) (cs_shoot True) (ai_set_orders covenant cov_follow_factory1) (sleep 30) (ai_vehicle_exit covenant) ) ) (script dormant ext_a_vehicle_orders (begin (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant cov_drive_cov_def) ) ) (if True (begin (ai_set_orders covenant cov_follow_cov_def) ) void)) (= (structure_bsp_index) 1) )) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (if (= (structure_bsp_index) 0) (begin (begin (ai_set_orders covenant_infantry cov_follow_cov_def) (ai_set_orders covenant_vehicles cov_drive_cov_def) ) ) (if (= (structure_bsp_index) 1) (begin (begin (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_a) ) ) void)) ) ) (if True (begin (if (= (structure_bsp_index) 0) (begin (ai_set_orders covenant cov_follow_cov_def) ) (if (= (structure_bsp_index) 1) (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) ) void)) (or (and (volume_test_objects tv_veh_int_a (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_a (players)) (<= (ai_living_count veh_int_sen_a) 0)) g_veh_int_migrate_b) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (if (= (structure_bsp_index) 0) (begin (begin (ai_set_orders covenant_infantry cov_follow_cov_def) (ai_set_orders covenant_vehicles cov_drive_cov_def) ) ) (if (= (structure_bsp_index) 1) (begin (begin (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_b) ) ) void)) ) ) (if True (begin (if (= (structure_bsp_index) 0) (begin (ai_set_orders covenant cov_follow_cov_def) ) (if (= (structure_bsp_index) 1) (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) ) void)) (or (and (volume_test_objects tv_veh_int_b (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_b (players)) (<= (ai_living_count veh_int_sen_b) 0) (<= (ai_living_count veh_int_flood_b) 0)) g_veh_int_migrate_c) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_c) ) ) (if True (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) (or (and (volume_test_objects tv_veh_int_c (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_c (players)) (<= (ai_living_count veh_int_sen_c) 0) (<= (ai_living_count veh_int_flood_c) 0)) g_veh_int_migrate_d) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_d) ) ) (if True (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) (or (and (volume_test_objects tv_veh_int_d (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_veh_int_d (players)) (<= (ai_living_count veh_int_sen_d) 0) (<= (ai_living_count veh_int_flood_d) 0)) g_veh_int_migrate_e) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_veh_int) (ai_set_orders covenant_vehicles cov_drive_veh_int_e) ) ) (if True (begin (ai_set_orders covenant cov_follow_veh_int) ) void)) (or (volume_test_objects tv_qz_ext_a (players)) g_ext_a_dam_migrate_a) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_dam) (ai_set_orders covenant_vehicles cov_drive_ext_a_dam_a) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_dam) ) void)) (or (and (volume_test_objects tv_ext_a_dam_a (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_dam_a (players)) (<= (ai_living_count ext_a_sen_dam_a) 0) (<= (ai_living_count ext_a_flood_dam_a) 0)) g_ext_a_dam_migrate_b) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_dam) (ai_set_orders covenant_vehicles cov_drive_ext_a_dam_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_dam) ) void)) (or (and (volume_test_objects qz_ext_a_dam_b (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects qz_ext_a_dam_b (players)) (<= (ai_living_count ext_a_sen_dam_b) 0) (<= (ai_living_count ext_a_flood_dam_b) 0)) g_ext_a_migrate_a) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_a) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_a (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_a (players)) (<= (ai_living_count ext_a_sen_a) 0) (<= (ai_living_count ext_a_flood_a) 0)) g_ext_a_migrate_b) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_b (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_b (players)) (<= (ai_living_count ext_a_sen_b) 0) (<= (ai_living_count ext_a_flood_b) 0)) g_ext_a_migrate_c) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_c) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_c (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_c (players)) (<= (ai_living_count ext_a_sen_c) 0) (<= (ai_living_count ext_a_flood_c) 0)) g_ext_a_migrate_d) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_d) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_d (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_d (players)) (<= (ai_living_count ext_a_sen_d) 0) (<= (ai_living_count ext_a_flood_d) 0)) g_ext_a_migrate_e) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a) (ai_set_orders covenant_vehicles cov_drive_ext_a_e) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a) ) void)) (or (and (volume_test_objects tv_ext_a_e (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_e (players)) (<= (ai_living_count ext_a_sen_e) 0) (<= (ai_living_count ext_a_flood_e) 0)) g_ext_a_migrate_f) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_fact_ent) (ai_set_orders covenant_vehicles cov_drive_ext_a_f) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_fact_ent) ) void)) (or (and (volume_test_objects tv_ext_a_f (players)) (ai_trigger_test "done_fighting" covenant)) (and (volume_test_objects tv_ext_a_f (players)) (<= (ai_living_count ext_a_sen_f) 0) (<= (ai_living_count ext_a_flood_f) 0)) g_ext_a_fact_ent_migrate) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_a_fact_ent) (ai_set_orders covenant_vehicles cov_drive_fact_ent) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_a_fact_ent) ) void)) (or (and (ai_trigger_test "done_fighting" covenant) g_fact_ent_sen_spawn) (and (<= (ai_living_count fact_ent_sentinels) 0) (<= (ai_living_count fact_ent_flood) 0) g_fact_ent_sen_spawn) (volume_test_objects tv_fact_ent_follow (players))) )) (sleep g_order_delay) (cs_run_command_script covenant cs_fact_ent_exit_veh) ) ) (script command cs_ext_b_exit (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest ext_b_exit) (cs_enable_targeting True) (cs_shoot True) (ai_set_orders covenant cov_ext_b_exit) (sleep 30) (ai_vehicle_exit covenant) ) ) (script dormant ext_b_vehicle_orders (begin (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_a) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b) ) void)) (ai_magically_see covenant ext_b_flood) g_ext_b_migrate_1) ) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b) ) void)) (ai_magically_see covenant ext_b_flood) g_ext_b_migrate_2) ) (sleep (* g_order_delay 3)) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_b) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b) ) void)) (ai_magically_see covenant ext_b_flood) (or (and (<= (ai_living_count ext_b_flood_b) 0) (<= (ai_living_count ext_b_sentinels_b) 0)) g_ext_b_migrate_3) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_c) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b_bk) ) void)) (ai_magically_see covenant ext_b_flood) (or (and (<= (ai_living_count ext_b_flood_c) 0) (<= (ai_living_count ext_b_sentinels_c) 0)) g_ext_b_migrate_4) )) (sleep g_order_delay) (sleep_until (begin (if (passenger_seat_test) (begin (begin (if debug (print "player is passenger")) (ai_set_orders covenant_infantry cov_follow_ext_b) (ai_set_orders covenant_vehicles cov_drive_ext_b_d) ) ) (if True (begin (ai_set_orders covenant cov_follow_ext_b_bk) ) void)) (ai_magically_see covenant ext_b_flood) g_ext_b_migrate_5) ) (sleep (* g_order_delay 3)) (cs_run_command_script covenant cs_ext_b_exit) (sleep_until (= (structure_bsp_index) 3)) (ai_migrate covenant key_cov_dump) (sleep 5) (ai_teleport_to_starting_location_if_outside_bsp key_cov_dump) (sleep 5) (ai_set_orders covenant cov_follow_key_ent) ) ) (script command cs_cov_def_phantom (begin (cs_fly_to qz_cov_def/drop) (sleep_until g_qz_cov_def_progress) (cs_vehicle_speed 0.85) (cs_fly_to_and_face qz_cov_def/p4 qz_cov_def/p1 3) (cs_vehicle_speed 1) (cs_fly_by qz_cov_def/p1 10) (cs_fly_by qz_cov_def/p2 10) (cs_fly_by qz_cov_def/p3 10) (ai_erase ai_current_squad) ) ) (script command cs_cov_def_spec_ops_a (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/a)) ) ) (script command cs_cov_def_spec_ops_b (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/b)) ) ) (script command cs_cov_def_spec_ops_c (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre)) ) ) (script command cs_cov_def_spec_ops_d (begin (cs_enable_pathfinding_failsafe True) (cs_look_player True) (sleep_until g_qz_cov_def_progress 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre)) ) ) (script command cs_go_to_scorpion (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location veh_int_scorpion/scorpion)) ) ) (script command cs_go_to_wraith (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location veh_int_wraith/wraith)) ) ) (script dormant ai_veh_int_ghost_spawn (begin (sleep_until (<= (ai_living_count veh_int_flood_ghosts_ini) 0)) (if debug (print "waking vehicle interior ghost spawner")) (if (difficulty_normal) (begin (begin (set g_veh_int_ghost_limit 6) (set g_veh_int_ghost_number 1) ) ) (if (difficulty_heroic) (begin (begin (set g_veh_int_ghost_limit 8) (set g_veh_int_ghost_number 2) ) ) (if (difficulty_legendary) (begin (begin (set g_veh_int_ghost_limit 10) (set g_veh_int_ghost_number 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count veh_int_flood_ghosts_bk) 0)) (sleep 90) (if debug (print "placing ghosts")) (ai_place veh_int_flood_ghosts_bk g_veh_int_ghost_number) (or (>= (ai_spawn_count veh_int_flood_ghosts_bk) g_veh_int_ghost_limit) g_veh_int_ghost_spawn) )) (if (<= (ai_living_count veh_int_flood_ghosts_bk) 0) (ai_place veh_int_flood_ghosts_bk)) ) ) (script dormant dam_door_a (begin (sleep_until (begin (sleep_until (volume_test_objects tv_dam_door_a (players)) 5) (device_set_position dam_door_a 1) False) ) ) ) (script dormant dam_door_b (begin (sleep_until (begin (sleep_until (volume_test_objects tv_dam_door_b (players)) 5) (device_set_position dam_door_b 1) False) ) ) ) (script command cs_ext_a_enf_ini (begin (cs_shoot True) (cs_vehicle_boost True) (cs_fly_by qz_ext_a_enf/p0 3) (cs_fly_by qz_ext_a_enf/p1 3) (cs_fly_by qz_ext_a_enf/p2 3) (cs_vehicle_boost False) ) ) (script command cs_ext_a_pelican (begin (cs_shoot False) (vehicle_load_magic (ai_vehicle_get_from_starting_location qz_ext_a_dam_human/pelican) pelican_lc (ai_vehicle_get_from_starting_location qz_ext_a_dam_human/scorpion)) (cs_fly_by qz_ext_a_pelican/p0 3) (cs_fly_by qz_ext_a_pelican/p2 3) (cs_fly_by qz_ext_a_pelican/p3 5) (cs_fly_by qz_ext_a_pelican/p5 3) (sleep 30) (ai_erase ai_current_squad) ) ) (script command cs_boost_1_5 (begin (cs_vehicle_boost True) (sleep (* 30 1.5)) (cs_vehicle_boost False) ) ) (script command cs_ext_a_phantom (begin (ai_place qz_ext_a_spec_ops) (ai_place qz_ext_a_ghosts) (cs_shoot True) (cs_enable_pathfinding_failsafe True) (sleep 1) (vehicle_load_magic v_ext_a_phantom phantom_p (ai_actors qz_ext_a_spec_ops)) (vehicle_load_magic v_ext_a_phantom phantom_sc01 (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/a)) (vehicle_load_magic v_ext_a_phantom phantom_sc02 (ai_vehicle_get_from_starting_location qz_ext_a_ghosts/b)) (sleep 1) (cs_vehicle_boost True) (cs_fly_by qz_ext_a_phantom/p0 5) (cs_vehicle_boost False) (cs_fly_by qz_ext_a_phantom/p1 5) (cs_fly_by qz_ext_a_phantom/p2 4) (cs_fly_to_and_face qz_ext_a_phantom/p3 qz_ext_a_phantom/unit_face) (cs_vehicle_speed 0.75) (cs_fly_to_and_face qz_ext_a_phantom/drop_units qz_ext_a_phantom/unit_face 2) (object_set_phantom_power v_ext_a_phantom True) (sleep 45) (vehicle_unload v_ext_a_phantom phantom_p_a01) (sleep 30) (vehicle_unload v_ext_a_phantom phantom_p_a02) (sleep 30) (vehicle_unload v_ext_a_phantom phantom_p_a03) (sleep 45) (cs_fly_to_and_face qz_ext_a_phantom/drop_ghosts qz_ext_a_phantom/face 2) (sleep_until (not (volume_test_objects_all tv_qz_ext_a_ghost_drop (players)))) (sleep 45) (vehicle_unload v_ext_a_phantom phantom_sc) (sleep 90) (object_set_phantom_power v_ext_a_phantom False) (cs_vehicle_speed 1) (cs_fly_by qz_ext_a_phantom/p6) (cs_fly_by qz_ext_a_phantom/p4) (cs_vehicle_boost True) (cs_fly_by qz_ext_a_phantom/p7) (ai_erase ai_current_actor) ) ) (script command cs_wraiths_shoot (begin (cs_abort_on_damage True) (sleep_until (begin (begin_random (begin (cs_shoot_point True qz_ext_a_wraiths/p0) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p1) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p2) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p3) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p4) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p5) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p6) (sleep (random_range 30 60)) ) (begin (cs_shoot_point True qz_ext_a_wraiths/p7) (sleep (random_range 30 60)) ) ) g_qz_ext_a_wraith_shoot) ) ) ) (script dormant ai_ext_a_dam_enforcers (begin (sleep_until (begin (sleep_until (<= (ai_living_count ext_a_sen_dam_b) 0)) (sleep 90) (ai_place qz_ext_a_dam_enf_door) (or (>= (ai_spawn_count qz_ext_a_dam_enf_door) 3) g_ext_a_dam_enf) )) ) ) (script dormant ai_qz_ext_a_wraiths (begin (ai_place qz_ext_a_flood_wraith_fr) (ai_place qz_ext_a_flood_wraith_bk) (ai_place qz_ext_a_flood_wraith_ledge) ) ) (script dormant ai_qz_ext_a_ghosts (begin (sleep_until (begin (sleep_until (<= (ai_living_count qz_ext_a_flood_ghosts) 0)) (if g_qz_ext_a_flood_ghosts (sleep_forever)) (sleep (random_range 60 120)) (ai_place qz_ext_a_flood_ghosts) g_qz_ext_a_flood_ghosts) ) ) ) (script dormant ai_fact_ent_sen_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count fact_ent_sen) 1)) (sleep (random_range 15 30)) (ai_place fact_ent_sen) (set g_fact_ent_sen_count (+ g_fact_ent_sen_count 1)) (if (= g_fact_ent_sen_count g_fact_ent_sen_index) (set g_fact_ent_sen_spawn True)) g_fact_ent_sen_spawn) ) ) ) (script dormant ai_fact_ent_enf_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count fact_ent_enf) 0)) (sleep (random_range 30 60)) (ai_place fact_ent_enf) (set g_fact_ent_enf_count (+ g_fact_ent_enf_count 1)) (if (= g_fact_ent_enf_count g_fact_ent_enf_index) (set g_fact_ent_sen_spawn True)) g_fact_ent_sen_spawn) ) ) ) (script dormant ai_qz_ext_a_d_spawn (begin (sleep_until (volume_test_objects tv_ext_a_d (players))) (if g_qz_ext_a_d_spawn (begin (ai_place qz_ext_a_flood_d) (ai_place qz_ext_a_enf_bk) )) ) ) (script dormant factory_1_flood_respawn (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (< (ai_nonswarm_count factory1_flood) 3))) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_end 1) (sleep 60)) (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (>= (ai_spawn_count factory_1_flood_end) 10)) )) ) ) (script dormant factory_1_sentinel_respawn_01 (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_01 (players)) True) (< (ai_living_count factory1_sentinels) 2))) (if (= (volume_test_objects vol_factory_1_mid_01 (players)) False) (ai_place factory_1_sentinels_01_low 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_01 (players)) False) (ai_place factory_1_sentinels_01_high 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_01 (players)) True) (>= (+ (ai_spawn_count factory_1_sentinels_01_low) (ai_spawn_count factory_1_sentinels_01_high)) 3)) )) ) ) (script dormant factory_1_sentinel_respawn_02 (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_02 (players)) True) (< (ai_living_count factory1_sentinels) 2))) (if (= (volume_test_objects vol_factory_1_mid_02 (players)) False) (ai_place factory_1_sentinels_02_low 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_02 (players)) False) (ai_place factory_1_sentinels_02_high 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_02 (players)) True) (>= (+ (ai_spawn_count factory_1_sentinels_02_low) (ai_spawn_count factory_1_sentinels_02_high)) 6)) )) ) ) (script dormant factory_1_sentinel_enders (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (< (ai_living_count factory1_sentinels) 2))) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_sentinels_03_low 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_sentinels_03_high 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (>= (+ (ai_spawn_count factory_1_sentinels_03_low) (ai_spawn_count factory_1_sentinels_03_high)) 6)) )) ) ) (script dormant factory_1_flood_surge (begin (sleep_until (= (ai_living_count factory_1_major) 0)) (sleep_forever factory_1_flood_respawn) (ai_set_orders factory1_flood factory_1_flood_tubes_fwd) (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (< (ai_nonswarm_count factory1_flood) 3))) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_end 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_tubes_far 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_tubes_near 1) (sleep 120)) (if (= (volume_test_objects vol_factory_1_mid_03 (players)) False) (ai_place factory_1_flood_alcove 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_mid_03 (players)) True) (>= (+ (ai_spawn_count factory_1_flood_end) (ai_spawn_count factory_1_flood_tubes_far) (ai_spawn_count factory_1_flood_tubes_near) (ai_spawn_count factory_1_flood_alcove)) 10)) )) (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_factory_1_exit (players)) True) (< (ai_nonswarm_count factory1_flood) 2))) (if (= (volume_test_objects vol_factory_1_exit (players)) False) (ai_place factory_1_flood_end 1) (sleep 120)) (or (= (volume_test_objects vol_factory_1_exit (players)) True) (>= (ai_spawn_count factory_1_flood_end) 8)) )) ) ) (script dormant sent_factory_1_start (begin (sleep_until (= (volume_test_objects vol_factory_1_enter (players)) True)) (game_save) (ai_place factory_1_sentinels_intro) (ai_place factory_1_flood_intro) (ai_place factory_1_major) (ai_place factory_1_sentinels_initial_mid) (ai_place factory_1_flood_initial_mid) (wake factory_1_flood_surge) (wake factory_1_flood_respawn) (wake factory_1_sentinel_respawn_01) (wake factory_1_sentinel_enders) (sleep_until (or (= (volume_test_objects vol_factory_1_mid_01 (players)) True) (< (ai_nonswarm_count factory1_enemies) 8))) (game_save_no_timeout) (ai_place factory_1_sentinels_initial_end) (ai_place factory_1_flood_initial_end) (sleep_until (= (volume_test_objects vol_factory_1_mid_01 (players)) True)) (game_save) (sleep_forever factory_1_sentinel_respawn_01) (wake factory_1_sentinel_respawn_02) (ai_renew covenant) (sleep_until (= (volume_test_objects vol_factory_1_mid_02 (players)) True)) (game_save) (sleep_forever factory_1_sentinel_respawn_02) (sleep_until (= (volume_test_objects vol_factory_1_mid_03 (players)) True)) (game_save) (sleep_forever factory_1_sentinel_enders) (sleep_forever factory_1_flood_respawn) (sleep_until (= (volume_test_objects vol_factory_1_exit (players)) True)) (game_save) (if (= (ai_living_count factory_1_major) 1) (sleep_forever factory_1_flood_surge)) ) ) (script dormant ai_sentinel_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count gorge_sen) 0)) (sleep 150) (ai_place gorge_sen) g_gorge_sen_spawn) ) ) ) (script dormant ai_gorge (begin (ai_place gorge_flood_ini) (ai_place gorge_enf) (wake ai_sentinel_spawn) (sleep_until (volume_test_objects tv_gorge_mid (players))) (game_save_no_timeout) (ai_place gorge_flood_bk) (sleep_until (volume_test_objects tv_gorge_bk_cave (players))) (ai_place gorge_flood_bk_cave) (set g_gorge_sen_spawn True) ) ) (script dormant ai_factory2 (begin (ai_place factory2_flood_ini) (sleep_until (volume_test_objects tv_factory2_mid (players))) (game_save_no_timeout) (if (<= (ai_living_count factory2_flood) 4) (begin (ai_place factory2_flood_mid) (ai_place factory2_flood_bk) )) (sleep_until (volume_test_objects tv_factory2_bk (players))) (game_save) (ai_place factory2_flood_bk_tunnel) (ai_place factory2_sen_bk_tunnel) ) ) (script dormant ai_constructor_flock (begin (flock_start constructor_swarm) (sleep 150) (flock_stop constructor_swarm) ) ) (script command cs_ext_b_phantom (begin (cs_shoot True) (cs_enable_pathfinding_failsafe True) (ai_place qz_ext_b_cov_spec_ops) (ai_place qz_ext_b_cov_spectre) (object_cannot_die (ai_get_object qz_ext_b_cov_spec_ops/soc) True) (sleep 1) (vehicle_load_magic v_ext_b_phantom phantom_p (ai_actors qz_ext_b_cov_spec_ops)) (vehicle_load_magic v_ext_b_phantom phantom_sc01 (ai_vehicle_get_from_starting_location qz_ext_b_cov_ghosts/a)) (vehicle_load_magic v_ext_b_phantom phantom_sc02 (ai_vehicle_get_from_starting_location qz_ext_b_cov_ghosts/b)) (vehicle_load_magic v_ext_b_phantom phantom_lc (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre)) (sleep 1) (cs_vehicle_boost True) (cs_fly_by qz_ext_b_phantom/p0 5) (cs_fly_by qz_ext_b_phantom/p1 5) (cs_vehicle_boost False) (ai_magically_see qz_ext_b_wraith_a qz_ext_b_cov_phantom) (cs_fly_by qz_ext_b_phantom/p2 5) (cs_fly_by qz_ext_b_phantom/p3 3) (cs_fly_to qz_ext_b_phantom/p4) (cs_face True qz_ext_b_phantom/p2) (cs_vehicle_speed 0.65) (cs_fly_to_and_face qz_ext_b_phantom/drop qz_ext_b_phantom/p2) (object_set_phantom_power v_ext_b_phantom True) (sleep 45) (vehicle_unload v_ext_b_phantom phantom_sc) (vehicle_unload v_ext_b_phantom phantom_lc) (sleep 45) (vehicle_unload v_ext_b_phantom phantom_p_a01) (sleep 30) (vehicle_unload v_ext_b_phantom phantom_p_a02) (sleep 30) (vehicle_unload v_ext_b_phantom phantom_p_a03) (sleep 45) (object_set_phantom_power v_ext_b_phantom False) (ai_vehicle_enter qz_ext_b_cov_spec_ops (ai_vehicle_get_from_starting_location qz_ext_b_cov_spectre/spectre)) (cs_face False qz_ext_b_phantom/p2) (cs_vehicle_speed 1) (sleep 60) (wake sc_ext_b) (cs_fly_by qz_ext_b_phantom/p2 3) (cs_fly_by qz_ext_b_phantom/p1 3) (cs_fly_by qz_ext_b_phantom/p0 3) (ai_erase ai_current_squad) ) ) (script command cs_ext_b_ent_phantom (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by qz_ext_b_ent_phantom/p0 5) (cs_fly_by qz_ext_b_ent_phantom/p1 5) (cs_fly_by qz_ext_b_ent_phantom/p2 5) (cs_vehicle_boost False) (cs_fly_to qz_ext_b_ent_phantom/p3) (cs_face True qz_ext_b_ent_phantom/p5) (cs_vehicle_speed 0.65) (cs_fly_to qz_ext_b_ent_phantom/drop) (sleep_until g_ext_b_ent_phantom) (cs_face False qz_ext_b_ent_phantom/p5) (cs_vehicle_speed 1) (cs_fly_by qz_ext_b_ent_phantom/p5 3) (cs_vehicle_boost True) (cs_fly_by qz_ext_b_ent_phantom/p6 3) (ai_erase ai_current_squad) ) ) (script dormant ai_ext_b_exit_tube_a (begin (sleep_until (volume_test_objects tv_ext_b_exit_tube_a (players))) (ai_place qz_ext_b_ent_flood_tube_a (pin (- 8 (ai_nonswarm_count ext_b_flood)) 0 6)) ) ) (script dormant ai_ext_b_exit_tube_b (begin (sleep_until (volume_test_objects tv_ext_b_exit_tube_b (players))) (ai_place qz_ext_b_ent_flood_tube_b (pin (- 8 (ai_nonswarm_count ext_b_flood)) 0 6)) ) ) (script dormant ai_ext_b_enf_spawn (begin (sleep_until (begin (sleep_until (<= (ai_living_count ext_b_sentinels_b) 0)) (if (volume_test_objects tv_ext_b_mid (players)) (begin (ai_place qz_ext_b_enf_b) ) (if True (begin (ai_place qz_ext_b_enf_a) ) void)) (or (>= (ai_spawn_count ext_b_sentinels_b) 4) g_ext_b_enforcer) )) ) ) (script dormant ai_ext_b_bk_ghost_spawn (begin (if (difficulty_normal) (begin (begin (set g_ext_b_bk_ghost_limit 6) (set g_ext_b_bk_ghost_number 1) ) ) (if (difficulty_heroic) (begin (begin (set g_ext_b_bk_ghost_limit 8) (set g_ext_b_bk_ghost_number 2) ) ) (if (difficulty_legendary) (begin (begin (set g_ext_b_bk_ghost_limit 10) (set g_ext_b_bk_ghost_number 3) ) ) void))) (sleep_until (begin (sleep_until (<= (ai_living_count qz_ext_b_ent_ghost_bk) 0)) (sleep 90) (if debug (print "placing ghosts")) (ai_place qz_ext_b_ent_ghost_bk g_ext_b_bk_ghost_number) (or (>= (ai_spawn_count qz_ext_b_ent_ghost_bk) g_ext_b_bk_ghost_limit) g_ext_b_bk_ghost_spawn) )) ) ) (script dormant key_ride_door3_main (begin (print "key_ride_door3 begins to open") (device_set_position key_ride_door3 1) (sleep_until (>= (device_get_position key_ride_door3) 0.9) 10) (sleep 60) (print "key_ride_door3 begins to close") (device_set_position key_ride_door3 0) ) ) (script dormant key_ride_human_door2_main (begin (print "human_key_door2 begins to open") (device_set_position human_key_door2 1) (sleep_until (>= (device_get_position human_key_door2) 0.9) 10) (print "human_key_door2 begins to close") (device_set_position human_key_door2 0) ) ) (script dormant key_ride_door2_main (begin (print "key_ride_door2 begins to open") (device_set_position key_ride_door2 1) (sleep_until (>= (device_get_position key_ride_door2) 0.9) 10) (print "key_ride_door2 begins to close") (device_set_position key_ride_door2 0) ) ) (script dormant key_ride_door1_main (begin (print "key_ride_door1 begins to open") (device_set_position key_ride_door1 1) (sleep_until (>= (device_get_position key_ride_door1) 0.9) 10) (sleep 60) (print "key_ride_door1 begins to close") (device_set_position key_ride_door1 0) ) ) (script dormant key_ride_door0_main (begin (print "key_ride_door0 begins to open") (device_set_position_immediate key_ride_door0 0.32) (device_closes_automatically_set key_ride_door0 False) (device_set_position key_ride_door0 1) (sleep_forever) (sleep_until (>= (device_get_position key_ride_door0) 0.9) 10) (sleep 540) (print "key_ride_door0 begins to close") (device_set_position key_ride_door0 0) ) ) (script dormant key_main (begin (wake key_ride_door0_main) (pvs_set_object key) (sound_looping_start sound\ambience\device_machines\shq__key\shq__key none 1) (device_set_position_track key track_horiz0 0) (device_animate_position key 0.3 0 0 0 False) (sleep 5) (object_teleport (player0) key_ent0) (object_teleport (player1) key_ent1) (sleep 5) (device_animate_position key 0.6 75 0 0 False) (set g_key_started True) (sleep_until (>= (device_get_position key) 0.35) 3) (wake key_ride_door0_main) (sleep_until (>= (device_get_position key) 0.4) 3) (set g_key_lock0_first_loadpoint True) (set g_key_lock0_entered True) (sleep_until (>= (device_get_position key) 0.43) 3) (set g_key_lock0_first_loadpoint True) (sleep_until (>= (device_get_position key) 0.48) 3) (switch_bsp_by_name sen_hq_bsp_6) (sleep_until (>= (device_get_position key) 0.5) 3) (set g_key_lock0_second_loadpoint True) (sleep_until (>= (device_get_position key) 0.5) 3) (set g_key_lock0_begin_human True) (sleep_until (>= (device_get_position key) 0.53) 3) (set g_key_lock0_door1 True) (wake key_ride_door1_main) (sleep_until (>= (device_get_position key) 0.58) 3) (set g_key_cruise_entered True) (device_animate_position key 1 45 5 10 True) (sleep_until (>= (device_get_position key) 0.67) 3) (set g_key_cruise_first_loadpoint True) (sleep_until (>= (device_get_position key) 0.84) 3) (set g_key_cruise_halfway True) (sleep_until (>= (device_get_position key) 1) 3) (set g_key_shaft_entered True) (sleep 30) (device_set_position_track key track_rise 0) (device_set_overlay_track key overlay_transform) (sound_looping_set_alternate sound\ambience\device_machines\shq__key\shq__key True) (device_animate_overlay key 1 5 0 0) (sleep 180) (device_animate_position key 1 90 20 10 False) (set g_key_shaft_rising True) (set g_music_06b_06 True) (sleep_until (>= (device_get_position key) 0.3) 3) (set g_key_shaft_near_exterior True) (sleep_until (>= (device_get_position key) 0.73) 3) (wake key_ride_door2_main) (sleep_until (>= (device_get_position key) 1) 3) (set g_key_lock1_entered True) (sound_looping_stop sound\ambience\device_machines\shq__key\shq__key) (sleep 30) (device_set_position_track key track_horiz1 0) (sound_looping_start sound\ambience\device_machines\shq__key\shq__key none 1) (device_animate_overlay key 0 5 0 0) (sleep 180) (device_animate_position key 1 75 10 10 False) (sleep_until (>= (device_get_position key) 0.15) 3) (set g_key_lock1_first_arch True) (sleep_until (>= (device_get_position key) 0.4) 3) (set g_key_lock1_second_arch True) (sleep_until (>= (device_get_position key) 0.49) 3) (wake key_ride_door3_main) (sleep_until (>= (device_get_position key) 0.65) 3) (set g_key_library_entered True) (sleep_until (>= (device_get_position key) 0.85) 3) (device_animate_overlay key 1 5 0 0) (sleep_until (>= (device_get_position key) 1) 3) (set g_key_library_arrival True) (wake chapter_familiar) (wake sc_dock) (set g_music_06b_05 False) (sound_looping_stop sound\ambience\device_machines\shq__key\shq__key) ) ) (script dormant key_ride_human_key_main (begin (sleep_until g_key_lock0_begin_human 10) (object_create_anew key_human) (pvs_set_object key_human) (device_set_position_track key_human track_horiz0 0) (device_animate_position key_human 0.58 0.5 0 0 False) (sleep 15) (device_animate_position key_human 1 55 5 10 False) (sleep_until (>= (device_get_position key_human) 1) 3) (sleep 30) (device_set_position_track key_human track_rise 0) (device_set_overlay_track key_human overlay_transform) (device_animate_overlay key_human 1 5 0 0) (sleep 180) (device_animate_position key_human 1 80 20 10 False) (sleep_until (>= (device_get_position key_human) 0.71) 3) (wake key_ride_human_door2_main) (sleep_until (>= (device_get_position key_human) 1) 3) (sleep 120) (device_set_position_track key_human track_horiz1 0) (device_animate_overlay key_human 0 5 0 0) (sleep 180) (device_animate_position key_human 1 75 10 10 False) (sleep_until (>= (device_get_position key_human) 0.191) 3) (object_destroy key_human) (object_create_anew key_docked) (sleep 1) (device_set_overlay_track key_docked overlay_transform) (device_animate_overlay key_docked 1 0.1 0 0) ) ) (script command cs_e21_tartarus (begin (cs_enable_pathfinding_failsafe True) (print "e21 *tartarus returns from harassing human key*") (cs_vehicle_boost True) (cs_fly_by e21_tartarus/p0) (cs_vehicle_boost False) (print "e21 *tartarus follows the key in through the door*") (cs_fly_by e21_tartarus/p1) (cs_vehicle_speed 0.75) (cs_enable_pathfinding_failsafe False) (sleep_until (begin (cs_fly_by key_bsp5/left) False) 3 300) (cs_vehicle_speed 0.85) (cs_face True e22_tartarus_bsp6/forward_facing) (sleep_until (begin (cs_fly_by key_bsp5/center) False) 3 300) ) ) (script command cs_e22_tartarus (begin (cs_face False e22_tartarus_bsp6/forward_facing) (cs_fly_by e22_tartarus/p0) (cs_fly_by e22_tartarus/p1) (cs_vehicle_boost True) (cs_fly_by e22_tartarus/p2) (cs_vehicle_boost False) (cs_fly_to e22_tartarus/p3 1) (sleep 50) (cs_face True e22_tartarus_bsp6/forward_facing) (cs_vehicle_speed 0.9) (cs_fly_by key_bsp6/center_front) (cs_vehicle_speed 0.9) (sleep_until (begin (cs_fly_by key_bsp6/center_front 1) False) 3) ) ) (script command cs_e23_tartarus (begin (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by e23_tartarus/p0) (cs_fly_by e23_tartarus/p1) (cs_vehicle_boost False) (cs_fly_by e23_tartarus/p2) (cs_vehicle_speed 1) (sleep_until (begin (cs_fly_by key_human_bsp6/left_high 1) False) 3 360) (cs_teleport e23_tartarus/teleport_dest e23_tartarus/teleport_facing) (sleep_forever) ) ) (script command cs_e24_tartarus (begin (sleep 200) (cs_vehicle_speed 0.6) (cs_fly_by e24_tartarus/p0) (cs_vehicle_speed 1) (cs_fly_by e24_tartarus/p1) (cs_fly_by e24_tartarus/p2) (sleep_forever) ) ) (script command cs_e25_tartarus (begin (sleep 120) (cs_face True e25_tartarus/p0) (sleep 60) (cs_face False e25_tartarus/p0) (cs_vehicle_speed 0.6) (cs_fly_by e25_tartarus/p0) (cs_vehicle_speed 1) (cs_fly_to e25_tartarus/p1 1) (cs_face True e25_tartarus/p1_facing) (sleep 320) (cs_face False e25_tartarus/p1_facing) (cs_vehicle_speed 1) (cs_fly_by key_bsp6/center 1) (cs_vehicle_speed 0.9) (sleep_until (begin (cs_fly_by key_bsp6/center 1) False) 3) ) ) (script command cs_e26_tartarus (begin (cs_vehicle_speed 0.9) (sleep_until (begin (cs_fly_by key_bsp6/center 1) False) 3 210) (cs_fly_to e26_tartarus/p0) (sleep 120) (cs_fly_by e26_tartarus/p1) (cs_fly_by e26_tartarus/p2) (ai_erase ai_current_squad) ) ) (script dormant key_ride_tartarus_main (begin (ai_place key_ride_tartarus) (cs_run_command_script key_ride_tartarus/tartarus cs_e21_tartarus) (sleep_until (= (structure_bsp_index) 4) 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e22_tartarus) (sleep_until g_key_cruise_entered 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e23_tartarus) (sleep_until g_key_shaft_near_exterior 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e24_tartarus) (sleep_until g_key_lock1_entered 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e25_tartarus) (sleep_until g_key_library_entered 10) (cs_run_command_script key_ride_tartarus/tartarus cs_e26_tartarus) ) ) (script static key_ride_test (begin (wake key_main) (wake key_ride_human_key_main) (wake key_ride_tartarus_main) ) ) (script command cs_e26_fld_infections_entry3 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script command cs_e26_fld_infections_entry2 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p6) (cs_go_to e26_fld_infection_forms0/p7) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script command cs_e26_fld_infections_entry1 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p8) (cs_go_to e26_fld_infection_forms0/p7) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script command cs_e26_fld_infections_entry0 (begin (cs_abort_on_damage True) (sleep 30) (cs_go_to e26_fld_infection_forms0/p0) (cs_go_to e26_fld_infection_forms0/p1) (cs_go_to e26_fld_infection_forms0/p2) (cs_go_to e26_fld_infection_forms0/p3) (cs_go_to e26_fld_infection_forms0/p4) (cs_go_to e26_fld_infection_forms0/p5) (ai_erase ai_current_actor) ) ) (script dormant e26_smg1 (begin (object_create e26_smg1) (sleep_until (begin (weapon_hold_trigger e26_smg1 0 True) (sleep_until g_e26_ended 2 (random_range 15 45)) (weapon_hold_trigger e26_smg1 0 False) (sleep_until g_e26_ended 2 (random_range 45 90)) g_e26_ended) 1) (weapon_hold_trigger e26_smg1 0 False) (object_destroy e26_smg1) ) ) (script dormant e26_smg0 (begin (object_create e26_smg0) (sleep_until (begin (weapon_hold_trigger e26_smg0 0 True) (sleep_until g_e26_ended 2 (random_range 15 45)) (weapon_hold_trigger e26_smg0 0 False) (sleep_until g_e26_ended 2 (random_range 45 90)) g_e26_ended) 1) (weapon_hold_trigger e26_smg0 0 False) (object_destroy e26_smg0) ) ) (script dormant e26_fld_infections_main (begin (ai_place e26_fld_infection_forms0/swarm0) (sleep_until (< (objects_distance_to_flag (players) e26_fld_infs0_1) 10) 10 300) (ai_place e26_fld_infection_forms0/swarm1) (sleep_until (< (objects_distance_to_flag (players) e26_fld_infs0_2) 10) 10 300) (ai_place e26_fld_infection_forms0/swarm2) (sleep_until (< (objects_distance_to_flag (players) e26_fld_infs0_3) 10) 10 300) (ai_place e26_fld_infection_forms0/swarm3) ) ) (script dormant e26_main (begin (sleep_until (volume_test_objects tv_e26_main_begin (players)) 10) (data_mine_set_mission_segment "enc_e26") (set g_e26_started True) (print "e26_main") (game_save) (wake e26_fld_infections_main) (wake e26_smg0) (wake e26_smg1) (sleep_until (or (volume_test_objects tv_mission_end0 (players)) (volume_test_objects tv_mission_end1 (players))) 10) (set g_e26_ended True) ) ) (script command cs_e25_scene3 (begin (cs_switch elite1) (cs_start_to e25_scenes/p1) (cs_switch elite0) (cs_start_to e25_scenes/p0) (sleep_until (or (not (cs_moving)) (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4)))) (cs_face_player True) (cs_approach (ai_get_object ai_current_actor) 1 1 1) (sleep_until (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) (print "elite0: we'll guard the key") (sleep (ai_play_line_at_player ai_current_actor 0910)) (sleep 20) (cs_switch elite1) (sleep_until (or (not (cs_moving)) (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4)))) (cs_face_player True) (cs_approach (ai_get_object ai_current_actor) 1 1 1) (sleep_until (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) (print "elite1: git to werk") (sleep (ai_play_line_at_player ai_current_actor 0920)) ) ) (script command cs_e25_scene1 (begin (cs_start_to e25_scenes/p0) (sleep_until (or (not (cs_moving)) (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4)))) (cs_face_player True) (cs_approach (ai_get_object ai_current_actor) 1 1 1) (sleep_until (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) (print "elite0: we'll guard the key") (sleep (ai_play_line_at_player ai_current_actor 0910)) (sleep 15) (print "elite0: get the icon") (sleep (ai_play_line_at_player ai_current_actor 0920)) ) ) (script command cs_e25_scene0 (begin (print "elite: behold, the library") (sleep (ai_play_line ai_current_actor 0890)) ) ) (script dormant e25_dialogue (begin (sleep_until (ai_scene e25_scene0 cs_e25_scene0 e21_cov_inf0) 5 300) (sleep 120) (ai_play_line_on_object none 0900) (sleep_until g_key_library_arrival 10) (if (>= (ai_living_count e21_cov_inf0) 2) (begin (sleep_until (ai_scene e25_scene3 cs_e25_scene3 e21_cov_inf0) 5) ) (begin (sleep_until (ai_scene e25_scene1 cs_e25_scene1 e21_cov_inf0) 5) )) ) ) (script dormant e25_fld_inf1_main (begin (sleep_until g_key_lock1_second_arch 10) (ai_place e25_fld_inf1_0) (sleep 60) (ai_place e25_fld_inf1_1) (sleep 60) (ai_place e25_fld_inf1_2) ) ) (script dormant e25_fld_inf0_main (begin (sleep_until g_key_lock1_first_arch 10) (ai_place e25_fld_inf0_0) (sleep 60) (ai_place e25_fld_inf0_1) (sleep 60) (ai_place e25_fld_inf0_2) ) ) (script dormant e25_main (begin (data_mine_set_mission_segment "enc_e25") (sleep_until g_key_lock1_entered 10) (set g_e25_started True) (print "e25_main") (game_save) (wake e26_main) (wake e25_dialogue) (sleep_until g_e26_started) (sleep_forever e25_fld_inf0_main) (sleep_forever e25_fld_inf1_main) ) ) (script command cs_e24_fld_inf1_load (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_face_object True key) (sleep 210) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_face_object False key) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (if (= (random_range 0 2) 0) (begin (cs_go_to e24_fld_inf1_load/p0_0) (cs_go_to e24_fld_inf1_load/p0_1) ) (begin (cs_go_to e24_fld_inf1_load/p1_0) (cs_go_to e24_fld_inf1_load/p1_1) )) (cs_jump_to_point 3 1) (ai_migrate ai_current_actor e21_fld_inf0_0) (sleep 150) (object_can_take_damage (ai_get_object ai_current_actor)) ) ) (script dormant e24_fld_inf2_main (begin (sleep_until g_key_shaft_entered 10) ) ) (script dormant e24_fld_inf1_main (begin (sleep_until g_key_shaft_rising 10) (ai_place e24_fld_inf1_1) ) ) (script dormant e24_fld_inf0_main (begin (sleep_until g_key_shaft_entered 10) ) ) (script dormant e24_main (begin (sleep_until g_key_shaft_entered 10) (data_mine_set_mission_segment "enc_e24") (set g_e24_started True) (print "e24_main") (game_save) (wake e25_main) (sleep_until g_e25_started) (sleep_forever e24_fld_inf0_main) (sleep_forever e24_fld_inf1_main) (sleep_forever e24_fld_inf2_main) ) ) (script command cs_e23_fld_inf0_0_load (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to e23_fld_inf0_load/p0_0) (cs_go_to e23_fld_inf0_load/p0_1) (cs_jump 15 3) ) ) (script command cs_e23_fld_inf0_1_load (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_to e23_fld_inf0_load/p1_0) (cs_go_to e23_fld_inf0_load/p1_1) (cs_jump 15 3) ) ) (script command cs_e23_scene0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_switch elite0) (print "dog: the fool...") (sleep (ai_play_line ai_current_actor 0810)) (sleep 15) (cs_switch elite1) (print "scl: on the bright side...") (sleep (ai_play_line ai_current_actor 0820)) ) ) (script dormant e23_dialogue (begin (sleep 90) (print "tartarus: humans! i'll deal with them!") (sleep (ai_play_line_on_object none 0800)) (sleep 30) (sleep_until (ai_scene e23_scene0 cs_e23_scene0 e21_cov_inf0) 10 90) ) ) (script dormant e23_fld_inf0_main (begin (sleep_until g_key_cruise_first_loadpoint 10) (ai_place e23_fld_inf0) (sleep_until g_key_cruise_halfway 10) (sleep 90) (ai_set_orders e23_fld_inf0_0 e23_fld_inf0_engage) (ai_set_orders e23_fld_inf0_1 e23_fld_inf0_engage) (cs_run_command_script e23_fld_inf0_0 cs_e23_fld_inf0_0_load) (cs_run_command_script e23_fld_inf0_1 cs_e23_fld_inf0_1_load) ) ) (script dormant e23_main (begin (data_mine_set_mission_segment "enc_e23") (sleep_until g_key_cruise_entered 10) (set g_e23_started True) (print "e23_main") (game_save) (wake e24_main) (wake e23_dialogue) (sleep_until g_e24_started) (sleep_forever e23_fld_inf0_main) ) ) (script static test_key_ride2 (begin (device_set_position_immediate key 0.26) (sleep 1) (object_teleport (player0) e23_test) (object_set_velocity (player0) 1 0 0) (wake key_main) (wake e23_main) (sleep 3) (device_set_position_immediate key 0.26) (device_set_position key 1) ) ) (script command cs_e22_hack_divide (begin (if (< (ai_living_count e22_cov_inf1_0) 2) (ai_migrate ai_current_actor e22_cov_inf1_0) (ai_migrate ai_current_actor e22_cov_inf1_1)) ) ) (script command cs_e22_fld_inf0_0_load (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_face_object True key) (sleep_until g_key_lock0_second_loadpoint 1) (sleep 95) (cs_face_object False key) (unit_impervious ai_current_actor True) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (if (= (random_range 0 2) 0) (begin (cs_go_to e22_fld_inf0_load/p0_0) (cs_go_to e22_fld_inf0_load/p0_1) ) (begin (cs_go_to e22_fld_inf0_load/p1_0) (cs_go_to e22_fld_inf0_load/p1_1) )) (cs_move_in_direction 0 1 0) (unit_impervious ai_current_actor False) (ai_migrate ai_current_actor e21_fld_inf0_0) ) ) (script command cs_e22_scene0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_switch elite0) (print "scl: what courage...") (sleep (ai_play_line ai_current_actor 0780)) (sleep 15) (cs_switch elite1) (print "dog: ignore him...") (sleep (ai_play_line ai_current_actor 0790)) ) ) (script dormant e22_dialogue (begin (sleep_until (= (structure_bsp_index) 4)) (sleep 90) (print "tartarus: i will thin their ranks") (sleep (ai_play_line_on_object none 0770)) (sleep 30) (sleep_until (ai_scene e22_scene0 cs_e22_scene0 e21_cov_inf0) 10 90) ) ) (script dormant e22_fld_inf0_main (begin (sleep_until g_key_lock0_first_loadpoint 10) (ai_place e22_fld_inf0) ) ) (script dormant e22_main (begin (sleep_until g_key_lock0_entered 10) (data_mine_set_mission_segment "enc_e22") (set g_e22_started True) (print "e22_main") (game_save) (wake e23_main) (wake e22_fld_inf0_main) (wake e22_dialogue) (sleep_until g_e23_started) (sleep_forever e22_fld_inf0_main) ) ) (script command cs_e21_fld_inf1_low_entry (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_move_in_direction 6 0 0) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp5/p1_0) (cs_go_to e21_fld_bsp5/p1_1) ) (begin (cs_go_to e21_fld_bsp6/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp6/p1_0) (cs_go_to e21_fld_bsp6/p1_1) )) ) ) (script command cs_e21_fld_inf1_high_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p1_0) (cs_go_to e21_fld_bsp5/p1_1) ) (begin (cs_go_to e21_fld_bsp6/p1_0) (cs_go_to e21_fld_bsp6/p1_1) )) ) ) (script command cs_e21_fld_inf0_low_entry (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_move_in_direction 6 0 0) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp5/p0_0) (cs_go_to e21_fld_bsp5/p0_1) ) (begin (cs_go_to e21_fld_bsp6/p2) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to e21_fld_bsp6/p0_0) (cs_go_to e21_fld_bsp6/p0_1) )) ) ) (script command cs_e21_fld_inf0_high_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (if (= (structure_bsp_index) 3) (begin (cs_go_to e21_fld_bsp5/p0_0) (cs_go_to e21_fld_bsp5/p0_1) ) (begin (cs_go_to e21_fld_bsp6/p0_0) (cs_go_to e21_fld_bsp6/p0_1) )) ) ) (script command cs_e21_fld_inf0_0_load (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until g_key_lock0_first_loadpoint 1) (sleep 30) (cs_shoot_point True key_bsp5/p0) (sleep 148) (cs_shoot_point False key_bsp5/p0) (ai_set_orders ai_current_squad e21_fld_inf0_engage0) (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_go_to e21_fld_load/left0) (cs_go_to e21_fld_load/left1) (cs_move_in_direction 0 1 0) ) ) (script command cs_e21_scene0 (begin (print "elite: i grow restless without a target") (sleep (ai_play_line_at_player ai_current_actor 0730)) ) ) (script command cs_e21_scene1 (begin (print "elite: look, up ahead! the parasite readies") (ai_play_line_at_player ai_current_actor 0760) (sleep 20) (cs_go_to_nearest e21_scene1_points) (cs_face True e21_fld_load/p0) (cs_aim True e21_fld_load/p0) (sleep_until g_key_lock0_first_loadpoint 5) (cs_shoot_point True e21_fld_load/p0) (sleep 90) ) ) (script static e21_in_bsp4 (begin (= (structure_bsp_index) 4) ) ) (script dormant e21_fld_carriers1_main (begin (ai_migrate e21_fld_carriers0 e21_fld_carriers1) (sleep_until (begin (if (< (ai_swarm_count e21_fld_carriers1) 2) (ai_place e21_fld_carriers1 1)) g_key_lock1_second_arch) 90) ) ) (script static e21_fld_inf1_spawn (begin (if (volume_test_objects tv_key_near_lower_spawner (players)) (begin (if (volume_test_objects tv_key_upper_left_side (players)) (begin (ai_place e21_fld_inf1_2 1) (ai_migrate e21_fld_inf1_2 e21_fld_inf1_0) (sleep 5) (ai_magically_see_object e21_fld_inf1_0 (player0) ) (ai_magically_see_object e21_fld_inf1_0 (player1) ) ) (begin (ai_place e21_fld_inf0_2 1) (cs_run_command_script e21_fld_inf0_2 cs_e21_fld_inf1_high_entry) (ai_migrate e21_fld_inf0_2 e21_fld_inf1_0) (sleep 5) (ai_magically_see_object e21_fld_inf1_0 (player0) ) (ai_magically_see_object e21_fld_inf1_0 (player1) ) )) ) (begin (ai_place e21_fld_inf1_1 1) (ai_migrate e21_fld_inf1_1 e21_fld_inf1_0) (sleep 5) (ai_magically_see_object e21_fld_inf1_0 (player0) ) (ai_magically_see_object e21_fld_inf1_0 (player1) ) )) ) ) (script dormant e21_fld_inf1_main (begin (ai_migrate e21_fld_inf0 e21_fld_inf1_0) (sleep_until (begin (if (< (ai_nonswarm_count e21_fld_inf1_0) 8) (sleep_until (begin (e21_fld_inf1_spawn) (or (>= (ai_nonswarm_count e21_fld_inf1_0) 8) g_key_lock1_second_arch) ) 60)) g_key_lock1_second_arch) 900) ) ) (script dormant e21_fld_carriers0_main (begin (sleep_until (= (structure_bsp_index) 4)) (sleep_until (begin (if (< (ai_nonswarm_count e21_fld_carriers0) 2) (ai_place e21_fld_carriers0 1)) g_key_shaft_rising) 90) (wake e21_fld_carriers1_main) ) ) (script static e21_fld_inf0_spawn (begin (if (volume_test_objects tv_key_near_lower_spawner (players)) (begin (if (volume_test_objects tv_key_upper_left_side (players)) (begin (ai_place e21_fld_inf1_2 1) (cs_run_command_script e21_fld_inf1_2 cs_e21_fld_inf0_high_entry) (ai_migrate e21_fld_inf1_2 e21_fld_inf0_0) (sleep 5) (ai_magically_see_object e21_fld_inf0_0 (player0) ) (ai_magically_see_object e21_fld_inf0_0 (player1) ) ) (begin (ai_place e21_fld_inf0_2 1) (ai_migrate e21_fld_inf0_2 e21_fld_inf0_0) (sleep 5) (ai_magically_see_object e21_fld_inf0_0 (player0) ) (ai_magically_see_object e21_fld_inf0_0 (player1) ) )) ) (begin (ai_place e21_fld_inf0_1 1) (ai_migrate e21_fld_inf0_1 e21_fld_inf0_0) (sleep 5) (ai_magically_see_object e21_fld_inf0_0 (player0) ) (ai_magically_see_object e21_fld_inf0_0 (player1) ) )) ) ) (script dormant e21_fld_inf0_main (begin (ai_place e21_fld_inf0_0) (sleep_until (= (structure_bsp_index) 4)) (sleep_until (begin (e21_fld_inf0_spawn) (or (>= (ai_nonswarm_count e21_fld_inf0_0) 8) g_key_shaft_rising) )) (sleep_until (begin (if (< (ai_nonswarm_count e21_fld_inf0_0) 8) (sleep_until (begin (e21_fld_inf0_spawn) (or (>= (ai_nonswarm_count e21_fld_inf0_0) 8) g_key_shaft_rising) ) 60)) g_key_shaft_rising) 900) (wake e21_fld_inf1_main) ) ) (script dormant e21_cov_inf0_main (begin (ai_place e21_cov_inf0) (sleep 150) (sleep_until (ai_scene e21_scene0 cs_e21_scene0 e21_cov_inf0_1) 5 60) (sleep 300) (sleep_until (ai_scene e21_scene1 cs_e21_scene1 e21_cov_inf0_0) 5 60) (sleep_until g_key_lock0_first_loadpoint 5) (game_save) (ai_set_orders e21_cov_inf0_0 e21_cov_inf0_0_guard_left) (ai_set_orders e21_cov_inf0_1 e21_cov_inf0_1_advance_left) (sleep_until g_key_shaft_rising) (ai_set_orders e21_cov_inf0_0 e21_cov_inf0_0_guard_right) (ai_set_orders e21_cov_inf0_1 e21_cov_inf0_1_advance_right) ) ) (script dormant e21_main (begin (sleep_until g_key_started 5) (data_mine_set_mission_segment "enc_e21") (set g_e21_started True) (print "e21_main") (wake e22_main) (wake e21_cov_inf0_main) (wake e21_fld_inf0_main) (wake sc_outer_wall) ) ) (script static test_key_ride (begin (switch_bsp_by_name sen_hq_bsp_5) (sleep 1) (object_teleport (player0) key_ent0) (object_set_velocity (player0) 5 0 0) (object_teleport (player1) key_ent1) (object_set_velocity (player1) 5 0 0) (wake key_main) (wake key_ride_human_key_main) (wake key_ride_tartarus_main) (wake e21_main) ) ) (script dormant begin_key_ride_main (begin (wake e21_main) (wake key_main) (wake key_ride_human_key_main) (wake key_ride_tartarus_main) ) ) (script dormant enc_cov_charge (begin (data_mine_set_mission_segment "enc_cov_charge") (print "initialize covenant charge scripts") (game_save) (object_dynamic_simulation_disable qz_cov_def_tower_pod_a True) (object_dynamic_simulation_disable qz_cov_def_tower_pod_b True) (ai_place qz_cov_def_phantom) (ai_place qz_cov_def_spectre) (ai_place qz_cov_def_ghosts) (ai_place qz_cov_def_spec_ops) (wake sc_cov_charge) (sleep_until (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_l (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_p_r (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_spectre/spectre) spectre_g (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/a) ghost_d (players)) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location qz_cov_def_ghosts/b) ghost_d (players))) 10 (* 30 20)) (set g_qz_cov_def_progress True) (sleep 30) (game_save_no_timeout) (sleep 90) (ai_place qz_cov_def_enforcer_a) (ai_place qz_cov_def_sen_elim) (device_set_position qz_door_a 1) (sleep (* 30 2)) (wake ext_a_vehicle_orders) (sleep_until (<= (ai_living_count sentinels) 0)) (sleep 30) (game_save) (ai_renew covenant) ) ) (script dormant enc_vehicle_int (begin (data_mine_set_mission_segment "enc_vehicle_int") (print "initialize vehicle interior scripts") (game_save) (ai_renew covenant) (ai_disposable cov_def_sentinels True) (ai_disposable cov_def_enf True) (set g_veh_int_migrate_a True) (set g_music_06b_01 True) (wake music_06b_01) (wake sc_qz_veh_int) (ai_place veh_int_enf_a) (ai_place veh_int_enf_b) (ai_place veh_int_enf_d) (ai_place veh_int_sen_elim_ini) (ai_place veh_int_scorpion) (ai_place veh_int_flood_ghosts_ini) (ai_place veh_int_wraith/wraith) (ai_place veh_int_hog_ab) (ai_place veh_int_ghost_ab) (sleep 15) (device_operates_automatically_set veh_int_door_a True) (sleep_until (volume_test_objects tv_veh_int_b (players))) (game_save) (ai_renew covenant) (set g_veh_int_migrate_b True) (wake ai_veh_int_ghost_spawn) (ai_place veh_int_sen_elim_rt) (ai_place veh_int_sen_elim_lt) (ai_magically_see veh_int_wraith veh_int_sen) (ai_place veh_int_flood_bk/runner) (sleep_until (volume_test_objects tv_veh_int_c (players))) (data_mine_set_mission_segment "enc_vehicle_int_bk") (game_save) (set g_veh_int_migrate_c True) (wake sc_factory_approach) (ai_renew covenant) (ai_place veh_int_wraith/driver) (sleep_until (volume_test_objects tv_veh_int_d (players))) (set g_veh_int_migrate_d True) (set g_veh_int_ghost_spawn True) (ai_place veh_int_flood_hog_bk) ) ) (script dormant enc_qz_ext_a (begin (data_mine_set_mission_segment "enc_qz_ext_a_dam") (print "initialize quarantine zone exterior a scripts") (game_save) (ai_renew covenant) (ai_disposable veh_int_flood True) (ai_disposable veh_int_sen True) (set g_veh_int_migrate_e True) (set g_ext_a_dam_migrate_a True) (wake music_06b_02) (wake ai_ext_a_dam_enforcers) (device_set_position qz_dam_door_a 1) (ai_place qz_ext_a_dam_enf/a) (ai_place qz_ext_a_dam_human) (ai_place qz_ext_a_dam_sen) (ai_place qz_ext_a_dam_sen_elim) (ai_place qz_ext_a_dam_flood_ini) (wake chapter_competition) (game_save) (ai_renew covenant) (sleep_until (volume_test_objects qz_ext_a_dam_b (players))) (set g_ext_a_dam_migrate_b True) (ai_place qz_ext_a_dam_flood_cliff_a) (ai_place qz_ext_a_dam_flood_cliff_b) (sleep_until (volume_test_objects tv_ext_a_a (players))) (data_mine_set_mission_segment "enc_qz_ext_a") (game_save) (ai_renew covenant) (set g_ext_a_dam_enf True) (set g_ext_a_migrate_a True) (ai_disposable ext_a_flood_dam_a True) (ai_disposable ext_a_flood_dam_b True) (ai_disposable ext_a_sen_dam_a True) (ai_disposable ext_a_sen_dam_b True) (wake ai_qz_ext_a_wraiths) (ai_place qz_ext_a_enf_a) (ai_place qz_ext_a_flood_rocket) (if (<= (ai_living_count covenant) 1) (begin (wake sc_ext_a) (ai_place qz_ext_a_phantom) )) (set v_ext_a_phantom (ai_vehicle_get_from_starting_location qz_ext_a_phantom/phantom)) (sleep_until (volume_test_objects tv_ext_a_b (players))) (set g_ext_a_migrate_b True) (sleep_until (volume_test_objects tv_ext_a_c (players))) (game_save_no_timeout) (ai_renew covenant) (set g_ext_a_migrate_c True) (ai_place qz_ext_a_flood_c) (ai_place qz_ext_a_flood_c2) (ai_place ext_a_flood_ghost_fr) (sleep_until (volume_test_objects tv_ext_a_d (players))) (set g_ext_a_migrate_d True) (wake ai_qz_ext_a_ghosts) (wake ai_qz_ext_a_d_spawn) (sleep_until (volume_test_objects tv_ext_a_e (players))) (game_save) (ai_renew covenant) (set g_ext_a_migrate_e True) (set g_qz_ext_a_d_spawn False) (ai_place ext_a_sen_elim_bk) (if (<= (ai_living_count qz_ext_a_enf_bk) 0) (ai_place qz_ext_a_enf_bk)) (sleep_until (volume_test_objects tv_ext_a_ghosts_off (players))) (set g_qz_ext_a_flood_ghosts True) (sleep_until (volume_test_objects tv_ext_a_f (players))) (data_mine_set_mission_segment "enc_ext_a_fact_ent") (game_save_no_timeout) (set g_ext_a_migrate_f True) (set g_music_06b_02 True) (ai_renew covenant) (ai_place fact_ent_flood_scorpion) (ai_place fact_ent_flood_wraith_b) (wake ai_fact_ent_sen_spawn) (wake ai_fact_ent_enf_spawn) (sleep_until (volume_test_objects tv_ext_a_fact_ent (players))) (set g_ext_a_fact_ent_migrate True) ) ) (script dormant enc_crashed_factory (begin (data_mine_set_mission_segment "enc_crashed_factory_a") (game_save) (ai_renew covenant) (ai_disposable ext_a_flood True) (ai_disposable ext_a_sen True) (set g_music_06b_02 False) (set g_music_06b_03 True) (set g_fact_ent_sen_spawn True) (wake music_06b_03) (wake sent_factory_1_start) (sleep_until (= (volume_test_objects vol_factory_1_exit (players)) True)) (game_save) (sleep_until (volume_test_objects tv_gorge (players))) (data_mine_set_mission_segment "enc_crashed_factory_ext") (game_save) (ai_disposable factory1_enemies True) (set g_music_06b_03 False) (ai_set_orders covenant cov_follow_gorge) (ai_renew covenant) (wake ai_gorge) (sleep_until (volume_test_objects tv_factory2_enter (players))) (data_mine_set_mission_segment "enc_crashed_factory_b") (game_save) (ai_disposable gorge_enemies True) (ai_set_orders covenant cov_follow_factory2) (ai_renew covenant) (wake ai_factory2) ) ) (script dormant enc_qz_ext_b (begin (data_mine_set_mission_segment "enc_ext_b_fact_exit") (print "initialize quarantine zone exterior b scripts") (game_save_no_timeout) (ai_renew covenant) (ai_disposable factory2_enemies True) (wake music_06b_04) (wake sc_factory_exit) (wake objective_push_clear) (wake objective_link_set) (wake ext_b_vehicle_orders) (ai_place qz_ext_b_fact_scorpion) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location qz_ext_b_fact_scorpion/scorpion) True) (ai_place qz_ext_b_fact_wraith) (ai_place qz_ext_b_fact_ghosts) (ai_place qz_ext_b_fact_flood) (ai_place qz_ext_b_fact_ghosts_spare) (ai_place qz_ext_b_enf_a) (sleep_until (volume_test_objects tv_ext_b_fact_mid (players))) (game_save) (if (random_range 0 2) (ai_place qz_ext_b_fact_warthog) (ai_place qz_ext_b_fact_ghost_bk)) (sleep_until (or (and (<= (ai_living_count ext_b_flood_a) 0) (<= (ai_living_count ext_b_sentinels_a) 0)) (volume_test_objects tv_ext_b_gate (players))) 5) (data_mine_set_mission_segment "enc_qz_ext_b") (game_save) (ai_renew covenant) (set g_ext_b_migrate_1 True) (wake ai_ext_b_enf_spawn) (set g_music_06b_04 True) (ai_place qz_ext_b_cov_phantom) (ai_place qz_ext_b_wraith_a) (ai_place qz_ext_b_wraith_b) (ai_place qz_ext_b_ghosts_a (pin (- 7 (ai_living_count ext_b_flood)) 0 2)) (ai_place qz_ext_b_warthog) (set v_ext_b_phantom (ai_vehicle_get_from_starting_location qz_ext_b_cov_phantom/phantom)) (sleep_until (or (and (<= (ai_living_count ext_b_flood_b) 0) (<= (ai_living_count ext_b_sentinels_b) 0)) (volume_test_objects tv_ext_b_mid (players))) 5) (game_save_no_timeout) (ai_renew covenant) (set g_ext_b_migrate_2 True) (ai_place qz_ext_b_ghosts_b) (ai_place qz_ext_b_warthog_gauss) (sleep_until (volume_test_objects tv_ext_b_back (players)) 5) (data_mine_set_mission_segment "enc_qz_ext_b_bk") (game_save_no_timeout) (ai_renew covenant) (ai_disposable ext_b_flood True) (ai_disposable ext_b_sentinels True) (set g_ext_b_migrate_3 True) (set g_ext_b_enforcer True) (wake ai_constructor_flock) (wake ai_ext_b_bk_ghost_spawn) (ai_place qz_ext_b_ent_enf) (ai_place qz_ext_b_ent_scorpion) (ai_place qz_ext_b_ent_wraith_a) (sleep_until (volume_test_objects tv_ext_b_exit (players)) 5) (data_mine_set_mission_segment "enc_qz_ext_b_exit") (game_save) (ai_renew covenant) (set g_ext_b_bk_ghost_spawn True) (set g_ext_b_migrate_4 True) (wake ai_ext_b_exit_tube_a) (wake ai_ext_b_exit_tube_b) (ai_place qz_ext_b_ent_turrets) (sleep_until (or (and (<= (ai_living_count ext_b_flood_d) 0) (<= (ai_living_count ext_b_sentinels_d) 0)) (volume_test_objects tv_ext_b_exit_door (players))) 5) (game_save_no_timeout) (ai_renew covenant) (set g_ext_b_migrate_5 True) (ai_place qz_ext_b_ent_flood_bk (pin (- 8 (ai_nonswarm_count ext_b_flood)) 0 6)) ) ) (script dormant enc_key_ride (begin (print "initialize key ride scripts") (ai_renew covenant) (wake music_06b_05) (wake music_06b_06) (wake music_06b_07) (sleep_until (volume_test_objects tv_key_ride_cinematic (players))) (cinematic_fade_to_white) (ai_erase_all) (object_teleport (player0) key_ride_a) (object_teleport (player1) key_ride_b) (sleep 5) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (print "c06_intra2") (c06_intra2) )) (cinematic_skip_stop) )) (wake begin_key_ride_main) (sleep 25) (game_save_immediate) (wake chapter_gallery) (wake objective_link_clear) (wake objective_retrieve_set) (ai_renew covenant) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white) ) ) (script dormant enc_library (begin (print "initialize library scripts") (game_save) (game_save) (ai_renew covenant) ) ) (script dormant mission_floodzone (begin (cinematic_snap_to_white) (switch_bsp 0) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (print "c06_intra1") (c06_intra1) )) (cinematic_skip_stop) )) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake enc_cov_charge) (if (difficulty_legendary) (wake ice_cream_superman)) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_mirror) (wake objective_push_set) (sleep_until (volume_test_objects tv_vehicle_int (players))) (wake enc_vehicle_int) (sleep_until (volume_test_objects tv_qz_ext_a (players))) (wake enc_qz_ext_a) (sleep_until (volume_test_objects tv_factory (players))) (wake enc_crashed_factory) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (cinematic_fade_to_white) (ai_erase_all) (object_teleport (player0) player0_end) (object_teleport (player1) player1_end) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (playtest_mission) (game_won) ) ) (script static start (begin (wake mission_floodzone) ) ) (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 static test (begin (set g_play_cinematics False) (device_set_position qz_door_a 1) (device_set_position veh_int_door_a 1) (device_set_position veh_int_door_b 1) (device_set_position qz_dam_door_a 1) (ai_place qz_cov_def_spectre) (ai_place qz_cov_def_ghosts) (ai_place qz_cov_def_spec_ops) (wake ext_a_vehicle_orders) (wake dam_door_a) (wake dam_door_b) (sleep 90) (set g_qz_cov_def_progress True) ) ) (script static test_ext_a_phantom (begin (ai_place qz_ext_a_phantom) (set v_ext_a_phantom (ai_vehicle_get_from_starting_location qz_ext_a_phantom/phantom)) ) ) (script static test_ext_b_phantom (begin (ai_place qz_ext_b_cov_phantom) (set v_ext_b_phantom (ai_vehicle_get_from_starting_location qz_ext_b_cov_phantom/phantom)) ) ) (script dormant 06_intra1_01_predict (begin (sleep 1) (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\06a_sentinelwalls\sentinelhq_2 14 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 12 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 10 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 36 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 7 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 8 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 17 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 22 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 27 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 29 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 32 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 35 True) (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) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 6) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section objects\characters\elite\elite 26) (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 0) (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 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 12) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_base\cov_watchtower_base 2) (sleep 8) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 1 True) (sleep 4) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 23 True) (sleep 31) (predict_model_section objects\vehicles\spectre\spectre 58) (predict_model_section objects\vehicles\spectre\spectre 59) (predict_model_section objects\vehicles\spectre\spectre 60) (predict_model_section objects\vehicles\spectre\spectre 61) (predict_model_section objects\vehicles\spectre\spectre 62) (predict_model_section objects\vehicles\spectre\spectre 63) (predict_model_section objects\vehicles\spectre\turrets\plasma\plasma 10) (sleep 148) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 1 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 21 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 5 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 9 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 8 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 18 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 6 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 2 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 3 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 6 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 11 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 15 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 28 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 17 True) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 25 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section scenarios\objects\solo\sentinelhq\door_sentinel\door_sentinel 0) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_pod\cov_watchtower_pod 2) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_base\cov_watchtower_base 2) (sleep 148) (predict_model_section objects\vehicles\spectre\spectre 58) (predict_model_section objects\vehicles\spectre\spectre 59) (predict_model_section objects\vehicles\spectre\spectre 60) (predict_model_section objects\vehicles\spectre\spectre 61) (predict_model_section objects\vehicles\spectre\spectre 62) (predict_model_section objects\vehicles\spectre\spectre 63) (predict_model_section objects\vehicles\spectre\turrets\plasma\plasma 10) (sleep 20) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 29 True) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 1) (sleep 67) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 27 True) (sleep 140) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 18 False) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 11 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 6) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 20 False) (sleep 24) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 32 True) (sleep 79) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 5 False) (sleep 5) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 28 True) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 25 True) (sleep 3) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 17 True) (sleep 3) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 27 False) (sleep 2) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 29 True) (sleep 1) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 16 True) (sleep 27) (predict_model_section scenarios\objects\covenant\military\cov_watchtower\cov_watchtower_base\cov_watchtower_base 2) (sleep 45) (predict_model_section objects\vehicles\spectre\spectre 58) (predict_model_section objects\vehicles\spectre\spectre 59) (predict_model_section objects\vehicles\spectre\spectre 60) (predict_model_section objects\vehicles\spectre\spectre 61) (predict_model_section objects\vehicles\spectre\spectre 62) (predict_model_section objects\vehicles\spectre\spectre 63) (predict_model_section objects\vehicles\spectre\turrets\plasma\plasma 10) (sleep 10) (predict_structure_section scenarios\solo\06a_sentinelwalls\sentinelhq_2 11 True) ) ) (script dormant 06_intra2_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 10 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 11 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 1 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 2 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 3 True) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 1) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section scenarios\objects\solo\sentinelhq\key_cine\key_cine 0) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 0) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 1) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 2) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 3) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 4) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 5) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 6) (predict_model_section scenarios\skies\solo\sentinelhq\mtdoom\mtdoom 7) (sleep 138) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 89) (predict_model_section objects\characters\elite\elite 4) (predict_model_section objects\characters\elite\elite 5) (predict_model_section objects\characters\elite\elite 6) (sleep 23) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 9) (predict_model_section objects\characters\elite\elite 10) (sleep 27) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (sleep 47) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (sleep 90) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 26) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 5) (sleep 103) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 4 True) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (sleep 99) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) ) ) (script dormant 06_intra2_02_predict (begin (sleep 4) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 9) (predict_model_section objects\characters\elite\elite 10) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 22) (predict_model_section objects\characters\elite\elite 16) (predict_model_section objects\characters\elite\elite 17) (predict_model_section objects\characters\elite\elite 18) (sleep 45) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 3) (sleep 14) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (sleep 5) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 2) (sleep 4) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 26) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (sleep 14) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (sleep 82) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 4) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 5) (sleep 5) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 2) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 3) (sleep 7) (predict_model_section objects\characters\elite\elite 16) (predict_model_section objects\characters\elite\elite 17) (predict_model_section objects\characters\elite\elite 18) (predict_model_section objects\characters\elite\elite 23) (sleep 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 13) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 9) (predict_model_section objects\characters\elite\elite 10) (sleep 13) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (sleep 74) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 11 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 False) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 1) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (sleep 123) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 4 True) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 115) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 0 True) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (sleep 4) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) ) ) (script dormant 06_intra2_03_predict (begin (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 9 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 8 False) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (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 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 34) (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 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 116) (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\06b_floodzone\sen_hq_bsp_5 4 True) (sleep 82) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 1 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 12 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 3 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_5 7 True) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel_rusted\door_key_tunnel_rusted 0) (predict_model_section scenarios\objects\forerunner\industrial\gas_container\gas_container 0) (predict_model_section scenarios\objects\solo\sentinelhq\door_key_tunnel\door_key_tunnel 0) (sleep 536) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 75 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 59 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 66 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 73 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 1 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 31 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 76 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 0 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 1 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 2 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 31 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 34 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 35 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 29 True) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 0) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 1) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 2) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 3) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 4) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 5) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 6) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 7) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 8) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 9) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 10) (predict_model_section scenarios\skies\solo\sentinelhq\firstwall\firstwall 11) ) ) (script dormant x07_01_predict (begin (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 28 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 7 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 18 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 19 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 20 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 37 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 38 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 39 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_model_section scenarios\objects\solo\sentinelhq\key\key 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 16 True) (sleep 151) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 135) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 60) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 9 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) ) ) (script dormant x07_02_predict (begin (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 57) (predict_structure_section 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scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 37) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 49) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 21) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (sleep 41) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (sleep 79) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 42 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 9 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 11 True) (sleep 55) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) ) ) (script dormant x07_03_predict (begin (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (sleep 2) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 99) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 94) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 86) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 125) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 36) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (sleep 49) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (sleep 36) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (sleep 9) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 14) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 20) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 20) (predict_structure_section 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scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 30) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 103) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (sleep 29) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (sleep 12) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 30) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 1) (predict_model_section objects\weapons\rifle\smg\smg 1) ) ) (script dormant x07_04_predict (begin (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 38) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (sleep 10) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (sleep 20) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 11) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 6) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 19) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 44) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 20) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 46) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 5) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (sleep 57) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (sleep 4) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 13) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (sleep 56) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 18) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 34) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (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 34) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 183) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 66) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) ) ) (script dormant x07_05_predict (begin (sleep 9) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (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 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\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\weapons\support_low\brute_shot\brute_shot 2) (sleep 113) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 94) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 7 False) (sleep 6) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (sleep 65) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 13) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 45) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (sleep 66) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (sleep 6) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 10) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (sleep 54) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (sleep 13) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (sleep 16) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) ) ) (script dormant x07_06_predict (begin (sleep 3) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 95) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (sleep 89) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (sleep 104) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 63) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 27 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 5 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 True) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) (sleep 28) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 4 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 10 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 19) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 42 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 6 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 9 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 11 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (sleep 147) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 28 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 21 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 False) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 3 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 17 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 18 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 19 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 20 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 25 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 26 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 36 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 38 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 39 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 40 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 41 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 24 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 12 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 23 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 22 True) (predict_structure_section scenarios\solo\06b_floodzone\sen_hq_bsp_6 8 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (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 34) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section scenarios\objects\solo\sentinelhq\library_blocker\library_blocker 0) ) ) (script static tele_vehicle_int (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 1) (print "teleporting players...") (object_teleport (player0) vehicle_int_a) (object_teleport (player1) vehicle_int_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_vehicle_int) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_qz_ext_a (players))) (wake enc_qz_ext_a) (sleep_until (volume_test_objects tv_factory (players))) (wake enc_crashed_factory) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_ext_a (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 1) (print "teleporting players...") (object_teleport (player0) qz_ext_a_a) (object_teleport (player1) qz_ext_a_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_qz_ext_a) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_factory (players))) (wake enc_crashed_factory) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_factory_1 (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 2) (print "teleporting players...") (object_teleport (player0) factory1_a) (object_teleport (player1) factory1_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_crashed_factory) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_qz_ext_b (players))) (wake enc_qz_ext_b) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_ext_b (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 2) (print "teleporting players...") (object_teleport (player0) qz_ext_b_a) (object_teleport (player1) qz_ext_b_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_qz_ext_b) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_key_ride (players))) (wake enc_key_ride) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_key (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 3) (print "teleporting players...") (object_teleport (player0) key_ride_a) (object_teleport (player1) key_ride_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (wake enc_key_ride) (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) ) (script static tele_library (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 4) (print "teleporting players...") (object_teleport (player0) library_a) (object_teleport (player1) library_b) (fade_in 0 0 0 60) (print "erasing ai...") (ai_erase_all) (sleep 5) (print "initializing area scripts...") (sleep 10) (player_enable_input True) (sleep_until (volume_test_objects tv_x07 (players))) (if (cinematic_skip_start) (begin (print "x07") (x07) )) (cinematic_skip_stop) (game_won) ) )
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