Diff
checker
टेक्स्ट
टेक्स्ट
छवियां
दस्तावेज़
Excel
फ़ोल्डर्स
Legal
Enterprise
डेस्कटॉप
मूल्य
साइन इन करें
Diffchecker डेस्कटॉप डाउनलोड करें
टेक्स्ट की तुलना करें
दो टेक्स्ट फ़ाइलों के बीच अंतर ढूंढें
उपकरण
इतिहास
रियल-टाइम एडिटर
अपरिवर्तित संक्षिप्त करें
लाइन रैप बंद
लेआउट
विभाजित
संयुक्त
परिवर्तन हाइलाइट करें
स्मार्ट
शब्द
अक्षर
सिंटैक्स हाइलाइटिंग
सिंटैक्स चुनें
अनदेखा करें
टेक्स्ट बदलें
पहले अंतर पर जाएँ
इनपुट संपादित करें
Diffchecker Desktop
Diffchecker चलाने का सबसे सुरक्षित तरीका। Diffchecker Desktop ऐप पाएं: आपके diffs कभी आपके कंप्यूटर से बाहर नहीं जाते!
Desktop पाएं
Untitled diff
बनाया गया
8 वर्ष पहले
Diff कभी समाप्त नहीं होता
साफ़
निर्यात करें
शेयर करें
समझाएं
38 हटाए गए
लाइनें
कुल
हटाया गया
अक्षर
कुल
हटाया गया
इस सुविधा का उपयोग जारी रखने के लिए, अपग्रेड करें
Diff
checker
Pro
मूल्य देखें
804 लाइनें
सभी को कॉपी करें
54 जोड़े गए
लाइनें
कुल
जोड़ा गया
अक्षर
कुल
जोड़ा गया
इस सुविधा का उपयोग जारी रखने के लिए, अपग्रेड करें
Diff
checker
Pro
मूल्य देखें
794 लाइनें
सभी को कॉपी करें
(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global bool blam False)
(global bool blam False)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(global short
seconds 30)
(global short
game_
seconds 30)
(global short script_seconds 60)
(global short timer_boss_tartarus_recharge 0)
(global short timer_boss_tartarus_recharge 0)
(global short timer_boss_johnson_fire 0)
(global short timer_boss_johnson_fire 0)
(global bool boss_tartarus_invincible False)
(global bool boss_tartarus_invincible False)
(global short count_boss_cycle 1)
(global short count_boss_cycle 1)
(global short counter_boss_johnson_prompt 0)
(global short counter_boss_johnson_prompt 0)
(global short skip_boss_johnson_prompt 1)
(global short skip_boss_johnson_prompt 1)
(global bool boss_tartarus_berserk False)
(global bool boss_tartarus_berserk False)
(global short timer_boss_tartarus_berserk 0)
(global short timer_boss_tartarus_berserk 0)
(global short counter_boss_tartarus_taunt 0)
(global short counter_boss_tartarus_taunt 0)
(global bool mark_boss_first_cycle True)
(global bool mark_boss_first_cycle True)
(global short timer_boss_reenforcements 0)
(global short timer_boss_reenforcements 0)
(global short boss_random_reenforcements 0)
(global short boss_random_reenforcements 0)
(global bool boss_respawn_brutes False)
(global bool boss_respawn_brutes False)
(global bool boss_respawn_elites False)
(global bool boss_respawn_elites False)
(global bool boss_flavor_done False)
(global bool boss_flavor_done False)
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global bool g_mission_over False)
(global bool g_mission_over False)
(global short 15_seconds 450)
(global short 15_seconds 450)
(global short 30_seconds 900)
(global short 30_seconds 900)
(global short 45_seconds 900)
(global short 45_seconds 900)
(global short one_minute 1800)
(global short one_minute 1800)
(global short two_minutes 3600)
(global short two_minutes 3600)
(global script_unit g_cov_commander none)
(global script_unit g_cov_commander none)
(global real g_scarab_interpolation 0.25)
(global real g_scarab_interpolation 0.25)
(global bool g_e13_started False)
(global bool g_e13_started False)
(global bool g_e12_started False)
(global bool g_e12_started False)
(global bool g_e12_pro_inf0_1_berserk False)
(global bool g_e12_pro_inf0_1_berserk False)
(global bool g_e11_started False)
(global bool g_e11_started False)
(global bool g_e11_door_open False)
(global bool g_e11_door_open False)
(global bool g_e11_door_should_open False)
(global bool g_e11_door_should_open False)
(global bool g_e11_player_warned False)
(global bool g_e11_player_warned False)
(global bool g_e11_player_saw_door False)
(global bool g_e11_player_saw_door False)
(global short g_e11_shot_counter 0)
(global short g_e11_shot_counter 0)
(global bool g_e9_started False)
(global bool g_e9_started False)
(global bool g_e9_pro_phantom0_unloaded False)
(global bool g_e9_pro_phantom0_unloaded False)
(global bool g_e9_pro_phantom0_retreating False)
(global bool g_e9_pro_phantom0_retreating False)
(global bool g_e9_pro_phantom1_retreating False)
(global bool g_e9_pro_phantom1_retreating False)
(global bool g_e9_scarab_started False)
(global bool g_e9_scarab_started False)
(global bool g_e9_scarab_near_first_bend False)
(global bool g_e9_scarab_near_first_bend False)
(global bool g_e9_scarab_near_second_bend False)
(global bool g_e9_scarab_near_second_bend False)
(global bool g_e9_scarab_at_second_bend False)
(global bool g_e9_scarab_at_second_bend False)
(global bool g_e9_scarab_stepping_down False)
(global bool g_e9_scarab_stepping_down False)
(global bool g_e8_started False)
(global bool g_e8_started False)
(global bool g_e8_cov_banshees0_greeted False)
(global bool g_e8_cov_banshees0_greeted False)
(global short g_e8_mars_inf0_living_count 3)
(global short g_e8_mars_inf0_living_count 3)
(global short g_e8_target_wraith -1)
(global short g_e8_target_wraith -1)
(global bool g_e7_started False)
(global bool g_e7_started False)
(global bool g_e7_mars_johnson_go False)
(global bool g_e7_mars_johnson_go False)
(global bool g_e7_mars_johnson_aboard False)
(global bool g_e7_mars_johnson_aboard False)
(global bool g_e7_pro_captain_done False)
(global bool g_e7_pro_captain_done False)
(global bool g_e7_pro_sentry_alerted False)
(global bool g_e7_pro_sentry_alerted False)
(global short g_e7_mars_living_count 0)
(global short g_e7_mars_living_count 0)
(global bool g_e6_started False)
(global bool g_e6_started False)
(global bool g_e5_started False)
(global bool g_e5_started False)
(global short g_e5_pro_inf2_limit 7)
(global short g_e5_pro_inf2_limit 7)
(global bool g_e4_started False)
(global bool g_e4_started False)
(global bool g_e3_started False)
(global bool g_e3_started False)
(global bool g_e3_hunters_rise False)
(global bool g_e3_hunters_rise False)
(global bool g_e3_hunter0_go False)
(global bool g_e3_hunter0_go False)
(global bool g_e3_hunter1_go False)
(global bool g_e3_hunter1_go False)
(global bool g_e3_hunter0_arrived False)
(global bool g_e3_hunter0_arrived False)
(global bool g_e3_hunter1_arrived False)
(global bool g_e3_hunter1_arrived False)
(global bool g_e2_started False)
(global bool g_e2_started False)
(global bool g_e1_started False)
(global bool g_e1_started False)
(global short g_e1_ghosts_weak 1)
(global short g_e1_ghosts_weak 1)
(global short g_e1_ghosts_strong 3)
(global short g_e1_ghosts_strong 3)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(global short g_e1_ghosts_per_leg 10)
(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 command cs_boss_brutes_stunned
(script command cs_boss_brutes_stunned
(begin
(begin
(cs_force_combat_status 4)
(cs_force_combat_status 4)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_pause 1)
(cs_pause 1)
(cs_abort_on_damage True)
(cs_abort_on_damage True)
(cs_pause 1)
(cs_pause 1)
)
)
)
)
(script command cs_boss_tartarus_stunned
(script command cs_boss_tartarus_stunned
(begin
(begin
(cs_force_combat_status 4)
(cs_force_combat_status 4)
(cs_enable_moving False)
(cs_enable_moving False)
(sleep_forever)
(sleep_forever)
)
)
)
)
(script command cs_boss_tartarus_jump
(script command cs_boss_tartarus_jump
(begin
(begin
(cs_force_combat_status 4)
(cs_force_combat_status 4)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to boss/mid_land)
(cs_go_to boss/mid_land)
(cs_face_player True)
(cs_face_player True)
)
)
)
)
(script command cs_boss_tartarus_cheer
(script command cs_boss_tartarus_cheer
(begin
(begin
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_targeting False)
(cs_enable_targeting False)
(cs_face_player True)
(cs_face_player True)
(sleep 60)
(sleep 60)
(custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:cheer True)
(custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:cheer True)
(sleep 60)
(sleep 60)
)
)
)
)
(script command cs_boss_tartarus_taunt
(script command cs_boss_tartarus_taunt
(begin
(begin
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_targeting False)
(cs_enable_targeting False)
(cs_face_player True)
(cs_face_player True)
(sleep 60)
(sleep 60)
(custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:taunt True)
(custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:taunt True)
(sleep 60)
(sleep 60)
)
)
)
)
(script command cs_boss_tartarus_shakefist
(script command cs_boss_tartarus_shakefist
(begin
(begin
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_targeting False)
(cs_enable_targeting False)
(cs_face_player True)
(cs_face_player True)
(sleep 60)
(sleep 60)
(custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:shakefist True)
(custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:shakefist True)
(sleep 60)
(sleep 60)
)
)
)
)
(script command cs_boss_johnson_idle
(script command cs_boss_johnson_idle
(begin
(begin
(cs_force_combat_status 4)
(cs_force_combat_status 4)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to boss/ledge_perch)
(cs_go_to boss/ledge_perch)
(cs_crouch True)
(cs_crouch True)
(cs_face_object True (ai_get_object boss_tartarus))
(cs_face_object True (ai_get_object boss_tartarus))
(cs_aim_object True (ai_get_object boss_tartarus))
(cs_aim_object True (ai_get_object boss_tartarus))
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(print "johnson idle")
(sleep_forever)
(sleep_forever)
)
)
)
)
(script command cs_boss_johnson_idle2
(script command cs_boss_johnson_idle2
(begin
(begin
(cs_force_combat_status 4)
(cs_force_combat_status 4)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_crouch True)
(cs_crouch True)
(cs_face_object True (ai_get_object boss_tartarus))
(cs_face_object True (ai_get_object boss_tartarus))
(cs_aim_object True (ai_get_object boss_tartarus))
(cs_aim_object True (ai_get_object boss_tartarus))
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(print "johnson idle2")
(sleep_forever)
(sleep_forever)
)
)
)
)
(script command cs_boss_johnson_shoot
(script command cs_boss_johnson_shoot
(begin
(begin
(cs_force_combat_status 4)
(cs_force_combat_status 4)
(cs_enable_moving False)
(cs_enable_moving False)
(cs_crouch True)
(cs_crouch True)
(cs_face_object True (ai_get_object boss_tartarus))
(cs_face_object True (ai_get_object boss_tartarus))
(cs_aim_object True (ai_get_object boss_tartarus))
(cs_aim_object True (ai_get_object boss_tartarus))
(cs_shoot True (ai_get_object boss_tartarus))
(cs_shoot True (ai_get_object boss_tartarus))
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep
45)
(print "shot 1")
(sleep
5)
(cs_shoot False (ai_get_object boss_tartarus))
(sleep 11)
(cs_shoot True (ai_get_object boss_tartarus))
(print "shot 2")
(sleep 5)
(cs_shoot False (ai_get_object boss_tartarus))
(sleep 11)
(cs_shoot True (ai_get_object boss_tartarus))
(print "shot 3")
(sleep 15)
)
)
)
)
(script command cs_boss_miranda_nocrouch
(script command cs_boss_miranda_nocrouch
(begin
(begin
(cs_crouch False)
(cs_crouch False)
(sleep_forever)
(sleep_forever)
)
)
)
)
(script static boss_tartarus_taunt
(script static boss_tartarus_taunt
(begin
(begin
(if (= counter_boss_tartarus_taunt 0)
(if (= counter_boss_tartarus_taunt 0)
(begin
(begin
(begin
(begin
(print "what? is the mighty arbiter afraid?!")
(print "what? is the mighty arbiter afraid?!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0980_tar (ai_get_object boss_tartarus) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0980_tar (ai_get_object boss_tartarus) 1)
)
)
)
)
(if (= counter_boss_tartarus_taunt 1)
(if (= counter_boss_tartarus_taunt 1)
(begin
(begin
(begin
(begin
(print "you want revenge?! well here i am! come and take it!")
(print "you want revenge?! well here i am! come and take it!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0990_tar (ai_get_object boss_tartarus) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0990_tar (ai_get_object boss_tartarus) 1)
)
)
)
)
(if (= counter_boss_tartarus_taunt 2)
(if (= counter_boss_tartarus_taunt 2)
(begin
(begin
(begin
(begin
(print "just like the rest of your kind - you are cowardly and weak!")
(print "just like the rest of your kind - you are cowardly and weak!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1000_tar (ai_get_object boss_tartarus) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1000_tar (ai_get_object boss_tartarus) 1)
)
)
)
)
(if True
(if True
(begin
(begin
(set counter_boss_tartarus_taunt 0)
(set counter_boss_tartarus_taunt 0)
) void))))
) void))))
(set counter_boss_tartarus_taunt
(set counter_boss_tartarus_taunt
(+ counter_boss_tartarus_taunt 1))
(+ counter_boss_tartarus_taunt 1))
)
)
)
)
(script static boss_johnson_prompt
(script static boss_johnson_prompt
(begin
(begin
(sleep 45)
(sleep 45)
(if (= counter_boss_johnson_prompt
(if (= counter_boss_johnson_prompt
(* 1 skip_boss_johnson_prompt))
(* 1 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(print "hey, mohawk! how'd that feel?!")
(print "hey, mohawk! how'd that feel?!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2010_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2010_jon (ai_get_object boss_johnson) 1)
)
)
)
)
(if (= counter_boss_johnson_prompt
(if (= counter_boss_johnson_prompt
(* 2 skip_boss_johnson_prompt))
(* 2 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(print "his shield is down! let him have it!")
(print "his shield is down! let him have it!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2020_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2020_jon (ai_get_object boss_johnson) 1)
)
)
)
)
(if (= counter_boss_johnson_prompt
(if (= counter_boss_johnson_prompt
(* 3 skip_boss_johnson_prompt))
(* 3 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(print "there goes his shield!")
(print "there goes his shield!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2030_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2030_jon (ai_get_object boss_johnson) 1)
)
)
)
)
(if (= counter_boss_johnson_prompt
(if (= counter_boss_johnson_prompt
(* 4 skip_boss_johnson_prompt))
(* 4 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(print "got his shield! hit him now!")
(print "got his shield! hit him now!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2040_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2040_jon (ai_get_object boss_johnson) 1)
)
)
)
)
(if (= counter_boss_johnson_prompt
(if (= counter_boss_johnson_prompt
(* 5 skip_boss_johnson_prompt))
(* 5 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(print "quick! while his shield is down!")
(print "quick! while his shield is down!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2050_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2050_jon (ai_get_object boss_johnson) 1)
)
)
)
)
(if (= counter_boss_johnson_prompt
(if (= counter_boss_johnson_prompt
(* 6 skip_boss_johnson_prompt))
(* 6 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(print "i can keep his shield down, but you're gonna have to finish the job!")
(print "i can keep his shield down, but you're gonna have to finish the job!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2060_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2060_jon (ai_get_object boss_johnson) 1)
)
)
)
)
(if (> counter_boss_johnson_prompt
(if (> counter_boss_johnson_prompt
(* 8 skip_boss_johnson_prompt))
(* 8 skip_boss_johnson_prompt))
(begin
(begin
(begin
(begin
(set counter_boss_johnson_prompt 0)
(set counter_boss_johnson_prompt 0)
(set skip_boss_johnson_prompt
(set skip_boss_johnson_prompt
(+ skip_boss_johnson_prompt 1))
(+ skip_boss_johnson_prompt 1))
)
)
) void)))))))
) void)))))))
(set counter_boss_johnson_prompt
(set counter_boss_johnson_prompt
(+ counter_boss_johnson_prompt 1))
(+ counter_boss_johnson_prompt 1))
)
)
)
)
(script dormant boss_flavor
(script dormant boss_flavor
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep (* 5
seconds))
(sleep (* 5
game_
seconds))
(sound_looping_start sound\ambience\deltacontolroom\boss\stage1 none 1)
(sound_looping_start sound\ambience\deltacontolroom\boss\stage1 none 1)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep (* 5
seconds))
(sleep (* 5
game_
seconds))
(print "charging sequence initiated! primary generators coming on-line!")
(print "charging sequence initiated! primary generators coming on-line!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1040_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1040_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1040_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1040_gsp))
(print "well, shut them down!")
(print "well, shut them down!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1050_mir (ai_get_object boss_miranda) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1050_mir (ai_get_object boss_miranda) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1050_mir))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1050_mir))
(print "apology. protocol does allow me to interfere with any aspect of the sequence.")
(print "apology. protocol does allow me to interfere with any aspect of the sequence.")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1060_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1060_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1060_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1060_gsp))
(print "then how do i stop it?!")
(print "then how do i stop it?!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1120_mir (ai_get_object boss_miranda) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1120_mir (ai_get_object boss_miranda) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1120_mir))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1120_mir))
(print "well it will take some time to go over the proper procedures ")
(print "well it will take some time to go over the proper procedures ")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1130_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1130_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1130_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1130_gsp))
(print "quit stalling!")
(print "quit stalling!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1140_mir (ai_get_object boss_miranda) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1140_mir (ai_get_object boss_miranda) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1140_mir))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1140_mir))
(print "under more controlled circumstances, i would suggest the reclaimer simply remove the index.")
(print "under more controlled circumstances, i would suggest the reclaimer simply remove the index.")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1150_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1150_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1150_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1150_gsp))
(print "that's it?! johnson, i'm on it!")
(print "that's it?! johnson, i'm on it!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1160_mir (ai_get_object boss_miranda) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1160_mir (ai_get_object boss_miranda) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1160_mir))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1160_mir))
(print "hang-tight, ma'am! not until that brute is dead!")
(print "hang-tight, ma'am! not until that brute is dead!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1170_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1170_jon (ai_get_object boss_johnson) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1170_jon))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1170_jon))
(set boss_flavor_done True)
(set boss_flavor_done True)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep (* 30
seconds))
(sleep (* 30
game_
seconds))
(set boss_flavor_done False)
(set boss_flavor_done False)
(sound_looping_start sound\ambience\deltacontolroom\boss\stage2 none 1)
(sound_looping_start sound\ambience\deltacontolroom\boss\stage2 none 1)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep (* 5
seconds))
(sleep (* 5
game_
seconds))
(print "secondary generators charging! all systems are performing well within operational parameters!")
(print "secondary generators charging! all systems are performing well within operational parameters!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1070_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1070_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1070_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1070_gsp))
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(print "you're telling me you can't stop the sequence?")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1080_mir (ai_get_object boss_miranda) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1080_mir))
(print "reclaimer, please understand: interrupting the wave-generation process will severely damage this installation.")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1090_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1090_gsp))
(print "give me a direct answer!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1100_mir (ai_get_object boss_miranda) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1100_mir))
(print "i am but a monitor. the reclaimer can do what it likes.")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1110_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1110_gsp))
(set boss_flavor_done True)
(set boss_flavor_done True)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep (* 30
seconds))
(sleep (* 30
game_
seconds))
(set boss_flavor_done False)
(set boss_flavor_done False)
(sound_looping_start sound\ambience\deltacontolroom\boss\stage3 none 1)
(sound_looping_start sound\ambience\deltacontolroom\boss\stage3 none 1)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(sleep (* 5
seconds))
(sleep (* 5
game_
seconds))
(print "power-generation phase complete! the installation is ready to fire! starting final countdown ")
(print "power-generation phase complete! the installation is ready to fire! starting final countdown ")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1180_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1180_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1180_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1180_gsp))
(print "c'mon, arbiter! kick that guy's ass!")
(print "c'mon, arbiter! kick that guy's ass!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1190_jon (ai_get_object boss_johnson) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1190_jon (ai_get_object boss_johnson) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1190_jon))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1190_jon))
(print "and may i say, reclaimers, it has been a pleasure to serve you both! goodbye!")
(print "and may i say, reclaimers, it has been a pleasure to serve you both! goodbye!")
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1200_gsp (ai_get_object boss_monitor) 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1200_gsp (ai_get_object boss_monitor) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1200_gsp))
(sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1200_gsp))
(set boss_flavor_done True)
(set boss_flavor_done True)
)
)
)
)
(script dormant boss_music
(script dormant boss_music
(begin
(begin
(sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_11 none 1)
(sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_11 none 1)
(sleep_until (volume_test_objects tv_boss_platform (players)))
(sleep_until (volume_test_objects tv_boss_platform (players)))
(sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_12 none 1)
(sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_12 none 1)
(sleep_until (not mark_boss_first_cycle))
(sleep_until (not mark_boss_first_cycle))
(sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_13 none 1)
(sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_13 none 1)
)
)
)
)
(script static boss_tartarus_rateofrecharge
(script static boss_tartarus_rateofrecharge
(begin
(begin
(if (difficulty_legendary)
(if (difficulty_legendary)
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 1
seconds) (* 2 s
econds))
(random_range (* 1
script_
seconds) (* 2 s
cript_s
econds))
) (if (difficulty_heroic)
) (if (difficulty_heroic)
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 1
seconds) (* 3 s
econds))
(random_range (* 1
script_
seconds) (* 3 s
cript_s
econds))
) (if True
) (if True
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 2
seconds) (* 3 s
econds))
(random_range (* 2
script_
seconds) (* 3 s
cript_s
econds))
) 0)))
) 0)))
)
)
)
)
(script static boss_johnson_rateoffire
(script static boss_johnson_rateoffire
(begin
(begin
(if (difficulty_legendary)
(if (difficulty_legendary)
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 7
seconds) (* 15 s
econds))
(random_range (* 7
script_
seconds) (* 15 s
cript_s
econds))
) (if (difficulty_heroic)
) (if (difficulty_heroic)
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 5
seconds) (* 12 s
econds))
(random_range (* 5
script_
seconds) (* 12 s
cript_s
econds))
) (if True
) (if True
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 4
seconds) (* 10 s
econds))
(random_range (* 4
script_
seconds) (* 10 s
cript_s
econds))
) 0)))
) 0)))
)
)
)
)
(script static boss_rateofreenforcement
(script static boss_rateofreenforcement
(begin
(begin
(if (difficulty_legendary)
(if (difficulty_legendary)
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 30
seconds) (* 60 s
econds))
(random_range (* 30
script_
seconds) (* 60 s
cript_s
econds))
) (if (difficulty_heroic)
) (if (difficulty_heroic)
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 30
seconds) (* 60 s
econds))
(random_range (* 30
script_
seconds) (* 60 s
cript_s
econds))
) (if True
) (if True
(begin
(begin
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(random_range (* 30
seconds) (* 60 s
econds))
(random_range (* 30
script_
seconds) (* 60 s
cript_s
econds))
) 0)))
) 0)))
)
)
)
)
(script static boss_tartarus_invincible_on
(script static boss_tartarus_invincible_on
(begin
(begin
(object_set_function_variable (ai_get_object boss_tartarus) invincibility 1 2)
(object_set_function_variable (ai_get_object boss_tartarus) invincibility 1 2)
(object_set_shield (ai_get_object boss_tartarus) (/ 1 1000))
(object_set_shield (ai_get_object boss_tartarus) (/ 1 1000))
(set boss_tartarus_invincible True)
(set boss_tartarus_invincible True)
)
)
)
)
(script static boss_tartarus_invincible_off
(script static boss_tartarus_invincible_off
(begin
(begin
(object_set_function_variable (ai_get_object boss_tartarus) invincibility 0 0.1)
(object_set_function_variable (ai_get_object boss_tartarus) invincibility 0 0.1)
(object_set_shield (ai_get_object boss_tartarus) (/ 0 1000))
(object_set_shield (ai_get_object boss_tartarus) (/ 0 1000))
(set boss_tartarus_invincible False)
(set boss_tartarus_invincible False)
)
)
)
)
(script static boss_tartarus_berserk_on
(script static boss_tartarus_berserk_on
(begin
(begin
(ai_berserk boss_tartarus True)
(ai_berserk boss_tartarus True)
(set boss_tartarus_berserk True)
(set boss_tartarus_berserk True)
(print "berserk")
(print "berserk")
)
)
)
)
(script static boss_tartarus_berserk_off
(script static boss_tartarus_berserk_off
(begin
(begin
(ai_berserk boss_tartarus False)
(ai_berserk boss_tartarus False)
(set boss_tartarus_berserk False)
(set boss_tartarus_berserk False)
)
)
)
)
(script static boss_setup
(script static boss_setup
(begin
(begin
(switch_bsp 3)
(switch_bsp 3)
(ai_allegiance player human)
(ai_allegiance player human)
(ai_allegiance player covenant)
(ai_allegiance player covenant)
(ai_allegiance player sentinel)
(ai_allegiance player sentinel)
(ai_allegiance human covenant)
(ai_allegiance human covenant)
(ai_allegiance human sentinel)
(ai_allegiance human sentinel)
(ai_allegiance covenant human)
(ai_allegiance covenant human)
(ai_allegiance covenant sentinel)
(ai_allegiance covenant sentinel)
(ai_allegiance prophet sentinel)
(ai_allegiance prophet sentinel)
(sleep 1)
(sleep 1)
(object_teleport
(object_teleport
(player0)
(player0)
boss_player0_flag)
boss_player0_flag)
(object_teleport
(object_teleport
(player1)
(player1)
boss_player1_flag)
boss_player1_flag)
(kill_volume_enable kill_e13_0)
(kill_volume_enable kill_e13_0)
(device_set_position_immediate e13_rotors 0.625)
(device_set_position_immediate e13_rotors 0.625)
(device_operates_automatically_set e12_door1 False)
(device_operates_automatically_set e12_door1 False)
(if (difficulty_legendary)
(if (difficulty_legendary)
(begin
(begin
(set count_boss_cycle 4)
(set count_boss_cycle 4)
)
)
(if (difficulty_heroic)
(if (difficulty_heroic)
(begin
(begin
(set count_boss_cycle 3)
(set count_boss_cycle 3)
)
)
(if True
(if True
(begin
(begin
(set count_boss_cycle 2)
(set count_boss_cycle 2)
) void)))
) void)))
(if (difficulty_legendary)
(if (difficulty_legendary)
(begin
(begin
(set skip_boss_johnson_prompt 6)
(set skip_boss_johnson_prompt 6)
)
)
(if (difficulty_heroic)
(if (difficulty_heroic)
(begin
(begin
(set skip_boss_johnson_prompt 3)
(set skip_boss_johnson_prompt 3)
)
)
(if True
(if True
(begin
(begin
(set skip_boss_johnson_prompt 1)
(set skip_boss_johnson_prompt 1)
) void)))
) void)))
(ai_place boss_tartarus)
(ai_place boss_tartarus)
(unit_impervious (ai_get_object boss_tartarus) True)
(unit_impervious (ai_get_object boss_tartarus) True)
(ai_cannot_die boss_tartarus True)
(ai_cannot_die boss_tartarus True)
(unit_only_takes_damage_from_players_team (ai_get_unit boss_tartarus) True)
(unit_only_takes_damage_from_players_team (ai_get_unit boss_tartarus) True)
(object_set_scale (ai_get_object boss_tartarus) 1.15 0)
(object_set_scale (ai_get_object boss_tartarus) 1.15 0)
(boss_tartarus_invincible_on)
(boss_tartarus_invincible_on)
(if (difficulty_legendary)
(if (difficulty_legendary)
(begin
(begin
(unit_set_maximum_vitality (ai_get_unit boss_tartarus) 400 1000)
(unit_set_maximum_vitality (ai_get_unit boss_tartarus) 400 1000)
)
)
(if (difficulty_heroic)
(if (difficulty_heroic)
(begin
(begin
(unit_set_maximum_vitality (ai_get_unit boss_tartarus) 350 1000)
(unit_set_maximum_vitality (ai_get_unit boss_tartarus) 350 1000)
)
)
(if True
(if True
(begin
(begin
(unit_set_maximum_vitality (ai_get_unit boss_tartarus) 300 1000)
(unit_set_maximum_vitality (ai_get_unit boss_tartarus) 300 1000)
) void)))
) void)))
(unit_set_current_vitality (ai_get_unit boss_tartarus) 50 1000)
(unit_set_current_vitality (ai_get_unit boss_tartarus) 50 1000)
(cs_run_command_script boss_tartarus cs_boss_tartarus_stunned)
(cs_run_command_script boss_tartarus cs_boss_tartarus_stunned)
(ai_place boss_miranda)
(ai_place boss_miranda)
(unit_impervious (ai_actors boss_miranda) True)
(unit_impervious (ai_actors boss_miranda) True)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(object_cannot_die (ai_get_obje
ct boss_miranda) True)
(object_cannot_die (ai_get_obje
(cs_run_command_script boss_miranda cs_boss_miranda_nocrouch)
(ai_disregard (ai_get_object boss_miranda) True)
(ai_place boss_monitor)
(ai_cannot_die boss_monitor True)
(ai_disregard (ai_get_object boss_monitor) True)
(ai_place boss_johnson)
(unit_impervious (ai_actors boss_johnson) True)
(object_cannot_die (ai_get_object boss_johnson) True)
(ai_disregard (ai_get_object boss_johnson) True)
(cinematic_lighting_set_primary_light 27 0 0.34902 0.333333 0.541176)
(cinematic_lighting_set_secondary_light -26 154 0.639216 0.54902 0.505882)
(cinematic_lighting_set_ambient_light 0.0823529 0.0784314 0.0588235)
(object_uses_cinematic_lighting (ai_get_object boss_johnson) True)
(ai_place boss_brute_start)
(cs_run_command_script boss_brute_start cs_boss_brutes_stunned)
(ai_place boss_elite_start)
(game_save_immediate)
)
)
(script static tartarus_boss_fight
(begin
(cinematic_snap_to_white)
(object_create_containing "boss_object")
(print "war!")
(boss_setup)
(wake boss_music)
(sleep 1)
(cache_block_for_one_frame)
(sleep 1)
(cinematic_fade_from_white)
(sleep 90)
(units_set_current_vitality (ai_actors boss_brute_start) 30 0)
(sleep 120)
(sleep_until (not (or (and (> (device_get_position e13_rotors) 0.05) (< (device_get_position e13_rotors) 0.125)) (and (> (device_get_position e13_rotors) 0.3) (< (device_get_position e13_rotors) 0.375)) (and (> (device_get_po
सेव किए गए Diffs
ऑरिजनल टेक्स्ट
फ़ाइल खोलें
(global string data_mine_mission_segment "") (global bool blam False) (global short seconds 30) (global short timer_boss_tartarus_recharge 0) (global short timer_boss_johnson_fire 0) (global bool boss_tartarus_invincible False) (global short count_boss_cycle 1) (global short counter_boss_johnson_prompt 0) (global short skip_boss_johnson_prompt 1) (global bool boss_tartarus_berserk False) (global short timer_boss_tartarus_berserk 0) (global short counter_boss_tartarus_taunt 0) (global bool mark_boss_first_cycle True) (global short timer_boss_reenforcements 0) (global short boss_random_reenforcements 0) (global bool boss_respawn_brutes False) (global bool boss_respawn_elites False) (global bool boss_flavor_done False) (global short sound_offset 15) (global short prediction_offset 45) (global bool g_mission_over False) (global short 15_seconds 450) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global script_unit g_cov_commander none) (global real g_scarab_interpolation 0.25) (global bool g_e13_started False) (global bool g_e12_started False) (global bool g_e12_pro_inf0_1_berserk False) (global bool g_e11_started False) (global bool g_e11_door_open False) (global bool g_e11_door_should_open False) (global bool g_e11_player_warned False) (global bool g_e11_player_saw_door False) (global short g_e11_shot_counter 0) (global bool g_e9_started False) (global bool g_e9_pro_phantom0_unloaded False) (global bool g_e9_pro_phantom0_retreating False) (global bool g_e9_pro_phantom1_retreating False) (global bool g_e9_scarab_started False) (global bool g_e9_scarab_near_first_bend False) (global bool g_e9_scarab_near_second_bend False) (global bool g_e9_scarab_at_second_bend False) (global bool g_e9_scarab_stepping_down False) (global bool g_e8_started False) (global bool g_e8_cov_banshees0_greeted False) (global short g_e8_mars_inf0_living_count 3) (global short g_e8_target_wraith -1) (global bool g_e7_started False) (global bool g_e7_mars_johnson_go False) (global bool g_e7_mars_johnson_aboard False) (global bool g_e7_pro_captain_done False) (global bool g_e7_pro_sentry_alerted False) (global short g_e7_mars_living_count 0) (global bool g_e6_started False) (global bool g_e5_started False) (global short g_e5_pro_inf2_limit 7) (global bool g_e4_started False) (global bool g_e3_started False) (global bool g_e3_hunters_rise False) (global bool g_e3_hunter0_go False) (global bool g_e3_hunter1_go False) (global bool g_e3_hunter0_arrived False) (global bool g_e3_hunter1_arrived False) (global bool g_e2_started False) (global bool g_e1_started False) (global short g_e1_ghosts_weak 1) (global short g_e1_ghosts_strong 3) (global short g_e1_ghosts_per_leg 10) (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 command cs_boss_brutes_stunned (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_pause 1) (cs_abort_on_damage True) (cs_pause 1) ) ) (script command cs_boss_tartarus_stunned (begin (cs_force_combat_status 4) (cs_enable_moving False) (sleep_forever) ) ) (script command cs_boss_tartarus_jump (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to boss/mid_land) (cs_face_player True) ) ) (script command cs_boss_tartarus_cheer (begin (cs_enable_moving False) (cs_enable_targeting False) (cs_face_player True) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:cheer True) (sleep 60) ) ) (script command cs_boss_tartarus_taunt (begin (cs_enable_moving False) (cs_enable_targeting False) (cs_face_player True) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:taunt True) (sleep 60) ) ) (script command cs_boss_tartarus_shakefist (begin (cs_enable_moving False) (cs_enable_targeting False) (cs_face_player True) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:shakefist True) (sleep 60) ) ) (script command cs_boss_johnson_idle (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to boss/ledge_perch) (cs_crouch True) (cs_face_object True (ai_get_object boss_tartarus)) (cs_aim_object True (ai_get_object boss_tartarus)) (sleep_forever) ) ) (script command cs_boss_johnson_idle2 (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object boss_tartarus)) (cs_aim_object True (ai_get_object boss_tartarus)) (sleep_forever) ) ) (script command cs_boss_johnson_shoot (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object boss_tartarus)) (cs_aim_object True (ai_get_object boss_tartarus)) (cs_shoot True (ai_get_object boss_tartarus)) (sleep 45) ) ) (script command cs_boss_miranda_nocrouch (begin (cs_crouch False) (sleep_forever) ) ) (script static boss_tartarus_taunt (begin (if (= counter_boss_tartarus_taunt 0) (begin (begin (print "what? is the mighty arbiter afraid?!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0980_tar (ai_get_object boss_tartarus) 1) ) ) (if (= counter_boss_tartarus_taunt 1) (begin (begin (print "you want revenge?! well here i am! come and take it!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0990_tar (ai_get_object boss_tartarus) 1) ) ) (if (= counter_boss_tartarus_taunt 2) (begin (begin (print "just like the rest of your kind - you are cowardly and weak!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1000_tar (ai_get_object boss_tartarus) 1) ) ) (if True (begin (set counter_boss_tartarus_taunt 0) ) void)))) (set counter_boss_tartarus_taunt (+ counter_boss_tartarus_taunt 1)) ) ) (script static boss_johnson_prompt (begin (sleep 45) (if (= counter_boss_johnson_prompt (* 1 skip_boss_johnson_prompt)) (begin (begin (print "hey, mohawk! how'd that feel?!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2010_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 2 skip_boss_johnson_prompt)) (begin (begin (print "his shield is down! let him have it!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2020_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 3 skip_boss_johnson_prompt)) (begin (begin (print "there goes his shield!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2030_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 4 skip_boss_johnson_prompt)) (begin (begin (print "got his shield! hit him now!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2040_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 5 skip_boss_johnson_prompt)) (begin (begin (print "quick! while his shield is down!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2050_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 6 skip_boss_johnson_prompt)) (begin (begin (print "i can keep his shield down, but you're gonna have to finish the job!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2060_jon (ai_get_object boss_johnson) 1) ) ) (if (> counter_boss_johnson_prompt (* 8 skip_boss_johnson_prompt)) (begin (begin (set counter_boss_johnson_prompt 0) (set skip_boss_johnson_prompt (+ skip_boss_johnson_prompt 1)) ) ) void))))))) (set counter_boss_johnson_prompt (+ counter_boss_johnson_prompt 1)) ) ) (script dormant boss_flavor (begin (sleep (* 5 seconds)) (sound_looping_start sound\ambience\deltacontolroom\boss\stage1 none 1) (sleep (* 5 seconds)) (print "charging sequence initiated! primary generators coming on-line!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1040_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1040_gsp)) (print "well, shut them down!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1050_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1050_mir)) (print "apology. protocol does allow me to interfere with any aspect of the sequence.") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1060_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1060_gsp)) (print "then how do i stop it?!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1120_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1120_mir)) (print "well it will take some time to go over the proper procedures ") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1130_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1130_gsp)) (print "quit stalling!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1140_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1140_mir)) (print "under more controlled circumstances, i would suggest the reclaimer simply remove the index.") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1150_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1150_gsp)) (print "that's it?! johnson, i'm on it!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1160_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1160_mir)) (print "hang-tight, ma'am! not until that brute is dead!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1170_jon (ai_get_object boss_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1170_jon)) (set boss_flavor_done True) (sleep (* 30 seconds)) (set boss_flavor_done False) (sound_looping_start sound\ambience\deltacontolroom\boss\stage2 none 1) (sleep (* 5 seconds)) (print "secondary generators charging! all systems are performing well within operational parameters!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1070_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1070_gsp)) (set boss_flavor_done True) (sleep (* 30 seconds)) (set boss_flavor_done False) (sound_looping_start sound\ambience\deltacontolroom\boss\stage3 none 1) (sleep (* 5 seconds)) (print "power-generation phase complete! the installation is ready to fire! starting final countdown ") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1180_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1180_gsp)) (print "c'mon, arbiter! kick that guy's ass!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1190_jon (ai_get_object boss_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1190_jon)) (print "and may i say, reclaimers, it has been a pleasure to serve you both! goodbye!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1200_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1200_gsp)) (set boss_flavor_done True) ) ) (script dormant boss_music (begin (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_11 none 1) (sleep_until (volume_test_objects tv_boss_platform (players))) (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_12 none 1) (sleep_until (not mark_boss_first_cycle)) (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_13 none 1) ) ) (script static boss_tartarus_rateofrecharge (begin (if (difficulty_legendary) (begin (random_range (* 1 seconds) (* 2 seconds)) ) (if (difficulty_heroic) (begin (random_range (* 1 seconds) (* 3 seconds)) ) (if True (begin (random_range (* 2 seconds) (* 3 seconds)) ) 0))) ) ) (script static boss_johnson_rateoffire (begin (if (difficulty_legendary) (begin (random_range (* 7 seconds) (* 15 seconds)) ) (if (difficulty_heroic) (begin (random_range (* 5 seconds) (* 12 seconds)) ) (if True (begin (random_range (* 4 seconds) (* 10 seconds)) ) 0))) ) ) (script static boss_rateofreenforcement (begin (if (difficulty_legendary) (begin (random_range (* 30 seconds) (* 60 seconds)) ) (if (difficulty_heroic) (begin (random_range (* 30 seconds) (* 60 seconds)) ) (if True (begin (random_range (* 30 seconds) (* 60 seconds)) ) 0))) ) ) (script static boss_tartarus_invincible_on (begin (object_set_function_variable (ai_get_object boss_tartarus) invincibility 1 2) (object_set_shield (ai_get_object boss_tartarus) (/ 1 1000)) (set boss_tartarus_invincible True) ) ) (script static boss_tartarus_invincible_off (begin (object_set_function_variable (ai_get_object boss_tartarus) invincibility 0 0.1) (object_set_shield (ai_get_object boss_tartarus) (/ 0 1000)) (set boss_tartarus_invincible False) ) ) (script static boss_tartarus_berserk_on (begin (ai_berserk boss_tartarus True) (set boss_tartarus_berserk True) (print "berserk") ) ) (script static boss_tartarus_berserk_off (begin (ai_berserk boss_tartarus False) (set boss_tartarus_berserk False) ) ) (script static boss_setup (begin (switch_bsp 3) (ai_allegiance player human) (ai_allegiance player covenant) (ai_allegiance player sentinel) (ai_allegiance human covenant) (ai_allegiance human sentinel) (ai_allegiance covenant human) (ai_allegiance covenant sentinel) (ai_allegiance prophet sentinel) (sleep 1) (object_teleport (player0) boss_player0_flag) (object_teleport (player1) boss_player1_flag) (kill_volume_enable kill_e13_0) (device_set_position_immediate e13_rotors 0.625) (device_operates_automatically_set e12_door1 False) (if (difficulty_legendary) (begin (set count_boss_cycle 4) ) (if (difficulty_heroic) (begin (set count_boss_cycle 3) ) (if True (begin (set count_boss_cycle 2) ) void))) (if (difficulty_legendary) (begin (set skip_boss_johnson_prompt 6) ) (if (difficulty_heroic) (begin (set skip_boss_johnson_prompt 3) ) (if True (begin (set skip_boss_johnson_prompt 1) ) void))) (ai_place boss_tartarus) (unit_impervious (ai_get_object boss_tartarus) True) (ai_cannot_die boss_tartarus True) (unit_only_takes_damage_from_players_team (ai_get_unit boss_tartarus) True) (object_set_scale (ai_get_object boss_tartarus) 1.15 0) (boss_tartarus_invincible_on) (if (difficulty_legendary) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 400 1000) ) (if (difficulty_heroic) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 350 1000) ) (if True (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 300 1000) ) void))) (unit_set_current_vitality (ai_get_unit boss_tartarus) 50 1000) (cs_run_command_script boss_tartarus cs_boss_tartarus_stunned) (ai_place boss_miranda) (unit_impervious (ai_actors boss_miranda) True) (object_cannot_die (ai_get_object boss_miranda) True) (cs_run_command_script boss_miranda cs_boss_miranda_nocrouch) (ai_disregard (ai_get_object boss_miranda) True) (ai_place boss_monitor) (ai_cannot_die boss_monitor True) (ai_disregard (ai_get_object boss_monitor) True) (ai_place boss_johnson) (unit_impervious (ai_actors boss_johnson) True) (object_cannot_die (ai_get_object boss_johnson) True) (ai_disregard (ai_get_object boss_johnson) True) (cinematic_lighting_set_primary_light 27 0 0.34902 0.333333 0.541176) (cinematic_lighting_set_secondary_light -26 154 0.639216 0.54902 0.505882) (cinematic_lighting_set_ambient_light 0.0823529 0.0784314 0.0588235) (object_uses_cinematic_lighting (ai_get_object boss_johnson) True) (ai_place boss_brute_start) (cs_run_command_script boss_brute_start cs_boss_brutes_stunned) (ai_place boss_elite_start) (game_save_immediate) ) ) (script static tartarus_boss_fight (begin (cinematic_snap_to_white) (object_create_containing "boss_object") (print "war!") (boss_setup) (wake boss_music) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white) (sleep 90) (units_set_current_vitality (ai_actors boss_brute_start) 30 0) (sleep 120) (sleep_until (not (or (and (> (device_get_position e13_rotors) 0.05) (< (device_get_position e13_rotors) 0.125)) (and (> (device_get_position e13_rotors) 0.3) (< (device_get_position e13_rotors) 0.375)) (and (> (device_get_position e13_rotors) 0.55) (< (device_get_position e13_rotors) 0.625)) (and (> (device_get_position e13_rotors) 0.8) (< (device_get_position e13_rotors) 0.875)))) 1) (cs_run_command_script boss_tartarus cs_boss_tartarus_jump) (sleep_until (= (ai_living_count boss_brute_start) 0) 1 (* 15 seconds)) (ai_place boss_elite_reenforcements) (sleep_until (volume_test_objects tv_boss_platform (players)) 1 (* 30 seconds)) (sleep (* 10 seconds)) (unit_impervious (ai_get_object boss_tartarus) False) (set timer_boss_johnson_fire (boss_johnson_rateoffire)) (cs_run_command_script boss_johnson cs_boss_johnson_idle) (wake boss_flavor) (unit_set_current_vitality (ai_get_unit boss_tartarus) 50 1000) (sleep_until (if (volume_test_objects kill_e13_0 (ai_get_object boss_miranda)) (begin (begin (ai_erase boss_miranda) (ai_place boss_miranda) (unit_impervious (ai_actors boss_miranda) True) (object_cannot_die (ai_get_object boss_miranda) True) False) ) (if (not (volume_test_objects tv_boss_ledge (ai_get_object boss_johnson))) (begin (begin (ai_erase boss_johnson) (ai_place boss_johnson) (unit_impervious (ai_actors boss_johnson) True) (object_cannot_die (ai_get_object boss_johnson) True) False) ) (if (and (not (volume_test_objects tv_boss_platform (ai_get_object boss_tartarus))) (not (volume_test_objects tv_boss_ledge (ai_get_object boss_tartarus))) (> (player_count) 0)) (begin (begin (object_teleport (ai_get_object boss_tartarus) boss_tartarus_respawn_flag) (sleep 90) False) ) (if (ai_vitality_pinned boss_tartarus) (begin (begin (set count_boss_cycle (- count_boss_cycle 1)) (print "cycle complete") (if (not (> (player_count) 0)) (begin False) (if (<= count_boss_cycle 0) (begin (begin (ai_cannot_die boss_tartarus False) (ai_kill boss_tartarus) True) ) (if True (begin (begin (if mark_boss_first_cycle (begin (print "(growls in pain) a lucky hit! you will not land another!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1020_tar (ai_get_object boss_tartarus) 1) (set mark_boss_first_cycle False) )) (if (difficulty_legendary) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 400 1000) ) (if (difficulty_heroic) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 350 1000) ) (if True (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 300 1000) ) void))) (set boss_respawn_brutes True) (boss_tartarus_invincible_on) (begin_random (cs_run_command_script boss_tartarus cs_boss_tartarus_taunt) (cs_run_command_script boss_tartarus cs_boss_tartarus_cheer) (cs_run_command_script boss_tartarus cs_boss_tartarus_shakefist) ) (sleep_until (and (not (cs_command_script_running boss_tartarus cs_boss_tartarus_taunt)) (not (cs_command_script_running boss_tartarus cs_boss_tartarus_cheer)) (not (cs_command_script_running boss_tartarus cs_boss_tartarus_shakefist))) 1) (if (not (difficulty_normal)) (boss_tartarus_berserk_on)) False) ) False))) ) ) (if (and (not (volume_test_objects tv_boss_platform (players))) (not (ai_vitality_pinned boss_tartarus)) (> (player_count) 0)) (begin (begin (if boss_flavor_done (boss_tartarus_taunt)) (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (sleep_until (volume_test_objects tv_boss_platform (players)) 1 (* 15 seconds)) False) ) (if (> timer_boss_tartarus_recharge 0) (begin (begin (set timer_boss_tartarus_recharge (- timer_boss_tartarus_recharge 1)) False) ) (if (not boss_tartarus_invincible) (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (boss_tartarus_invincible_on) False) ) (if (or (and (difficulty_legendary) (< (unit_get_shield (ai_get_unit boss_tartarus)) 0.9)) (and (difficulty_heroic) (< (unit_get_shield (ai_get_unit boss_tartarus)) 0.95)) (and (difficulty_normal) (< (unit_get_shield (ai_get_unit boss_tartarus)) 0.975))) (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (boss_tartarus_invincible_off) (if boss_flavor_done (boss_johnson_prompt)) (set timer_boss_tartarus_recharge (boss_tartarus_rateofrecharge)) False) ) (if (> timer_boss_tartarus_berserk 0) (begin (begin (set timer_boss_tartarus_berserk (- timer_boss_tartarus_berserk 1)) False) ) (if boss_tartarus_berserk (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (boss_tartarus_berserk_off) False) ) (if (and boss_respawn_brutes (<= (+ (ai_living_count boss_elite_reenforcements) (ai_living_count boss_brute_reenforcements)) 3)) (begin (begin (if (difficulty_legendary) (begin (set boss_random_reenforcements (random_range 3 10)) ) (if (difficulty_heroic) (begin (set boss_random_reenforcements (random_range 3 7)) ) (if True (begin (set boss_random_reenforcements (random_range 0 6)) ) void))) (if (> boss_random_reenforcements 7) (begin (ai_place boss_brute_reenforcements_many) ) (if (> boss_random_reenforcements 3) (begin (ai_place boss_brute_reenforcements) ) void)) (set boss_respawn_brutes False) ) ) (if (and boss_respawn_elites (<= (+ (ai_living_count boss_elite_reenforcements) (ai_living_count boss_brute_reenforcements)) 3)) (begin (begin (if (difficulty_legendary) (begin (set boss_random_reenforcements (random_range 3 10)) ) (if (difficulty_heroic) (begin (set boss_random_reenforcements (random_range 3 7)) ) (if True (begin (set boss_random_reenforcements (random_range 0 6)) ) void))) (if (< boss_random_reenforcements 3) (begin (ai_place boss_elite_reenforcements_many) ) (if (< boss_random_reenforcements 7) (begin (ai_place boss_elite_reenforcements) ) void)) (set boss_respawn_elites False) ) ) (if (> timer_boss_johnson_fire 0) (begin (begin (set timer_boss_johnson_fire (- timer_boss_johnson_fire 1)) (if (<= (+ (ai_living_count boss_elite_reenforcements) (ai_living_count boss_brute_reenforcements)) 3) (set timer_boss_reenforcements (- timer_boss_reenforcements 1))) (if (<= timer_boss_reenforcements 0) (begin (set boss_respawn_elites True) (set timer_boss_reenforcements (boss_rateofreenforcement)) (print "respawn!") )) False) ) (if (objects_can_see_object (ai_get_object boss_johnson) (ai_get_object boss_tartarus) 0.25) (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (print "fire") (object_set_shield (ai_get_object boss_tartarus) (/ 1 1000)) (cs_run_command_script boss_johnson cs_boss_johnson_shoot) (cs_queue_command_script boss_johnson cs_boss_johnson_idle) (set timer_boss_johnson_fire (boss_johnson_rateoffire)) False) ) (if True (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) False) ) False))))))))))))))) 1) (ai_kill boss_tartarus) (print "nice job!") (sleep_forever boss_flavor) (sleep (* 10 seconds)) (if (= (player_count) 0) (sleep_forever)) (cinematic_fade_to_white) (sleep 15) (ai_erase boss_elite_reenforcements) (ai_erase boss_tartarus) (ai_erase boss_brute_reenforcements) (ai_erase boss_miranda) (ai_erase boss_johnson) (ai_erase boss_monitor) (object_destroy_containing "boss_object") (garbage_collect_now) ) ) (script static 08_intra1_04_predict_stub (begin (wake 08_intra1_04_predict) ) ) (script static 08_intra2_01_predict_stub (begin (wake 08_intra2_01_predict) ) ) (script static 08_intra2_02_predict_stub (begin (wake 08_intra2_02_predict) ) ) (script static 08_intra3_01_predict_stub (begin (wake 08_intra3_01_predict) ) ) (script static 08_intra3_02_predict_stub (begin (wake 08_intra3_02_predict) ) ) (script static 08_intra3_03_predict_stub (begin (wake 08_intra3_03_predict) ) ) (script static 08_intra3_04_predict_stub (begin (wake 08_intra3_04_predict) ) ) (script static 08_intra3_05_predict_stub (begin (wake 08_intra3_05_predict) ) ) (script static 08_intra3_06_predict_stub (begin (wake 08_intra3_05_predict) ) ) (script static x09_01_predict_stub (begin (wake x09_01_predict) ) ) (script static x09_02_predict_stub (begin (wake x09_02_predict) ) ) (script static x09_03_predict_stub (begin (wake x09_03_predict) ) ) (script static x09_04_predict_stub (begin (wake x09_04_predict) ) ) (script static x09_05_predict_stub (begin (wake x09_05_predict) ) ) (script static x09_06_predict_stub (begin (wake x09_06_predict) ) ) (script static x09_07_predict_stub (begin (wake x09_07_predict) ) ) (script static x09_08_predict_stub (begin (wake x09_08_predict) ) ) (script static x10_01_predict_stub (begin (wake x10_01_predict) ) ) (script static x10_02_predict_stub (begin (wake x10_02_predict) ) ) (script dormant c08_intra1_score_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_04_mus none 1) (print "c08_intra1 score 04 start") ) ) (script dormant c08_intra1_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_04_fol none 1) (print "c08_intra1 foley 04 start") ) ) (script dormant c08_2050_der (begin (sleep 60) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2050_der dervish_02 1) (cinematic_subtitle c08_2050_der 1) ) ) (script dormant c08_2060_soc (begin (sleep 92) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2060_soc commander 1) (cinematic_subtitle c08_2060_soc 6) ) ) (script dormant c08_2070_grv (begin (sleep 273) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2070_grv none 1) (cinematic_subtitle c08_2070_grv 5) (cinematic_lightmap_shadow_disable) ) ) (script dormant c08_2080_der (begin (sleep 425) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2080_der dervish_02 1) (cinematic_subtitle c08_2080_der 2) ) ) (script dormant c08_2090_soc (begin (sleep 473) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2090_soc commander 1) (cinematic_subtitle c08_2090_soc 1) ) ) (script dormant c08_2100_soc (begin (sleep 512) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2100_soc commander 1) (cinematic_subtitle c08_2100_soc 2) ) ) (script dormant c04_intra1_fov_04 (begin (sleep 511) (print "fov change: 80 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant c04_intra1_dof_04 (begin (sleep 427) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.17 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 84) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 100) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0 0 0 0.5 0.5) (print "rack focus") ) ) (script dormant cinematic_lighting_intra1_04 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_02 True) (object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting wraith_01 True) ) ) (script static c08_intra1_04_problem_actors (begin (print "problem actors") (object_create_anew dervish_02) (object_create_anew commander) (object_create_anew wraith_01) (cinematic_clone_players_weapon dervish_02 right_hand_elite ) (object_cinematic_lod dervish_02 True) (object_cinematic_lod commander True) (object_cinematic_lod wraith_01 True) ) ) (script static c08_intra1_04_setup (begin (wake c08_intra1_score_04) (wake c08_intra1_foley_04) (wake c08_2050_der) (wake c08_2060_soc) (wake c08_2070_grv) (wake c08_2080_der) (wake c08_2090_soc) (wake c08_2100_soc) (wake c04_intra1_fov_04) (wake c04_intra1_dof_04) (wake cinematic_lighting_intra1_04) ) ) (script static c08_intra1_04_cleanup (begin (object_destroy dervish_02) (object_destroy commander) (object_destroy wraith_01) ) ) (script static c08_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0 0) (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (c08_intra1_04_problem_actors) (08_intra1_04_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_04_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_04_fol) (sleep prediction_offset) (c08_intra1_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_04 none anchor_flag_intra1) (custom_animation_relative dervish_02 objects\characters\dervish\08_intra1\08_intra1 dervish_04 False anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_04 False anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_04 False anchor_intra1) (print "cache block") (sleep 1) (cache_block_for_one_frame) (fade_in 0 0 0 30) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra1_04_cleanup) (cinematic_screen_effect_stop) (sleep 30) (sound_class_set_gain "vehicle" 1 1) ) ) (script dormant c08_intra2_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_01_fol none 1) (print "c08_intra2 foley 01 start") ) ) (script dormant c08_3010_jon (begin (sleep 100) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3010_jon johnson_02 1 radio_covy_in) (cinematic_subtitle c08_3010_jon 3) ) ) (script dormant c08_3020_jon (begin (sleep 203) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3020_jon johnson_02 1) (cinematic_subtitle c08_3020_jon 3) ) ) (script dormant c08_3030_jon (begin (sleep 316) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3030_jon johnson_02 1) (cinematic_subtitle c08_3030_jon 2) ) ) (script dormant c08_3040_der (begin (sleep 359) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3040_der dervish_02 1) (cinematic_subtitle c08_3040_der 3) ) ) (script dormant intra2_texture_cam_01 (begin (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 35) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\08_intra2\08_intra2 texture_camera_01 anchor_intra2) ) ) (script dormant cinematic_lighting_intra2 (begin (cinematic_lighting_set_primary_light 33 0 0.258824 0.278431 0.34902) (cinematic_lighting_set_secondary_light -37 228 0.109804 0.419608 0.611765) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_02 True) (object_uses_cinematic_lighting johnson_02 True) (object_uses_cinematic_lighting scarab_01 True) ) ) (script static c08_intra2_problem_actors (begin (print "problem actors") (object_create_anew dervish_02) (object_cinematic_lod dervish_02 True) (cinematic_clone_players_weapon dervish_02 right_hand_elite ) ) ) (script dormant scarab_shake (begin (sleep 45) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 2) (sleep 240) (player_effect_stop 2) ) ) (script static c08_intra2_01_setup (begin (object_destroy scarab) (object_create_anew johnson_02) (object_create_anew scarab_01) (object_create_anew scarab_screen) (objects_attach scarab_01 holo_scarab_full scarab_screen ) (object_cinematic_lod johnson_02 True) (object_cinematic_lod scarab_01 True) (unit_set_emotional_state johnson_02 angry 0.25 0) (wake c08_intra2_foley_01) (wake c08_3010_jon) (wake c08_3020_jon) (wake c08_3030_jon) (wake c08_3040_der) (wake scarab_shake) (wake intra2_texture_cam_01) (wake cinematic_lighting_intra2) ) ) (script static c08_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) (cinematic_lightmap_shadow_enable) (c08_intra2_problem_actors) (08_intra2_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_01_fol) (sleep prediction_offset) (sleep 45) (c08_intra2_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra2\08_intra2 08_intra2_01 none anchor_flag_intra2) (custom_animation_relative dervish_02 objects\characters\dervish\08_intra2\08_intra2 dervish_01 False anchor_intra2) (custom_animation_relative johnson_02 objects\characters\marine\08_intra2\08_intra2 johnson_01 False anchor_intra2) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\08_intra2\08_intra2 scarab_01 anchor_intra2) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (08_intra2_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_02_fol) (sleep (camera_time)) ) ) (script dormant c08_intra2_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_02_fol none 1) (print "c08_intra1 foley 04 start") ) ) (script dormant c08_3050_jon (begin (sleep 70) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3050_jon johnson_02 1 radio_covy_loop) (cinematic_subtitle c08_3050_jon 2) ) ) (script dormant c08_3061_jon (begin (sleep 156) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3061_jon johnson_02 1 radio_covy_loop) (cinematic_subtitle c08_3061_jon 2) ) ) (script dormant c08_3070_jon (begin (sleep 231) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3070_jon johnson_02 1) (cinematic_subtitle c08_3070_jon 1) (unit_set_emotional_state johnson_02 angry 0.75 45) ) ) (script dormant intra2_dof (begin (sleep 68) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0.001 0 0 0.001) (print "rack focus") (sleep 151) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant scarab_shake2 (begin (sleep 137) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.75 0.15) (sleep 5) (player_effect_stop 0.5) ) ) (script static c08_intra2_02_setup (begin (wake c08_intra2_foley_02) (wake c08_3050_jon) (wake c08_3061_jon) (wake c08_3070_jon) (wake intra2_dof) (wake scarab_shake2) ) ) (script static c08_intra2_02_cleanup (begin (object_destroy dervish_02) (object_destroy johnson_02) (object_destroy scarab_01) (object_destroy scarab_screen) (object_create_anew scarab) ) ) (script static c08_intra2_scene_02 (begin (c08_intra2_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra2\08_intra2 08_intra2_02 none anchor_flag_intra2) (custom_animation_relative dervish_02 objects\characters\dervish\08_intra2\08_intra2 dervish_02 False anchor_intra2) (custom_animation_relative johnson_02 objects\characters\marine\08_intra2\08_intra2 johnson_02 False anchor_intra2) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\08_intra2\08_intra2 scarab_02 anchor_intra2) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra2_02_cleanup) (sound_class_set_gain "amb" 0 15) (sleep 15) ) ) (script static c08_intra2 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (c08_intra2_scene_01) (c08_intra2_scene_02) ) ) (script dormant c08_intra3_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_01_fol none 1) (print "c08_intra3 foley 01 start") ) ) (script dormant c08_4010_tar (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4010_tar tartarus 1) (cinematic_subtitle c08_4010_tar 4) ) ) (script dormant c08_4020_tar (begin (sleep 167) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4020_tar tartarus 1) (cinematic_subtitle c08_4020_tar 3) ) ) (script dormant c08_4030_gsp (begin (sleep 251) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4030_gsp monitor 1) (cinematic_subtitle c08_4030_gsp 3) ) ) (script dormant c08_4040_tar (begin (sleep 344) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4040_tar tartarus 1) (cinematic_subtitle c08_4040_tar 4) ) ) (script dormant c08_4050_mir (begin (sleep 486) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4050_mir miranda 1) (cinematic_subtitle c08_4050_mir 1) ) ) (script dormant c08_4060_tar (begin (sleep 510) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4060_tar tartarus 1) (cinematic_subtitle c08_4060_tar 3) ) ) (script dormant c08_intra3_fov_01 (begin (sleep 246) (camera_set_field_of_view 30 0) (print "fov change: 60 -> 30 over 0 ticks") (sleep 105) (camera_set_field_of_view 60 13) (print "fov change: 30 -> 60 over 13 ticks") ) ) (script dormant cinematic_lighting_intra3_01 (begin (cinematic_lighting_set_primary_light 63 80 0.180392 0.168627 0.129412) (cinematic_lighting_set_secondary_light -51 188 0.101961 0.2 0.301961) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (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 tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting index True) ) ) (script static c08_intra3_problem_actors_01 (begin (print "problem actors") (object_create_anew miranda) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew monitor) (object_cinematic_lod miranda True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_cinematic_lod monitor True) ) ) (script dormant c08_intra2_miranda_emotion_01 (begin (unit_set_emotional_state miranda angry 0.25 0) (sleep 180) (unit_set_emotional_state miranda angry 0.75 30) ) ) (script dormant c08_intra2_miranda_emotion_02 (begin (sleep 488) (unit_set_emotional_state miranda pain 0.75 30) (sleep 81) (unit_set_emotional_state miranda angry 0.25 60) ) ) (script static c08_intra3_01_setup (begin (object_create_anew index) (object_create_anew repository) (object_cinematic_lod index True) (object_cinematic_lod repository True) (wake c08_intra3_foley_01) (wake c08_4010_tar) (wake c08_4020_tar) (wake c08_4030_gsp) (wake c08_4040_tar) (wake c08_4050_mir) (wake c08_4060_tar) (wake c08_intra2_miranda_emotion_01) (wake c08_intra2_miranda_emotion_02) (wake c08_intra3_fov_01) (wake cinematic_lighting_intra3_01) ) ) (script static c08_intra3_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) (c08_intra3_problem_actors_01) (08_intra3_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_01_fol) (sleep prediction_offset) (c08_intra3_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_01 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_01 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_01 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_01 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_01 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_01 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_01 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_01 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_01 anchor_intra3) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (08_intra3_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_02_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_score_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_02_mus none 1) (print "c08_intra3 score 02 start") ) ) (script dormant c08_intra3_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_02_fol none 1) (print "c08_intra3 foley 02 start") ) ) (script dormant c08_4070_der (begin (sleep 36) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4070_der dervish 1) (cinematic_subtitle c08_4070_der 1) ) ) (script dormant c08_4080_tar (begin (sleep 77) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4080_tar tartarus 1) (cinematic_subtitle c08_4080_tar 3) ) ) (script dormant c08_4100_der (begin (sleep 157) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4100_der dervish 1) (cinematic_subtitle c08_4100_der 2) ) ) (script dormant c08_4110_tar (begin (sleep 212) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4110_tar tartarus 1) (cinematic_subtitle c08_4110_tar 3) ) ) (script dormant c08_4120_der (begin (sleep 312) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4120_der dervish 1) (cinematic_subtitle c08_4120_der 5) ) ) (script dormant c08_4140_tar (begin (sleep 516) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4140_tar tartarus 1) (cinematic_subtitle c08_4140_tar 4) ) ) (script dormant c08_4150_der (begin (sleep 628) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4150_der dervish 1) (cinematic_subtitle c08_4150_der 1) ) ) (script dormant c08_4160_der (begin (sleep 681) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4160_der dervish 1) (cinematic_subtitle c08_4160_der 3) ) ) (script dormant unhide_dervish (begin (time_code_reset) (sleep 10) (print "unhide dervish") (object_hide dervish False) ) ) (script static c08_intra3_02_setup (begin (object_create_anew dervish) (object_cinematic_lod dervish True) (object_hide dervish True) (cinematic_clone_players_weapon dervish right_hand_elite ) (wake c08_intra3_score_02) (wake c08_intra3_foley_02) (wake c08_4070_der) (wake c08_4080_tar) (wake c08_4100_der) (wake c08_4110_tar) (wake c08_4120_der) (wake c08_4140_tar) (wake c08_4150_der) (wake c08_4160_der) (wake unhide_dervish) ) ) (script static c08_intra3_scene_02 (begin (c08_intra3_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_02 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_02 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_02 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_02 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_02 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_02 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_02 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_02 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_02 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_02 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_03_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_03_fol none 1) (print "c08_intra3 foley 03 start") ) ) (script dormant c08_4170_gsp (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4170_gsp monitor 1) (cinematic_subtitle c08_4170_gsp 2) ) ) (script dormant c08_4180_tar (begin (sleep 41) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4180_tar tartarus 1) (cinematic_subtitle c08_4180_tar 2) ) ) (script dormant c08_4190_tar (begin (sleep 84) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4190_tar tartarus 1) (cinematic_subtitle c08_4190_tar 2) ) ) (script dormant c08_4200_jon (begin (sleep 137) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4200_jon johnson 1) (cinematic_subtitle c08_4200_jon 1) (unit_set_emotional_state johnson angry 0.5 0) (print "johnson - angry .5 0") ) ) (script dormant c08_4201_jon (begin (sleep 202) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4201_jon johnson 1) (cinematic_subtitle c08_4201_jon 2) ) ) (script dormant c08_4220_jon (begin (sleep 308) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4220_jon johnson 1) (cinematic_subtitle c08_4220_jon 3) (unit_set_emotional_state johnson angry 1 15) (print "johnson - angry 1 15") ) ) (script dormant c08_4230_tar (begin (sleep 430) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4230_tar tartarus 1) (cinematic_subtitle c08_4230_tar 1) ) ) (script dormant c08_4240_jon (begin (sleep 474) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4240_jon johnson 1) (cinematic_subtitle c08_4240_jon 2) ) ) (script dormant c08_4250_der (begin (sleep 548) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4250_der dervish 1) (cinematic_subtitle c08_4250_der 2) ) ) (script dormant c08_intra3_fov_03 (begin (sleep 184) (camera_set_field_of_view 5 21) (print "fov change: 60 -> 5 over 21 ticks") (sleep 69) (camera_set_field_of_view 60 0) (print "fov change: 5 -> 60 over 0 ticks") ) ) (script dormant cinematic_lighting_intra3_03 (begin (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting cov_sniper True) ) ) (script static c08_intra3_03_setup (begin (object_create_anew johnson) (object_create_anew cov_sniper) (object_cinematic_lod johnson True) (object_cinematic_lod cov_sniper True) (objects_attach johnson right_hand cov_sniper ) (wake c08_intra3_foley_03) (wake c08_4170_gsp) (wake c08_4180_tar) (wake c08_4190_tar) (wake c08_4200_jon) (wake c08_4201_jon) (wake c08_4220_jon) (wake c08_4230_tar) (wake c08_4240_jon) (wake c08_4250_der) (wake c08_intra3_fov_03) (wake cinematic_lighting_intra3_03) ) ) (script static c08_intra3_scene_03 (begin (c08_intra3_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_03 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_03 False anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 johnson_03 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_03 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_03 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_03 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_03 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_03 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_03 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_03 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_03 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_04_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_04_fol none 1) (print "c08_intra3 foley 04 start") ) ) (script dormant c08_4260_gsp (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4260_gsp monitor 1) (cinematic_subtitle c08_4260_gsp 6) (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") ) ) (script dormant c08_4270_der (begin (sleep 189) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4270_der dervish 1) (cinematic_subtitle c08_4270_der 4) ) ) (script dormant c08_4280_gsp (begin (sleep 297) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4280_gsp monitor 1) (cinematic_subtitle c08_4280_gsp 11) ) ) (script dormant c08_4290_gsp (begin (sleep 640) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4290_gsp monitor 1) (cinematic_subtitle c08_4290_gsp 2) ) ) (script dormant c08_4300_der (begin (sleep 746) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4300_der dervish 1) (cinematic_subtitle c08_4300_der 4) ) ) (script static c08_intra3_04_setup (begin (wake c08_intra3_foley_04) (wake c08_4260_gsp) (wake c08_4270_der) (wake c08_4280_gsp) (wake c08_4290_gsp) (wake c08_4300_der) ) ) (script static c08_intra3_scene_04 (begin (c08_intra3_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_04 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_04 False anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 johnson_04 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_04 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_04 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_04 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_04 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_05_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_05_fol none 1) (print "c08_intra3 foley 05 start") ) ) (script dormant c08_4310_jon (begin (sleep 74) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4310_jon johnson 1) (cinematic_subtitle c08_4310_jon 1) ) ) (script dormant c08_4320_tar (begin (sleep 106) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4320_tar tartarus 1) (cinematic_subtitle c08_4320_tar 1) (unit_set_emotional_state miranda pain 0.5 0) (print "miranda - pain .5 0") (sleep 45) (unit_set_emotional_state miranda scared 0.5 15) (print "miranda - scared .5 15") ) ) (script dormant c08_4330_tar (begin (sleep 144) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4330_tar tartarus 1) (cinematic_subtitle c08_4330_tar 2) ) ) (script dormant c08_4340_tar (begin (sleep 220) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4340_tar tartarus 1) (cinematic_subtitle c08_4340_tar 4) (object_set_function_variable tartarus invincibility 1 60) (print "tartarus activates shield") ) ) (script dormant cinematic_lighting_intra3_05 (begin (object_uses_cinematic_lighting hammer True) ) ) (script dormant index_insertion (begin (sleep 165) (print "slot the icon") (device_set_position repository 1) (effect_new_on_object_marker effects\objects\cinematics\index\index_insertion index ) (sleep 15) (object_destroy index) ) ) (script static c08_intra3_05_setup (begin (object_create_anew hammer) (object_cinematic_lod hammer True) (wake c08_intra3_foley_05) (wake c08_4310_jon) (wake c08_4320_tar) (wake c08_4330_tar) (wake c08_4340_tar) (wake index_insertion) (wake cinematic_lighting_intra3_05) ) ) (script dormant c08_intra3_05_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy dervish) (object_destroy tartarus) (object_destroy brute_01) (object_destroy brute_02) (object_destroy brute_03) (object_destroy brute_04) (object_destroy repository) (object_destroy index) (object_destroy hammer) (object_destroy cov_sniper) ) ) (script static c08_intra3_scene_05 (begin (c08_intra3_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_05 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_05 False anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 johnson_05 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_05 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_05 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_05 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_05 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_05 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_05 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_05 False anchor_intra3) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\08_intra3\08_intra3 hammer_05 anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_05 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_06_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_06_fol) (sleep (camera_time)) (wake c08_intra3_05_cleanup) ) ) (script dormant create_lift (begin (print "create lift") (object_create_anew c08_intra3_lift) (object_set_function_variable c08_intra3_lift effect 0 0) (sleep 10) (object_set_function_variable c08_intra3_lift effect 1 60) ) ) (script static c08_intra3_scene_06 (begin (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_06_mus none 1) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_06_fol none 1) (device_set_position e13_boss_platform 1) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 3) (camera_set platform_01a 0) (camera_set platform_01b 420) (sleep 300) (wake create_lift) (sleep 30) (camera_set platform_02 0) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 5 0 0 0 2 2 0) (sleep 30) (cinematic_screen_effect_set_depth_of_field 5 0 2 0.5 2 0 0.5) (sleep 45) (player_effect_stop 1.5) (sleep 15) (print "fade to white") (fade_out 1 1 1 15) (sleep 15) (cinematic_screen_effect_stop) (object_destroy c08_intra3_lift) (sound_class_set_gain "amb" 0 15) (sleep 30) ) ) (script static c08_intra3 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp3) (sleep 1) (c08_intra3_scene_01) (c08_intra3_scene_02) (c08_intra3_scene_03) (c08_intra3_scene_04) (c08_intra3_scene_05) (c08_intra3_scene_06) (rasterizer_bloom_override False) ) ) (script dormant x09_foley_1 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_01_fol none 1) (print "x09 foley 01 start") ) ) (script dormant x09_01_stop_sounds (begin (sleep 383) (print "sound looping stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_11) (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_12) (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_13) ) ) (script dormant cinematic_lighting_x09_01 (begin (cinematic_lighting_set_primary_light -4 206 0.454902 0.435294 0.352941) (cinematic_lighting_set_secondary_light -69 234 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.4) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting rotors_x09 True) ) ) (script dormant x09_fov_01 (begin (time_code_reset) (sleep 289) (camera_set_field_of_view 35 0) (print "fov change: 60 -> 35 over 0 ticks") ) ) (script static x09_problem_actors_01 (begin (print "problem actors") (object_create_anew miranda) (object_create_anew rotors_x09) (object_cinematic_lod miranda True) (object_cinematic_lod rotors_x09 True) ) ) (script static x09_problem_actors_02 (begin (print "problem actors") (object_create_anew index_x09) (object_cinematic_lod index_x09 True) ) ) (script dormant x09_miranda_emotion_01 (begin (unit_set_emotional_state miranda angry 0.25 0) (sleep 186) (unit_set_emotional_state miranda shocked 0.5 30) (sleep 71) (unit_set_emotional_state miranda pain 0.5 30) ) ) (script static x09_01_setup (begin (object_destroy e13_rotors) (wake x09_miranda_emotion_01) (wake x09_01_stop_sounds) (wake x09_foley_1) (wake x09_fov_01) (wake cinematic_lighting_x09_01) ) ) (script static x09_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) (cinematic_lightmap_shadow_enable) (x09_problem_actors_01) (x09_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_01_fol) (sleep prediction_offset) (sleep 30) (x09_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_01 none anchor_flag_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_01 False anchor_x09_01) (scenery_animation_start_relative rotors_x09 scenarios\objects\solo\deltacontrolroom\control_rotors\x09\x09 control_rotors_01 anchor_x09_01) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x09_02_predict_stub) (x09_problem_actors_02) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\music\x09_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_02_fol) (sleep (camera_time)) (object_destroy rotors_x09) ) ) (script dormant x09_score_2 (begin (sleep 92) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\music\x09_02_mus none 1) (print "x09 score 01 start") ) ) (script dormant x09_foley_2 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_02_fol none 1) (print "x09 foley 02 start") ) ) (script dormant cinematic_lighting_x09_02 (begin (cinematic_lighting_set_primary_light -18 166 0.454902 0.435294 0.352941) (cinematic_lighting_set_secondary_light -10 78 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (object_uses_cinematic_lighting index_x09 True) ) ) (script dormant x09_dof_01 (begin (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.5 1 1 0 0 0 0) (print "rack focus") (sleep 45) (cinematic_screen_effect_set_depth_of_field 0.5 1 0 0.25 0 1 0.25) (print "rack focus") ) ) (script dormant lift_deactivate (begin (sleep 93) (print "lift deactivate") (object_set_function_variable x09_lift effect 0 90) (sound_class_set_gain "device" 0 30) ) ) (script dormant x09_miranda_emotion_02 (begin (unit_set_emotional_state miranda angry 0.25 0) (sleep 137) (unit_set_emotional_state miranda scared 0.5 90) ) ) (script static x09_02_setup (begin (wake x09_score_2) (wake x09_foley_2) (wake lift_deactivate) (wake x09_miranda_emotion_02) (wake cinematic_lighting_x09_02) ) ) (script static x09_scene_02 (begin (camera_set_field_of_view 60 0) (x09_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_02 none anchor_flag_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_02 False anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 index_02 anchor_x09_01) (sleep (- (camera_time) prediction_offset)) (x09_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (cinematic_screen_effect_stop) ) ) (script dormant x09_foley_3 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol none 1) (print "x09 foley 03 start") ) ) (script static x09_problem_actors_04 (begin (print "predict: problem actors") (object_create_anew halo) (object_create_anew matte_halo) (object_cinematic_lod halo True) (object_cinematic_lod matte_halo True) ) ) (script static x09_03_setup (begin (object_create_anew x09_halo_bang) (wake x09_foley_3) ) ) (script static x09_scene_03 (begin (sleep 15) (x09_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_03 none anchor_flag_x09_03) (sleep 10) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x09_04_predict_stub) (x09_problem_actors_04) (cinematic_screen_effect_start True) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_04_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant x09_foley_4 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_04_fol none 1) (print "x09 foley 04 start") ) ) (script dormant cinematic_lighting_x09_04 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting halo True) ) ) (script static x09_04_setup (begin (object_create_anew matte_substance) (object_create_anew matte_high_charity) (object_cinematic_lod matte_substance True) (object_cinematic_lod matte_high_charity True) (object_create_anew x09_halo_whimper) (wake x09_foley_4) (wake cinematic_lighting_x09_04) ) ) (script static x09_scene_04_cleanup (begin (object_destroy halo) (object_destroy_containing "matte") ) ) (script static x09_scene_04 (begin (x09_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_04 none anchor_flag_x09_02) (scenery_animation_start_relative halo scenarios\objects\forerunner\industrial\halo\x09\x09 halo_04 anchor_x09_02) (scenery_animation_start_relative matte_halo objects\cinematics\matte_paintings\delta_halo_quarter\x09\x09 delta_halo_quarter_04 anchor_x09_02) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x09\x09 substance_space_04 anchor_x09_02) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\x09\x09 high_charity_exterior_04 anchor_x09_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (x09_05_predict_stub) (cinematic_screen_effect_start True) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_05_fol) (sleep (- (camera_time) 90)) (fade_out 0 0 0 90) (sleep 90) (x09_scene_04_cleanup) ) ) (script dormant x09_foley_5 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_05_fol none 1) (print "x09 foley 05 start") ) ) (script dormant x09_0010_mir (begin (sleep 188) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0010_mir miranda 1) (cinematic_subtitle x09_0010_mir 1) ) ) (script dormant x09_0020_gsp (begin (sleep 214) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0020_gsp monitor 1) (cinematic_subtitle x09_0020_gsp 1) ) ) (script dormant x09_0030_mir (begin (sleep 251) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0030_mir miranda 1) (cinematic_subtitle x09_0030_mir 1) ) ) (script dormant x09_0040_gsp (begin (sleep 280) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0040_gsp monitor 1) (cinematic_subtitle x09_0040_gsp 3) ) ) (script dormant x09_0050_mir (begin (sleep 370) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0050_mir miranda 1) (cinematic_subtitle x09_0050_mir 2) ) ) (script dormant x09_0060_gsp (begin (sleep 419) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0060_gsp monitor 1) (cinematic_subtitle x09_0060_gsp 2) ) ) (script dormant x09_0070_mir (begin (sleep 469) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0070_mir miranda 1) (cinematic_subtitle x09_0070_mir 1) ) ) (script dormant cinematic_lighting_x09_05 (begin (cinematic_lighting_set_primary_light -18 220 0.286275 0.270588 0.219608) (cinematic_lighting_set_secondary_light 13 176 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (rasterizer_bloom_override_threshold 0.4) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting index_x09 True) ) ) (script dormant beacon_shuffle (begin (sleep 140) (print "beacon 01 -> beacon 02") (object_destroy beacon_01) (object_create_anew beacon_02) ) ) (script dormant x09_miranda_emotion_05 (begin (sleep 467) (unit_set_emotional_state miranda angry 0.5 30) ) ) (script static x09_05_setup (begin (object_destroy e13_rotors) (object_destroy x09_lift) (object_create_anew johnson) (object_create_anew monitor) (object_create_anew beacon_01) (object_cinematic_lod johnson True) (object_cinematic_lod monitor True) (unit_set_emotional_state miranda inquisitive 1 0) (wake x09_miranda_emotion_05) (wake x09_foley_5) (wake x09_0010_mir) (wake x09_0020_gsp) (wake x09_0030_mir) (wake x09_0040_gsp) (wake x09_0050_mir) (wake x09_0060_gsp) (wake x09_0070_mir) (wake beacon_shuffle) (wake cinematic_lighting_x09_05) (interpolator_start x09_fog 1 1) ) ) (script static x09_scene_05 (begin (x09_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_05 none anchor_flag_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_05 False anchor_x09_01) (custom_animation_relative johnson objects\characters\marine\x09\x09 johnson_05 False anchor_x09_01) (custom_animation_relative monitor objects\characters\monitor\x09\x09 monitor_05 False anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 index_05 anchor_x09_01) (sleep 15) (fade_in 0 0 0 90) (sleep (- (camera_time) prediction_offset)) (x09_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_06_fol) (sleep (camera_time)) ) ) (script dormant x09_foley_6 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_06_fol none 1) (print "x09 foley 06 start") ) ) (script dormant x09_0080_gsp (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0080_gsp monitor 1) (cinematic_subtitle x09_0080_gsp 10) ) ) (script dormant x09_0090_mir (begin (sleep 310) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0090_mir miranda 1) (cinematic_subtitle x09_0090_mir 2) ) ) (script dormant x09_0100_gsp (begin (sleep 386) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0100_gsp monitor 1) (cinematic_subtitle x09_0100_gsp 1) ) ) (script dormant x09_0110_jon (begin (sleep 430) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0110_jon johnson 1) (cinematic_subtitle x09_0110_jon 2) ) ) (script dormant x09_0120_mir (begin (sleep 494) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0120_mir miranda 1) (cinematic_subtitle x09_0120_mir 4) (sleep 30) ) ) (script dormant x09_0130_gsp (begin (sleep 675) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0130_gsp monitor 1) (cinematic_subtitle x09_0130_gsp 2) ) ) (script dormant x09_0140_der (begin (sleep 742) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0140_der dervish 1) (cinematic_subtitle x09_0140_der 3) ) ) (script dormant cinematic_lighting_x09_06 (begin (cinematic_lighting_set_primary_light -18 220 0.286275 0.270588 0.219608) (cinematic_lighting_set_secondary_light 13 176 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (object_uses_cinematic_lighting dervish True) ) ) (script dormant x09_miranda_emotion_06a (begin (sleep 310) (unit_set_emotional_state miranda scared 0.5 60) ) ) (script dormant x09_miranda_emotion_06b (begin (sleep 525) (unit_set_emotional_state miranda pain 0.25 90) ) ) (script dormant x09_miranda_emotion_06c (begin (sleep 776) (unit_set_emotional_state miranda shocked 0.25 30) ) ) (script dormant x09_johnson_emotion_06a (begin (sleep 440) (unit_set_emotional_state johnson angry 0.75 60) (sleep 54) (unit_set_emotional_state johnson shocked 0.25 30) ) ) (script dormant x09_johnson_emotion_06b (begin (sleep 784) (unit_set_emotional_state johnson shocked 0.25 30) ) ) (script static x09_06_setup (begin (object_destroy beacon_02) (object_create_anew beacon_03) (device_set_position beacon_03 1) (object_create_anew dervish) (object_cinematic_lod dervish True) (unit_set_emotional_state miranda angry 0.25 0) (unit_set_emotional_state johnson angry 0.25 0) (wake x09_miranda_emotion_06a) (wake x09_miranda_emotion_06b) (wake x09_miranda_emotion_06c) (wake x09_johnson_emotion_06a) (wake x09_johnson_emotion_06b) (wake x09_foley_6) (wake x09_0080_gsp) (wake x09_0090_mir) (wake x09_0100_gsp) (wake x09_0110_jon) (wake x09_0120_mir) (wake x09_0130_gsp) (wake x09_0140_der) ) ) (script static x09_scene_06_cleanup (begin (object_destroy dervish) (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy index_x09) ) ) (script static x09_scene_06 (begin (x09_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_06 none anchor_flag_x09_01) (custom_animation_relative dervish objects\characters\dervish\x09\x09 dervish_06 False anchor_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_06 False anchor_x09_01) (custom_animation_relative johnson objects\characters\marine\x09\x09 johnson_06 False anchor_x09_01) (custom_animation_relative monitor objects\characters\monitor\x09\x09 monitor_06 False anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 index_06 anchor_x09_01) (sleep (- (camera_time) prediction_offset)) (x09_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_07_fol) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (x09_scene_06_cleanup) ) ) (script dormant x09_foley_7 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_07_fol none 1) (print "x09 foley 07 start") ) ) (script dormant x09_0150_to1 (begin (sleep 100) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0150_to1 none 1 radio_default_in) (cinematic_subtitle x09_0150_to1 3) ) ) (script dormant cinematic_lighting_x09_07 (begin (cinematic_lighting_set_primary_light 16 -32 0.8 0.6 0.4) (cinematic_lighting_set_secondary_light 20 180 0.3 0.3 0.5) (cinematic_lighting_set_ambient_light 0.2 0.2 0.2) (object_uses_cinematic_lighting forerunner_ship True) ) ) (script static x09_problem_actors_08 (begin (print "problem actors") (object_create_anew chief) (object_create_anew x09_alcove) (object_create_anew bloom_quad) (object_cinematic_lod chief True) (object_cinematic_lod x09_alcove True) ) ) (script static x09_07_setup (begin (object_create_anew slipspace) (object_create_anew_containing "earth_battle") (object_create_anew forerunner_ship) (object_create_anew matte_earth) (object_create_anew matte_moon) (object_cinematic_lod forerunner_ship True) (object_cinematic_lod matte_earth True) (object_cinematic_lod matte_moon True) (wake x09_foley_7) (wake x09_0150_to1) (wake cinematic_lighting_x09_07) ) ) (script static x09_scene_07_cleanup (begin (object_destroy slipspace) (object_destroy_containing "earth_battle") (object_destroy forerunner_ship) (object_destroy_containing "matte") ) ) (script static x09_scene_07 (begin (sleep 60) (x09_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_07 none anchor_flag_x09_02) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\x09\x09 forerunner_ship_07 anchor_x09_02) (scenery_animation_start_relative cairo scenarios\objects\solo\spacestation\ss_prop\x09\x09 ss_prop_07 anchor_x09_02) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\x09\x09 earth_space_07 anchor_x09_02) (scenery_animation_start_relative matte_moon objects\cinematics\matte_paintings\moon\x09\x09 moon_07 anchor_x09_02) (fade_in 0 0 0 5) (sleep (- (camera_time) prediction_offset)) (x09_08_predict_stub) (x09_problem_actors_08) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\music\x09_08_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (x09_scene_07_cleanup) ) ) (script dormant x09_score_8 (begin (sleep 338) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\music\x09_08_mus none 1) (print "x09 score 08 start") ) ) (script dormant x09_foley_8 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_08_fol none 1) (print "x09 foley 08 start") ) ) (script dormant x09_0160_lhd (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0160_lhd none 1 radio_default_loop) (cinematic_subtitle x09_0160_lhd 2) ) ) (script dormant x09_0180_mas (begin (sleep 69) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0180_mas chief 1) (cinematic_subtitle x09_0180_mas 2) ) ) (script dormant x09_0190_mas (begin (sleep 132) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0190_mas none 1 radio_default_out) (cinematic_subtitle x09_0190_mas 2) ) ) (script dormant x09_0200_lhd (begin (sleep 183) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0200_lhd hood 1) (cinematic_subtitle x09_0200_lhd 1) ) ) (script dormant x09_0210_lhd (begin (sleep 232) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0210_lhd hood 1) (cinematic_subtitle x09_0210_lhd 3) ) ) (script dormant x09_0220_mas (begin (sleep 342) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0220_mas chief 1) (cinematic_subtitle x09_0220_mas 3) ) ) (script dormant cinematic_light_x09_chief_01 (begin (print "light chief 01") (cinematic_lighting_set_primary_light -20 278 0.388235 0.427451 0.494118) (cinematic_lighting_set_secondary_light 42 224 0.0431373 0.0431373 0.0666667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting cairo_bridge True) (object_uses_cinematic_lighting x09_alcove True) ) ) (script dormant cinematic_light_x09_hood_01 (begin (sleep 124) (print "light hood 01") (cinematic_lighting_set_primary_light 0 94 0.47451 0.443137 0.333333) (cinematic_lighting_set_secondary_light 0 320 0.184314 0.176471 0.266667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant final_explosion (begin (time_code_reset) (sleep 135) (object_create_anew_containing "blast_base") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion blast_base marker) (sleep 110) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion blast_base2 marker) ) ) (script dormant cinematic_light_x09_chief_02 (begin (sleep 277) (print "light chief 02") (cinematic_lighting_set_primary_light -20 278 0.388235 0.427451 0.494118) (cinematic_lighting_set_secondary_light 42 224 0.0431373 0.0431373 0.0666667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x09_hood_emotion_08 (begin (sleep 43) (unit_set_emotional_state hood shocked 0.5 30) (sleep 45) (unit_set_emotional_state hood happy 0.25 90) ) ) (script dormant shake_chief (begin (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.75 0) (sleep 15) (player_effect_stop 3) ) ) (script static x09_08_setup (begin (object_create_anew hood) (object_create_anew cairo_bridge) (object_cinematic_lod hood True) (object_cinematic_lod cairo_bridge True) (object_create_anew_containing "cairo_effect") (unit_set_emotional_state hood angry 0.5 0) (wake x09_hood_emotion_08) (wake x09_score_8) (wake x09_foley_8) (wake x09_0160_lhd) (wake x09_0180_mas) (wake x09_0190_mas) (wake x09_0200_lhd) (wake x09_0210_lhd) (wake x09_0220_mas) (wake shake_chief) (wake final_explosion) (wake cinematic_light_x09_chief_01) (wake cinematic_light_x09_hood_01) (wake cinematic_light_x09_chief_02) ) ) (script static x09_scene_08_cleanup (begin (object_destroy chief) (object_destroy hood) (object_destroy cairo_bridge) (object_destroy x09_alcove) (object_destroy bloom_quad) (object_destroy_containing "blast_base") ) ) (script static x09_scene_08 (begin (x09_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_08 none anchor_flag_x09_02) (custom_animation_relative chief objects\characters\masterchief\x09\x09 chief_08 False anchor_x09_02) (custom_animation_relative hood objects\characters\lord_hood\x09\x09 hood_08 False anchor_x09_02) (scenery_animation_start_relative cairo_bridge objects\cinematics\human\cairo_bridge\x09\x09 cairo_bridge_08 anchor_x09_02) (scenery_animation_start_relative x09_alcove objects\cinematics\forerunner\forerunner_ship_alcove\x09\x09 alcove_08 anchor_x09_02) (scenery_animation_start_relative bloom_quad scenarios\objects\special\bloom_quad\x09\x09 bloom_quad_08 anchor_x09_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (sleep 401) (x09_scene_08_cleanup) (rasterizer_bloom_override False) ) ) (script dormant x10_score_1 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x10\music\x10_01_mus none 1) (print "x10 score 01 start") ) ) (script dormant x10_foley_1 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x10\foley\x10_01_fol none 1) (print "x10 foley 01 start") ) ) (script dormant x10_0010_grv (begin (sleep 496) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0010_grv none 1) (cinematic_subtitle x10_0010_grv 6) ) ) (script dormant cinematic_lighting_x10_01 (begin (cinematic_lighting_set_primary_light 51 28 0.380392 0.384314 0.341176) (cinematic_lighting_set_secondary_light -53 202 0.0588235 0.356863 0.356863) (cinematic_lighting_set_ambient_light 0.0901961 0.117647 0.0823529) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting tentacle_01 True) (object_uses_cinematic_lighting tentacle_02 True) (object_uses_cinematic_lighting tentacle_03 True) (object_uses_cinematic_lighting tentacle_04 True) ) ) (script static x10_problem_actors_01 (begin (print "problem actors") (object_create_anew spore_01) (object_create_anew spore_02) (object_create_anew spore_03) (object_cinematic_lod spore_01 True) (object_cinematic_lod spore_02 True) (object_cinematic_lod spore_03 True) ) ) (script static x10_scene_01_setup (begin (object_create_anew x09_chamber_door) (object_create_anew tentacle_01) (object_create_anew tentacle_02) (object_create_anew tentacle_03) (object_create_anew tentacle_04) (object_cinematic_lod x09_chamber_door True) (object_cinematic_lod tentacle_01 True) (object_cinematic_lod tentacle_02 True) (object_cinematic_lod tentacle_03 True) (object_cinematic_lod tentacle_04 True) (object_cinematic_visibility tentacle_01 True) (object_cinematic_visibility tentacle_02 True) (object_cinematic_visibility tentacle_03 True) (object_cinematic_visibility tentacle_04 True) (wake x10_score_1) (wake x10_foley_1) (wake x10_0010_grv) (wake cinematic_lighting_x10_01) ) ) (script static x10_scene_01_cleanup (begin (object_destroy x09_chamber_door) (object_destroy_containing "spore") ) ) (script static x10_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (weather_start 0) (weather_change_intensity 0 1) (x10_problem_actors_01) (x10_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\x10\music\x10_01_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x10\foley\x10_01_fol) (sleep prediction_offset) (x10_scene_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x10\x10 x10_01 none anchor_flag_x10) (scenery_animation_start_relative x09_chamber_door scenarios\objects\solo\highcharity\high_door_grand\x10\x10 high_door_grand_01 anchor_x10) (scenery_animation_start_relative spore_01 objects\cinematics\flood\flood_spore\x10\x10 spore01_01 anchor_x10) (scenery_animation_start_relative spore_02 objects\cinematics\flood\flood_spore\x10\x10 spore02_01 anchor_x10) (scenery_animation_start_relative spore_03 objects\cinematics\flood\flood_spore\x10\x10 spore03_01 anchor_x10) (scenery_animation_start_relative tentacle_01 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle01_01 anchor_x10) (scenery_animation_start_relative tentacle_02 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle02_01 anchor_x10) (scenery_animation_start_relative tentacle_03 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle03_01 anchor_x10) (fade_in 0 0 0 60) (sleep (- (camera_time) prediction_offset)) (x10_02_predict_stub) (cinematic_screen_effect_start True) (sleep (- (camera_time) 1)) (cinematic_screen_effect_set_crossfade 2) (sleep 1) (x10_scene_01_cleanup) ) ) (script dormant x10_score_2 (begin (sleep 553) (sound_looping_start sound\cinematics\08_deltacliffs\x10\music\x10_02_mus none 1) (print "x10 score 02 start") ) ) (script dormant x10_0020_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0020_grv none 1) (cinematic_subtitle x10_0020_grv 8) ) ) (script dormant x10_0030_grv (begin (sleep 260) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0030_grv none 1) (cinematic_subtitle x10_0030_grv 5) ) ) (script dormant x10_0040_cor (begin (sleep 496) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0040_cor cortana 1) (cinematic_subtitle x10_0040_cor 1) ) ) (script dormant x10_0041_cor (begin (sleep 520) (unit_set_emotional_state cortana pain 0.25 60) (print "cortana - pain .25 60") (sleep 30) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0041_cor cortana 1) (cinematic_subtitle x10_0041_cor 1) ) ) (script dormant cinematic_lighting_x10_02 (begin (cinematic_lighting_set_primary_light 51 28 0.380392 0.384314 0.341176) (cinematic_lighting_set_secondary_light -53 202 0.0588235 0.356863 0.356863) (cinematic_lighting_set_ambient_light 0.0901961 0.117647 0.0823529) (object_uses_cinematic_lighting cortana True) ) ) (script dormant effect_cortana_appear (begin (sleep 410) (print "cortana appears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 cortana_stand marker) ) ) (script static x10_scene_02_setup (begin (object_create_anew cortana) (object_cinematic_lod cortana True) (object_create_anew cortana_stand) (unit_set_emotional_state cortana repulsed 0.5 0) (print "cortana - repulsed .5 0") (wake x10_score_2) (wake x10_0020_grv) (wake x10_0030_grv) (wake x10_0040_cor) (wake x10_0041_cor) (wake effect_cortana_appear) (wake cinematic_lighting_x10_02) ) ) (script static x10_scene_02_cleanup (begin (object_destroy_containing "cortana") (object_destroy_containing "tentacle") ) ) (script static x10_scene_02 (begin (time_code_reset) (x10_scene_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x10\x10 x10_02 none anchor_flag_x10) (custom_animation_relative cortana objects\characters\cortana\x10\x10 cortana_02 False anchor_x10) (scenery_animation_start_relative tentacle_01 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle01_02 anchor_x10) (scenery_animation_start_relative tentacle_02 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle02_02 anchor_x10) (scenery_animation_start_relative tentacle_03 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle03_02 anchor_x10) (scenery_animation_start_relative tentacle_04 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle04_02 anchor_x10) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (sleep 328) ) ) (script static x10 (begin (switch_bsp_by_name high_0) (sleep 1) (x10_scene_01) (x10_scene_02) ) ) (script static x09 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp4) (sleep 1) (sound_class_set_gain "amb" 0 15) (x09_scene_01) (x09_scene_02) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (x09_scene_03) (x09_scene_04) (switch_bsp_by_name deltacontrolroom_bsp4) (sleep 1) (x09_scene_05) (x09_scene_06) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (x09_scene_07) (x09_scene_08) (sleep 30) (print "30 ticks of black for marty") (cinematic_show_letterbox False) (play_credits) (sleep (bink_time)) (sleep 30) (x10) (sleep 30) (print "30 ticks of black for marty") (game_won) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script dormant chapter_title0 (begin (sleep 30) (cinematic_set_title title0) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (begin (c08_intra1) )) (cinematic_skip_stop) ) ) (script static cinematic_johnson_ledge (begin (if (cinematic_skip_start) (begin (c08_intra2) )) (cinematic_skip_stop) ) ) (script static cinematic_tartarus_fight (begin (if (cinematic_skip_start) (begin (c08_intra3) )) (cinematic_skip_stop) ) ) (script static cinematic_epilogue (begin (x09) ) ) (script dormant objective0_set (begin (sleep 30) (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep 30) (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 30) (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (objectives_show_up_to 3) ) ) (script dormant objective3_clear (begin (objectives_finish_up_to 3) ) ) (script dormant objective4_set (begin (sleep 180) (objectives_show_up_to 4) ) ) (script dormant objective4_clear (begin (objectives_finish_up_to 4) ) ) (script dormant music_08b_01_stop (begin (print "music 08b_01 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_01) ) ) (script dormant music_08b_01_start_alt (begin (print "music 08b_01 start alt") (sound_looping_set_alternate scenarios\solo\08b_deltacontrol\08b_music\08b_01 True) ) ) (script dormant music_08b_01_start (begin (print "music 08b_01 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_01 none 1) ) ) (script dormant music_08b_02_stop (begin (print "music 08b_02 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_02) ) ) (script dormant music_08b_02_start (begin (print "music 08b_02 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_02 none 1) ) ) (script dormant music_08b_03_stop (begin (print "music 08b_03 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_03) ) ) (script dormant music_08b_03_start (begin (print "music 08b_03 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_03 none 1) ) ) (script dormant music_08b_04_stop (begin (print "music 08b_04 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_04) ) ) (script dormant music_08b_04_start (begin (print "music 08b_04 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_04 none 1) ) ) (script dormant music_08b_05_stop (begin (print "music 08b_05 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_05) ) ) (script dormant music_08b_05_start_alt (begin (print "music 08b_05 start alt") (sound_looping_set_alternate scenarios\solo\08b_deltacontrol\08b_music\08b_05 True) ) ) (script dormant music_08b_05_start (begin (print "music 08b_05 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_05 none 1) ) ) (script dormant music_08b_06_start (begin (print "music 08b_06 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_06 none 1) ) ) (script dormant music_08b_07_start (begin (print "music 08b_07 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_07 none 1) ) ) (script dormant music_08b_08_start (begin (print "music 08b_08 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_08 none 1) ) ) (script dormant music_08b_09_stop (begin (print "music 08b_09 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_09) ) ) (script dormant music_08b_09_start_alt (begin (print "music 08b_09 start alt") (sound_looping_set_alternate scenarios\solo\08b_deltacontrol\08b_music\08b_09 True) ) ) (script dormant music_08b_09_start (begin (print "music 08b_09 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_09 none 1) ) ) (script dormant music_08b_10_stop (begin (print "music 08b_10 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_10) ) ) (script dormant music_08b_10_start (begin (print "music 08b_10 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_10 none 1) ) ) (script static scarab_idle_var0 (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_firing (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 6.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_var0_no_block (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) ) ) (script static scarab_idle_to_walk_front (begin (print "scarab_idle_to_walk_front") (device_set_position_track scarab combat:idle:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_var0 (begin (print "scarab_walk_front_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_idle (begin (print "scarab_walk_front_to_idle") (device_set_position_track scarab combat:walk_front:2:idle g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_15_left (begin (print "scarab_idle_turn_15_left") (device_set_position_track scarab combat:turn_15_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_15_right (begin (print "scarab_idle_turn_15_right") (device_set_position_track scarab combat:turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_15_right_slow (begin (print "scarab_idle_turn_15_right_slow") (device_set_position_track scarab combat:turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_left (begin (print "scarab_idle_turn_22_left") (device_set_position_track scarab combat:turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_right (begin (print "scarab_idle_turn_22_right") (device_set_position_track scarab combat:turn_22_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_right_slow (begin (print "scarab_idle_turn_22_right_slow") (device_set_position_track scarab combat:turn_22_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_left (begin (print "scarab_idle_turn_45_left") (device_set_position_track scarab combat:turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_right (begin (print "scarab_idle_turn_45_right") (device_set_position_track scarab combat:turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_right_slow (begin (print "scarab_idle_turn_45_right_slow") (device_set_position_track scarab combat:turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_left (begin (print "scarab_walk_front_turn_15_left") (device_set_position_track scarab combat:walk_front_turn_15_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_right (begin (print "scarab_walk_front_turn_15_right") (device_set_position_track scarab combat:walk_front_turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_22_left (begin (print "scarab_walk_front_turn_22_left") (device_set_position_track scarab combat:walk_front_turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_22_right (begin (print "scarab_walk_front_turn_22_right") (device_set_position_track scarab combat:walk_front_turn_22_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_left (begin (print "scarab_walk_front_turn_45_left") (device_set_position_track scarab combat:walk_front_turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_right (begin (print "scarab_walk_front_turn_45_right") (device_set_position_track scarab combat:walk_front_turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_left (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_right (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_firing (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_firing (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_left_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_right_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_gun_open_up (begin (device_set_overlay_track scarab combat:fire_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire_up (begin (device_set_overlay_track scarab combat:fire) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_close_up (begin (device_set_overlay_track scarab combat:fire_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_open_down (begin (device_set_overlay_track scarab combat:fire_down_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire_down (begin (device_set_overlay_track scarab combat:fire_down) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_fire_down_abort (begin (device_animate_overlay scarab 0 3 0 0) ) ) (script static scarab_gun_close_down (begin (device_set_overlay_track scarab combat:fire_down_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script dormant e13_main (begin (set g_e13_started True) (game_save) (print "e13_main") (data_mine_set_mission_segment "e13_control_room") (device_operates_automatically_set e12_door0 False) (tartarus_boss_fight) (wake objective3_clear) (set g_mission_over True) ) ) (script dormant e13_cinematic_main (begin (sleep_until (or (volume_test_objects tv_e13_cutscene_trigger1 (players)) (and (volume_test_objects tv_e13_cutscene_trigger0 (players)) (objects_can_see_flag (players) e13_cutscene_trigger 15))) 15) (cinematic_fade_to_white) (object_teleport (player0) player0_stash) (object_teleport (player1) player1_stash) (cinematic_tartarus_fight) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (switch_bsp_by_name deltacontrolroom_bsp4) (wake e13_main) (cinematic_fade_from_white) ) ) (script command cs_e12_cov_phantom0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e12_cov_phantom0_entry/p0) (cs_fly_by e12_cov_phantom0_entry/p1) (cs_vehicle_boost True) (cs_fly_by e12_cov_phantom0_entry/p1_1) (cs_vehicle_boost False) (cs_fly_by e12_cov_phantom0_entry/p1_2) (cs_fly_to e12_cov_phantom0_entry/p2) (cs_face True e12_cov_phantom0_entry/p2_facing) (cs_fly_to e12_cov_phantom0_entry/p3 1) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a01) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a02) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a03) (sleep 45) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b01) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b02) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b03) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (cs_face False e12_cov_phantom0_entry/p2_facing) (cs_fly_to e12_cov_phantom0_entry/p4) (cs_face True e12_cov_phantom0_entry/p4_facing) (cs_enable_targeting True) (cs_enable_moving True) (sleep_until (= (structure_bsp_index) 2) 15) (ai_erase ai_current_squad) ) ) (script command cs_e12_pro_inf0_1_wait (begin (cs_crouch True) (sleep_until (ai_trigger_test "e12_pro_inf0_sighted_player" e12_pro_inf0) 15) ) ) (script command cs_e12_pro_inf0_wait0 (begin (cs_crouch True) (cs_face True e12_patrol/s0) (sleep_until (> (device_get_position e12_door0) 0) 15) (cs_shoot_point True e12_patrol/s0) (sleep 30) (cs_go_to e12_patrol/p0) (sleep 30) ) ) (script command cs_e12_pro_inf0_wait1 (begin (cs_crouch True) (cs_face True e12_patrol/s1) (sleep_until (> (device_get_position e12_door0) 0) 15) (cs_shoot_point True e12_patrol/s1) (sleep 30) (cs_go_to e12_patrol/p1) (sleep 30) ) ) (script command cs_e12_cov_inf0_look (begin (cs_face_player True) (sleep_forever) ) ) (script command cs_e12_cov_inf0_follow (begin (sleep 1) ) ) (script command cs_e12_pro_inf0_captain (begin (cs_enable_targeting True) (cs_enable_moving True) (sleep_until (> (ai_combat_status ai_current_actor) ai_combat_status_active)) (cs_enable_moving False) (cs_look_player True) (sleep (random_range 15 30)) (print "cpn: do not let them enter!") (sleep (ai_play_line ai_current_actor 0940)) (sleep 20) (cs_enable_moving True) (print "cpn: tartar sauce must complete his tasty condiments") (sleep (ai_play_line ai_current_actor 0950)) ) ) (script command cs_e12_pro_inf0_berserker (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until (> (ai_combat_status ai_current_actor) ai_combat_status_active)) (sleep (random_range 0 30)) (ai_berserk ai_current_actor True) ) ) (script command cs_e12_cov_banshee0_entry (begin (object_cannot_die (ai_vehicle_get ai_current_actor) True) (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_to e12_cov_banshees0/p2 5) (cs_vehicle_boost False) (cs_fly_to e12_cov_banshees0/p2 0.5) (ai_vehicle_reserve (ai_vehicle_get ai_current_actor) True) (ai_vehicle_exit ai_current_actor) (sleep 30) ) ) (script dormant e12_pro_inf0_main (begin (sleep_until (= (structure_bsp_index) 2) 15) (sleep_until (volume_test_objects tv_e12_chamber_entered (players)) 15) (ai_place e12_pro_inf0_1) (wake music_08b_09_start) (sleep_until (and (<= (ai_living_count e12_pro_inf0) 1) (<= (device_get_position e12_door1) 0))) (game_save_no_timeout) (ai_place e12_pro_inf0_2) (wake music_08b_09_start_alt) (wake music_08b_10_start) (sleep_until (or (<= (ai_living_count e12_pro_inf0) 0) (volume_test_objects tv_e13_cutscene_trigger0 (players))) 15) (device_one_sided_set e12_door1 False) (device_closes_automatically_set e12_door1 False) (device_set_position e12_door1 1) (wake music_08b_09_stop) (wake music_08b_10_stop) ) ) (script dormant e12_pro_inf0_ender (begin (sleep_until (volume_test_objects tv_e12_pro_inf0_end (players)) 15) (sleep_forever e12_pro_inf0_main) (device_one_sided_set e12_door1 False) (device_closes_automatically_set e12_door1 False) (device_set_position e12_door1 1) (wake music_08b_09_stop) (wake music_08b_10_stop) ) ) (script dormant e12_cov_phantom0_main (begin (ai_place e12_cov_phantom0) ) ) (script dormant e12_cov_banshees0_main (begin (sleep_until (or (volume_test_objects tv_e12_ledge (players)) (volume_test_objects tv_e12_cov_banshee0_begin (players)) (not (player_in_vehicle))) 15) (if (volume_test_objects tv_e12_ledge (players)) (sleep_forever)) (sleep_until (not (objects_can_see_flag (players) e12_cov_banshees0_spawn 80)) 15) (ai_place e12_cov_banshees0) (sleep_until (player_in_vehicle) 30 450) (if (player_in_vehicle) (sleep_forever)) (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e12_cov_banshees0/banshee0) 1) (sleep_until (player_in_vehicle)) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e12_cov_banshees0/banshee0)) ) ) (script dormant e12_cov_inf0_main (begin (sleep_until (> (ai_spawn_count e12_cov_phantom0) 0) 5) (ai_place e12_cov_inf0_0) (ai_place e12_cov_inf0_1/elite0) (ai_place e12_cov_inf0_1/elite1) (if (not (game_is_cooperative)) (ai_place e12_cov_inf0_1/elite2)) (sleep 2) (ai_vehicle_enter_immediate e12_cov_inf0_0 (ai_vehicle_get e12_cov_phantom0/phantom0) phantom_p_a) (ai_vehicle_enter_immediate e12_cov_inf0_1 (ai_vehicle_get e12_cov_phantom0/phantom0) phantom_p_b) (sleep_until (volume_test_objects tv_e12_ledge (players)) 15) (cs_run_command_script e12_cov_inf0 cs_e12_cov_inf0_look) (sleep_until (volume_test_objects tv_e12_ledge_entrance (players)) 15) (cs_run_command_script e12_cov_inf0 cs_e12_cov_inf0_follow) (ai_set_orders e12_cov_inf0 e12_cov_inf0_advance0) (sleep_until (volume_test_objects tv_e12_swap_room_halfway (players)) 15) (ai_set_orders e12_cov_inf0 e12_cov_inf0_advance1) (sleep_until (= (structure_bsp_index) 2)) (ai_teleport_to_starting_location_if_outside_bsp e12_cov_inf0_0) (ai_teleport_to_starting_location_if_outside_bsp e12_cov_inf0_1) (sleep_until (> (device_get_position e12_door0) 0) 15) (ai_set_orders e12_cov_inf0_0 e12_cov_inf0_engage0_right) (ai_set_orders e12_cov_inf0_1 e12_cov_inf0_engage0_left) ) ) (script dormant e12_main (begin (set g_e12_started True) (game_save) (print "e12_main") (data_mine_set_mission_segment "e12_control_antechamber") (wake chapter_title2) (wake objective2_clear) (wake objective3_set) (wake e13_cinematic_main) (wake e12_cov_banshees0_main) (wake e12_pro_inf0_main) (wake e12_pro_inf0_ender) (sleep_until (= (structure_bsp_index) 2)) (game_save) (sleep_forever e12_cov_banshees0_main) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e12_cov_banshees0/banshee0)) (sleep_until g_e13_started) (sleep_forever e12_cov_inf0_main) (sleep_forever e12_cov_phantom0_main) (sleep_forever e12_pro_inf0_main) (ai_erase e12_cov) (ai_erase e12_pro) ) ) (script static test_antechamber (begin (switch_bsp 2) (object_teleport (player0) e12_test) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e11_pro_phantom0_0_main (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_0/p00) (cs_vehicle_boost False) (cs_fly_by e11_pro_phantom0_0/p0) (cs_fly_to e11_pro_phantom0_0/p1) (cs_fly_to_and_face e11_pro_phantom0_0/p2 e11_pro_phantom0_1/p1_facing 0.5) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (ai_braindead e11_pro_wraith0_0 False) (sleep 30) (cs_fly_to_and_face e11_pro_phantom0_0/p1 e11_pro_phantom0_0/p3 0.5) (cs_fly_by e11_pro_phantom0_0/p3) (cs_fly_by e11_pro_phantom0_0/p4) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_0/p5) (ai_erase ai_current_squad) ) ) (script command cs_e11_pro_phantom0_1_main (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_1/p00) (cs_vehicle_boost False) (cs_fly_by e11_pro_phantom0_1/p0) (cs_fly_to_and_face e11_pro_phantom0_1/p1 e11_pro_phantom0_1/p1_facing) (cs_fly_to_and_face e11_pro_phantom0_1/p2 e11_pro_phantom0_1/p1_facing 0.5) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (ai_braindead e11_pro_wraith0_1 False) (sleep 30) (cs_fly_to_and_face e11_pro_phantom0_1/p1 e11_pro_phantom0_1/p3 0.5) (cs_fly_by e11_pro_phantom0_1/p3) (cs_fly_by e11_pro_phantom0_1/p4) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_1/p5) (ai_erase ai_current_squad) ) ) (script command cs_e11_attack_scarab (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_moving True) (sleep_until (begin (begin_random (begin (cs_shoot_point True scarab_air/joint0) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint0) ) (begin (cs_shoot_point True scarab_air/joint1) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint1) ) (begin (cs_shoot_point True scarab_air/joint2) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint2) ) (begin (cs_shoot_point True scarab_air/joint3) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint3) ) ) False) ) ) ) (script command cs_e11_attack_scarab_behavior (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until (begin (sleep_until (<= (ai_combat_status ai_current_actor) ai_combat_status_active)) (cs_stack_command_script ai_current_actor cs_e11_attack_scarab) False) ) ) ) (script command cs_e11_pro_wraiths1_shoot (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_moving True) (sleep_until (begin (begin_random (begin (cs_shoot_point True scarab_air/joint0) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint0) ) (begin (cs_shoot_point True scarab_air/joint1) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint1) ) (begin (cs_shoot_point True scarab_air/joint2) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint2) ) (begin (cs_shoot_point True scarab_air/joint3) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint3) ) ) False) ) ) ) (script command cs_e11_pro_wraiths1_bombard (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until (begin (sleep_until (<= (ai_combat_status ai_current_actor) ai_combat_status_active)) (cs_stack_command_script ai_current_actor cs_e11_pro_wraiths1_shoot) False) ) ) ) (script command cs_e11_ghost_door0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_and_face e11_door_entry/p0 e11_door_entry/p1) (sleep_until (begin (device_set_position e11_door0 1) (>= (device_get_position e11_door0) 1) ) 10) (cs_go_by e11_door_entry/p1 e11_door_entry/p2) (cs_vehicle_boost True) (cs_go_to e11_door_entry/p2) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep 120) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_run_command_script ai_current_actor cs_e11_attack_scarab_behavior) ) ) (script command cs_e11_spectre_door0_entry (begin (cs_enable_pathfinding_failsafe True) (ai_vehicle_reserve_seat (ai_vehicle_get ai_current_actor) spectre_p_l True) (cs_go_to_and_face e11_door_entry/p0 e11_door_entry/p1) (sleep_until (begin (device_set_position e11_door0 1) (>= (device_get_position e11_door0) 1) ) 10) (cs_go_by e11_door_entry/p1 e11_door_entry/p2) (cs_vehicle_boost True) (cs_go_to e11_door_entry/p2) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep 120) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_run_command_script ai_current_actor cs_e11_attack_scarab_behavior) ) ) (script command cs_e11_pro_banshees0_0_entry (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_vehicle_boost True) (sleep 90) (cs_enable_moving True) (sleep 150) ) ) (script command cs_e11_pro_banshees0_1_entry (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_vehicle_boost True) (cs_fly_by e11_pro_banshees0_1_entry/p0) (cs_enable_moving True) (sleep 150) ) ) (script command cs_e11_scarab_main_gun_shoot (begin (cs_shoot_point True e11_scarab_gunners/p0) (sleep 165) ) ) (script command cs_e11_cov_banshees0_die (begin (ai_kill ai_current_actor) ) ) (script static e11_pro_phantom0_0_retreat (begin (or (<= (object_get_health (ai_vehicle_get e11_pro_phantom0_0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e11_pro_phantom0_0/phantom0) target_front) 3)) ) ) (script static e11_pro_phantom0_1_retreat (begin (or (<= (object_get_health (ai_vehicle_get e11_pro_phantom0_1/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e11_pro_phantom0_1/phantom0) target_front) 3)) ) ) (script static e11_pro_wraiths1_living_count (begin (+ (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_0/wraith)) 0) 1 0) (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_1/wraith)) 0) 1 0) (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_2/wraith)) 0) 1 0) (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_3/wraith)) 0) 1 0)) ) ) (script static e11_pro_wraiths1_weakened (begin (<= (e11_pro_wraiths1_living_count) 2) ) ) (script static e11_door_blocked (begin (or (cs_command_script_queued e11_pro_ghosts0 cs_e11_ghost_door0_entry) (cs_command_script_queued e11_pro_spectres0 cs_e11_spectre_door0_entry)) ) ) (script dormant e11_pro_phantom1_main (begin (sleep_until (and (not (objects_can_see_flag (players) e11_pro_phantom1_spawn 80)) (<= (ai_living_count e11_pro_phantom0_0) 0) (<= (ai_living_count e11_pro_wraith0_0) 0)) 30) (ai_place_in_vehicle e11_pro_wraith0_1 e11_pro_phantom0_1) (ai_braindead e11_pro_wraith0_1 True) ) ) (script dormant e11_pro_phantom0_main (begin (sleep_until g_e11_door_open) (sleep_until (not (volume_test_objects tv_e11_outer_cove (players))) 30) (ai_place e11_pro_phantom0_0) (ai_place_in_vehicle e11_pro_wraith0_0 e11_pro_phantom0_0) (ai_braindead e11_pro_wraith0_0 True) ) ) (script dormant e11_pro_banshees0_main (begin (sleep_until (<= (e11_pro_wraiths1_living_count) 2)) (sleep_until (begin (if (<= (ai_living_count e11_pro_banshees0) 0) (sleep_until (begin (if (volume_test_objects tv_e11_outer_cove (players)) (ai_place e11_pro_banshees0_1 1) (ai_place e11_pro_banshees0_0 1)) (>= (ai_living_count e11_pro_banshees0) 2) ) 60)) (>= (ai_spawn_count e11_pro_banshees0) 10) ) 450) ) ) (script dormant e11_pro_spectres0_main (begin (sleep_until (and (<= (e11_pro_wraiths1_living_count) 1) (> (ai_spawn_count e11_pro_banshees0) 6))) (sleep_until (begin (if (and (< (ai_living_count e11_pro_spectres0) 2) (> (objects_distance_to_object (players) e11_door0) 50)) (begin (sleep_until (not (e11_door_blocked)) 5) (if (= (structure_bsp_index) 0) (ai_place e11_pro_spectres0)) )) (>= (ai_spawn_count e11_pro_spectres0) 6) ) 150) ) ) (script dormant e11_pro_ghosts0_main (begin (sleep_until g_e11_door_open) (sleep_until (<= (e11_pro_wraiths1_living_count) 0)) (sleep_until (begin (if (and (< (ai_living_count e11_pro_ghosts0) 3) (> (objects_distance_to_object (players) e11_door0) 50)) (begin (sleep_until (not (e11_door_blocked)) 5) (if (= (structure_bsp_index) 0) (ai_place e11_pro_ghosts0 1)) )) (>= (ai_spawn_count e11_pro_ghosts0) 16) ) 150) ) ) (script dormant e11_pro_wraith_checkpoints (begin (sleep_until (<= (e11_pro_wraiths1_living_count) 3) 61) (game_save) (sleep_until (<= (e11_pro_wraiths1_living_count) 2) 61) (game_save) (sleep_until (<= (e11_pro_wraiths1_living_count) 1) 61) (game_save) (sleep_until (<= (e11_pro_wraiths1_living_count) 0) 61) (game_save) ) ) (script dormant e11_pro_wraith1_main (begin (sleep_until (volume_test_objects tv_e11_pro_wraiths1_begin (players)) 15) (wake e11_pro_wraith_checkpoints) (ai_place e11_pro_wraith1_0) (ai_place e11_pro_wraith1_1) (sleep_until (<= (ai_living_count e11_pro_wraith1) 0)) (wake e11_pro_phantom0_main) ) ) (script dormant e11_cov_banshees0_main (begin (if (not (players_in_vehicle)) (ai_place e11_cov_banshees0)) ) ) (script dormant e11_navpoint (begin (sleep_until (> (objects_distance_to_flag (players) e11_exit_door) 185) 60 one_minute) (activate_team_nav_point_flag default player e11_exit_door 0) ) ) (script dormant e11_navpoint_kill (begin (sleep_until (volume_test_objects tv_e12_ledge (players))) (sleep_forever e11_navpoint) (deactivate_team_nav_point_flag player e11_exit_door) ) ) (script dormant e11_door_opening (begin (sleep_until g_e11_door_should_open 10) (sleep 120) (effect_new effects\scenarios\solo\deltacontrolroom\scarab_attack_deltacontrol e11_door_explosion) (object_destroy e11_exit_door) (set g_e11_door_open True) (sleep 30) (wake e11_navpoint) (wake e11_navpoint_kill) ) ) (script dormant e11_scarab_main (begin (pvs_set_object scarab) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_15_right) (scarab_walk_front_to_idle) (scarab_gun_open_up) (sleep_until (begin (scarab_idle_var0) (volume_test_objects tv_e11_outer_cove (players)) ) 1) (print "johnson: stay clear of the door") (sleep (ai_play_line_on_object none 0840)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 45) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: you trying to get killed?") (sleep (ai_play_line_on_object none 0860)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 60) )) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: what? do i have to spell it out for you? move!") (sleep (ai_play_line_on_object none 0870)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 60) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: listen, i'm gonna count to three.") (sleep (ai_play_line_on_object none 0880)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 30) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: one...") (sleep (ai_play_line_on_object none 0890)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 45) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: two...") (sleep (ai_play_line_on_object none 0900)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 60) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: don't say i didn't warn you!") (sleep (ai_play_line_on_object none 0910)) ) (begin (sleep 20) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) ) (begin (sleep 20) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) ) (begin (sleep 20) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) ) (begin (sleep 25) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) )) (sleep 30) (if (and g_e11_player_warned (volume_test_objects tv_e11_exit_vicinity (players))) (begin (print "johnson: yeah, that's real funny. i'm still shooting.") (sleep (ai_play_line_on_object none 0930)) ) (begin (print "johnson: hey bastards, knock knock!") (sleep (ai_play_line_on_object none 0850)) )) (wake music_08b_07_start) (wake music_08b_08_start) (wake e11_door_opening) (sleep_until (begin (scarab_gun_fire_up) (cs_stack_command_script scarab_gunners/main_gunner cs_e11_scarab_main_gun_shoot) (set g_e11_shot_counter (+ g_e11_shot_counter 1)) (if (objects_can_see_flag (players) e11_exit_door 25) (set g_e11_player_saw_door True)) (if (or (>= g_e11_shot_counter 4) (and g_e11_player_saw_door (>= g_e11_shot_counter 2))) (set g_e11_door_should_open True)) (scarab_idle_firing) g_e11_door_should_open) 1) (scarab_gun_close_up) (wake e12_main) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_22_left) (pvs_clear) (sleep_until (begin (scarab_idle_var0) False) 1) ) ) (script dormant e11_key (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create key) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 8) ) ) (script dormant e11_main (begin (sleep_until (volume_test_objects tv_e11_main_begin (players)) 15) (set g_e11_started True) (game_save) (print "e11_main") (data_mine_set_mission_segment "e11_scarab_boardings") (kill_volume_disable kill_e8_0) (wake e11_pro_banshees0_main) (wake e11_pro_wraith1_main) (wake e11_cov_banshees0_main) (wake e11_key) (sleep_until (= (structure_bsp_index) 2)) (sleep_forever e11_pro_wraith1_main) (sleep_forever e11_pro_banshees0_main) (sleep_forever e11_pro_phantom0_main) (sleep_forever e11_pro_phantom1_main) (sleep_forever e11_pro_ghosts0_main) (sleep_forever e11_pro_spectres0_main) (sleep_forever e11_pro_wraith_checkpoints) (ai_erase e11_pro) (ai_erase e11_cov) ) ) (script command cs_e9_pro_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face e9_pro_phantom0_exit/p0 e9_pro_phantom0_exit/p1 1) (cs_fly_to_and_face e9_pro_phantom0_exit/p0_1 e9_pro_phantom0_exit/p1) (cs_vehicle_boost True) (cs_fly_by e9_pro_phantom0_exit/p1) (cs_fly_by e9_pro_phantom0_exit/p2) (ai_erase ai_current_squad) ) ) (script command cs_e9_pro_phantom0_entry (begin (cs_fly_to e9_pro_phantom0_entry/p0) (cs_fly_to e9_pro_phantom0_entry/p1) (cs_fly_to e9_pro_phantom0_entry/p2 1) (sleep_until g_e9_scarab_at_second_bend 15) (cs_fly_to_and_face scarab_air/dropship_p1 scarab_air/dropship_p1_facing) (cs_vehicle_speed 0.25) (sleep_until (begin (cs_fly_to_and_face scarab_air/dropship_p1 scarab_air/dropship_p1_facing 3) False) 3 60) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep_until (begin (cs_fly_to_and_face scarab_air/dropship_p1 scarab_air/dropship_p1_facing 3) False) 3 300) (set g_e9_pro_phantom0_unloaded True) ) ) (script command cs_e9_pro_banshees0_entry (begin (cs_vehicle_boost True) (sleep 120) ) ) (script dormant e9_pro_spectres0_main (begin (sleep_until (or (volume_test_objects tv_e9_second_bend (players)) g_e9_scarab_started) 15) (ai_place e9_pro_spectres0_0) (sleep 1) (ai_vehicle_reserve_seat (ai_vehicle_get e9_pro_spectres0_0/spectre0) spectre_p_l True) (sleep_until (or (volume_test_objects tv_e9_second_bend (players)) (<= (ai_living_count e9_pro_spectres0) 1)) 15) (ai_place e9_pro_spectres0_1) (sleep 1) (ai_vehicle_reserve_seat (ai_vehicle_get e9_pro_spectres0_1/starting_locations_0) spectre_p_l True) ) ) (script dormant e9_pro_phantom0_main (begin (sleep_until g_e9_scarab_near_second_bend 15) (ai_place e9_pro_phantom0) (sleep_until g_e9_pro_phantom0_unloaded) (sleep_until (or (>= (object_model_targets_destroyed (ai_vehicle_get e9_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e9_pro_phantom0/phantom0)) 0.05)) 15 450) (set g_e9_pro_phantom0_retreating True) (cs_run_command_script e9_pro_phantom0/phantom0 cs_e9_pro_phantom0_exit) (sleep 150) (if (or (>= (object_model_targets_destroyed (ai_vehicle_get e9_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e9_pro_phantom0/phantom0)) 0.05)) (begin (print "johnson: now i know why you have the fancy armor") (ai_play_line_on_object none 0690) )) ) ) (script dormant e9_pro_banshees0_main (begin (sleep_until g_e9_scarab_near_first_bend) (sleep_until (begin (if (or (<= (ai_living_count e9_pro_banshees0) 0) (and (<= (ai_living_count e9_pro_banshees0) 1) (<= (ai_living_count e9_pro_inf0) 2) (<= (ai_living_count e9_pro_spectres0) 0))) (ai_place e9_pro_banshees0 1)) (or (>= (ai_spawn_count e9_pro_banshees0) 6) (volume_test_objects tv_e9_pro_banshees0_stop (players)) g_e9_scarab_stepping_down) ) 60) (ai_migrate e9_pro_banshees0 e11_pro_banshees0_1) ) ) (script dormant e9_pro_inf3_main (begin (sleep_until (> (ai_living_count e9_pro_phantom0) 0)) (ai_place_in_vehicle e9_pro_inf3_0 e9_pro_phantom0) ) ) (script dormant e9_pro_inf0_main (begin (ai_place e9_pro_inf0) ) ) (script dormant e9_scarab_navpoint (begin (sleep_until (begin (if (< (objects_distance_to_object (players) scarab) 40) (deactivate_team_nav_point_object player scarab)) (if (> (objects_distance_to_object (players) scarab) 60) (activate_team_nav_point_object default player scarab 10)) g_e11_door_open) 140) (deactivate_team_nav_point_object player scarab) ) ) (script dormant e9_scarab_main (begin (pvs_set_object scarab) (if (difficulty_normal) (wake e9_scarab_navpoint)) (set g_e9_scarab_started True) (scarab_idle_to_walk_front) (scarab_walk_front_turn_22_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_45_left) (scarab_idle_turn_22_left) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (set g_e9_scarab_near_first_bend True) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_45_right) (scarab_walk_front_turn_45_right) (set g_e9_scarab_near_second_bend True) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_45_left) (set g_e9_scarab_at_second_bend True) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_22_left) (sleep_until (begin (scarab_idle_var0) (and True (not (volume_test_objects tv_scarab (ai_actors e9_pro_inf3)))) ) 1) (scarab_idle_to_walk_front) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_right) (set g_e9_scarab_stepping_down True) (device_set_position_track scarab delta_canyon_step_down g_scarab_interpolation) (device_animate_position scarab 1 (/ 350 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_walk_front_turn_22_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_var0) (wake e11_scarab_main) ) ) (script static e9_scarab_test (begin (object_teleport scarab e9_scarab) (wake e9_scarab_main) ) ) (script dormant e9_main (begin (sleep_until (or (volume_test_objects tv_e9_main_begin (players)) g_e9_scarab_started) 15) (set g_e9_started True) (game_save) (print "e9_main") (data_mine_set_mission_segment "e9_scarab_canyon") (wake e9_pro_inf0_main) (wake e9_pro_inf3_main) (wake e9_pro_spectres0_main) (wake e9_pro_banshees0_main) (sleep_until g_e11_started) (ai_disposable e9_pro True) (sleep_until g_e12_started) (sleep_forever e9_pro_inf0_main) (sleep_forever e9_pro_inf3_main) (sleep_forever e9_pro_spectres0_main) (sleep_forever e9_pro_banshees0_main) ) ) (script static test_scarab_canyon (begin (object_teleport scarab e9_scarab) (wake e9_main) (sleep 1) (wake e9_main) (wake e11_main) ) ) (script command cs_e8_pro_phantom0_exit (begin (cs_fly_by e8_pro_phantom0_exit/p0) (cs_fly_by e8_pro_phantom0_exit/p1) (cs_fly_by e8_pro_phantom0_exit/p2) (ai_erase ai_current_squad) ) ) (script command cs_e8_cov_banshee0_entry0 (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_vehicle_boost True) (sleep 80) (cs_fly_by e8_cov_banshees0_entry/p0_0) (cs_fly_by e8_cov_banshees0_entry/p0_1 15) (cs_vehicle_boost False) (cs_fly_to e8_cov_banshees0_entry/p0_1 2) (sleep 15) (ai_vehicle_exit ai_current_actor) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_ignore_obstacles False) (cs_face_player True) (sleep_until (or (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) g_e8_cov_banshees0_greeted)) (if (not g_e8_cov_banshees0_greeted) (begin (print "elite: take my banshee") (set g_e8_cov_banshees0_greeted True) (sleep (ai_play_line_at_player ai_current_actor 0800)) )) (sleep_until (or (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (players_in_vehicle))) (cs_go_to e8_cov_banshees0_entry/exit0) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 40)) (ai_erase ai_current_actor) ) ) (script command cs_e8_cov_banshee0_entry1 (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_vehicle_boost True) (sleep 70) (cs_fly_by e8_cov_banshees0_entry/p1_0) (cs_fly_by e8_cov_banshees0_entry/p1_1 15) (cs_vehicle_boost False) (cs_fly_to e8_cov_banshees0_entry/p1_1 2) (sleep 15) (ai_vehicle_exit ai_current_actor) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_ignore_obstacles False) (cs_face_player True) (sleep_until (or (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) g_e8_cov_banshees0_greeted)) (if (not g_e8_cov_banshees0_greeted) (begin (print "elite: take my banshee") (set g_e8_cov_banshees0_greeted True) (sleep (ai_play_line_at_player ai_current_actor 0800)) )) (sleep_until (or (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (players_in_vehicle))) (cs_go_to e8_cov_banshees0_entry/exit0) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 40)) (ai_erase ai_current_actor) ) ) (script command cs_e8_cov_banshee0_entry2 (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_vehicle_boost True) (sleep 70) (cs_fly_by e8_cov_banshees0_entry/p2_0) (cs_fly_by e8_cov_banshees0_entry/p2_1 15) (cs_vehicle_boost False) (cs_fly_to e8_cov_banshees0_entry/p2_1 2) (sleep 15) (ai_vehicle_exit ai_current_actor) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_ignore_obstacles False) (cs_face_player True) (sleep_until (or (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) g_e8_cov_banshees0_greeted)) (if (not g_e8_cov_banshees0_greeted) (begin (print "elite: take my banshee") (set g_e8_cov_banshees0_greeted True) (sleep (ai_play_line_at_player ai_current_actor 0800)) )) (sleep_until (or (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (players_in_vehicle))) (cs_go_to e8_cov_banshees0_entry/exit1) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 40)) (ai_erase ai_current_actor) ) ) (script command cs_e8_cov_banshee0_flyby (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (sleep 100) (cs_fly_by e8_cov_banshees0_entry/p3) (cs_fly_by e8_cov_banshees0_entry/p4) (object_destroy (ai_vehicle_get ai_current_actor)) (sleep 1) (ai_erase ai_current_actor) ) ) (script command cs_e8_pro_wraith0_0_bombard (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_face_object True scarab) (sleep_until (begin (cs_go_to e8_pro_wraiths0_bombard/p0_0) (cs_shoot_point True scarab/target_right) (sleep_until (= g_e8_target_wraith 0) 10) (cs_shoot_point False scarab/target_right) (cs_go_to e8_pro_wraiths0_bombard/p0_1) (sleep (random_range 180 210)) False) 1) ) ) (script command cs_e8_pro_wraith0_1_bombard (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_face_object True scarab) (sleep_until (begin (cs_go_to e8_pro_wraiths0_bombard/p1_0) (cs_shoot_point True scarab/target_left) (sleep_until (= g_e8_target_wraith 1) 10) (cs_shoot_point False scarab/target_left) (cs_go_to e8_pro_wraiths0_bombard/p1_1) (sleep (random_range 180 210)) False) 1) ) ) (script command cs_e8_pro_wraith0_2_bombard (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_face_object True scarab) (sleep_until (begin (cs_go_to e8_pro_wraiths0_bombard/p2_0) (cs_shoot_point True scarab/target_left) (sleep_until (= g_e8_target_wraith 2) 10) (cs_shoot_point False scarab/target_left) (cs_go_to e8_pro_wraiths0_bombard/p2_1) (sleep (random_range 180 210)) False) 1) ) ) (script command cs_e8_scarab_main_gun_idle (begin (sleep_forever) ) ) (script command cs_e8_scarab_main_gun_shoot0 (begin (cs_shoot_point True e8_scarab_gunners/p0) (sleep 75) (if (volume_test_objects tv_e8_scarab_fire_unsafe (players)) (begin (scarab_gun_fire_down_abort) (cs_shoot_point False e8_scarab_gunners/p0) )) (sleep 90) ) ) (script command cs_e8_scarab_main_gun_shoot1 (begin (cs_shoot_point True e8_scarab_gunners/p1) (sleep 75) (if (volume_test_objects tv_e8_scarab_fire_unsafe (players)) (begin (scarab_gun_fire_down_abort) (cs_shoot_point False e8_scarab_gunners/p1) )) (sleep 90) ) ) (script command cs_e8_scarab_main_gun_shoot2 (begin (cs_shoot_point True e8_scarab_gunners/p2) (sleep 75) (if (volume_test_objects tv_e8_scarab_fire_unsafe (players)) (begin (scarab_gun_fire_down_abort) (cs_shoot_point False e8_scarab_gunners/p2) )) (sleep 90) ) ) (script command cs_e8_mars_johnson_init (begin (cs_enable_dialogue True) (object_cannot_die (ai_get_object ai_current_actor) True) (object_cinematic_lod (ai_get_object ai_current_actor) True) (ai_vehicle_enter_immediate ai_current_actor (unit (object_at_marker scarab scarab_d_l)) scarab_d_r) (cs_look_player True) (sleep_forever) ) ) (script command cs_e8_mars_inf0_emerge (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_pathfinding_failsafe True) (cs_go_to scarab/p2) ) ) (script command cs_e8_mars_inf0_retreat (begin (cs_enable_pathfinding_failsafe True) (cs_go_to scarab/p0) ) ) (script dormant e8_scarab_main (begin (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_exit 0) (device_animate_position scarab 1 (/ 1 30) 0 0 True) (sleep 3) (object_create scarab_door) (objects_attach scarab plasma_door scarab_door ) (ai_place scarab_gunners/main_gunner) (vehicle_load_magic (unit (object_at_marker scarab primary_trigger)) scarab_turret_d (ai_get_object scarab_gunners/main_gunner)) (cs_run_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_idle) (scarab_idle_var0) (scarab_idle_turn_22_right_slow) (scarab_idle_turn_45_right_slow) (scarab_idle_turn_22_right_slow) (scarab_gun_open_down) (scarab_idle_turn_15_right_slow) (set g_e8_target_wraith 1) (scarab_idle_to_twist_5_left) (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot1) (scarab_twist_5_left_firing) (sleep_until (begin (begin_random (if (> (ai_living_count e8_pro_wraiths0_0) 0) (begin (if (not (= g_e8_target_wraith 0)) (begin (scarab_twist_5_left_to_idle) (scarab_idle_to_twist_5_right) ) (begin (scarab_twist_5_right) )) (set g_e8_target_wraith 0) (if (not (volume_test_objects tv_e8_scarab_fire_unsafe (players))) (begin (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot0) (scarab_twist_5_right_firing) )) )) (if (> (ai_living_count e8_pro_wraiths0_1) 0) (begin (if (= g_e8_target_wraith 0) (begin (scarab_twist_5_right_to_idle) (scarab_idle_to_twist_5_left) ) (begin (scarab_twist_5_left) )) (set g_e8_target_wraith 1) (if (not (volume_test_objects tv_e8_scarab_fire_unsafe (players))) (begin (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot1) (scarab_twist_5_left_firing) )) )) (if (> (ai_living_count e8_pro_wraiths0_2) 0) (begin (if (= g_e8_target_wraith 0) (begin (scarab_twist_5_right_to_idle) (scarab_idle_to_twist_5_left) ) (begin (scarab_twist_5_left) )) (set g_e8_target_wraith 2) (if (not (volume_test_objects tv_e8_scarab_fire_unsafe (players))) (begin (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot2) (scarab_twist_5_left_firing) )) )) ) (<= (ai_living_count e8_pro_wraiths0) 0) ) 1) (scarab_gun_close_down) (if (= g_e8_target_wraith 0) (scarab_twist_5_right_to_idle) (scarab_twist_5_left_to_idle)) (scarab_idle_turn_15_left) (wake e9_scarab_main) ) ) (script dormant e8_wraith_dialogue (begin (sleep_until (<= (ai_living_count e8_pro_wraiths0) 2)) (sleep 30) (print "johnson: hah, how do you like it?") (ai_play_line_on_object none 0660) ) ) (script dormant e8_pro_wraiths0_main (begin (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e8_exit (players))) 30 450) (ai_place e8_pro_wraiths0) (wake e8_wraith_dialogue) (sleep_until (begin (if (and (<= (ai_combat_status e8_pro_wraiths0_0) ai_combat_status_active) (not (cs_command_script_queued e8_pro_wraiths0_0 cs_e8_pro_wraith0_0_bombard))) (begin (print "wraith0 bombard") (cs_run_command_script e8_pro_wraiths0_0 cs_e8_pro_wraith0_0_bombard) )) (if (and (<= (ai_combat_status e8_pro_wraiths0_1) ai_combat_status_active) (not (cs_command_script_queued e8_pro_wraiths0_1 cs_e8_pro_wraith0_1_bombard))) (begin (print "wraith1 bombard") (cs_run_command_script e8_pro_wraiths0_1 cs_e8_pro_wraith0_1_bombard) )) (if (and (<= (ai_combat_status e8_pro_wraiths0_2) ai_combat_status_active) (not (cs_command_script_queued e8_pro_wraiths0_2 cs_e8_pro_wraith0_2_bombard))) (begin (print "wraith2 bombard") (cs_run_command_script e8_pro_wraiths0_2 cs_e8_pro_wraith0_2_bombard) )) (<= (ai_living_count e8_pro_wraiths0) 0) )) (sleep 60) (game_save) ) ) (script dormant e8_cov_banshees0_main (begin (ai_place e8_cov_banshees0/banshee1) (sleep 60) (ai_place e8_cov_banshees0/banshee0) (sleep 90) (ai_place e8_cov_banshees0/banshee2) (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e8_exit (players)))) (wake music_08b_06_start) (game_save) ) ) (script static e8_mars_inf0_should_activate (begin (or (volume_test_objects tv_scarab (players)) (volume_test_objects tv_scarab (ai_actors e9_pro_inf3))) ) ) (script dormant e8_mars_inf0_main (begin (sleep 30) (ai_place e8_mars_inf0) (sleep_until (begin (if (e8_mars_inf0_should_activate) (begin (if (<= (ai_living_count e8_mars_inf0) 0) (ai_place e8_mars_inf0 g_e8_mars_inf0_living_count) (begin (cs_run_command_script e8_mars_inf0 cs_e8_mars_inf0_emerge) (cs_run_command_script e8_mars_inf0/johnson cs_e8_mars_johnson_init) )) (sleep_until (not (e8_mars_inf0_should_activate))) ) (if (> (ai_living_count e8_mars_inf0) 0) (begin (set g_e8_mars_inf0_living_count (ai_living_count e8_mars_inf0)) (cs_run_command_script e8_mars_inf0 cs_e8_mars_inf0_retreat) (sleep_until (or (e8_mars_inf0_should_activate) (volume_test_objects_all tv_scarab_interior (ai_actors e8_mars_inf0)))) (if (not (e8_mars_inf0_should_activate)) (ai_erase e8_mars_inf0)) ))) False) ) ) ) (script dormant e8_cov_inf0_main (begin (sleep 1) ) ) (script dormant e8_main (begin (set g_e8_started True) (game_save) (print "e8_main") (data_mine_set_mission_segment "e8_scarab_cove") (kill_volume_disable kill_e8_0) (wake objective1_clear) (wake objective2_set) (wake e9_main) (wake e11_main) (object_create e8_banshee0) (object_create e8_banshee1) (wake e8_cov_inf0_main) (wake e8_cov_banshees0_main) (wake e8_pro_wraiths0_main) (wake e8_scarab_main) (sleep_until g_e9_started) (ai_disposable e8_cov True) ) ) (script static test_scarab_ride (begin (object_teleport scarab e8_scarab) (if (not g_e8_started) (wake e8_main)) ) ) (script dormant scarab_test_loop (begin (sleep_until (begin (object_create_anew scarab) (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_exit 0) (device_animate_position scarab 1 (/ 90 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_idle_var0) (scarab_idle_turn_22_right) (scarab_idle_turn_45_right) (scarab_idle_turn_22_right) (scarab_idle_var0) (scarab_idle_to_walk_front) (scarab_walk_front_turn_22_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_45_left) (scarab_idle_turn_22_left) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_45_right) (scarab_walk_front_turn_45_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_45_left) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_22_left) (scarab_idle_var0) (scarab_idle_to_walk_front) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_right) (device_set_position_track scarab delta_canyon_step_down 0) (device_animate_position scarab 1 (/ 350 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_walk_front_var0) False) 1) ) ) (script command cs_e7_mars_inf0_wait (begin (ai_disregard (ai_get_object ai_current_actor) True) (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_unarmed False) (sleep_until g_e7_mars_johnson_go 3) (sleep 15) (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_to_idle_pistol False) (cs_enable_moving True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (ai_disregard (ai_get_object ai_current_actor) False) ) ) (script command cs_e7_mars_inf0_johnson (begin (object_cannot_take_damage (ai_get_object ai_current_actor)) (unit_impervious (ai_get_unit ai_current_actor) True) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_pathfinding_failsafe True) (custom_animation_relative_loop (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_unarmed_johnson False anchor_intra2) (sleep_until g_e7_mars_johnson_go 3) (print "johnson: go go go!") (ai_play_line ai_current_actor 3000) (custom_animation_relative (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_2_scarab False anchor_intra2) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (set g_e7_mars_johnson_aboard True) (cs_go_to scarab/p0) ) ) (script command cs_e7_pro_inf0_wait (begin (sleep_until (> (device_get_position e7_door0) 0) 5) (cs_abort_on_combat_status ai_combat_status_active) (cs_abort_on_damage True) (cs_look_object True (ai_get_object e7_mars_inf0/johnson0)) (sleep_until g_e7_pro_sentry_alerted 10) (ai_magically_see_object ai_current_squad (player0) ) (cs_force_combat_status 4) ) ) (script command cs_e7_pro_inf0_captain_alert (begin (cs_aim_player True) (sleep 20) (print "cpn: elites!") (sleep (ai_play_line ai_current_actor 0400)) (set g_e7_mars_johnson_go True) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e7_pro_inf0_captain (begin (cs_queue_command_script ai_current_actor cs_e7_pro_inf0_captain_alert) (sleep_until (> (device_get_position e7_door0) 0) 5) (cs_abort_on_combat_status ai_combat_status_active) (cs_abort_on_damage True) (object_cannot_die (ai_get_object ai_current_actor) True) (print "tar: mine will do. kill the others.") (sleep (ai_play_line_on_object none 0050)) (sleep 20) (print "cpn: yes chieftan.") (sleep (ai_play_line ai_current_actor 0060)) (cs_look_object True (ai_get_object e7_mars_inf0/johnson0)) (sleep 20) (print "cpn: a day's rations says i do this in one cut.") (sleep (ai_play_line ai_current_actor 0070)) (cs_start_to e7_pro_inf0_sentry/p1) (sleep 20) (set g_e7_pro_captain_done True) (print "guard: two cuts, at least") (sleep (ai_play_line e7_pro_inf0/guard0 0090)) (sleep 20) (print "cpn: done!") (sleep (ai_play_line ai_current_actor 0100)) (sleep_until g_e7_pro_sentry_alerted 10) (ai_magically_see_object ai_current_squad (player0) ) (cs_force_combat_status 4) ) ) (script command cs_e7_pro_inf0_sentry0_alerted (begin (print "sentry: wait, movement!") (sleep (ai_play_line ai_current_actor 0110)) (set g_e7_pro_sentry_alerted True) (ai_magically_see_object ai_current_squad (player0) ) (cs_force_combat_status 4) ) ) (script command cs_e7_pro_inf0_sentry0 (begin (cs_abort_on_damage True) (sleep_until (or g_e7_pro_captain_done (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5)) 10) (cs_look True e7_pro_inf0_sentry/look0) (sleep 45) (cs_face True e7_pro_inf0_sentry/look1) (sleep 60) (cs_queue_command_script ai_current_actor cs_e7_pro_inf0_sentry0_alerted) ) ) (script dormant e7_mars_inf0_main (begin (ai_place e7_mars_inf0) (sleep_until (volume_test_objects tv_e7_on_ledge (players)) 3) (set g_e7_pro_sentry_alerted True) (set g_e7_mars_johnson_go True) ) ) (script dormant e7_pro_inf0_main (begin (ai_place e7_pro_inf0) (ai_prefer_target (ai_actors e7_cov) True) ) ) (script dormant e7_cov_hunters0_main (begin (sleep 1) ) ) (script dormant e7_cov_inf0_main (begin (ai_migrate e6_cov_hunters0 e7_cov_hunters0) (sleep_until (begin (if (<= (ai_living_count e6_cov) 0) (= 1 1) (begin (if (< (ai_living_count e7_cov_inf0) 2) (begin (print "migrated an actor") (ai_migrate (object_get_ai (list_get (ai_actors e6_cov) 0)) e7_cov_inf0) )) (= 1 0) )) )) ) ) (script startup e7_scarab_main (begin (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_idle 0) (device_animate_position scarab 1 2 0 0 True) (pvs_clear) (sleep_until g_e7_mars_johnson_aboard 2) (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_rear_back 0) (device_animate_position scarab 1 (/ 70 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (sleep_until (begin (device_set_position_track scarab delta_ledge_rear_idle 0) (device_animate_position scarab 1 (/ 120 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (and (= (structure_bsp_index) 0) (not (volume_test_objects tv_e7_brute_area (ai_actors e7_pro_inf0))) (game_safe_to_save)) ) 5) (cinematic_fade_to_white) (ai_erase e7_mars) (object_destroy scarab) (object_teleport (player0) player0_e8_stash) (object_teleport (player1) player1_e8_stash) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_johnson_ledge) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (object_teleport (player0) player0_e8_start) (object_teleport (player1) player1_e8_start) (object_can_take_damage (players)) (object_hide (player0) False) (object_hide (player1) False) (object_create scarab) (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_idle 0) (wake e8_main) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_title1) ) ) (script dormant e7_main (begin (sleep_until (and (= (structure_bsp_index) 0) (volume_test_objects tv_e7_main_begin (players))) 15) (set g_e7_started True) (game_save) (print "e7_main") (data_mine_set_mission_segment "e7_scarab_ledge") (weather_stop 0) (device_operates_automatically_set e7_door0 True) (wake music_08b_05_stop) (wake e7_cov_inf0_main) (wake e7_cov_hunters0_main) (wake e7_pro_inf0_main) (wake e7_mars_inf0_main) (sleep_until g_e8_started) (ai_disposable e7_cov True) (ai_disposable e7_pro True) (sleep_until g_e9_started) (sleep_forever e7_cov_inf0_main) (sleep_forever e7_cov_hunters0_main) (sleep_forever e7_pro_inf0_main) (sleep_forever e7_mars_inf0_main) ) ) (script static test_scarab_boarding (begin (object_teleport (player0) e7_test) (ai_place e7_cov_inf0) (ai_place e7_cov_hunters0) (if (not g_e7_started) (wake e7_main)) ) ) (script static e6_room_cleared (begin (and (<= (ai_living_count e6_pro) 0) (< (object_get_health e6_jail_shield1) 0) (< (object_get_health e6_jail_shield2) 0) (< (object_get_health e6_jail_shield4) 0)) ) ) (script command cs_e6_destroy_door0 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield0) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield0) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield0) 0)) 15) (if (>= (object_get_health e6_jail_shield0) 0) (cs_shoot_point True cs_e6_hunter_room/shield0)) (sleep_until (< (object_get_health e6_jail_shield0) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield0) )) ) ) (script command cs_e6_destroy_door1 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield1) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield1) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield1) 0)) 15) (if (>= (object_get_health e6_jail_shield1) 0) (cs_shoot_point True cs_e6_hunter_room/shield1)) (sleep_until (< (object_get_health e6_jail_shield1) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield1) )) ) ) (script command cs_e6_destroy_door2 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield2) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield2) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield2) 0)) 15) (if (>= (object_get_health e6_jail_shield2) 0) (cs_shoot_point True cs_e6_hunter_room/shield2)) (sleep_until (< (object_get_health e6_jail_shield2) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield2) )) ) ) (script command cs_e6_destroy_door3 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield3) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield3) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield3) 0)) 15) (if (>= (object_get_health e6_jail_shield3) 0) (cs_shoot_point True cs_e6_hunter_room/shield3)) (sleep_until (< (object_get_health e6_jail_shield3) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield3) )) ) ) (script command cs_e6_destroy_door4 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield4) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield4) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield4) 0)) 15) (if (>= (object_get_health e6_jail_shield4) 0) (cs_shoot_point True cs_e6_hunter_room/shield4)) (sleep_until (< (object_get_health e6_jail_shield4) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield4) )) ) ) (script command cs_e6_destroy_door5 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield5) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield5) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield5) 0)) 15) (if (>= (object_get_health e6_jail_shield5) 0) (cs_shoot_point True cs_e6_hunter_room/shield5)) (sleep_until (< (object_get_health e6_jail_shield5) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield5) )) ) ) (script command cs_e6_release_captives (begin (cs_abort_on_combat_status ai_combat_status_certain) (if (and (>= (object_get_health e6_jail_shield4) 0) (not (cs_command_script_queued ai_current_squad cs_e6_destroy_door4))) (begin (cs_stack_command_script ai_current_actor cs_e6_destroy_door4) (sleep 30) )) (if (and (>= (object_get_health e6_jail_shield1) 0) (not (cs_command_script_queued ai_current_squad cs_e6_destroy_door1))) (begin (cs_stack_command_script ai_current_actor cs_e6_destroy_door1) (sleep 30) )) (if (and (>= (object_get_health e6_jail_shield2) 0) (not (cs_command_script_queued ai_current_squad cs_e6_destroy_door2))) (begin (cs_stack_command_script ai_current_actor cs_e6_destroy_door2) (sleep 30) )) ) ) (script command cs_e6_jailbreak_behavior (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_enable_dialogue True) (sleep_until (begin (if (and (not (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\melee\energy_blade\energy_blade.weapon)) (< (ai_combat_status ai_current_actor) ai_combat_status_certain)) (cs_stack_command_script ai_current_actor cs_e6_release_captives)) (or (e6_room_cleared) (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\melee\energy_blade\energy_blade.weapon)) ) 60) ) ) (script command cs_e6_cov_inf1_1_init (begin (ai_disregard (ai_get_object ai_current_actor) True) (sleep_until (or (>= (ai_combat_status e6_pro) ai_combat_status_active) (< (object_get_health e6_jail_shield1) 0)) 15) (cs_ignore_obstacles True) (cs_go_to cs_e6_hunter_room/elite1_approach) (cs_look_player True) (sleep_until (begin (begin_random (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:cheer True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:shakefist True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:warn True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:wave True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) ) (or (< (object_get_health e6_jail_shield1) 0) (<= (ai_living_count e6_pro) 0)) ) 15) (sleep_until (< (object_get_health e6_jail_shield1) 0) 15) (ai_disregard (ai_get_object ai_current_actor) False) (cs_queue_command_script ai_current_actor cs_e6_jailbreak_behavior) ) ) (script command cs_e6_cov_inf1_2_init (begin (ai_disregard (ai_get_object ai_current_actor) True) (sleep_until (or (>= (ai_combat_status e6_pro) ai_combat_status_active) (< (object_get_health e6_jail_shield2) 0)) 15) (cs_ignore_obstacles True) (cs_go_to cs_e6_hunter_room/elite2_approach) (cs_look_player True) (sleep_until (begin (begin_random (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:cheer True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:shakefist True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:warn True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:wave True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) ) (or (< (object_get_health e6_jail_shield2) 0) (<= (ai_living_count e6_pro) 0)) ) 15) (sleep_until (< (object_get_health e6_jail_shield2) 0) 15) (ai_disregard (ai_get_object ai_current_actor) False) (cs_queue_command_script ai_current_actor cs_e6_jailbreak_behavior) ) ) (script command cs_e6_cov_hunters0_0_init (begin (ai_disregard (ai_get_object ai_current_actor) True) (sleep_until (or (ai_trigger_test "generic_player_sighted" ai_current_squad) (< (object_get_health e6_jail_shield4) 0)) 15) (cs_look_player True) (sleep_until (< (object_get_health e6_jail_shield4) 0) 15) (ai_disregard (ai_get_object ai_current_actor) False) (cs_force_combat_status 4) (cs_look_player False) (cs_queue_command_script ai_current_actor cs_e6_jailbreak_behavior) ) ) (script command cs_e6_jailbreak_scene (begin (ai_play_line ai_current_actor 0610) ) ) (script dormant e6_pro_inf0_main (begin (ai_place e6_pro_inf0_0) (ai_place e6_pro_inf0_1) (sleep_until (or (> (ai_combat_status e6_pro_inf0) ai_combat_status_clear_los) (<= (ai_living_count e6_pro_inf0_0) 2)) 15) (wake music_08b_05_start_alt) (sleep_until (<= (ai_living_count e6_pro_inf0_0) 2)) (ai_place e6_pro_inf0_2) (sleep 15) (device_operates_automatically_set e6_door0 True) ) ) (script dormant e6_cov_hunters0_main (begin (ai_migrate e5_cov_hunters0 e6_cov_hunters0) (if (>= (ai_living_count e6_cov_hunters0) 2) (sleep_forever)) (ai_place e6_cov_hunters0) (ai_set_orders e6_cov_hunters0 e6_cov_hunters0_engage1) ) ) (script dormant e6_cov_inf1_main (begin (ai_place e6_cov_inf1_1) (ai_place e6_cov_inf1_2) ) ) (script dormant e6_cov_inf0_main (begin (ai_migrate e5_cov_inf0 e6_cov_inf0) (sleep_until (volume_test_objects tv_e6_main_room (ai_actors e6_cov_inf0))) (sleep_until (ai_scene e6_jailbreak_scene cs_e6_jailbreak_scene e6_cov_inf0) 30 300) (sleep_until (and (> (ai_spawn_count e6_pro_inf0_2) 0) (<= (ai_living_count e6_pro_inf0_2) 0))) (cs_run_command_script e6_cov_inf0 cs_e6_jailbreak_behavior) (sleep_until (e6_room_cleared)) (game_save) (ai_migrate e6_cov_inf1 e6_cov_inf0) (ai_set_orders e6_cov_inf0 e6_cov_inf0_continue) ) ) (script dormant e6_main (begin (sleep_until (volume_test_objects tv_e6_main_begin (players)) 15) (set g_e6_started True) (game_save) (print "e6_main") (data_mine_set_mission_segment "e6_jail") (wake music_08b_05_start) (wake e7_main) (wake e6_cov_inf0_main) (wake e6_cov_inf1_main) (wake e6_cov_hunters0_main) (wake e6_pro_inf0_main) (sleep_until g_e7_started) (sleep_forever e6_cov_inf0_main) (sleep_forever e6_cov_inf1_main) (sleep_forever e6_cov_hunters0_main) (sleep_forever e6_pro_inf0_main) (ai_disposable e6_pro True) ) ) (script static test_hunter_room (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e6_test) (ai_place e6_cov_inf0) (if (not g_e6_started) (wake e6_main)) ) ) (script command cs_e5_pro_phantom0_entry (begin (cs_fly_to_and_face e5_pro_phantom0/p0 e5_pro_phantom0/p1) (cs_fly_by e5_pro_phantom0/p1) ) ) (script command cs_e5_pro_phantom0_exit (begin (cs_fly_to_and_face e5_pro_phantom0/p2 e5_pro_phantom0/p2_facing) (cs_fly_by e5_pro_phantom0/p3) (cs_vehicle_boost True) (cs_fly_by e5_pro_phantom0/p4) (ai_erase ai_current_squad) ) ) (script dormant e5_pro_phantom0_main (begin (sleep_until (volume_test_objects tv_e5_pro_phantom0_begin (players)) 15) (ai_place e5_pro_phantom0) (sleep_until (or (<= (object_get_health (ai_vehicle_get e5_pro_phantom0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e5_pro_phantom0/phantom0) target_front) 3) (volume_test_objects tv_e7_main_begin (players))) 30 one_minute) (cs_run_command_script e5_pro_phantom0/phantom0 cs_e5_pro_phantom0_exit) ) ) (script dormant e5_pro_inf3_main (begin (sleep_until (volume_test_objects tv_e5_pro_inf3_init (players)) 15) (ai_place e5_pro_inf3) ) ) (script dormant e5_pro_inf2_main (begin (sleep_until (begin (if (< (+ (ai_living_count e5_pro_inf0) (ai_living_count e5_pro_inf1) (ai_living_count e5_pro_inf2)) g_e5_pro_inf2_limit) (ai_place e5_pro_inf2 1)) (or (volume_test_objects tv_e5_bridge_exit (players)) (>= (ai_spawn_count e5_pro_inf2) g_e5_pro_inf2_limit)) ) 30) ) ) (script dormant e5_pro_inf1_main (begin (ai_place e5_pro_inf1) ) ) (script dormant e5_pro_inf0_main (begin (ai_place e5_pro_inf0) ) ) (script dormant e5_cov_hunters0_main (begin (sleep_until (and (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0) (<= (ai_living_count e4_pro_inf3) 0))) (sleep_until (= (structure_bsp_index) 1) 15) (sleep_until (= (structure_bsp_index) 0) 15) (ai_migrate e4_cov_hunters0 e5_cov_hunters0) (ai_teleport_to_starting_location_if_outside_bsp e5_cov_hunters0) ) ) (script dormant e5_cov_inf0_main (begin (sleep_until (and (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0) (<= (ai_living_count e4_pro_inf3) 0))) (sleep_until (= (structure_bsp_index) 1) 15) (sleep_until (= (structure_bsp_index) 0) 15) (ai_migrate e4_cov_inf0 e5_cov_inf0) (ai_teleport_to_starting_location_if_outside_bsp e5_cov_inf0) ) ) (script dormant e5_main (begin (sleep_until (and (volume_test_objects tv_e5_main_begin (players)) (= (structure_bsp_index) 0)) 15) (set g_e5_started True) (game_save) (print "e5_main") (data_mine_set_mission_segment "e5_bridge") (weather_change_intensity 0 0.5) (wake e6_main) (wake e5_cov_inf0_main) (wake e5_cov_hunters0_main) (wake e5_pro_inf0_main) (wake e5_pro_inf1_main) (wake e5_pro_inf2_main) (wake e5_pro_phantom0_main) (sleep_until g_e6_started) (sleep_forever e5_cov_inf0_main) (sleep_forever e5_cov_hunters0_main) (sleep_forever e5_pro_inf0_main) (sleep_forever e5_pro_inf1_main) (sleep_forever e5_pro_inf2_main) (sleep_forever e5_pro_phantom0_main) (ai_disposable e5_pro True) (ai_disposable e5_pro_phantom0 False) ) ) (script static test_bridge (begin (object_teleport (player0) e5_test) (ai_place e5_cov_inf0) (ai_place e5_cov_hunters0) (if (not g_e5_started) (wake e5_main)) ) ) (script dormant e4_music (begin (sleep_until (volume_test_objects tv_e4_halfway (players)) 15) (wake music_08b_04_start) (sleep 2) (game_save) (sleep_until (volume_test_objects tv_e4_main_shutdown (players)) 15) (wake music_08b_03_stop) (wake music_08b_04_stop) ) ) (script dormant e4_pro_inf3_main (begin (sleep_until (or (volume_test_objects tv_e4_corner (players)) (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0)) 15) (ai_place e4_pro_inf3 (- 6 (ai_living_count e4_pro_inf0))) ) ) (script dormant e4_pro_inf2_main (begin (sleep_until (or (volume_test_objects tv_e4_corner (players)) (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0)) 15) (ai_place e4_pro_inf2) ) ) (script dormant e4_pro_inf1_main (begin (ai_place e4_pro_inf1) ) ) (script dormant e4_pro_inf0_main (begin (ai_place e4_pro_inf0) ) ) (script dormant e4_cov_hunters0_main (begin (ai_migrate e3_cov_hunters0 e4_cov_hunters0) ) ) (script dormant e4_cov_inf0_main (begin (ai_migrate e3_cov_inf0 e4_cov_inf0) ) ) (script dormant e4_main (begin (sleep_until (volume_test_objects tv_e4_main_begin (players)) 15) (set g_e4_started True) (game_save) (print "e4_main") (data_mine_set_mission_segment "e4_generator_room") (wake music_08b_03_start) (wake e5_main) (wake e4_cov_inf0_main) (wake e4_cov_hunters0_main) (wake e4_pro_inf0_main) (wake e4_pro_inf1_main) (wake e4_pro_inf3_main) (wake e4_music) (sleep_until (volume_test_objects tv_e4_main_shutdown (players)) 15) (sleep_forever e4_cov_inf0_main) (sleep_forever e4_cov_hunters0_main) (sleep_forever e4_pro_inf0_main) (sleep_forever e4_pro_inf1_main) (sleep_forever e4_pro_inf2_main) (sleep_forever e4_pro_inf3_main) (sleep_until g_e5_started) (ai_disposable e4_pro True) ) ) (script static test_generator_cave (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e4_test) (ai_place e4_cov_inf0) (ai_place e4_cov_hunters0) (if (not g_e4_started) (wake e4_main)) ) ) (script static e3_cov_hunters0_break (begin (or (and (> (ai_spawn_count e3_pro_inf0) 0) (<= (ai_living_count e3_pro_inf0_0) 1)) (volume_test_objects tv_e3_player_advance2 (players))) ) ) (script command cs_e3_cov_hunters0_0 (begin (cs_crouch True) (cs_look_player True) (unit_impervious (ai_get_unit ai_current_actor) True) (object_cannot_die (ai_get_object ai_current_actor) True) (sleep_until (or g_e3_hunters_rise (volume_test_objects tv_e3_player_advance0 (players))) 5) (sleep 20) (cs_crouch False) (sleep_until (or g_e3_hunter0_go (volume_test_objects tv_e3_player_advance0 (players))) 5) (cs_ignore_obstacles True) (cs_look_player False) (cs_enable_looking True) (cs_start_to e3_intro_bsp0/p0) (sleep_until (and (not (cs_moving)) (= (structure_bsp_index) 1)) 5) (cs_enable_pathfinding_failsafe True) (cs_go_to e3_intro_bsp1/p0) (cs_crouch True) (cs_enable_targeting True) (cs_go_to e3_intro_bsp1/p1_0) (sleep_until (e3_cov_hunters0_break) 15 30_seconds) (set g_e3_hunter0_arrived True) (ai_renew ai_current_actor) (unit_impervious (ai_get_unit ai_current_actor) False) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e3_cov_hunters0_1 (begin (cs_crouch True) (cs_look_player True) (unit_impervious (ai_get_unit ai_current_actor) True) (object_cannot_die (ai_get_object ai_current_actor) True) (sleep_until (or g_e3_hunters_rise (volume_test_objects tv_e3_player_advance0 (players))) 5) (sleep 30) (cs_crouch False) (sleep_until (or g_e3_hunter1_go (volume_test_objects tv_e3_player_advance0 (players))) 5) (cs_ignore_obstacles True) (cs_look_player False) (cs_enable_looking True) (cs_start_to e3_intro_bsp0/p1) (sleep_until (and (not (cs_moving)) (= (structure_bsp_index) 1)) 5) (cs_enable_pathfinding_failsafe True) (cs_go_to e3_intro_bsp1/p0) (cs_crouch True) (cs_enable_targeting True) (cs_go_to e3_intro_bsp1/p1_1) (sleep_until (e3_cov_hunters0_break) 15 30_seconds) (set g_e3_hunter1_arrived True) (ai_renew ai_current_actor) (unit_impervious (ai_get_unit ai_current_actor) False) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e3_cov_inf0_0 (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (cs_look_player True) (sleep_until (> (device_get_position e2_exit_door) 0.1) 5) (cs_crouch False) (set g_e3_hunters_rise True) (print "elite: hold your fire!") (sleep (ai_play_line_at_player ai_current_actor 0560)) (cs_jump_to_point 1 2.25) (sleep 25) (print "elite: the hunters rawk") (ai_play_line_at_player ai_current_actor 0570) (sleep 20) (cs_look_object True (ai_get_object e3_cov_hunters0/hunter0)) (sleep 40) (set g_e3_hunter0_go True) (cs_look_object True (ai_get_object e3_cov_hunters0/hunter1)) (sleep 30) (set g_e3_hunter1_go True) (cs_look_object False (ai_get_object e3_cov_hunters0/hunter1)) (cs_enable_looking True) (cs_move_in_direction -20 0.5 0) (cs_start_to e3_intro_bsp0/p2) (sleep_until (and (not (cs_moving)) (= (structure_bsp_index) 1)) 5) (cs_go_to e3_intro_bsp1/p0) (sleep_until (and g_e3_hunter0_arrived g_e3_hunter1_arrived)) (cs_go_to e3_intro_bsp1/p2) ) ) (script command cs_e3_cov_inf0_init (begin (cs_crouch True) (cs_look_player True) (sleep_until (> (device_get_position e2_exit_door) 0) 5) (sleep 30) (cs_crouch False) (sleep_until (volume_test_objects tv_e3_player_advance0 (players)) 15 200) ) ) (script command cs_e3_pro_inf2_idle (begin (cs_crouch True) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_active) 3) (cs_crouch False) (cs_go_to e3_intro_bsp1/p3) ) ) (script command cs_e3_weapon_scene (begin (cs_play_line 0580) ) ) (script dormant e3_weapon_scene (begin (sleep_until (ai_scene e3_weapons_scene cs_e3_weapon_scene e3_cov)) ) ) (script dormant e3_objective_failsafe (begin (sleep_until (> (device_get_position e2_exit_door) 0) 5 30) (wake objective1_set) ) ) (script dormant e3_pro_inf2_main (begin (sleep_until (= (structure_bsp_index) 1) 5) (ai_place e3_pro_inf2) ) ) (script dormant e3_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e3_pro_inf1_begin (players)) 15) (ai_place e3_pro_inf1) ) ) (script dormant e3_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e3_pro_inf0_begin (players)) 15) (ai_place e3_pro_inf0_0) (sleep_until (or (volume_test_objects tv_e3_player_advance2 (players)) (<= (ai_living_count e3_pro_inf0) 2)) 15) (ai_place e3_pro_inf0_1 (pin (- 7 (ai_living_count e3_pro_inf0)) 2 4)) ) ) (script dormant e3_cov_hunters0_main (begin (ai_place e3_cov_hunters0) (cs_run_command_script e3_cov_hunters0/hunter0 cs_e3_cov_hunters0_0) (cs_run_command_script e3_cov_hunters0/hunter1 cs_e3_cov_hunters0_1) ) ) (script dormant e3_cov_inf0_main (begin (ai_place e3_cov_inf0) (sleep_until (> (device_get_position e2_exit_door) 0) 5 30) (wake music_08b_02_stop) ) ) (script dormant e3_main (begin (sleep_until (volume_test_objects tv_e3_main_begin (players)) 15) (set g_e3_started True) (game_save) (print "e3_main") (data_mine_set_mission_segment "e3_ramp_room") (wake e4_main) (wake e3_cov_inf0_main) (wake e3_cov_hunters0_main) (wake e3_pro_inf0_main) (wake e3_objective_failsafe) (sleep_until g_e4_started) (sleep_forever e3_cov_inf0_main) (sleep_forever e3_cov_hunters0_main) (sleep_forever e3_pro_inf0_main) (sleep_forever e3_pro_inf1_main) (sleep_forever e3_pro_inf2_main) (ai_disposable e3_pro True) (sleep_until g_e5_started) (ai_erase e3_cov) (ai_erase e3_pro) ) ) (script static test_ramp_room (begin (object_teleport (player0) e3_test) (if (not g_e3_started) (wake e3_main)) (device_operates_automatically_set e2_exit_door True) ) ) (script dormant e2_dialogue (begin (sleep_until (and (objects_can_see_object (players) scarab 15) (game_safe_to_save)) 15 300) (sleep_until (objects_can_see_object (players) scarab 15) 15 30_seconds) (sleep (ai_play_line_at_player (object_get_ai g_cov_commander) 0520)) (sleep_until (and (objects_can_see_object (players) e2_exit_door 15) (game_safe_to_save)) 15 300) (sleep_until (objects_can_see_object (players) e2_exit_door 15) 15 30_seconds) (sleep (ai_play_line_at_player (object_get_ai g_cov_commander) 0530)) (game_save) (wake objective0_clear) (wake objective1_set) (sleep_until (and (> (ai_spawn_count e2_pro_wraith0) 0) (<= (ai_living_count e2_pro_wraith0) 0) (volume_test_objects tv_e2_near_perimeter (players)) (game_safe_to_save))) (sleep (ai_play_line_at_player (object_get_ai g_cov_commander) 0540)) ) ) (script dormant e2_door_unlocker (begin (sleep_until (and (> (ai_spawn_count e2_pro_wraith0) 0) (<= (ai_living_count e2_pro_wraith0) 0))) (sleep_until (volume_test_objects tv_e3_main_begin (players)) 15) (device_operates_automatically_set e2_exit_door True) ) ) (script command cs_e2_pro_phantom0_0_entry (begin (cs_fly_to e2_pro_phantom0_0/p0) (cs_fly_to_and_face e2_pro_phantom0_0/p1 e2_pro_phantom0_0/p1_facing) ) ) (script command cs_e2_pro_phantom0_0_exit (begin (cs_fly_to_and_face e2_pro_phantom0_0/p1 e2_pro_phantom0_0/p1_facing) (cs_fly_to_and_face e2_pro_phantom0_0/p1 e2_pro_phantom0_0/p2 0.5) (cs_fly_to_and_face e2_pro_phantom0_0/p2 e2_pro_phantom0_0/p3 1) (cs_vehicle_boost True) (cs_fly_by e2_pro_phantom0_0/p3) (ai_erase ai_current_squad) ) ) (script static e2_pro_ghosts0_enter (begin (ai_enter_squad_vehicles ai_current_squad) ) ) (script dormant e2_pro_phantoms0_main (begin (ai_place e2_pro_phantom0_0) (sleep_until (or (<= (object_get_health (ai_vehicle_get e2_pro_phantom0_0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e2_pro_phantom0_0/phantom0) target_front) 3)) 30 one_minute) (cs_run_command_script e2_pro_phantom0_0/phantom0 cs_e2_pro_phantom0_0_exit) (wake music_08b_01_stop) (wake music_08b_02_start) ) ) (script dormant e2_pro_wraiths0_main (begin (sleep 150) (sleep_until (or (volume_test_objects tv_e2_pro_wraiths0_begin (players)) (<= (ai_living_count e2_pro_phantom0) 0)) 15) (ai_place e2_pro_wraith0) (sleep_until (<= (ai_living_count e2_pro_wraith0) 0)) (game_save) ) ) (script dormant e2_pro_ghosts0_main (begin (ai_place e2_pro_ghosts0) ) ) (script dormant e2_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e2_near_perimeter (players)) 15) (ai_place e2_pro_inf0) (sleep_until (<= (ai_living_count e2_pro_inf0) 0)) (game_save) ) ) (script dormant e2_cov_wraith0_main (begin (ai_migrate e1_cov_wraiths0 e2_cov_wraith0) ) ) (script dormant e2_cov_spectre0_main (begin (ai_migrate e1_cov_spectre0 e2_cov_spectre0) ) ) (script dormant e2_main (begin (sleep_until (volume_test_objects tv_e2_main_begin (players)) 15) (set g_e2_started True) (game_save) (print "e2_main") (data_mine_set_mission_segment "e2_scarab_cove") (wake e3_main) (wake e2_cov_spectre0_main) (wake e2_cov_wraith0_main) (wake e2_pro_inf0_main) (wake e2_pro_wraiths0_main) (wake e2_pro_phantoms0_main) (wake e2_dialogue) (wake e2_door_unlocker) (sleep_until g_e3_started) (ai_disposable e2_pro True) (ai_disposable e2_pro_phantom0 False) (sleep_until g_e4_started) (sleep_forever e2_cov_spectre0_main) (sleep_forever e2_cov_wraith0_main) (sleep_forever e2_pro_inf0_main) (sleep_forever e2_pro_ghosts0_main) (sleep_forever e2_pro_wraiths0_main) (sleep_forever e2_pro_phantoms0_main) (ai_disposable e2_cov True) ) ) (script static test_scarab_cove (begin (object_teleport (player0) e2_test) (if (not g_e2_started) (wake e2_main)) (ai_place e2_cov_wraith0) (ai_place e2_cov_spectre0) ) ) (script command cs_e1_pro_phantom0_exit (begin (cs_fly_to_and_face e1_pro_phantom0_exit/p0 e1_pro_phantom0_exit/p1 1) (cs_fly_by e1_pro_phantom0_exit/p1) (cs_fly_by e1_pro_phantom0_exit/p2) (cs_fly_to_and_face e1_pro_phantom0_exit/p3 e1_pro_phantom0_exit/p4) (cs_vehicle_boost True) (cs_fly_by e1_pro_phantom0_exit/p4) (ai_erase ai_current_squad) ) ) (script command cs_e1_pro_phantom0_entry (begin (cs_fly_by e1_pro_phantom0_entry/p0) (cs_fly_to_and_face e1_pro_phantom0_entry/p1 e1_pro_phantom0_entry/p1_facing 0.5) (cs_fly_to e1_pro_phantom0_entry/p2 0.5) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (ai_braindead e1_pro_wraith0 False) (sleep 30) (cs_fly_by e1_pro_phantom0_entry/p1 0.5) (cs_fly_to_and_face e1_pro_phantom0_exit/p0 e1_pro_phantom0_exit/p1 1) (cs_fly_by e1_pro_phantom0_exit/p1) (cs_fly_by e1_pro_phantom0_exit/p2) (cs_fly_to_and_face e1_pro_phantom0_exit/p3 e1_pro_phantom0_exit/p4) (cs_vehicle_boost True) (cs_fly_by e1_pro_phantom0_exit/p4) (ai_erase ai_current_squad) ) ) (script command cs_e1_cov_spectre0_init (begin (cs_go_to e1_cov_spectre0_entry/p0) (cs_face True e1_cov_spectre0_entry/p1) (sleep_until (or (and (players_in_vehicle) (unit_in_vehicle g_cov_commander)) (volume_test_objects tv_e1_canyon_entry (players))) 10) (cs_face False e1_cov_spectre0_entry/p1) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_spectre0/spectre0)) ) ) (script command cs_e1_cov_spectre0_passenger (begin (cs_look_player True) (cs_face_player True) (sleep_until (and (players_in_vehicle) (unit_in_vehicle g_cov_commander)) 10) (cs_look_player False) (cs_face_player False) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_spectre0/spectre0)) ) ) (script command cs_e1_cov_commander0_legendary (begin (cs_face_player True) (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e1_canyon_entry (players))) 15) (cs_look_player False) (cs_face_player False) ) ) (script command cs_e1_cov_commander0_init (begin (ai_vehicle_exit ai_current_actor) (sleep_until (not (unit_in_vehicle (ai_get_unit ai_current_actor))) 5) (cs_enable_pathfinding_failsafe True) (cs_go_to e1_cov_spectre0_entry/soc_p0) (cs_face_player True) (sleep_until (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e1_cov_wraiths0_0/wraith0) wraith_d (players)) (players_in_vehicle) (volume_test_objects tv_e1_canyon_entry (players))) 15) (cs_look_player False) (cs_face_player False) (if (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e1_cov_wraiths0_0/wraith0) wraith_d (players)) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_spectre0/spectre0)) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_wraiths0_0/wraith0))) ) ) (script command cs_e1_pro_ghosts0_2_entry0 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p8) ) ) (script command cs_e1_pro_ghosts0_2_entry1 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p9) (cs_go_to e1_pro_ghosts0_entry/p10) ) ) (script command cs_e1_pro_ghosts0_1_entry0 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p5) ) ) (script command cs_e1_pro_ghosts0_1_entry1 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p6) (cs_go_to e1_pro_ghosts0_entry/p7) ) ) (script command cs_e1_pro_ghosts0_0_entry0 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p0) ) ) (script command cs_e1_pro_ghosts0_0_entry1 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p2) (cs_go_to e1_pro_ghosts0_entry/p3) ) ) (script static e1_pro_ghosts0_weak (begin (<= (+ (ai_living_count e1_pro_ghosts0) (ai_living_count e1_pro_wraith0)) g_e1_ghosts_weak) ) ) (script static e1_pro_ghosts0_strong (begin (>= (+ (ai_living_count e1_pro_ghosts0) (ai_living_count e1_pro_wraith0)) g_e1_ghosts_strong) ) ) (script dormant e1_weather (begin (sleep_until (volume_test_objects tv_e1_advance0 (players)) 16) (weather_change_intensity 60 0.4) (sleep_until (volume_test_objects tv_e1_advance1 (players)) 16) (weather_change_intensity 60 0.7) (sleep_until (volume_test_objects tv_e1_advance2 (players)) 16) (weather_change_intensity 60 1) ) ) (script dormant e1_pro_phantom0_main (begin (sleep_until (volume_test_objects tv_e1_advance1 (players)) 15) (ai_place e1_pro_wraith0) (sleep_until (volume_test_objects tv_e1_advance3 (players)) 15) (wake music_08b_01_start_alt) ) ) (script dormant e1_pro_ghosts0_main (begin (sleep_until (volume_test_objects tv_e1_canyon_entry (players)) 15) (ai_place e1_pro_ghosts0_0) (sleep_until (begin (if (e1_pro_ghosts0_weak) (sleep_until (begin (ai_place e1_pro_ghosts0_0 1) (or (e1_pro_ghosts0_strong) (>= (ai_spawn_count e1_pro_ghosts0_0) g_e1_ghosts_per_leg) (volume_test_objects tv_e1_advance0 (players))) ))) (volume_test_objects tv_e1_advance0 (players)) )) (game_save_no_timeout) (sleep_until (begin (if (e1_pro_ghosts0_weak) (sleep_until (begin (ai_place e1_pro_ghosts0_1 1) (or (e1_pro_ghosts0_strong) (>= (ai_spawn_count e1_pro_ghosts0_1) g_e1_ghosts_per_leg) (volume_test_objects tv_e1_advance2 (players))) ))) (volume_test_objects tv_e1_advance2 (players)) )) (game_save_no_timeout) (sleep_until (begin (if (e1_pro_ghosts0_weak) (sleep_until (begin (ai_place e1_pro_ghosts0_2 1) (or (e1_pro_ghosts0_strong) (>= (ai_spawn_count e1_pro_ghosts0_2) g_e1_ghosts_per_leg) (volume_test_objects tv_e1_advance4 (players))) ))) (volume_test_objects tv_e1_advance4 (players)) )) (game_save) ) ) (script dormant e1_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e1_advance1 (players))) (ai_place e1_pro_inf0_0) ) ) (script dormant e1_cov_spectre0_main (begin (ai_place e1_cov_spectre0) (sleep 10) (object_type_predict objects\vehicles\spectre\spectre) ) ) (script dormant e1_cov_wraiths0_main (begin (ai_place e1_cov_wraiths0_0) (object_cannot_die (ai_get_object e1_cov_wraiths0_0/wraith0) True) (set g_cov_commander (ai_get_unit e1_cov_wraiths0_0/wraith0)) (if (difficulty_legendary) (begin (unit_set_enterable_by_player (ai_vehicle_get e1_cov_wraiths0_0/wraith0) False) (cs_run_command_script e1_cov_wraiths0_0/wraith0 cs_e1_cov_commander0_legendary) ) (cs_run_command_script e1_cov_wraiths0_0/wraith0 cs_e1_cov_commander0_init)) (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e1_canyon_entry (players))) 15) (wake music_08b_01_start) ) ) (script dormant e1_main (begin (set g_e1_started True) (print "e1_main") (data_mine_set_mission_segment "e1_wraith_canyon") (wake objective0_set) (wake e2_main) (wake e1_cov_wraiths0_main) (wake e1_cov_spectre0_main) (wake e1_pro_ghosts0_main) (wake e1_pro_phantom0_main) (wake e1_pro_inf0_main) (wake e1_weather) (sleep_until g_e2_started) (ai_disposable e1_pro True) (ai_disposable e1_pro_phantom0 False) (sleep_until g_e3_started) (sleep_forever e1_cov_wraiths0_main) (sleep_forever e1_pro_ghosts0_main) (sleep_forever e1_pro_phantom0_main) (sleep_forever e1_pro_inf0_main) ) ) (script dormant mission_start (begin (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_snap_to_white) (cinematic_intro) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) (wake e1_main) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 15) (cinematic_fade_from_white_bars) (wake chapter_title0) (sleep_until g_mission_over 5) (playtest_mission) (sleep 15) (object_cannot_take_damage (players)) (object_teleport (player0) player0_stash) (object_teleport (player1) player1_stash) (cinematic_epilogue) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player covenant) (ai_allegiance player human) (ai_allegiance covenant human) (weather_start 0) (weather_change_intensity 0 0.1) (kill_volume_disable kill_e13_0) (if (> (player_count) 0) (start)) ) ) (script dormant 08_intra1_04_predict (begin (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 3) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 1) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 2) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 3) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 4) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 5) (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\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 3) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 8) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 9) (sleep 6) (sleep 24) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 129) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 6) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 16) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 17) (sleep 14) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 70 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 69 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 67 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 25 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 29 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 35 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (sleep 66) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 24 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 3) (sleep 155) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (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 72) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 2) (sleep 12) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 80 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 70 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 69 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 67 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 25 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 35 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) ) ) (script dormant 08_intra2_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 32 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 44 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 38 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 42 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 37 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 89 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 13 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 30 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 True) (predict_model_section objects\characters\dervish\fp\fp 0) (predict_model_section objects\characters\dervish\fp\fp 1) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 0) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 41 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 46 False) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 False) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 6) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 16) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 17) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 0 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 24 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_cam\scarab_cam 0) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (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 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 23 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 41 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 40 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (sleep 4) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 16 True) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 2) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_small\door_small 1) (sleep 115) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 4 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 7 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 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\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 3) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 71) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 True) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 13 False) (sleep 3) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 5) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_small\door_small 0) (sleep 3) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (sleep 86) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 40 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) ) ) (script dormant 08_intra2_02_predict (begin (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (sleep 69) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 4 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 7 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 21 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 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\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 151) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 68 False) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (sleep 244) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) ) ) (script dormant 08_intra3_01_predict (begin (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_walkway\control_walkway 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_boss_platform\control_boss_platform 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 355) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (sleep 4) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 83) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) ) ) (script dormant 08_intra3_02_predict (begin (sleep 6) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 2) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 36) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (sleep 33) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (sleep 72) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (sleep 200) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 21) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (sleep 72) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 174) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) ) ) (script dormant 08_intra3_03_predict (begin (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 157) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 28) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 6) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (sleep 5) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 47) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 39) (sleep 5) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 54) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (sleep 90) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (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 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 39) (sleep 60) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) ) ) (script dormant 08_intra3_04_predict (begin (sleep 5) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 186) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 185) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 250) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) ) ) (script dormant 08_intra3_05_predict (begin (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (sleep 51) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 11) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 18) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 10) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (sleep 107) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) ) ) (script dormant 08_intra3_06_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x09_01_predict (begin (sleep 1) (predict_model_section objects\characters\dervish\fp\fp 0) (predict_model_section objects\characters\dervish\fp\fp 1) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 0) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 1) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 6) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 16) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 17) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_rotors\control_rotors 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_room\grav_lift\grav_lift 0) (sleep 5) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 64) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (sleep 57) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (sleep 75) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_room\grav_lift\grav_lift 0) (sleep 4) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 35) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 False) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 33) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (sleep 14) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 22 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 5 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_room\grav_lift\grav_lift 0) (sleep 53) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 6 True) (sleep 29) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) ) ) (script dormant x09_02_predict (begin (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 8 True) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 58) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (sleep 15) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 6 True) (sleep 129) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 62 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 77 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 22 False) ) ) (script dormant x09_03_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 32 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 88 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 37 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 44 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 0 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 89 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 52 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 13 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 30 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section objects\cinematics\effects\control_room_beam\control_room_beam 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 1) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 2) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 3) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 4) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 5) (sleep 166) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (sleep 14) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 41 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 46 False) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 False) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 46 False) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 60 False) (sleep 3) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 True) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 49 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 63 False) ) ) (script dormant x09_04_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 75 False) (predict_model_section objects\cinematics\matte_paintings\high_charity_exterior\high_charity_exterior 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\matte_paintings\delta_halo_quarter\delta_halo_quarter 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 131) (predict_model_section objects\cinematics\effects\halo_disarm\halo_disarm 0) ) ) (script dormant x09_05_predict (begin (sleep 10) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 22 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 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\cinematics\forerunner\beacon_halo_holo\beacon_halo_holo 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 19) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (sleep 113) (predict_model_section objects\characters\monitor\monitor 2) (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 60) (sleep 15) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (sleep 31) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (sleep 210) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) ) ) (script dormant x09_06_predict (begin (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 303) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (sleep 77) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 6 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\cinematics\forerunner\beacon_halo_holo\beacon_halo_holo 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 8 True) (sleep 126) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (sleep 39) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 46) (predict_model_section objects\characters\monitor\monitor 2) (sleep 140) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 114) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 62 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 77 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 22 False) ) ) (script dormant x09_07_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 75 False) (predict_model_section objects\cinematics\matte_paintings\moon\moon 0) (predict_model_section objects\cinematics\matte_paintings\earth_space\earth_space 0) (predict_model_section objects\cinematics\forerunner\forerunner_ship\forerunner_ship 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 123) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 36) (predict_model_section objects\cinematics\forerunner\forerunner_ship_alcove\forerunner_ship_alcove 0) ) ) (script dormant x09_08_predict (begin (sleep 2) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 5) (sleep 119) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\cinematics\human\cairo_bridge\cairo_bridge 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (sleep 153) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (sleep 678) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 False) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) ) (script dormant x10_01_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 21 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 23 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 24 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 25 True) (predict_model_section objects\cinematics\flood\flood_spore\flood_spore 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 1) (predict_model_section scenarios\skies\solo\highcharity\highcharity 2) (predict_model_section scenarios\skies\solo\highcharity\highcharity 3) (predict_model_section scenarios\skies\solo\highcharity\highcharity 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 5) (predict_model_section scenarios\skies\solo\highcharity\highcharity 6) (predict_model_section scenarios\skies\solo\highcharity\highcharity 7) (sleep 19) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 True) (sleep 11) (predict_structure_section scenarios\solo\07a_highcharity\high_0 16 True) (sleep 17) (predict_structure_section scenarios\solo\07a_highcharity\high_0 20 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 1) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 2) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 3) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 4) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 5) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 6) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 7) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 8) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 9) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 10) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 11) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 12) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 13) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 14) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 15) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (sleep 14) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (sleep 3) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 1) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_short\bowl_short 0) (sleep 1) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (sleep 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (sleep 2) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 1) (predict_model_section objects\gear\covenant\military\battery\battery 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 12) (predict_model_section scenarios\objects\multi\lockout\power_module\power_module 0) (sleep 18) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 True) (sleep 6) (predict_model_section objects\characters\dervish\dervish 0) (predict_model_section objects\characters\dervish\dervish 1) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 True) (sleep 8) (predict_structure_section scenarios\solo\07a_highcharity\high_0 28 True) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (sleep 7) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 1) (sleep 28) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (sleep 15) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\garbage\cov_gravcolumn_top\cov_gravcolumn_top 0) (sleep 8) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 18) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (sleep 14) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 5) (predict_model_section scenarios\objects\flood\flood_clump\flood_clump 0) (predict_model_section scenarios\objects\flood\flood_sack\flood_sack 0) (sleep 1) (predict_model_section scenarios\objects\flood\flood_pod\flood_pod 0) (predict_model_section scenarios\objects\flood\flood_floor_clump_small\flood_floor_clump_small 0) (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_hallway_signs\holo_hallway_signs 0) (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 True) (sleep 6) (predict_model_section scenarios\objects\flood\flood_generator\flood_generator 0) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (sleep 3) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\garbage\cov_gravcolumn_bottom_garbage_1\cov_gravcolumn_bottom_garbage_1 0) ) ) (script dormant x10_02_predict (begin (sleep 6) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 236) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 39 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (sleep 130) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 False) (sleep 61) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 37 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 40 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) ) )
परिवर्तित टेक्स्ट
फ़ाइल खोलें
(global string data_mine_mission_segment "") (global bool blam False) (global short game_seconds 30) (global short script_seconds 60) (global short timer_boss_tartarus_recharge 0) (global short timer_boss_johnson_fire 0) (global bool boss_tartarus_invincible False) (global short count_boss_cycle 1) (global short counter_boss_johnson_prompt 0) (global short skip_boss_johnson_prompt 1) (global bool boss_tartarus_berserk False) (global short timer_boss_tartarus_berserk 0) (global short counter_boss_tartarus_taunt 0) (global bool mark_boss_first_cycle True) (global short timer_boss_reenforcements 0) (global short boss_random_reenforcements 0) (global bool boss_respawn_brutes False) (global bool boss_respawn_elites False) (global bool boss_flavor_done False) (global short sound_offset 15) (global short prediction_offset 45) (global bool g_mission_over False) (global short 15_seconds 450) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global script_unit g_cov_commander none) (global real g_scarab_interpolation 0.25) (global bool g_e13_started False) (global bool g_e12_started False) (global bool g_e12_pro_inf0_1_berserk False) (global bool g_e11_started False) (global bool g_e11_door_open False) (global bool g_e11_door_should_open False) (global bool g_e11_player_warned False) (global bool g_e11_player_saw_door False) (global short g_e11_shot_counter 0) (global bool g_e9_started False) (global bool g_e9_pro_phantom0_unloaded False) (global bool g_e9_pro_phantom0_retreating False) (global bool g_e9_pro_phantom1_retreating False) (global bool g_e9_scarab_started False) (global bool g_e9_scarab_near_first_bend False) (global bool g_e9_scarab_near_second_bend False) (global bool g_e9_scarab_at_second_bend False) (global bool g_e9_scarab_stepping_down False) (global bool g_e8_started False) (global bool g_e8_cov_banshees0_greeted False) (global short g_e8_mars_inf0_living_count 3) (global short g_e8_target_wraith -1) (global bool g_e7_started False) (global bool g_e7_mars_johnson_go False) (global bool g_e7_mars_johnson_aboard False) (global bool g_e7_pro_captain_done False) (global bool g_e7_pro_sentry_alerted False) (global short g_e7_mars_living_count 0) (global bool g_e6_started False) (global bool g_e5_started False) (global short g_e5_pro_inf2_limit 7) (global bool g_e4_started False) (global bool g_e3_started False) (global bool g_e3_hunters_rise False) (global bool g_e3_hunter0_go False) (global bool g_e3_hunter1_go False) (global bool g_e3_hunter0_arrived False) (global bool g_e3_hunter1_arrived False) (global bool g_e2_started False) (global bool g_e1_started False) (global short g_e1_ghosts_weak 1) (global short g_e1_ghosts_strong 3) (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 command cs_boss_brutes_stunned (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_pause 1) (cs_abort_on_damage True) (cs_pause 1) ) ) (script command cs_boss_tartarus_stunned (begin (cs_force_combat_status 4) (cs_enable_moving False) (sleep_forever) ) ) (script command cs_boss_tartarus_jump (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to boss/mid_land) (cs_face_player True) ) ) (script command cs_boss_tartarus_cheer (begin (cs_enable_moving False) (cs_enable_targeting False) (cs_face_player True) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:cheer True) (sleep 60) ) ) (script command cs_boss_tartarus_taunt (begin (cs_enable_moving False) (cs_enable_targeting False) (cs_face_player True) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:taunt True) (sleep 60) ) ) (script command cs_boss_tartarus_shakefist (begin (cs_enable_moving False) (cs_enable_targeting False) (cs_face_player True) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute combat:rifle:shakefist True) (sleep 60) ) ) (script command cs_boss_johnson_idle (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to boss/ledge_perch) (cs_crouch True) (cs_face_object True (ai_get_object boss_tartarus)) (cs_aim_object True (ai_get_object boss_tartarus)) (print "johnson idle") (sleep_forever) ) ) (script command cs_boss_johnson_idle2 (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object boss_tartarus)) (cs_aim_object True (ai_get_object boss_tartarus)) (print "johnson idle2") (sleep_forever) ) ) (script command cs_boss_johnson_shoot (begin (cs_force_combat_status 4) (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object boss_tartarus)) (cs_aim_object True (ai_get_object boss_tartarus)) (cs_shoot True (ai_get_object boss_tartarus)) (print "shot 1") (sleep 5) (cs_shoot False (ai_get_object boss_tartarus)) (sleep 11) (cs_shoot True (ai_get_object boss_tartarus)) (print "shot 2") (sleep 5) (cs_shoot False (ai_get_object boss_tartarus)) (sleep 11) (cs_shoot True (ai_get_object boss_tartarus)) (print "shot 3") (sleep 15) ) ) (script command cs_boss_miranda_nocrouch (begin (cs_crouch False) (sleep_forever) ) ) (script static boss_tartarus_taunt (begin (if (= counter_boss_tartarus_taunt 0) (begin (begin (print "what? is the mighty arbiter afraid?!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0980_tar (ai_get_object boss_tartarus) 1) ) ) (if (= counter_boss_tartarus_taunt 1) (begin (begin (print "you want revenge?! well here i am! come and take it!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_0990_tar (ai_get_object boss_tartarus) 1) ) ) (if (= counter_boss_tartarus_taunt 2) (begin (begin (print "just like the rest of your kind - you are cowardly and weak!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1000_tar (ai_get_object boss_tartarus) 1) ) ) (if True (begin (set counter_boss_tartarus_taunt 0) ) void)))) (set counter_boss_tartarus_taunt (+ counter_boss_tartarus_taunt 1)) ) ) (script static boss_johnson_prompt (begin (sleep 45) (if (= counter_boss_johnson_prompt (* 1 skip_boss_johnson_prompt)) (begin (begin (print "hey, mohawk! how'd that feel?!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2010_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 2 skip_boss_johnson_prompt)) (begin (begin (print "his shield is down! let him have it!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2020_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 3 skip_boss_johnson_prompt)) (begin (begin (print "there goes his shield!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2030_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 4 skip_boss_johnson_prompt)) (begin (begin (print "got his shield! hit him now!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2040_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 5 skip_boss_johnson_prompt)) (begin (begin (print "quick! while his shield is down!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2050_jon (ai_get_object boss_johnson) 1) ) ) (if (= counter_boss_johnson_prompt (* 6 skip_boss_johnson_prompt)) (begin (begin (print "i can keep his shield down, but you're gonna have to finish the job!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_2060_jon (ai_get_object boss_johnson) 1) ) ) (if (> counter_boss_johnson_prompt (* 8 skip_boss_johnson_prompt)) (begin (begin (set counter_boss_johnson_prompt 0) (set skip_boss_johnson_prompt (+ skip_boss_johnson_prompt 1)) ) ) void))))))) (set counter_boss_johnson_prompt (+ counter_boss_johnson_prompt 1)) ) ) (script dormant boss_flavor (begin (sleep (* 5 game_seconds)) (sound_looping_start sound\ambience\deltacontolroom\boss\stage1 none 1) (sleep (* 5 game_seconds)) (print "charging sequence initiated! primary generators coming on-line!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1040_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1040_gsp)) (print "well, shut them down!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1050_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1050_mir)) (print "apology. protocol does allow me to interfere with any aspect of the sequence.") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1060_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1060_gsp)) (print "then how do i stop it?!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1120_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1120_mir)) (print "well it will take some time to go over the proper procedures ") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1130_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1130_gsp)) (print "quit stalling!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1140_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1140_mir)) (print "under more controlled circumstances, i would suggest the reclaimer simply remove the index.") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1150_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1150_gsp)) (print "that's it?! johnson, i'm on it!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1160_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1160_mir)) (print "hang-tight, ma'am! not until that brute is dead!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1170_jon (ai_get_object boss_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1170_jon)) (set boss_flavor_done True) (sleep (* 30 game_seconds)) (set boss_flavor_done False) (sound_looping_start sound\ambience\deltacontolroom\boss\stage2 none 1) (sleep (* 5 game_seconds)) (print "secondary generators charging! all systems are performing well within operational parameters!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1070_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1070_gsp)) (print "you're telling me you can't stop the sequence?") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1080_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1080_mir)) (print "reclaimer, please understand: interrupting the wave-generation process will severely damage this installation.") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1090_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1090_gsp)) (print "give me a direct answer!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1100_mir (ai_get_object boss_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1100_mir)) (print "i am but a monitor. the reclaimer can do what it likes.") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1110_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1110_gsp)) (set boss_flavor_done True) (sleep (* 30 game_seconds)) (set boss_flavor_done False) (sound_looping_start sound\ambience\deltacontolroom\boss\stage3 none 1) (sleep (* 5 game_seconds)) (print "power-generation phase complete! the installation is ready to fire! starting final countdown ") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1180_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1180_gsp)) (print "c'mon, arbiter! kick that guy's ass!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1190_jon (ai_get_object boss_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1190_jon)) (print "and may i say, reclaimers, it has been a pleasure to serve you both! goodbye!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1200_gsp (ai_get_object boss_monitor) 1) (sleep (sound_impulse_language_time sound\dialog\levels\08_controlroom\mission\l08_1200_gsp)) (set boss_flavor_done True) ) ) (script dormant boss_music (begin (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_11 none 1) (sleep_until (volume_test_objects tv_boss_platform (players))) (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_12 none 1) (sleep_until (not mark_boss_first_cycle)) (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_13 none 1) ) ) (script static boss_tartarus_rateofrecharge (begin (if (difficulty_legendary) (begin (random_range (* 1 script_seconds) (* 2 script_seconds)) ) (if (difficulty_heroic) (begin (random_range (* 1 script_seconds) (* 3 script_seconds)) ) (if True (begin (random_range (* 2 script_seconds) (* 3 script_seconds)) ) 0))) ) ) (script static boss_johnson_rateoffire (begin (if (difficulty_legendary) (begin (random_range (* 7 script_seconds) (* 15 script_seconds)) ) (if (difficulty_heroic) (begin (random_range (* 5 script_seconds) (* 12 script_seconds)) ) (if True (begin (random_range (* 4 script_seconds) (* 10 script_seconds)) ) 0))) ) ) (script static boss_rateofreenforcement (begin (if (difficulty_legendary) (begin (random_range (* 30 script_seconds) (* 60 script_seconds)) ) (if (difficulty_heroic) (begin (random_range (* 30 script_seconds) (* 60 script_seconds)) ) (if True (begin (random_range (* 30 script_seconds) (* 60 script_seconds)) ) 0))) ) ) (script static boss_tartarus_invincible_on (begin (object_set_function_variable (ai_get_object boss_tartarus) invincibility 1 2) (object_set_shield (ai_get_object boss_tartarus) (/ 1 1000)) (set boss_tartarus_invincible True) ) ) (script static boss_tartarus_invincible_off (begin (object_set_function_variable (ai_get_object boss_tartarus) invincibility 0 0.1) (object_set_shield (ai_get_object boss_tartarus) (/ 0 1000)) (set boss_tartarus_invincible False) ) ) (script static boss_tartarus_berserk_on (begin (ai_berserk boss_tartarus True) (set boss_tartarus_berserk True) (print "berserk") ) ) (script static boss_tartarus_berserk_off (begin (ai_berserk boss_tartarus False) (set boss_tartarus_berserk False) ) ) (script static boss_setup (begin (switch_bsp 3) (ai_allegiance player human) (ai_allegiance player covenant) (ai_allegiance player sentinel) (ai_allegiance human covenant) (ai_allegiance human sentinel) (ai_allegiance covenant human) (ai_allegiance covenant sentinel) (ai_allegiance prophet sentinel) (sleep 1) (object_teleport (player0) boss_player0_flag) (object_teleport (player1) boss_player1_flag) (kill_volume_enable kill_e13_0) (device_set_position_immediate e13_rotors 0.625) (device_operates_automatically_set e12_door1 False) (if (difficulty_legendary) (begin (set count_boss_cycle 4) ) (if (difficulty_heroic) (begin (set count_boss_cycle 3) ) (if True (begin (set count_boss_cycle 2) ) void))) (if (difficulty_legendary) (begin (set skip_boss_johnson_prompt 6) ) (if (difficulty_heroic) (begin (set skip_boss_johnson_prompt 3) ) (if True (begin (set skip_boss_johnson_prompt 1) ) void))) (ai_place boss_tartarus) (unit_impervious (ai_get_object boss_tartarus) True) (ai_cannot_die boss_tartarus True) (unit_only_takes_damage_from_players_team (ai_get_unit boss_tartarus) True) (object_set_scale (ai_get_object boss_tartarus) 1.15 0) (boss_tartarus_invincible_on) (if (difficulty_legendary) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 400 1000) ) (if (difficulty_heroic) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 350 1000) ) (if True (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 300 1000) ) void))) (unit_set_current_vitality (ai_get_unit boss_tartarus) 50 1000) (cs_run_command_script boss_tartarus cs_boss_tartarus_stunned) (ai_place boss_miranda) (unit_impervious (ai_actors boss_miranda) True) (object_cannot_die (ai_get_object boss_miranda) True) (cs_run_command_script boss_miranda cs_boss_miranda_nocrouch) (ai_disregard (ai_get_object boss_miranda) True) (ai_place boss_monitor) (ai_cannot_die boss_monitor True) (ai_disregard (ai_get_object boss_monitor) True) (ai_place boss_johnson) (unit_impervious (ai_actors boss_johnson) True) (object_cannot_die (ai_get_object boss_johnson) True) (ai_disregard (ai_get_object boss_johnson) True) (cinematic_lighting_set_primary_light 27 0 0.34902 0.333333 0.541176) (cinematic_lighting_set_secondary_light -26 154 0.639216 0.54902 0.505882) (cinematic_lighting_set_ambient_light 0.0823529 0.0784314 0.0588235) (object_uses_cinematic_lighting (ai_get_object boss_johnson) True) (ai_place boss_brute_start) (cs_run_command_script boss_brute_start cs_boss_brutes_stunned) (ai_place boss_elite_start) (game_save_immediate) ) ) (script static tartarus_boss_fight (begin (cinematic_snap_to_white) (object_create_containing "boss_object") (print "war!") (boss_setup) (wake boss_music) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white) (sleep 90) (units_set_current_vitality (ai_actors boss_brute_start) 30 0) (sleep 120) (sleep_until (not (or (and (> (device_get_position e13_rotors) 0.05) (< (device_get_position e13_rotors) 0.125)) (and (> (device_get_position e13_rotors) 0.3) (< (device_get_position e13_rotors) 0.375)) (and (> (device_get_position e13_rotors) 0.55) (< (device_get_position e13_rotors) 0.625)) (and (> (device_get_position e13_rotors) 0.8) (< (device_get_position e13_rotors) 0.875)))) 1) (cs_run_command_script boss_tartarus cs_boss_tartarus_jump) (sleep_until (= (ai_living_count boss_brute_start) 0) 1 (* 15 game_seconds)) (ai_place boss_elite_reenforcements) (sleep_until (volume_test_objects tv_boss_platform (players)) 1 (* 30 game_seconds)) (sleep (* 10 game_seconds)) (unit_impervious (ai_get_object boss_tartarus) False) (set timer_boss_johnson_fire (boss_johnson_rateoffire)) (cs_run_command_script boss_johnson cs_boss_johnson_idle) (wake boss_flavor) (unit_set_current_vitality (ai_get_unit boss_tartarus) 50 1000) (sleep_until (if (volume_test_objects kill_e13_0 (ai_get_object boss_miranda)) (begin (begin (ai_erase boss_miranda) (ai_place boss_miranda) (unit_impervious (ai_actors boss_miranda) True) (object_cannot_die (ai_get_object boss_miranda) True) False) ) (if (not (volume_test_objects tv_boss_ledge (ai_get_object boss_johnson))) (begin (begin (ai_erase boss_johnson) (ai_place boss_johnson) (unit_impervious (ai_actors boss_johnson) True) (object_cannot_die (ai_get_object boss_johnson) True) False) ) (if (and (not (volume_test_objects tv_boss_platform (ai_get_object boss_tartarus))) (not (volume_test_objects tv_boss_ledge (ai_get_object boss_tartarus))) (> (player_count) 0)) (begin (begin (object_teleport (ai_get_object boss_tartarus) boss_tartarus_respawn_flag) (sleep 90) False) ) (if (ai_vitality_pinned boss_tartarus) (begin (begin (set count_boss_cycle (- count_boss_cycle 1)) (print "cycle complete") (if (not (> (player_count) 0)) (begin False) (if (<= count_boss_cycle 0) (begin (begin (ai_cannot_die boss_tartarus False) (ai_kill boss_tartarus) True) ) (if True (begin (begin (if mark_boss_first_cycle (begin (print "(growls in pain) a lucky hit! you will not land another!") (sound_impulse_start sound\dialog\levels\08_controlroom\mission\l08_1020_tar (ai_get_object boss_tartarus) 1) (set mark_boss_first_cycle False) )) (if (difficulty_legendary) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 400 1000) ) (if (difficulty_heroic) (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 350 1000) ) (if True (begin (unit_set_maximum_vitality (ai_get_unit boss_tartarus) 300 1000) ) void))) (set boss_respawn_brutes True) (boss_tartarus_invincible_on) (begin_random (cs_run_command_script boss_tartarus cs_boss_tartarus_taunt) (cs_run_command_script boss_tartarus cs_boss_tartarus_cheer) (cs_run_command_script boss_tartarus cs_boss_tartarus_shakefist) ) (sleep_until (and (not (cs_command_script_running boss_tartarus cs_boss_tartarus_taunt)) (not (cs_command_script_running boss_tartarus cs_boss_tartarus_cheer)) (not (cs_command_script_running boss_tartarus cs_boss_tartarus_shakefist))) 1) (if (not (difficulty_normal)) (boss_tartarus_berserk_on)) False) ) False))) ) ) (if (and (not (volume_test_objects tv_boss_platform (players))) (not (ai_vitality_pinned boss_tartarus)) (> (player_count) 0)) (begin (begin (if boss_flavor_done (boss_tartarus_taunt)) (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (sleep_until (volume_test_objects tv_boss_platform (players)) 1 (* 15 game_seconds)) False) ) (if (> timer_boss_tartarus_recharge 0) (begin (begin (set timer_boss_tartarus_recharge (- timer_boss_tartarus_recharge 1)) False) ) (if (not boss_tartarus_invincible) (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (boss_tartarus_invincible_on) False) ) (if (or (and (difficulty_legendary) (< (unit_get_shield (ai_get_unit boss_tartarus)) 0.9)) (and (difficulty_heroic) (< (unit_get_shield (ai_get_unit boss_tartarus)) 0.95)) (and (difficulty_normal) (< (unit_get_shield (ai_get_unit boss_tartarus)) 0.975))) (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (boss_tartarus_invincible_off) (if boss_flavor_done (boss_johnson_prompt)) (set timer_boss_tartarus_recharge (boss_tartarus_rateofrecharge)) False) ) (if (> timer_boss_tartarus_berserk 0) (begin (begin (set timer_boss_tartarus_berserk (- timer_boss_tartarus_berserk 1)) False) ) (if boss_tartarus_berserk (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (boss_tartarus_berserk_off) False) ) (if (and boss_respawn_brutes (<= (+ (ai_living_count boss_elite_reenforcements) (ai_living_count boss_brute_reenforcements)) 3)) (begin (begin (if (difficulty_legendary) (begin (set boss_random_reenforcements (random_range 3 10)) ) (if (difficulty_heroic) (begin (set boss_random_reenforcements (random_range 3 7)) ) (if True (begin (set boss_random_reenforcements (random_range 0 6)) ) void))) (if (> boss_random_reenforcements 7) (begin (ai_place boss_brute_reenforcements_many) ) (if (> boss_random_reenforcements 3) (begin (ai_place boss_brute_reenforcements) ) void)) (set boss_respawn_brutes False) ) ) (if (and boss_respawn_elites (<= (+ (ai_living_count boss_elite_reenforcements) (ai_living_count boss_brute_reenforcements)) 3)) (begin (begin (if (difficulty_legendary) (begin (set boss_random_reenforcements (random_range 3 10)) ) (if (difficulty_heroic) (begin (set boss_random_reenforcements (random_range 3 7)) ) (if True (begin (set boss_random_reenforcements (random_range 0 6)) ) void))) (if (< boss_random_reenforcements 3) (begin (ai_place boss_elite_reenforcements_many) ) (if (< boss_random_reenforcements 7) (begin (ai_place boss_elite_reenforcements) ) void)) (set boss_respawn_elites False) ) ) (if (> timer_boss_johnson_fire 0) (begin (begin (set timer_boss_johnson_fire (- timer_boss_johnson_fire 1)) (if (<= (+ (ai_living_count boss_elite_reenforcements) (ai_living_count boss_brute_reenforcements)) 3) (set timer_boss_reenforcements (- timer_boss_reenforcements 1))) (if (<= timer_boss_reenforcements 0) (begin (set boss_respawn_elites True) (set timer_boss_reenforcements (boss_rateofreenforcement)) (print "respawn!") )) False) ) (if (objects_can_see_object (ai_get_object boss_johnson) (ai_get_object boss_tartarus) 0.25) (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) (print "fire thrice!") (object_set_shield (ai_get_object boss_tartarus) (/ 1 1000)) (cs_run_command_script boss_johnson cs_boss_johnson_shoot) (cs_queue_command_script boss_johnson cs_boss_johnson_idle) (set timer_boss_johnson_fire (boss_johnson_rateoffire)) (print "set rate of fire") False) ) (if True (begin (begin (ai_magically_see_object boss_tartarus (player0) ) (ai_magically_see_object boss_tartarus (player1) ) False) ) False))))))))))))))) 1) (ai_kill boss_tartarus) (print "nice job!") (sleep_forever boss_flavor) (sleep (* 10 game_seconds)) (if (= (player_count) 0) (sleep_forever)) (cinematic_fade_to_white) (sleep 15) (ai_erase boss_elite_reenforcements) (ai_erase boss_tartarus) (ai_erase boss_brute_reenforcements) (ai_erase boss_miranda) (ai_erase boss_johnson) (ai_erase boss_monitor) (object_destroy_containing "boss_object") (garbage_collect_now) ) ) (script static 08_intra1_04_predict_stub (begin (wake 08_intra1_04_predict) ) ) (script static 08_intra2_01_predict_stub (begin (wake 08_intra2_01_predict) ) ) (script static 08_intra2_02_predict_stub (begin (wake 08_intra2_02_predict) ) ) (script static 08_intra3_01_predict_stub (begin (wake 08_intra3_01_predict) ) ) (script static 08_intra3_02_predict_stub (begin (wake 08_intra3_02_predict) ) ) (script static 08_intra3_03_predict_stub (begin (wake 08_intra3_03_predict) ) ) (script static 08_intra3_04_predict_stub (begin (wake 08_intra3_04_predict) ) ) (script static 08_intra3_05_predict_stub (begin (wake 08_intra3_05_predict) ) ) (script static 08_intra3_06_predict_stub (begin (wake 08_intra3_05_predict) ) ) (script static x09_01_predict_stub (begin (wake x09_01_predict) ) ) (script static x09_02_predict_stub (begin (wake x09_02_predict) ) ) (script static x09_03_predict_stub (begin (wake x09_03_predict) ) ) (script static x09_04_predict_stub (begin (wake x09_04_predict) ) ) (script static x09_05_predict_stub (begin (wake x09_05_predict) ) ) (script static x09_06_predict_stub (begin (wake x09_06_predict) ) ) (script static x09_07_predict_stub (begin (wake x09_07_predict) ) ) (script static x09_08_predict_stub (begin (wake x09_08_predict) ) ) (script static x10_01_predict_stub (begin (wake x10_01_predict) ) ) (script static x10_02_predict_stub (begin (wake x10_02_predict) ) ) (script dormant c08_intra1_score_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_04_mus none 1) (print "c08_intra1 score 04 start") ) ) (script dormant c08_intra1_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_04_fol none 1) (print "c08_intra1 foley 04 start") ) ) (script dormant c08_2050_der (begin (sleep 60) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2050_der dervish_02 1) (cinematic_subtitle c08_2050_der 1) ) ) (script dormant c08_2060_soc (begin (sleep 92) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2060_soc commander 1) (cinematic_subtitle c08_2060_soc 6) ) ) (script dormant c08_2070_grv (begin (sleep 273) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2070_grv none 1) (cinematic_subtitle c08_2070_grv 5) (cinematic_lightmap_shadow_disable) ) ) (script dormant c08_2080_der (begin (sleep 425) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2080_der dervish_02 1) (cinematic_subtitle c08_2080_der 2) ) ) (script dormant c08_2090_soc (begin (sleep 473) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2090_soc commander 1) (cinematic_subtitle c08_2090_soc 1) ) ) (script dormant c08_2100_soc (begin (sleep 512) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2100_soc commander 1) (cinematic_subtitle c08_2100_soc 2) ) ) (script dormant c04_intra1_fov_04 (begin (sleep 511) (print "fov change: 80 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant c04_intra1_dof_04 (begin (sleep 427) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.17 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 84) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 100) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0 0 0 0.5 0.5) (print "rack focus") ) ) (script dormant cinematic_lighting_intra1_04 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_02 True) (object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting wraith_01 True) ) ) (script static c08_intra1_04_problem_actors (begin (print "problem actors") (object_create_anew dervish_02) (object_create_anew commander) (object_create_anew wraith_01) (cinematic_clone_players_weapon dervish_02 right_hand_elite ) (object_cinematic_lod dervish_02 True) (object_cinematic_lod commander True) (object_cinematic_lod wraith_01 True) ) ) (script static c08_intra1_04_setup (begin (wake c08_intra1_score_04) (wake c08_intra1_foley_04) (wake c08_2050_der) (wake c08_2060_soc) (wake c08_2070_grv) (wake c08_2080_der) (wake c08_2090_soc) (wake c08_2100_soc) (wake c04_intra1_fov_04) (wake c04_intra1_dof_04) (wake cinematic_lighting_intra1_04) ) ) (script static c08_intra1_04_cleanup (begin (object_destroy dervish_02) (object_destroy commander) (object_destroy wraith_01) ) ) (script static c08_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0 0) (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (c08_intra1_04_problem_actors) (08_intra1_04_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_04_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_04_fol) (sleep prediction_offset) (c08_intra1_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_04 none anchor_flag_intra1) (custom_animation_relative dervish_02 objects\characters\dervish\08_intra1\08_intra1 dervish_04 False anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_04 False anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_04 False anchor_intra1) (print "cache block") (sleep 1) (cache_block_for_one_frame) (fade_in 0 0 0 30) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra1_04_cleanup) (cinematic_screen_effect_stop) (sleep 30) (sound_class_set_gain "vehicle" 1 1) ) ) (script dormant c08_intra2_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_01_fol none 1) (print "c08_intra2 foley 01 start") ) ) (script dormant c08_3010_jon (begin (sleep 100) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3010_jon johnson_02 1 radio_covy_in) (cinematic_subtitle c08_3010_jon 3) ) ) (script dormant c08_3020_jon (begin (sleep 203) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3020_jon johnson_02 1) (cinematic_subtitle c08_3020_jon 3) ) ) (script dormant c08_3030_jon (begin (sleep 316) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3030_jon johnson_02 1) (cinematic_subtitle c08_3030_jon 2) ) ) (script dormant c08_3040_der (begin (sleep 359) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3040_der dervish_02 1) (cinematic_subtitle c08_3040_der 3) ) ) (script dormant intra2_texture_cam_01 (begin (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 35) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\08_intra2\08_intra2 texture_camera_01 anchor_intra2) ) ) (script dormant cinematic_lighting_intra2 (begin (cinematic_lighting_set_primary_light 33 0 0.258824 0.278431 0.34902) (cinematic_lighting_set_secondary_light -37 228 0.109804 0.419608 0.611765) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_02 True) (object_uses_cinematic_lighting johnson_02 True) (object_uses_cinematic_lighting scarab_01 True) ) ) (script static c08_intra2_problem_actors (begin (print "problem actors") (object_create_anew dervish_02) (object_cinematic_lod dervish_02 True) (cinematic_clone_players_weapon dervish_02 right_hand_elite ) ) ) (script dormant scarab_shake (begin (sleep 45) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 2) (sleep 240) (player_effect_stop 2) ) ) (script static c08_intra2_01_setup (begin (object_destroy scarab) (object_create_anew johnson_02) (object_create_anew scarab_01) (object_create_anew scarab_screen) (objects_attach scarab_01 holo_scarab_full scarab_screen ) (object_cinematic_lod johnson_02 True) (object_cinematic_lod scarab_01 True) (unit_set_emotional_state johnson_02 angry 0.25 0) (wake c08_intra2_foley_01) (wake c08_3010_jon) (wake c08_3020_jon) (wake c08_3030_jon) (wake c08_3040_der) (wake scarab_shake) (wake intra2_texture_cam_01) (wake cinematic_lighting_intra2) ) ) (script static c08_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) (cinematic_lightmap_shadow_enable) (c08_intra2_problem_actors) (08_intra2_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_01_fol) (sleep prediction_offset) (sleep 45) (c08_intra2_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra2\08_intra2 08_intra2_01 none anchor_flag_intra2) (custom_animation_relative dervish_02 objects\characters\dervish\08_intra2\08_intra2 dervish_01 False anchor_intra2) (custom_animation_relative johnson_02 objects\characters\marine\08_intra2\08_intra2 johnson_01 False anchor_intra2) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\08_intra2\08_intra2 scarab_01 anchor_intra2) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (08_intra2_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_02_fol) (sleep (camera_time)) ) ) (script dormant c08_intra2_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_02_fol none 1) (print "c08_intra1 foley 04 start") ) ) (script dormant c08_3050_jon (begin (sleep 70) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3050_jon johnson_02 1 radio_covy_loop) (cinematic_subtitle c08_3050_jon 2) ) ) (script dormant c08_3061_jon (begin (sleep 156) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3061_jon johnson_02 1 radio_covy_loop) (cinematic_subtitle c08_3061_jon 2) ) ) (script dormant c08_3070_jon (begin (sleep 231) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3070_jon johnson_02 1) (cinematic_subtitle c08_3070_jon 1) (unit_set_emotional_state johnson_02 angry 0.75 45) ) ) (script dormant intra2_dof (begin (sleep 68) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0.001 0 0 0.001) (print "rack focus") (sleep 151) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant scarab_shake2 (begin (sleep 137) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.75 0.15) (sleep 5) (player_effect_stop 0.5) ) ) (script static c08_intra2_02_setup (begin (wake c08_intra2_foley_02) (wake c08_3050_jon) (wake c08_3061_jon) (wake c08_3070_jon) (wake intra2_dof) (wake scarab_shake2) ) ) (script static c08_intra2_02_cleanup (begin (object_destroy dervish_02) (object_destroy johnson_02) (object_destroy scarab_01) (object_destroy scarab_screen) (object_create_anew scarab) ) ) (script static c08_intra2_scene_02 (begin (c08_intra2_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra2\08_intra2 08_intra2_02 none anchor_flag_intra2) (custom_animation_relative dervish_02 objects\characters\dervish\08_intra2\08_intra2 dervish_02 False anchor_intra2) (custom_animation_relative johnson_02 objects\characters\marine\08_intra2\08_intra2 johnson_02 False anchor_intra2) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\08_intra2\08_intra2 scarab_02 anchor_intra2) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra2_02_cleanup) (sound_class_set_gain "amb" 0 15) (sleep 15) ) ) (script static c08_intra2 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (c08_intra2_scene_01) (c08_intra2_scene_02) ) ) (script dormant c08_intra3_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_01_fol none 1) (print "c08_intra3 foley 01 start") ) ) (script dormant c08_4010_tar (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4010_tar tartarus 1) (cinematic_subtitle c08_4010_tar 4) ) ) (script dormant c08_4020_tar (begin (sleep 167) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4020_tar tartarus 1) (cinematic_subtitle c08_4020_tar 3) ) ) (script dormant c08_4030_gsp (begin (sleep 251) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4030_gsp monitor 1) (cinematic_subtitle c08_4030_gsp 3) ) ) (script dormant c08_4040_tar (begin (sleep 344) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4040_tar tartarus 1) (cinematic_subtitle c08_4040_tar 4) ) ) (script dormant c08_4050_mir (begin (sleep 486) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4050_mir miranda 1) (cinematic_subtitle c08_4050_mir 1) ) ) (script dormant c08_4060_tar (begin (sleep 510) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4060_tar tartarus 1) (cinematic_subtitle c08_4060_tar 3) ) ) (script dormant c08_intra3_fov_01 (begin (sleep 246) (camera_set_field_of_view 30 0) (print "fov change: 60 -> 30 over 0 ticks") (sleep 105) (camera_set_field_of_view 60 13) (print "fov change: 30 -> 60 over 13 ticks") ) ) (script dormant cinematic_lighting_intra3_01 (begin (cinematic_lighting_set_primary_light 63 80 0.180392 0.168627 0.129412) (cinematic_lighting_set_secondary_light -51 188 0.101961 0.2 0.301961) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (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 tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting index True) ) ) (script static c08_intra3_problem_actors_01 (begin (print "problem actors") (object_create_anew miranda) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew monitor) (object_cinematic_lod miranda True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_cinematic_lod monitor True) ) ) (script dormant c08_intra2_miranda_emotion_01 (begin (unit_set_emotional_state miranda angry 0.25 0) (sleep 180) (unit_set_emotional_state miranda angry 0.75 30) ) ) (script dormant c08_intra2_miranda_emotion_02 (begin (sleep 488) (unit_set_emotional_state miranda pain 0.75 30) (sleep 81) (unit_set_emotional_state miranda angry 0.25 60) ) ) (script static c08_intra3_01_setup (begin (object_create_anew index) (object_create_anew repository) (object_cinematic_lod index True) (object_cinematic_lod repository True) (wake c08_intra3_foley_01) (wake c08_4010_tar) (wake c08_4020_tar) (wake c08_4030_gsp) (wake c08_4040_tar) (wake c08_4050_mir) (wake c08_4060_tar) (wake c08_intra2_miranda_emotion_01) (wake c08_intra2_miranda_emotion_02) (wake c08_intra3_fov_01) (wake cinematic_lighting_intra3_01) ) ) (script static c08_intra3_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) (c08_intra3_problem_actors_01) (08_intra3_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_01_fol) (sleep prediction_offset) (c08_intra3_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_01 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_01 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_01 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_01 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_01 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_01 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_01 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_01 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_01 anchor_intra3) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (08_intra3_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_02_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_score_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_02_mus none 1) (print "c08_intra3 score 02 start") ) ) (script dormant c08_intra3_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_02_fol none 1) (print "c08_intra3 foley 02 start") ) ) (script dormant c08_4070_der (begin (sleep 36) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4070_der dervish 1) (cinematic_subtitle c08_4070_der 1) ) ) (script dormant c08_4080_tar (begin (sleep 77) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4080_tar tartarus 1) (cinematic_subtitle c08_4080_tar 3) ) ) (script dormant c08_4100_der (begin (sleep 157) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4100_der dervish 1) (cinematic_subtitle c08_4100_der 2) ) ) (script dormant c08_4110_tar (begin (sleep 212) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4110_tar tartarus 1) (cinematic_subtitle c08_4110_tar 3) ) ) (script dormant c08_4120_der (begin (sleep 312) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4120_der dervish 1) (cinematic_subtitle c08_4120_der 5) ) ) (script dormant c08_4140_tar (begin (sleep 516) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4140_tar tartarus 1) (cinematic_subtitle c08_4140_tar 4) ) ) (script dormant c08_4150_der (begin (sleep 628) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4150_der dervish 1) (cinematic_subtitle c08_4150_der 1) ) ) (script dormant c08_4160_der (begin (sleep 681) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4160_der dervish 1) (cinematic_subtitle c08_4160_der 3) ) ) (script dormant unhide_dervish (begin (time_code_reset) (sleep 10) (print "unhide dervish") (object_hide dervish False) ) ) (script static c08_intra3_02_setup (begin (object_create_anew dervish) (object_cinematic_lod dervish True) (object_hide dervish True) (cinematic_clone_players_weapon dervish right_hand_elite ) (wake c08_intra3_score_02) (wake c08_intra3_foley_02) (wake c08_4070_der) (wake c08_4080_tar) (wake c08_4100_der) (wake c08_4110_tar) (wake c08_4120_der) (wake c08_4140_tar) (wake c08_4150_der) (wake c08_4160_der) (wake unhide_dervish) ) ) (script static c08_intra3_scene_02 (begin (c08_intra3_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_02 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_02 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_02 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_02 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_02 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_02 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_02 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_02 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_02 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_02 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_03_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_03_fol none 1) (print "c08_intra3 foley 03 start") ) ) (script dormant c08_4170_gsp (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4170_gsp monitor 1) (cinematic_subtitle c08_4170_gsp 2) ) ) (script dormant c08_4180_tar (begin (sleep 41) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4180_tar tartarus 1) (cinematic_subtitle c08_4180_tar 2) ) ) (script dormant c08_4190_tar (begin (sleep 84) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4190_tar tartarus 1) (cinematic_subtitle c08_4190_tar 2) ) ) (script dormant c08_4200_jon (begin (sleep 137) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4200_jon johnson 1) (cinematic_subtitle c08_4200_jon 1) (unit_set_emotional_state johnson angry 0.5 0) (print "johnson - angry .5 0") ) ) (script dormant c08_4201_jon (begin (sleep 202) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4201_jon johnson 1) (cinematic_subtitle c08_4201_jon 2) ) ) (script dormant c08_4220_jon (begin (sleep 308) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4220_jon johnson 1) (cinematic_subtitle c08_4220_jon 3) (unit_set_emotional_state johnson angry 1 15) (print "johnson - angry 1 15") ) ) (script dormant c08_4230_tar (begin (sleep 430) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4230_tar tartarus 1) (cinematic_subtitle c08_4230_tar 1) ) ) (script dormant c08_4240_jon (begin (sleep 474) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4240_jon johnson 1) (cinematic_subtitle c08_4240_jon 2) ) ) (script dormant c08_4250_der (begin (sleep 548) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4250_der dervish 1) (cinematic_subtitle c08_4250_der 2) ) ) (script dormant c08_intra3_fov_03 (begin (sleep 184) (camera_set_field_of_view 5 21) (print "fov change: 60 -> 5 over 21 ticks") (sleep 69) (camera_set_field_of_view 60 0) (print "fov change: 5 -> 60 over 0 ticks") ) ) (script dormant cinematic_lighting_intra3_03 (begin (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting cov_sniper True) ) ) (script static c08_intra3_03_setup (begin (object_create_anew johnson) (object_create_anew cov_sniper) (object_cinematic_lod johnson True) (object_cinematic_lod cov_sniper True) (objects_attach johnson right_hand cov_sniper ) (wake c08_intra3_foley_03) (wake c08_4170_gsp) (wake c08_4180_tar) (wake c08_4190_tar) (wake c08_4200_jon) (wake c08_4201_jon) (wake c08_4220_jon) (wake c08_4230_tar) (wake c08_4240_jon) (wake c08_4250_der) (wake c08_intra3_fov_03) (wake cinematic_lighting_intra3_03) ) ) (script static c08_intra3_scene_03 (begin (c08_intra3_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_03 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_03 False anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 johnson_03 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_03 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_03 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_03 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_03 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_03 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_03 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_03 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_03 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_04_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_04_fol none 1) (print "c08_intra3 foley 04 start") ) ) (script dormant c08_4260_gsp (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4260_gsp monitor 1) (cinematic_subtitle c08_4260_gsp 6) (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") ) ) (script dormant c08_4270_der (begin (sleep 189) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4270_der dervish 1) (cinematic_subtitle c08_4270_der 4) ) ) (script dormant c08_4280_gsp (begin (sleep 297) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4280_gsp monitor 1) (cinematic_subtitle c08_4280_gsp 11) ) ) (script dormant c08_4290_gsp (begin (sleep 640) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4290_gsp monitor 1) (cinematic_subtitle c08_4290_gsp 2) ) ) (script dormant c08_4300_der (begin (sleep 746) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4300_der dervish 1) (cinematic_subtitle c08_4300_der 4) ) ) (script static c08_intra3_04_setup (begin (wake c08_intra3_foley_04) (wake c08_4260_gsp) (wake c08_4270_der) (wake c08_4280_gsp) (wake c08_4290_gsp) (wake c08_4300_der) ) ) (script static c08_intra3_scene_04 (begin (c08_intra3_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_04 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_04 False anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 johnson_04 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_04 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_04 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_04 False anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_04 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_05_fol) (sleep (camera_time)) ) ) (script dormant c08_intra3_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_05_fol none 1) (print "c08_intra3 foley 05 start") ) ) (script dormant c08_4310_jon (begin (sleep 74) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4310_jon johnson 1) (cinematic_subtitle c08_4310_jon 1) ) ) (script dormant c08_4320_tar (begin (sleep 106) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4320_tar tartarus 1) (cinematic_subtitle c08_4320_tar 1) (unit_set_emotional_state miranda pain 0.5 0) (print "miranda - pain .5 0") (sleep 45) (unit_set_emotional_state miranda scared 0.5 15) (print "miranda - scared .5 15") ) ) (script dormant c08_4330_tar (begin (sleep 144) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4330_tar tartarus 1) (cinematic_subtitle c08_4330_tar 2) ) ) (script dormant c08_4340_tar (begin (sleep 220) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4340_tar tartarus 1) (cinematic_subtitle c08_4340_tar 4) (object_set_function_variable tartarus invincibility 1 60) (print "tartarus activates shield") ) ) (script dormant cinematic_lighting_intra3_05 (begin (object_uses_cinematic_lighting hammer True) ) ) (script dormant index_insertion (begin (sleep 165) (print "slot the icon") (device_set_position repository 1) (effect_new_on_object_marker effects\objects\cinematics\index\index_insertion index ) (sleep 15) (object_destroy index) ) ) (script static c08_intra3_05_setup (begin (object_create_anew hammer) (object_cinematic_lod hammer True) (wake c08_intra3_foley_05) (wake c08_4310_jon) (wake c08_4320_tar) (wake c08_4330_tar) (wake c08_4340_tar) (wake index_insertion) (wake cinematic_lighting_intra3_05) ) ) (script dormant c08_intra3_05_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy dervish) (object_destroy tartarus) (object_destroy brute_01) (object_destroy brute_02) (object_destroy brute_03) (object_destroy brute_04) (object_destroy repository) (object_destroy index) (object_destroy hammer) (object_destroy cov_sniper) ) ) (script static c08_intra3_scene_05 (begin (c08_intra3_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 08_intra3_05 none anchor_flag_intra3) (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 miranda_05 False anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 johnson_05 False anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 monitor_05 False anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 dervish_05 False anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 tartarus_05 False anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 brute01_05 False anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 brute02_05 False anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 brute03_05 False anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 brute04_05 False anchor_intra3) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\08_intra3\08_intra3 hammer_05 anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 index_05 anchor_intra3) (sleep (- (camera_time) prediction_offset)) (08_intra3_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_06_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_06_fol) (sleep (camera_time)) (wake c08_intra3_05_cleanup) ) ) (script dormant create_lift (begin (print "create lift") (object_create_anew c08_intra3_lift) (object_set_function_variable c08_intra3_lift effect 0 0) (sleep 10) (object_set_function_variable c08_intra3_lift effect 1 60) ) ) (script static c08_intra3_scene_06 (begin (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_06_mus none 1) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_06_fol none 1) (device_set_position e13_boss_platform 1) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 3) (camera_set platform_01a 0) (camera_set platform_01b 420) (sleep 300) (wake create_lift) (sleep 30) (camera_set platform_02 0) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 5 0 0 0 2 2 0) (sleep 30) (cinematic_screen_effect_set_depth_of_field 5 0 2 0.5 2 0 0.5) (sleep 45) (player_effect_stop 1.5) (sleep 15) (print "fade to white") (fade_out 1 1 1 15) (sleep 15) (cinematic_screen_effect_stop) (object_destroy c08_intra3_lift) (sound_class_set_gain "amb" 0 15) (sleep 30) ) ) (script static c08_intra3 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp3) (sleep 1) (c08_intra3_scene_01) (c08_intra3_scene_02) (c08_intra3_scene_03) (c08_intra3_scene_04) (c08_intra3_scene_05) (c08_intra3_scene_06) (rasterizer_bloom_override False) ) ) (script dormant x09_foley_1 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_01_fol none 1) (print "x09 foley 01 start") ) ) (script dormant x09_01_stop_sounds (begin (sleep 383) (print "sound looping stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_11) (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_12) (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_13) ) ) (script dormant cinematic_lighting_x09_01 (begin (cinematic_lighting_set_primary_light -4 206 0.454902 0.435294 0.352941) (cinematic_lighting_set_secondary_light -69 234 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.4) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting rotors_x09 True) ) ) (script dormant x09_fov_01 (begin (time_code_reset) (sleep 289) (camera_set_field_of_view 35 0) (print "fov change: 60 -> 35 over 0 ticks") ) ) (script static x09_problem_actors_01 (begin (print "problem actors") (object_create_anew miranda) (object_create_anew rotors_x09) (object_cinematic_lod miranda True) (object_cinematic_lod rotors_x09 True) ) ) (script static x09_problem_actors_02 (begin (print "problem actors") (object_create_anew index_x09) (object_cinematic_lod index_x09 True) ) ) (script dormant x09_miranda_emotion_01 (begin (unit_set_emotional_state miranda angry 0.25 0) (sleep 186) (unit_set_emotional_state miranda shocked 0.5 30) (sleep 71) (unit_set_emotional_state miranda pain 0.5 30) ) ) (script static x09_01_setup (begin (object_destroy e13_rotors) (wake x09_miranda_emotion_01) (wake x09_01_stop_sounds) (wake x09_foley_1) (wake x09_fov_01) (wake cinematic_lighting_x09_01) ) ) (script static x09_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) (cinematic_lightmap_shadow_enable) (x09_problem_actors_01) (x09_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_01_fol) (sleep prediction_offset) (sleep 30) (x09_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_01 none anchor_flag_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_01 False anchor_x09_01) (scenery_animation_start_relative rotors_x09 scenarios\objects\solo\deltacontrolroom\control_rotors\x09\x09 control_rotors_01 anchor_x09_01) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x09_02_predict_stub) (x09_problem_actors_02) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\music\x09_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_02_fol) (sleep (camera_time)) (object_destroy rotors_x09) ) ) (script dormant x09_score_2 (begin (sleep 92) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\music\x09_02_mus none 1) (print "x09 score 01 start") ) ) (script dormant x09_foley_2 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_02_fol none 1) (print "x09 foley 02 start") ) ) (script dormant cinematic_lighting_x09_02 (begin (cinematic_lighting_set_primary_light -18 166 0.454902 0.435294 0.352941) (cinematic_lighting_set_secondary_light -10 78 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (object_uses_cinematic_lighting index_x09 True) ) ) (script dormant x09_dof_01 (begin (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.5 1 1 0 0 0 0) (print "rack focus") (sleep 45) (cinematic_screen_effect_set_depth_of_field 0.5 1 0 0.25 0 1 0.25) (print "rack focus") ) ) (script dormant lift_deactivate (begin (sleep 93) (print "lift deactivate") (object_set_function_variable x09_lift effect 0 90) (sound_class_set_gain "device" 0 30) ) ) (script dormant x09_miranda_emotion_02 (begin (unit_set_emotional_state miranda angry 0.25 0) (sleep 137) (unit_set_emotional_state miranda scared 0.5 90) ) ) (script static x09_02_setup (begin (wake x09_score_2) (wake x09_foley_2) (wake lift_deactivate) (wake x09_miranda_emotion_02) (wake cinematic_lighting_x09_02) ) ) (script static x09_scene_02 (begin (camera_set_field_of_view 60 0) (x09_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_02 none anchor_flag_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_02 False anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 index_02 anchor_x09_01) (sleep (- (camera_time) prediction_offset)) (x09_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (cinematic_screen_effect_stop) ) ) (script dormant x09_foley_3 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol none 1) (print "x09 foley 03 start") ) ) (script static x09_problem_actors_04 (begin (print "predict: problem actors") (object_create_anew halo) (object_create_anew matte_halo) (object_cinematic_lod halo True) (object_cinematic_lod matte_halo True) ) ) (script static x09_03_setup (begin (object_create_anew x09_halo_bang) (wake x09_foley_3) ) ) (script static x09_scene_03 (begin (sleep 15) (x09_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_03 none anchor_flag_x09_03) (sleep 10) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x09_04_predict_stub) (x09_problem_actors_04) (cinematic_screen_effect_start True) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_04_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant x09_foley_4 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_04_fol none 1) (print "x09 foley 04 start") ) ) (script dormant cinematic_lighting_x09_04 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting halo True) ) ) (script static x09_04_setup (begin (object_create_anew matte_substance) (object_create_anew matte_high_charity) (object_cinematic_lod matte_substance True) (object_cinematic_lod matte_high_charity True) (object_create_anew x09_halo_whimper) (wake x09_foley_4) (wake cinematic_lighting_x09_04) ) ) (script static x09_scene_04_cleanup (begin (object_destroy halo) (object_destroy_containing "matte") ) ) (script static x09_scene_04 (begin (x09_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_04 none anchor_flag_x09_02) (scenery_animation_start_relative halo scenarios\objects\forerunner\industrial\halo\x09\x09 halo_04 anchor_x09_02) (scenery_animation_start_relative matte_halo objects\cinematics\matte_paintings\delta_halo_quarter\x09\x09 delta_halo_quarter_04 anchor_x09_02) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x09\x09 substance_space_04 anchor_x09_02) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\x09\x09 high_charity_exterior_04 anchor_x09_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (x09_05_predict_stub) (cinematic_screen_effect_start True) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_05_fol) (sleep (- (camera_time) 90)) (fade_out 0 0 0 90) (sleep 90) (x09_scene_04_cleanup) ) ) (script dormant x09_foley_5 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_05_fol none 1) (print "x09 foley 05 start") ) ) (script dormant x09_0010_mir (begin (sleep 188) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0010_mir miranda 1) (cinematic_subtitle x09_0010_mir 1) ) ) (script dormant x09_0020_gsp (begin (sleep 214) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0020_gsp monitor 1) (cinematic_subtitle x09_0020_gsp 1) ) ) (script dormant x09_0030_mir (begin (sleep 251) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0030_mir miranda 1) (cinematic_subtitle x09_0030_mir 1) ) ) (script dormant x09_0040_gsp (begin (sleep 280) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0040_gsp monitor 1) (cinematic_subtitle x09_0040_gsp 3) ) ) (script dormant x09_0050_mir (begin (sleep 370) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0050_mir miranda 1) (cinematic_subtitle x09_0050_mir 2) ) ) (script dormant x09_0060_gsp (begin (sleep 419) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0060_gsp monitor 1) (cinematic_subtitle x09_0060_gsp 2) ) ) (script dormant x09_0070_mir (begin (sleep 469) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0070_mir miranda 1) (cinematic_subtitle x09_0070_mir 1) ) ) (script dormant cinematic_lighting_x09_05 (begin (cinematic_lighting_set_primary_light -18 220 0.286275 0.270588 0.219608) (cinematic_lighting_set_secondary_light 13 176 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (rasterizer_bloom_override_threshold 0.4) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting index_x09 True) ) ) (script dormant beacon_shuffle (begin (sleep 140) (print "beacon 01 -> beacon 02") (object_destroy beacon_01) (object_create_anew beacon_02) ) ) (script dormant x09_miranda_emotion_05 (begin (sleep 467) (unit_set_emotional_state miranda angry 0.5 30) ) ) (script static x09_05_setup (begin (object_destroy e13_rotors) (object_destroy x09_lift) (object_create_anew johnson) (object_create_anew monitor) (object_create_anew beacon_01) (object_cinematic_lod johnson True) (object_cinematic_lod monitor True) (unit_set_emotional_state miranda inquisitive 1 0) (wake x09_miranda_emotion_05) (wake x09_foley_5) (wake x09_0010_mir) (wake x09_0020_gsp) (wake x09_0030_mir) (wake x09_0040_gsp) (wake x09_0050_mir) (wake x09_0060_gsp) (wake x09_0070_mir) (wake beacon_shuffle) (wake cinematic_lighting_x09_05) (interpolator_start x09_fog 1 1) ) ) (script static x09_scene_05 (begin (x09_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_05 none anchor_flag_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_05 False anchor_x09_01) (custom_animation_relative johnson objects\characters\marine\x09\x09 johnson_05 False anchor_x09_01) (custom_animation_relative monitor objects\characters\monitor\x09\x09 monitor_05 False anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 index_05 anchor_x09_01) (sleep 15) (fade_in 0 0 0 90) (sleep (- (camera_time) prediction_offset)) (x09_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_06_fol) (sleep (camera_time)) ) ) (script dormant x09_foley_6 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_06_fol none 1) (print "x09 foley 06 start") ) ) (script dormant x09_0080_gsp (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0080_gsp monitor 1) (cinematic_subtitle x09_0080_gsp 10) ) ) (script dormant x09_0090_mir (begin (sleep 310) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0090_mir miranda 1) (cinematic_subtitle x09_0090_mir 2) ) ) (script dormant x09_0100_gsp (begin (sleep 386) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0100_gsp monitor 1) (cinematic_subtitle x09_0100_gsp 1) ) ) (script dormant x09_0110_jon (begin (sleep 430) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0110_jon johnson 1) (cinematic_subtitle x09_0110_jon 2) ) ) (script dormant x09_0120_mir (begin (sleep 494) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0120_mir miranda 1) (cinematic_subtitle x09_0120_mir 4) (sleep 30) ) ) (script dormant x09_0130_gsp (begin (sleep 675) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0130_gsp monitor 1) (cinematic_subtitle x09_0130_gsp 2) ) ) (script dormant x09_0140_der (begin (sleep 742) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0140_der dervish 1) (cinematic_subtitle x09_0140_der 3) ) ) (script dormant cinematic_lighting_x09_06 (begin (cinematic_lighting_set_primary_light -18 220 0.286275 0.270588 0.219608) (cinematic_lighting_set_secondary_light 13 176 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (object_uses_cinematic_lighting dervish True) ) ) (script dormant x09_miranda_emotion_06a (begin (sleep 310) (unit_set_emotional_state miranda scared 0.5 60) ) ) (script dormant x09_miranda_emotion_06b (begin (sleep 525) (unit_set_emotional_state miranda pain 0.25 90) ) ) (script dormant x09_miranda_emotion_06c (begin (sleep 776) (unit_set_emotional_state miranda shocked 0.25 30) ) ) (script dormant x09_johnson_emotion_06a (begin (sleep 440) (unit_set_emotional_state johnson angry 0.75 60) (sleep 54) (unit_set_emotional_state johnson shocked 0.25 30) ) ) (script dormant x09_johnson_emotion_06b (begin (sleep 784) (unit_set_emotional_state johnson shocked 0.25 30) ) ) (script static x09_06_setup (begin (object_destroy beacon_02) (object_create_anew beacon_03) (device_set_position beacon_03 1) (object_create_anew dervish) (object_cinematic_lod dervish True) (unit_set_emotional_state miranda angry 0.25 0) (unit_set_emotional_state johnson angry 0.25 0) (wake x09_miranda_emotion_06a) (wake x09_miranda_emotion_06b) (wake x09_miranda_emotion_06c) (wake x09_johnson_emotion_06a) (wake x09_johnson_emotion_06b) (wake x09_foley_6) (wake x09_0080_gsp) (wake x09_0090_mir) (wake x09_0100_gsp) (wake x09_0110_jon) (wake x09_0120_mir) (wake x09_0130_gsp) (wake x09_0140_der) ) ) (script static x09_scene_06_cleanup (begin (object_destroy dervish) (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy index_x09) ) ) (script static x09_scene_06 (begin (x09_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_06 none anchor_flag_x09_01) (custom_animation_relative dervish objects\characters\dervish\x09\x09 dervish_06 False anchor_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 miranda_06 False anchor_x09_01) (custom_animation_relative johnson objects\characters\marine\x09\x09 johnson_06 False anchor_x09_01) (custom_animation_relative monitor objects\characters\monitor\x09\x09 monitor_06 False anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 index_06 anchor_x09_01) (sleep (- (camera_time) prediction_offset)) (x09_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_07_fol) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (x09_scene_06_cleanup) ) ) (script dormant x09_foley_7 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_07_fol none 1) (print "x09 foley 07 start") ) ) (script dormant x09_0150_to1 (begin (sleep 100) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0150_to1 none 1 radio_default_in) (cinematic_subtitle x09_0150_to1 3) ) ) (script dormant cinematic_lighting_x09_07 (begin (cinematic_lighting_set_primary_light 16 -32 0.8 0.6 0.4) (cinematic_lighting_set_secondary_light 20 180 0.3 0.3 0.5) (cinematic_lighting_set_ambient_light 0.2 0.2 0.2) (object_uses_cinematic_lighting forerunner_ship True) ) ) (script static x09_problem_actors_08 (begin (print "problem actors") (object_create_anew chief) (object_create_anew x09_alcove) (object_create_anew bloom_quad) (object_cinematic_lod chief True) (object_cinematic_lod x09_alcove True) ) ) (script static x09_07_setup (begin (object_create_anew slipspace) (object_create_anew_containing "earth_battle") (object_create_anew forerunner_ship) (object_create_anew matte_earth) (object_create_anew matte_moon) (object_cinematic_lod forerunner_ship True) (object_cinematic_lod matte_earth True) (object_cinematic_lod matte_moon True) (wake x09_foley_7) (wake x09_0150_to1) (wake cinematic_lighting_x09_07) ) ) (script static x09_scene_07_cleanup (begin (object_destroy slipspace) (object_destroy_containing "earth_battle") (object_destroy forerunner_ship) (object_destroy_containing "matte") ) ) (script static x09_scene_07 (begin (sleep 60) (x09_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_07 none anchor_flag_x09_02) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\x09\x09 forerunner_ship_07 anchor_x09_02) (scenery_animation_start_relative cairo scenarios\objects\solo\spacestation\ss_prop\x09\x09 ss_prop_07 anchor_x09_02) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\x09\x09 earth_space_07 anchor_x09_02) (scenery_animation_start_relative matte_moon objects\cinematics\matte_paintings\moon\x09\x09 moon_07 anchor_x09_02) (fade_in 0 0 0 5) (sleep (- (camera_time) prediction_offset)) (x09_08_predict_stub) (x09_problem_actors_08) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\music\x09_08_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (x09_scene_07_cleanup) ) ) (script dormant x09_score_8 (begin (sleep 338) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\music\x09_08_mus none 1) (print "x09 score 08 start") ) ) (script dormant x09_foley_8 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_08_fol none 1) (print "x09 foley 08 start") ) ) (script dormant x09_0160_lhd (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0160_lhd none 1 radio_default_loop) (cinematic_subtitle x09_0160_lhd 2) ) ) (script dormant x09_0180_mas (begin (sleep 69) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0180_mas chief 1) (cinematic_subtitle x09_0180_mas 2) ) ) (script dormant x09_0190_mas (begin (sleep 132) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0190_mas none 1 radio_default_out) (cinematic_subtitle x09_0190_mas 2) ) ) (script dormant x09_0200_lhd (begin (sleep 183) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0200_lhd hood 1) (cinematic_subtitle x09_0200_lhd 1) ) ) (script dormant x09_0210_lhd (begin (sleep 232) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0210_lhd hood 1) (cinematic_subtitle x09_0210_lhd 3) ) ) (script dormant x09_0220_mas (begin (sleep 342) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0220_mas chief 1) (cinematic_subtitle x09_0220_mas 3) ) ) (script dormant cinematic_light_x09_chief_01 (begin (print "light chief 01") (cinematic_lighting_set_primary_light -20 278 0.388235 0.427451 0.494118) (cinematic_lighting_set_secondary_light 42 224 0.0431373 0.0431373 0.0666667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting cairo_bridge True) (object_uses_cinematic_lighting x09_alcove True) ) ) (script dormant cinematic_light_x09_hood_01 (begin (sleep 124) (print "light hood 01") (cinematic_lighting_set_primary_light 0 94 0.47451 0.443137 0.333333) (cinematic_lighting_set_secondary_light 0 320 0.184314 0.176471 0.266667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant final_explosion (begin (time_code_reset) (sleep 135) (object_create_anew_containing "blast_base") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion blast_base marker) (sleep 110) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion blast_base2 marker) ) ) (script dormant cinematic_light_x09_chief_02 (begin (sleep 277) (print "light chief 02") (cinematic_lighting_set_primary_light -20 278 0.388235 0.427451 0.494118) (cinematic_lighting_set_secondary_light 42 224 0.0431373 0.0431373 0.0666667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x09_hood_emotion_08 (begin (sleep 43) (unit_set_emotional_state hood shocked 0.5 30) (sleep 45) (unit_set_emotional_state hood happy 0.25 90) ) ) (script dormant shake_chief (begin (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.75 0) (sleep 15) (player_effect_stop 3) ) ) (script static x09_08_setup (begin (object_create_anew hood) (object_create_anew cairo_bridge) (object_cinematic_lod hood True) (object_cinematic_lod cairo_bridge True) (object_create_anew_containing "cairo_effect") (unit_set_emotional_state hood angry 0.5 0) (wake x09_hood_emotion_08) (wake x09_score_8) (wake x09_foley_8) (wake x09_0160_lhd) (wake x09_0180_mas) (wake x09_0190_mas) (wake x09_0200_lhd) (wake x09_0210_lhd) (wake x09_0220_mas) (wake shake_chief) (wake final_explosion) (wake cinematic_light_x09_chief_01) (wake cinematic_light_x09_hood_01) (wake cinematic_light_x09_chief_02) ) ) (script static x09_scene_08_cleanup (begin (object_destroy chief) (object_destroy hood) (object_destroy cairo_bridge) (object_destroy x09_alcove) (object_destroy bloom_quad) (object_destroy_containing "blast_base") ) ) (script static x09_scene_08 (begin (x09_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 x09_08 none anchor_flag_x09_02) (custom_animation_relative chief objects\characters\masterchief\x09\x09 chief_08 False anchor_x09_02) (custom_animation_relative hood objects\characters\lord_hood\x09\x09 hood_08 False anchor_x09_02) (scenery_animation_start_relative cairo_bridge objects\cinematics\human\cairo_bridge\x09\x09 cairo_bridge_08 anchor_x09_02) (scenery_animation_start_relative x09_alcove objects\cinematics\forerunner\forerunner_ship_alcove\x09\x09 alcove_08 anchor_x09_02) (scenery_animation_start_relative bloom_quad scenarios\objects\special\bloom_quad\x09\x09 bloom_quad_08 anchor_x09_02) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (sleep 401) (x09_scene_08_cleanup) (rasterizer_bloom_override False) ) ) (script dormant x10_score_1 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x10\music\x10_01_mus none 1) (print "x10 score 01 start") ) ) (script dormant x10_foley_1 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x10\foley\x10_01_fol none 1) (print "x10 foley 01 start") ) ) (script dormant x10_0010_grv (begin (sleep 496) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0010_grv none 1) (cinematic_subtitle x10_0010_grv 6) ) ) (script dormant cinematic_lighting_x10_01 (begin (cinematic_lighting_set_primary_light 51 28 0.380392 0.384314 0.341176) (cinematic_lighting_set_secondary_light -53 202 0.0588235 0.356863 0.356863) (cinematic_lighting_set_ambient_light 0.0901961 0.117647 0.0823529) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting tentacle_01 True) (object_uses_cinematic_lighting tentacle_02 True) (object_uses_cinematic_lighting tentacle_03 True) (object_uses_cinematic_lighting tentacle_04 True) ) ) (script static x10_problem_actors_01 (begin (print "problem actors") (object_create_anew spore_01) (object_create_anew spore_02) (object_create_anew spore_03) (object_cinematic_lod spore_01 True) (object_cinematic_lod spore_02 True) (object_cinematic_lod spore_03 True) ) ) (script static x10_scene_01_setup (begin (object_create_anew x09_chamber_door) (object_create_anew tentacle_01) (object_create_anew tentacle_02) (object_create_anew tentacle_03) (object_create_anew tentacle_04) (object_cinematic_lod x09_chamber_door True) (object_cinematic_lod tentacle_01 True) (object_cinematic_lod tentacle_02 True) (object_cinematic_lod tentacle_03 True) (object_cinematic_lod tentacle_04 True) (object_cinematic_visibility tentacle_01 True) (object_cinematic_visibility tentacle_02 True) (object_cinematic_visibility tentacle_03 True) (object_cinematic_visibility tentacle_04 True) (wake x10_score_1) (wake x10_foley_1) (wake x10_0010_grv) (wake cinematic_lighting_x10_01) ) ) (script static x10_scene_01_cleanup (begin (object_destroy x09_chamber_door) (object_destroy_containing "spore") ) ) (script static x10_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (weather_start 0) (weather_change_intensity 0 1) (x10_problem_actors_01) (x10_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\x10\music\x10_01_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x10\foley\x10_01_fol) (sleep prediction_offset) (x10_scene_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x10\x10 x10_01 none anchor_flag_x10) (scenery_animation_start_relative x09_chamber_door scenarios\objects\solo\highcharity\high_door_grand\x10\x10 high_door_grand_01 anchor_x10) (scenery_animation_start_relative spore_01 objects\cinematics\flood\flood_spore\x10\x10 spore01_01 anchor_x10) (scenery_animation_start_relative spore_02 objects\cinematics\flood\flood_spore\x10\x10 spore02_01 anchor_x10) (scenery_animation_start_relative spore_03 objects\cinematics\flood\flood_spore\x10\x10 spore03_01 anchor_x10) (scenery_animation_start_relative tentacle_01 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle01_01 anchor_x10) (scenery_animation_start_relative tentacle_02 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle02_01 anchor_x10) (scenery_animation_start_relative tentacle_03 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle03_01 anchor_x10) (fade_in 0 0 0 60) (sleep (- (camera_time) prediction_offset)) (x10_02_predict_stub) (cinematic_screen_effect_start True) (sleep (- (camera_time) 1)) (cinematic_screen_effect_set_crossfade 2) (sleep 1) (x10_scene_01_cleanup) ) ) (script dormant x10_score_2 (begin (sleep 553) (sound_looping_start sound\cinematics\08_deltacliffs\x10\music\x10_02_mus none 1) (print "x10 score 02 start") ) ) (script dormant x10_0020_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0020_grv none 1) (cinematic_subtitle x10_0020_grv 8) ) ) (script dormant x10_0030_grv (begin (sleep 260) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0030_grv none 1) (cinematic_subtitle x10_0030_grv 5) ) ) (script dormant x10_0040_cor (begin (sleep 496) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0040_cor cortana 1) (cinematic_subtitle x10_0040_cor 1) ) ) (script dormant x10_0041_cor (begin (sleep 520) (unit_set_emotional_state cortana pain 0.25 60) (print "cortana - pain .25 60") (sleep 30) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0041_cor cortana 1) (cinematic_subtitle x10_0041_cor 1) ) ) (script dormant cinematic_lighting_x10_02 (begin (cinematic_lighting_set_primary_light 51 28 0.380392 0.384314 0.341176) (cinematic_lighting_set_secondary_light -53 202 0.0588235 0.356863 0.356863) (cinematic_lighting_set_ambient_light 0.0901961 0.117647 0.0823529) (object_uses_cinematic_lighting cortana True) ) ) (script dormant effect_cortana_appear (begin (sleep 410) (print "cortana appears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 cortana_stand marker) ) ) (script static x10_scene_02_setup (begin (object_create_anew cortana) (object_cinematic_lod cortana True) (object_create_anew cortana_stand) (unit_set_emotional_state cortana repulsed 0.5 0) (print "cortana - repulsed .5 0") (wake x10_score_2) (wake x10_0020_grv) (wake x10_0030_grv) (wake x10_0040_cor) (wake x10_0041_cor) (wake effect_cortana_appear) (wake cinematic_lighting_x10_02) (cinematic_set_near_clip_distance 0.05) (print "setting near clip distance to .05") ) ) (script static x10_scene_02_cleanup (begin (object_destroy_containing "cortana") (object_destroy_containing "tentacle") ) ) (script static x10_scene_02 (begin (time_code_reset) (x10_scene_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x10\x10 x10_02 none anchor_flag_x10) (custom_animation_relative cortana objects\characters\cortana\x10\x10 cortana_02 False anchor_x10) (scenery_animation_start_relative tentacle_01 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle01_02 anchor_x10) (scenery_animation_start_relative tentacle_02 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle02_02 anchor_x10) (scenery_animation_start_relative tentacle_03 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle03_02 anchor_x10) (scenery_animation_start_relative tentacle_04 objects\characters\gravemind\tentacle_capture\x10\x10 tentacle04_02 anchor_x10) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (cinematic_set_near_clip_distance 0.06) (print "setting near clip distance to .06") (sleep 328) ) ) (script static x10 (begin (switch_bsp_by_name high_0) (sleep 1) (x10_scene_01) (x10_scene_02) ) ) (script static x09 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp4) (sleep 1) (sound_class_set_gain "amb" 0 15) (x09_scene_01) (x09_scene_02) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (x09_scene_03) (x09_scene_04) (switch_bsp_by_name deltacontrolroom_bsp4) (sleep 1) (x09_scene_05) (x09_scene_06) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (x09_scene_07) (x09_scene_08) (sleep 30) (print "30 ticks of black for marty") (cinematic_show_letterbox False) (play_credits) (sleep_until (bink_done) 1) (sleep 30) (x10) (sleep 30) (print "30 ticks of black for marty") (game_won) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script dormant chapter_title0 (begin (sleep 30) (cinematic_set_title title0) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (begin (c08_intra1) )) (cinematic_skip_stop) ) ) (script static cinematic_johnson_ledge (begin (if (cinematic_skip_start) (begin (c08_intra2) )) (cinematic_skip_stop) ) ) (script static cinematic_tartarus_fight (begin (if (cinematic_skip_start) (begin (c08_intra3) )) (cinematic_skip_stop) ) ) (script static cinematic_epilogue (begin (x09) ) ) (script dormant objective0_set (begin (sleep 30) (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep 30) (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 30) (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (objectives_show_up_to 3) ) ) (script dormant objective3_clear (begin (objectives_finish_up_to 3) ) ) (script dormant objective4_set (begin (sleep 180) (objectives_show_up_to 4) ) ) (script dormant objective4_clear (begin (objectives_finish_up_to 4) ) ) (script dormant music_08b_01_stop (begin (print "music 08b_01 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_01) ) ) (script dormant music_08b_01_start_alt (begin (print "music 08b_01 start alt") (sound_looping_set_alternate scenarios\solo\08b_deltacontrol\08b_music\08b_01 True) ) ) (script dormant music_08b_01_start (begin (print "music 08b_01 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_01 none 1) ) ) (script dormant music_08b_02_stop (begin (print "music 08b_02 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_02) ) ) (script dormant music_08b_02_start (begin (print "music 08b_02 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_02 none 1) ) ) (script dormant music_08b_03_stop (begin (print "music 08b_03 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_03) ) ) (script dormant music_08b_03_start (begin (print "music 08b_03 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_03 none 1) ) ) (script dormant music_08b_04_stop (begin (print "music 08b_04 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_04) ) ) (script dormant music_08b_04_start (begin (print "music 08b_04 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_04 none 1) ) ) (script dormant music_08b_05_stop (begin (print "music 08b_05 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_05) ) ) (script dormant music_08b_05_start_alt (begin (print "music 08b_05 start alt") (sound_looping_set_alternate scenarios\solo\08b_deltacontrol\08b_music\08b_05 True) ) ) (script dormant music_08b_05_start (begin (print "music 08b_05 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_05 none 1) ) ) (script dormant music_08b_06_start (begin (print "music 08b_06 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_06 none 1) ) ) (script dormant music_08b_07_start (begin (print "music 08b_07 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_07 none 1) ) ) (script dormant music_08b_08_start (begin (print "music 08b_08 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_08 none 1) ) ) (script dormant music_08b_09_stop (begin (print "music 08b_09 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_09) ) ) (script dormant music_08b_09_start_alt (begin (print "music 08b_09 start alt") (sound_looping_set_alternate scenarios\solo\08b_deltacontrol\08b_music\08b_09 True) ) ) (script dormant music_08b_09_start (begin (print "music 08b_09 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_09 none 1) ) ) (script dormant music_08b_10_stop (begin (print "music 08b_10 stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_10) ) ) (script dormant music_08b_10_start (begin (print "music 08b_10 start") (sound_looping_start scenarios\solo\08b_deltacontrol\08b_music\08b_10 none 1) ) ) (script static scarab_idle_var0 (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_firing (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 6.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_var0_no_block (begin (print "scarab_idle_var0") (device_set_position_track scarab combat:idle:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) ) ) (script static scarab_idle_to_walk_front (begin (print "scarab_idle_to_walk_front") (device_set_position_track scarab combat:idle:2:walk_front g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_var0 (begin (print "scarab_walk_front_var0") (device_set_position_track scarab combat:walk_front:var0 g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_to_idle (begin (print "scarab_walk_front_to_idle") (device_set_position_track scarab combat:walk_front:2:idle g_scarab_interpolation) (device_animate_position scarab 1 3 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_15_left (begin (print "scarab_idle_turn_15_left") (device_set_position_track scarab combat:turn_15_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_15_right (begin (print "scarab_idle_turn_15_right") (device_set_position_track scarab combat:turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_15_right_slow (begin (print "scarab_idle_turn_15_right_slow") (device_set_position_track scarab combat:turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_left (begin (print "scarab_idle_turn_22_left") (device_set_position_track scarab combat:turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_right (begin (print "scarab_idle_turn_22_right") (device_set_position_track scarab combat:turn_22_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_22_right_slow (begin (print "scarab_idle_turn_22_right_slow") (device_set_position_track scarab combat:turn_22_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_left (begin (print "scarab_idle_turn_45_left") (device_set_position_track scarab combat:turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_right (begin (print "scarab_idle_turn_45_right") (device_set_position_track scarab combat:turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_turn_45_right_slow (begin (print "scarab_idle_turn_45_right_slow") (device_set_position_track scarab combat:turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_left (begin (print "scarab_walk_front_turn_15_left") (device_set_position_track scarab combat:walk_front_turn_15_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_15_right (begin (print "scarab_walk_front_turn_15_right") (device_set_position_track scarab combat:walk_front_turn_15_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_22_left (begin (print "scarab_walk_front_turn_22_left") (device_set_position_track scarab combat:walk_front_turn_22_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_22_right (begin (print "scarab_walk_front_turn_22_right") (device_set_position_track scarab combat:walk_front_turn_22_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_left (begin (print "scarab_walk_front_turn_45_left") (device_set_position_track scarab combat:walk_front_turn_45_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_walk_front_turn_45_right (begin (print "scarab_walk_front_turn_45_right") (device_set_position_track scarab combat:walk_front_turn_45_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_left (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_idle_to_twist_5_right (begin (print "scarab_idle_to_twist_5_right") (device_set_position_track scarab combat:idle_to_twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_firing (begin (print "scarab_twist_5_left") (device_set_position_track scarab combat:twist_5_left g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 4 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_firing (begin (print "scarab_twist_5_right") (device_set_position_track scarab combat:twist_5_right g_scarab_interpolation) (device_animate_position scarab 1 6 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_left_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_left_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_twist_5_right_to_idle (begin (print "scarab_twist_5_left_to_idle") (device_set_position_track scarab combat:twist_5_right_to_idle g_scarab_interpolation) (device_animate_position scarab 1 1.5 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) ) ) (script static scarab_gun_open_up (begin (device_set_overlay_track scarab combat:fire_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire_up (begin (device_set_overlay_track scarab combat:fire) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_close_up (begin (device_set_overlay_track scarab combat:fire_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_open_down (begin (device_set_overlay_track scarab combat:fire_down_open) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script static scarab_gun_fire_down (begin (device_set_overlay_track scarab combat:fire_down) (device_animate_overlay scarab 1 6 0 0) ) ) (script static scarab_gun_fire_down_abort (begin (device_animate_overlay scarab 0 3 0 0) ) ) (script static scarab_gun_close_down (begin (device_set_overlay_track scarab combat:fire_down_close) (device_animate_overlay scarab 1 3.5 0 0) ) ) (script dormant e13_main (begin (set g_e13_started True) (game_save) (print "e13_main") (data_mine_set_mission_segment "e13_control_room") (device_operates_automatically_set e12_door0 False) (tartarus_boss_fight) (wake objective3_clear) (set g_mission_over True) ) ) (script dormant e13_cinematic_main (begin (sleep_until (or (volume_test_objects tv_e13_cutscene_trigger1 (players)) (and (volume_test_objects tv_e13_cutscene_trigger0 (players)) (objects_can_see_flag (players) e13_cutscene_trigger 15))) 15) (cinematic_fade_to_white) (object_teleport (player0) player0_stash) (object_teleport (player1) player1_stash) (cinematic_tartarus_fight) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (switch_bsp_by_name deltacontrolroom_bsp4) (wake e13_main) (cinematic_fade_from_white) ) ) (script command cs_e12_cov_phantom0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e12_cov_phantom0_entry/p0) (cs_fly_by e12_cov_phantom0_entry/p1) (cs_vehicle_boost True) (cs_fly_by e12_cov_phantom0_entry/p1_1) (cs_vehicle_boost False) (cs_fly_by e12_cov_phantom0_entry/p1_2) (cs_fly_to e12_cov_phantom0_entry/p2) (cs_face True e12_cov_phantom0_entry/p2_facing) (cs_fly_to e12_cov_phantom0_entry/p3 1) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a01) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a02) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a03) (sleep 45) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b01) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b02) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b03) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (cs_face False e12_cov_phantom0_entry/p2_facing) (cs_fly_to e12_cov_phantom0_entry/p4) (cs_face True e12_cov_phantom0_entry/p4_facing) (cs_enable_targeting True) (cs_enable_moving True) (sleep_until (= (structure_bsp_index) 2) 15) (ai_erase ai_current_squad) ) ) (script command cs_e12_pro_inf0_1_wait (begin (cs_crouch True) (sleep_until (ai_trigger_test "e12_pro_inf0_sighted_player" e12_pro_inf0) 15) ) ) (script command cs_e12_pro_inf0_wait0 (begin (cs_crouch True) (cs_face True e12_patrol/s0) (sleep_until (> (device_get_position e12_door0) 0) 15) (cs_shoot_point True e12_patrol/s0) (sleep 30) (cs_go_to e12_patrol/p0) (sleep 30) ) ) (script command cs_e12_pro_inf0_wait1 (begin (cs_crouch True) (cs_face True e12_patrol/s1) (sleep_until (> (device_get_position e12_door0) 0) 15) (cs_shoot_point True e12_patrol/s1) (sleep 30) (cs_go_to e12_patrol/p1) (sleep 30) ) ) (script command cs_e12_cov_inf0_look (begin (cs_face_player True) (sleep_forever) ) ) (script command cs_e12_cov_inf0_follow (begin (sleep 1) ) ) (script command cs_e12_pro_inf0_captain (begin (cs_enable_targeting True) (cs_enable_moving True) (sleep_until (> (ai_combat_status ai_current_actor) ai_combat_status_active)) (cs_enable_moving False) (cs_look_player True) (sleep (random_range 15 30)) (print "cpn: do not let them enter!") (sleep (ai_play_line ai_current_actor 0940)) (sleep 20) (cs_enable_moving True) (print "cpn: tartar sauce must complete his tasty condiments") (sleep (ai_play_line ai_current_actor 0950)) ) ) (script command cs_e12_pro_inf0_berserker (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until (> (ai_combat_status ai_current_actor) ai_combat_status_active)) (sleep (random_range 0 30)) (ai_berserk ai_current_actor True) ) ) (script command cs_e12_cov_banshee0_entry (begin (object_cannot_die (ai_vehicle_get ai_current_actor) True) (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_to e12_cov_banshees0/p2 5) (cs_vehicle_boost False) (cs_fly_to e12_cov_banshees0/p2 0.5) (ai_vehicle_reserve (ai_vehicle_get ai_current_actor) True) (ai_vehicle_exit ai_current_actor) (sleep 30) ) ) (script dormant e12_pro_inf0_main (begin (sleep_until (= (structure_bsp_index) 2) 15) (sleep_until (volume_test_objects tv_e12_chamber_entered (players)) 15) (ai_place e12_pro_inf0_1) (wake music_08b_09_start) (sleep_until (and (<= (ai_living_count e12_pro_inf0) 1) (<= (device_get_position e12_door1) 0))) (game_save_no_timeout) (ai_place e12_pro_inf0_2) (wake music_08b_09_start_alt) (wake music_08b_10_start) (sleep_until (or (<= (ai_living_count e12_pro_inf0) 0) (volume_test_objects tv_e13_cutscene_trigger0 (players))) 15) (device_one_sided_set e12_door1 False) (device_closes_automatically_set e12_door1 False) (device_set_position e12_door1 1) (wake music_08b_09_stop) (wake music_08b_10_stop) ) ) (script dormant e12_pro_inf0_ender (begin (sleep_until (volume_test_objects tv_e12_pro_inf0_end (players)) 15) (sleep_forever e12_pro_inf0_main) (device_one_sided_set e12_door1 False) (device_closes_automatically_set e12_door1 False) (device_set_position e12_door1 1) (wake music_08b_09_stop) (wake music_08b_10_stop) ) ) (script dormant e12_cov_phantom0_main (begin (ai_place e12_cov_phantom0) ) ) (script dormant e12_cov_banshees0_main (begin (sleep_until (or (volume_test_objects tv_e12_ledge (players)) (volume_test_objects tv_e12_cov_banshee0_begin (players)) (not (player_in_vehicle))) 15) (if (volume_test_objects tv_e12_ledge (players)) (sleep_forever)) (sleep_until (not (objects_can_see_flag (players) e12_cov_banshees0_spawn 80)) 15) (ai_place e12_cov_banshees0) (sleep_until (player_in_vehicle) 30 450) (if (player_in_vehicle) (sleep_forever)) (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e12_cov_banshees0/banshee0) 1) (sleep_until (player_in_vehicle)) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e12_cov_banshees0/banshee0)) ) ) (script dormant e12_cov_inf0_main (begin (sleep_until (> (ai_spawn_count e12_cov_phantom0) 0) 5) (ai_place e12_cov_inf0_0) (ai_place e12_cov_inf0_1/elite0) (ai_place e12_cov_inf0_1/elite1) (if (not (game_is_cooperative)) (ai_place e12_cov_inf0_1/elite2)) (sleep 2) (ai_vehicle_enter_immediate e12_cov_inf0_0 (ai_vehicle_get e12_cov_phantom0/phantom0) phantom_p_a) (ai_vehicle_enter_immediate e12_cov_inf0_1 (ai_vehicle_get e12_cov_phantom0/phantom0) phantom_p_b) (sleep_until (volume_test_objects tv_e12_ledge (players)) 15) (cs_run_command_script e12_cov_inf0 cs_e12_cov_inf0_look) (sleep_until (volume_test_objects tv_e12_ledge_entrance (players)) 15) (cs_run_command_script e12_cov_inf0 cs_e12_cov_inf0_follow) (ai_set_orders e12_cov_inf0 e12_cov_inf0_advance0) (sleep_until (volume_test_objects tv_e12_swap_room_halfway (players)) 15) (ai_set_orders e12_cov_inf0 e12_cov_inf0_advance1) (sleep_until (= (structure_bsp_index) 2)) (ai_teleport_to_starting_location_if_outside_bsp e12_cov_inf0_0) (ai_teleport_to_starting_location_if_outside_bsp e12_cov_inf0_1) (sleep_until (> (device_get_position e12_door0) 0) 15) (ai_set_orders e12_cov_inf0_0 e12_cov_inf0_engage0_right) (ai_set_orders e12_cov_inf0_1 e12_cov_inf0_engage0_left) ) ) (script dormant e12_main (begin (set g_e12_started True) (game_save) (print "e12_main") (data_mine_set_mission_segment "e12_control_antechamber") (wake chapter_title2) (wake objective2_clear) (wake objective3_set) (wake e13_cinematic_main) (wake e12_cov_banshees0_main) (wake e12_pro_inf0_main) (wake e12_pro_inf0_ender) (sleep_until (= (structure_bsp_index) 2)) (game_save) (sleep_forever e12_cov_banshees0_main) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e12_cov_banshees0/banshee0)) (sleep_until g_e13_started) (sleep_forever e12_cov_inf0_main) (sleep_forever e12_cov_phantom0_main) (sleep_forever e12_pro_inf0_main) (ai_erase e12_cov) (ai_erase e12_pro) ) ) (script static test_antechamber (begin (switch_bsp 2) (object_teleport (player0) e12_test) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e11_pro_phantom0_0_main (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_0/p00) (cs_vehicle_boost False) (cs_fly_by e11_pro_phantom0_0/p0) (cs_fly_to e11_pro_phantom0_0/p1) (cs_fly_to_and_face e11_pro_phantom0_0/p2 e11_pro_phantom0_1/p1_facing 0.5) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (ai_braindead e11_pro_wraith0_0 False) (sleep 30) (cs_fly_to_and_face e11_pro_phantom0_0/p1 e11_pro_phantom0_0/p3 0.5) (cs_fly_by e11_pro_phantom0_0/p3) (cs_fly_by e11_pro_phantom0_0/p4) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_0/p5) (ai_erase ai_current_squad) ) ) (script command cs_e11_pro_phantom0_1_main (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_1/p00) (cs_vehicle_boost False) (cs_fly_by e11_pro_phantom0_1/p0) (cs_fly_to_and_face e11_pro_phantom0_1/p1 e11_pro_phantom0_1/p1_facing) (cs_fly_to_and_face e11_pro_phantom0_1/p2 e11_pro_phantom0_1/p1_facing 0.5) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (ai_braindead e11_pro_wraith0_1 False) (sleep 30) (cs_fly_to_and_face e11_pro_phantom0_1/p1 e11_pro_phantom0_1/p3 0.5) (cs_fly_by e11_pro_phantom0_1/p3) (cs_fly_by e11_pro_phantom0_1/p4) (cs_vehicle_boost True) (cs_fly_by e11_pro_phantom0_1/p5) (ai_erase ai_current_squad) ) ) (script command cs_e11_attack_scarab (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_moving True) (sleep_until (begin (begin_random (begin (cs_shoot_point True scarab_air/joint0) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint0) ) (begin (cs_shoot_point True scarab_air/joint1) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint1) ) (begin (cs_shoot_point True scarab_air/joint2) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint2) ) (begin (cs_shoot_point True scarab_air/joint3) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint3) ) ) False) ) ) ) (script command cs_e11_attack_scarab_behavior (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until (begin (sleep_until (<= (ai_combat_status ai_current_actor) ai_combat_status_active)) (cs_stack_command_script ai_current_actor cs_e11_attack_scarab) False) ) ) ) (script command cs_e11_pro_wraiths1_shoot (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_moving True) (sleep_until (begin (begin_random (begin (cs_shoot_point True scarab_air/joint0) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint0) ) (begin (cs_shoot_point True scarab_air/joint1) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint1) ) (begin (cs_shoot_point True scarab_air/joint2) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint2) ) (begin (cs_shoot_point True scarab_air/joint3) (sleep (random_range 90 180)) (cs_shoot_point False scarab_air/joint3) ) ) False) ) ) ) (script command cs_e11_pro_wraiths1_bombard (begin (cs_enable_moving True) (cs_enable_targeting True) (sleep_until (begin (sleep_until (<= (ai_combat_status ai_current_actor) ai_combat_status_active)) (cs_stack_command_script ai_current_actor cs_e11_pro_wraiths1_shoot) False) ) ) ) (script command cs_e11_ghost_door0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_and_face e11_door_entry/p0 e11_door_entry/p1) (sleep_until (begin (device_set_position e11_door0 1) (>= (device_get_position e11_door0) 1) ) 10) (cs_go_by e11_door_entry/p1 e11_door_entry/p2) (cs_vehicle_boost True) (cs_go_to e11_door_entry/p2) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep 120) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_run_command_script ai_current_actor cs_e11_attack_scarab_behavior) ) ) (script command cs_e11_spectre_door0_entry (begin (cs_enable_pathfinding_failsafe True) (ai_vehicle_reserve_seat (ai_vehicle_get ai_current_actor) spectre_p_l True) (cs_go_to_and_face e11_door_entry/p0 e11_door_entry/p1) (sleep_until (begin (device_set_position e11_door0 1) (>= (device_get_position e11_door0) 1) ) 10) (cs_go_by e11_door_entry/p1 e11_door_entry/p2) (cs_vehicle_boost True) (cs_go_to e11_door_entry/p2) (object_cannot_take_damage (ai_get_object ai_current_actor)) (sleep 120) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_run_command_script ai_current_actor cs_e11_attack_scarab_behavior) ) ) (script command cs_e11_pro_banshees0_0_entry (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_vehicle_boost True) (sleep 90) (cs_enable_moving True) (sleep 150) ) ) (script command cs_e11_pro_banshees0_1_entry (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_vehicle_boost True) (cs_fly_by e11_pro_banshees0_1_entry/p0) (cs_enable_moving True) (sleep 150) ) ) (script command cs_e11_scarab_main_gun_shoot (begin (cs_shoot_point True e11_scarab_gunners/p0) (sleep 165) ) ) (script command cs_e11_cov_banshees0_die (begin (ai_kill ai_current_actor) ) ) (script static e11_pro_phantom0_0_retreat (begin (or (<= (object_get_health (ai_vehicle_get e11_pro_phantom0_0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e11_pro_phantom0_0/phantom0) target_front) 3)) ) ) (script static e11_pro_phantom0_1_retreat (begin (or (<= (object_get_health (ai_vehicle_get e11_pro_phantom0_1/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e11_pro_phantom0_1/phantom0) target_front) 3)) ) ) (script static e11_pro_wraiths1_living_count (begin (+ (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_0/wraith)) 0) 1 0) (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_1/wraith)) 0) 1 0) (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_2/wraith)) 0) 1 0) (if (> (unit_get_health (ai_vehicle_get_from_starting_location e11_pro_wraith1_3/wraith)) 0) 1 0)) ) ) (script static e11_pro_wraiths1_weakened (begin (<= (e11_pro_wraiths1_living_count) 2) ) ) (script static e11_door_blocked (begin (or (cs_command_script_queued e11_pro_ghosts0 cs_e11_ghost_door0_entry) (cs_command_script_queued e11_pro_spectres0 cs_e11_spectre_door0_entry)) ) ) (script dormant e11_pro_phantom1_main (begin (sleep_until (and (not (objects_can_see_flag (players) e11_pro_phantom1_spawn 80)) (<= (ai_living_count e11_pro_phantom0_0) 0) (<= (ai_living_count e11_pro_wraith0_0) 0)) 30) (ai_place_in_vehicle e11_pro_wraith0_1 e11_pro_phantom0_1) (ai_braindead e11_pro_wraith0_1 True) ) ) (script dormant e11_pro_phantom0_main (begin (sleep_until g_e11_door_open) (sleep_until (not (volume_test_objects tv_e11_outer_cove (players))) 30) (ai_place e11_pro_phantom0_0) (ai_place_in_vehicle e11_pro_wraith0_0 e11_pro_phantom0_0) (ai_braindead e11_pro_wraith0_0 True) ) ) (script dormant e11_pro_banshees0_main (begin (sleep_until (<= (e11_pro_wraiths1_living_count) 2)) (sleep_until (begin (if (<= (ai_living_count e11_pro_banshees0) 0) (sleep_until (begin (if (volume_test_objects tv_e11_outer_cove (players)) (ai_place e11_pro_banshees0_1 1) (ai_place e11_pro_banshees0_0 1)) (>= (ai_living_count e11_pro_banshees0) 2) ) 60)) (>= (ai_spawn_count e11_pro_banshees0) 10) ) 450) ) ) (script dormant e11_pro_spectres0_main (begin (sleep_until (and (<= (e11_pro_wraiths1_living_count) 1) (> (ai_spawn_count e11_pro_banshees0) 6))) (sleep_until (begin (if (and (< (ai_living_count e11_pro_spectres0) 2) (> (objects_distance_to_object (players) e11_door0) 50)) (begin (sleep_until (not (e11_door_blocked)) 5) (if (= (structure_bsp_index) 0) (ai_place e11_pro_spectres0)) )) (>= (ai_spawn_count e11_pro_spectres0) 6) ) 150) ) ) (script dormant e11_pro_ghosts0_main (begin (sleep_until g_e11_door_open) (sleep_until (<= (e11_pro_wraiths1_living_count) 0)) (sleep_until (begin (if (and (< (ai_living_count e11_pro_ghosts0) 3) (> (objects_distance_to_object (players) e11_door0) 50)) (begin (sleep_until (not (e11_door_blocked)) 5) (if (= (structure_bsp_index) 0) (ai_place e11_pro_ghosts0 1)) )) (>= (ai_spawn_count e11_pro_ghosts0) 16) ) 150) ) ) (script dormant e11_pro_wraith_checkpoints (begin (sleep_until (<= (e11_pro_wraiths1_living_count) 3) 61) (game_save) (sleep_until (<= (e11_pro_wraiths1_living_count) 2) 61) (game_save) (sleep_until (<= (e11_pro_wraiths1_living_count) 1) 61) (game_save) (sleep_until (<= (e11_pro_wraiths1_living_count) 0) 61) (game_save) ) ) (script dormant e11_pro_wraith1_main (begin (sleep_until (volume_test_objects tv_e11_pro_wraiths1_begin (players)) 15) (wake e11_pro_wraith_checkpoints) (ai_place e11_pro_wraith1_0) (ai_place e11_pro_wraith1_1) (sleep_until (<= (ai_living_count e11_pro_wraith1) 0)) (wake e11_pro_phantom0_main) ) ) (script dormant e11_cov_banshees0_main (begin (if (not (players_in_vehicle)) (ai_place e11_cov_banshees0)) ) ) (script dormant e11_navpoint (begin (sleep_until (> (objects_distance_to_flag (players) e11_exit_door) 185) 60 one_minute) (activate_team_nav_point_flag default player e11_exit_door 0) ) ) (script dormant e11_navpoint_kill (begin (sleep_until (volume_test_objects tv_e12_ledge (players))) (sleep_forever e11_navpoint) (deactivate_team_nav_point_flag player e11_exit_door) ) ) (script dormant e11_door_opening (begin (sleep_until g_e11_door_should_open 10) (sleep 120) (effect_new effects\scenarios\solo\deltacontrolroom\scarab_attack_deltacontrol e11_door_explosion) (object_destroy e11_exit_door) (set g_e11_door_open True) (sleep 30) (wake e11_navpoint) (wake e11_navpoint_kill) ) ) (script dormant e11_scarab_main (begin (pvs_set_object scarab) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_15_right) (scarab_walk_front_to_idle) (scarab_gun_open_up) (sleep_until (begin (scarab_idle_var0) (volume_test_objects tv_e11_outer_cove (players)) ) 1) (print "johnson: stay clear of the door") (sleep (ai_play_line_on_object none 0840)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 45) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: you trying to get killed?") (sleep (ai_play_line_on_object none 0860)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 60) )) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: what? do i have to spell it out for you? move!") (sleep (ai_play_line_on_object none 0870)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 60) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: listen, i'm gonna count to three.") (sleep (ai_play_line_on_object none 0880)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 30) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: one...") (sleep (ai_play_line_on_object none 0890)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 45) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: two...") (sleep (ai_play_line_on_object none 0900)) (sleep_until (not (volume_test_objects tv_e11_exit_vicinity (players))) 10 60) (if (volume_test_objects tv_e11_exit_vicinity (players)) (begin (print "johnson: don't say i didn't warn you!") (sleep (ai_play_line_on_object none 0910)) ) (begin (sleep 20) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) ) (begin (sleep 20) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) ) (begin (sleep 20) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) ) (begin (sleep 25) (print "johnson: good! now stay put!") (sleep (ai_play_line_on_object none 0920)) (set g_e11_player_warned True) )) )) (sleep 30) (if (and g_e11_player_warned (volume_test_objects tv_e11_exit_vicinity (players))) (begin (print "johnson: yeah, that's real funny. i'm still shooting.") (sleep (ai_play_line_on_object none 0930)) ) (begin (print "johnson: hey bastards, knock knock!") (sleep (ai_play_line_on_object none 0850)) )) (wake music_08b_07_start) (wake music_08b_08_start) (wake e11_door_opening) (sleep_until (begin (scarab_gun_fire_up) (cs_stack_command_script scarab_gunners/main_gunner cs_e11_scarab_main_gun_shoot) (set g_e11_shot_counter (+ g_e11_shot_counter 1)) (if (objects_can_see_flag (players) e11_exit_door 25) (set g_e11_player_saw_door True)) (if (or (>= g_e11_shot_counter 4) (and g_e11_player_saw_door (>= g_e11_shot_counter 2))) (set g_e11_door_should_open True)) (scarab_idle_firing) g_e11_door_should_open) 1) (scarab_gun_close_up) (wake e12_main) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_22_left) (pvs_clear) (sleep_until (begin (scarab_idle_var0) False) 1) ) ) (script dormant e11_key (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create key) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 8) ) ) (script dormant e11_main (begin (sleep_until (volume_test_objects tv_e11_main_begin (players)) 15) (set g_e11_started True) (game_save) (print "e11_main") (data_mine_set_mission_segment "e11_scarab_boardings") (kill_volume_disable kill_e8_0) (wake e11_pro_banshees0_main) (wake e11_pro_wraith1_main) (wake e11_cov_banshees0_main) (wake e11_key) (sleep_until (= (structure_bsp_index) 2)) (sleep_forever e11_pro_wraith1_main) (sleep_forever e11_pro_banshees0_main) (sleep_forever e11_pro_phantom0_main) (sleep_forever e11_pro_phantom1_main) (sleep_forever e11_pro_ghosts0_main) (sleep_forever e11_pro_spectres0_main) (sleep_forever e11_pro_wraith_checkpoints) (ai_erase e11_pro) (ai_erase e11_cov) ) ) (script command cs_e9_pro_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to_and_face e9_pro_phantom0_exit/p0 e9_pro_phantom0_exit/p1 1) (cs_fly_to_and_face e9_pro_phantom0_exit/p0_1 e9_pro_phantom0_exit/p1) (cs_vehicle_boost True) (cs_fly_by e9_pro_phantom0_exit/p1) (cs_fly_by e9_pro_phantom0_exit/p2) (ai_erase ai_current_squad) ) ) (script command cs_e9_pro_phantom0_entry (begin (cs_fly_to e9_pro_phantom0_entry/p0) (cs_fly_to e9_pro_phantom0_entry/p1) (cs_fly_to e9_pro_phantom0_entry/p2 1) (sleep_until g_e9_scarab_at_second_bend 15) (cs_fly_to_and_face scarab_air/dropship_p1 scarab_air/dropship_p1_facing) (cs_vehicle_speed 0.25) (sleep_until (begin (cs_fly_to_and_face scarab_air/dropship_p1 scarab_air/dropship_p1_facing 3) False) 3 60) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep_until (begin (cs_fly_to_and_face scarab_air/dropship_p1 scarab_air/dropship_p1_facing 3) False) 3 300) (set g_e9_pro_phantom0_unloaded True) ) ) (script command cs_e9_pro_banshees0_entry (begin (cs_vehicle_boost True) (sleep 120) ) ) (script dormant e9_pro_spectres0_main (begin (sleep_until (or (volume_test_objects tv_e9_second_bend (players)) g_e9_scarab_started) 15) (ai_place e9_pro_spectres0_0) (sleep 1) (ai_vehicle_reserve_seat (ai_vehicle_get e9_pro_spectres0_0/spectre0) spectre_p_l True) (sleep_until (or (volume_test_objects tv_e9_second_bend (players)) (<= (ai_living_count e9_pro_spectres0) 1)) 15) (ai_place e9_pro_spectres0_1) (sleep 1) (ai_vehicle_reserve_seat (ai_vehicle_get e9_pro_spectres0_1/starting_locations_0) spectre_p_l True) ) ) (script dormant e9_pro_phantom0_main (begin (sleep_until g_e9_scarab_near_second_bend 15) (ai_place e9_pro_phantom0) (sleep_until g_e9_pro_phantom0_unloaded) (sleep_until (or (>= (object_model_targets_destroyed (ai_vehicle_get e9_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e9_pro_phantom0/phantom0)) 0.05)) 15 450) (set g_e9_pro_phantom0_retreating True) (cs_run_command_script e9_pro_phantom0/phantom0 cs_e9_pro_phantom0_exit) (sleep 150) (if (or (>= (object_model_targets_destroyed (ai_vehicle_get e9_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e9_pro_phantom0/phantom0)) 0.05)) (begin (print "johnson: now i know why you have the fancy armor") (ai_play_line_on_object none 0690) )) ) ) (script dormant e9_pro_banshees0_main (begin (sleep_until g_e9_scarab_near_first_bend) (sleep_until (begin (if (or (<= (ai_living_count e9_pro_banshees0) 0) (and (<= (ai_living_count e9_pro_banshees0) 1) (<= (ai_living_count e9_pro_inf0) 2) (<= (ai_living_count e9_pro_spectres0) 0))) (ai_place e9_pro_banshees0 1)) (or (>= (ai_spawn_count e9_pro_banshees0) 6) (volume_test_objects tv_e9_pro_banshees0_stop (players)) g_e9_scarab_stepping_down) ) 60) (ai_migrate e9_pro_banshees0 e11_pro_banshees0_1) ) ) (script dormant e9_pro_inf3_main (begin (sleep_until (> (ai_living_count e9_pro_phantom0) 0)) (ai_place_in_vehicle e9_pro_inf3_0 e9_pro_phantom0) ) ) (script dormant e9_pro_inf0_main (begin (ai_place e9_pro_inf0) ) ) (script dormant e9_scarab_navpoint (begin (sleep_until (begin (if (< (objects_distance_to_object (players) scarab) 40) (deactivate_team_nav_point_object player scarab)) (if (> (objects_distance_to_object (players) scarab) 60) (activate_team_nav_point_object default player scarab 10)) g_e11_door_open) 140) (deactivate_team_nav_point_object player scarab) ) ) (script dormant e9_scarab_main (begin (pvs_set_object scarab) (if (difficulty_normal) (wake e9_scarab_navpoint)) (set g_e9_scarab_started True) (scarab_idle_to_walk_front) (scarab_walk_front_turn_22_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_45_left) (scarab_idle_turn_22_left) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (set g_e9_scarab_near_first_bend True) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_45_right) (scarab_walk_front_turn_45_right) (set g_e9_scarab_near_second_bend True) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_45_left) (set g_e9_scarab_at_second_bend True) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_22_left) (sleep_until (begin (scarab_idle_var0) (and True (not (volume_test_objects tv_scarab (ai_actors e9_pro_inf3)))) ) 1) (scarab_idle_to_walk_front) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_right) (set g_e9_scarab_stepping_down True) (device_set_position_track scarab delta_canyon_step_down g_scarab_interpolation) (device_animate_position scarab 1 (/ 350 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_walk_front_turn_22_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_var0) (wake e11_scarab_main) ) ) (script static e9_scarab_test (begin (object_teleport scarab e9_scarab) (wake e9_scarab_main) ) ) (script dormant e9_main (begin (sleep_until (or (volume_test_objects tv_e9_main_begin (players)) g_e9_scarab_started) 15) (set g_e9_started True) (game_save) (print "e9_main") (data_mine_set_mission_segment "e9_scarab_canyon") (wake e9_pro_inf0_main) (wake e9_pro_inf3_main) (wake e9_pro_spectres0_main) (wake e9_pro_banshees0_main) (sleep_until g_e11_started) (ai_disposable e9_pro True) (sleep_until g_e12_started) (sleep_forever e9_pro_inf0_main) (sleep_forever e9_pro_inf3_main) (sleep_forever e9_pro_spectres0_main) (sleep_forever e9_pro_banshees0_main) ) ) (script static test_scarab_canyon (begin (object_teleport scarab e9_scarab) (wake e9_main) (sleep 1) (wake e9_main) (wake e11_main) ) ) (script command cs_e8_pro_phantom0_exit (begin (cs_fly_by e8_pro_phantom0_exit/p0) (cs_fly_by e8_pro_phantom0_exit/p1) (cs_fly_by e8_pro_phantom0_exit/p2) (ai_erase ai_current_squad) ) ) (script command cs_e8_cov_banshee0_entry0 (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_vehicle_boost True) (sleep 80) (cs_fly_by e8_cov_banshees0_entry/p0_0) (cs_fly_by e8_cov_banshees0_entry/p0_1 15) (cs_vehicle_boost False) (cs_fly_to e8_cov_banshees0_entry/p0_1 2) (sleep 15) (ai_vehicle_exit ai_current_actor) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_ignore_obstacles False) (cs_face_player True) (sleep_until (or (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) g_e8_cov_banshees0_greeted)) (if (not g_e8_cov_banshees0_greeted) (begin (print "elite: take my banshee") (set g_e8_cov_banshees0_greeted True) (sleep (ai_play_line_at_player ai_current_actor 0800)) )) (sleep_until (or (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (players_in_vehicle))) (cs_go_to e8_cov_banshees0_entry/exit0) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 40)) (ai_erase ai_current_actor) ) ) (script command cs_e8_cov_banshee0_entry1 (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_vehicle_boost True) (sleep 70) (cs_fly_by e8_cov_banshees0_entry/p1_0) (cs_fly_by e8_cov_banshees0_entry/p1_1 15) (cs_vehicle_boost False) (cs_fly_to e8_cov_banshees0_entry/p1_1 2) (sleep 15) (ai_vehicle_exit ai_current_actor) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_ignore_obstacles False) (cs_face_player True) (sleep_until (or (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) g_e8_cov_banshees0_greeted)) (if (not g_e8_cov_banshees0_greeted) (begin (print "elite: take my banshee") (set g_e8_cov_banshees0_greeted True) (sleep (ai_play_line_at_player ai_current_actor 0800)) )) (sleep_until (or (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (players_in_vehicle))) (cs_go_to e8_cov_banshees0_entry/exit0) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 40)) (ai_erase ai_current_actor) ) ) (script command cs_e8_cov_banshee0_entry2 (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_get_object ai_current_actor)) (cs_vehicle_boost True) (sleep 70) (cs_fly_by e8_cov_banshees0_entry/p2_0) (cs_fly_by e8_cov_banshees0_entry/p2_1 15) (cs_vehicle_boost False) (cs_fly_to e8_cov_banshees0_entry/p2_1 2) (sleep 15) (ai_vehicle_exit ai_current_actor) (object_can_take_damage (ai_get_object ai_current_actor)) (cs_ignore_obstacles False) (cs_face_player True) (sleep_until (or (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) g_e8_cov_banshees0_greeted)) (if (not g_e8_cov_banshees0_greeted) (begin (print "elite: take my banshee") (set g_e8_cov_banshees0_greeted True) (sleep (ai_play_line_at_player ai_current_actor 0800)) )) (sleep_until (or (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (players_in_vehicle))) (cs_go_to e8_cov_banshees0_entry/exit1) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 40)) (ai_erase ai_current_actor) ) ) (script command cs_e8_cov_banshee0_flyby (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (sleep 100) (cs_fly_by e8_cov_banshees0_entry/p3) (cs_fly_by e8_cov_banshees0_entry/p4) (object_destroy (ai_vehicle_get ai_current_actor)) (sleep 1) (ai_erase ai_current_actor) ) ) (script command cs_e8_pro_wraith0_0_bombard (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_face_object True scarab) (sleep_until (begin (cs_go_to e8_pro_wraiths0_bombard/p0_0) (cs_shoot_point True scarab/target_right) (sleep_until (= g_e8_target_wraith 0) 10) (cs_shoot_point False scarab/target_right) (cs_go_to e8_pro_wraiths0_bombard/p0_1) (sleep (random_range 180 210)) False) 1) ) ) (script command cs_e8_pro_wraith0_1_bombard (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_face_object True scarab) (sleep_until (begin (cs_go_to e8_pro_wraiths0_bombard/p1_0) (cs_shoot_point True scarab/target_left) (sleep_until (= g_e8_target_wraith 1) 10) (cs_shoot_point False scarab/target_left) (cs_go_to e8_pro_wraiths0_bombard/p1_1) (sleep (random_range 180 210)) False) 1) ) ) (script command cs_e8_pro_wraith0_2_bombard (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_face_object True scarab) (sleep_until (begin (cs_go_to e8_pro_wraiths0_bombard/p2_0) (cs_shoot_point True scarab/target_left) (sleep_until (= g_e8_target_wraith 2) 10) (cs_shoot_point False scarab/target_left) (cs_go_to e8_pro_wraiths0_bombard/p2_1) (sleep (random_range 180 210)) False) 1) ) ) (script command cs_e8_scarab_main_gun_idle (begin (sleep_forever) ) ) (script command cs_e8_scarab_main_gun_shoot0 (begin (cs_shoot_point True e8_scarab_gunners/p0) (sleep 75) (if (volume_test_objects tv_e8_scarab_fire_unsafe (players)) (begin (scarab_gun_fire_down_abort) (cs_shoot_point False e8_scarab_gunners/p0) )) (sleep 90) ) ) (script command cs_e8_scarab_main_gun_shoot1 (begin (cs_shoot_point True e8_scarab_gunners/p1) (sleep 75) (if (volume_test_objects tv_e8_scarab_fire_unsafe (players)) (begin (scarab_gun_fire_down_abort) (cs_shoot_point False e8_scarab_gunners/p1) )) (sleep 90) ) ) (script command cs_e8_scarab_main_gun_shoot2 (begin (cs_shoot_point True e8_scarab_gunners/p2) (sleep 75) (if (volume_test_objects tv_e8_scarab_fire_unsafe (players)) (begin (scarab_gun_fire_down_abort) (cs_shoot_point False e8_scarab_gunners/p2) )) (sleep 90) ) ) (script command cs_e8_mars_johnson_init (begin (cs_enable_dialogue True) (object_cannot_die (ai_get_object ai_current_actor) True) (object_cinematic_lod (ai_get_object ai_current_actor) True) (ai_vehicle_enter_immediate ai_current_actor (unit (object_at_marker scarab scarab_d_l)) scarab_d_r) (cs_look_player True) (sleep_forever) ) ) (script command cs_e8_mars_inf0_emerge (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_pathfinding_failsafe True) (cs_go_to scarab/p2) ) ) (script command cs_e8_mars_inf0_retreat (begin (cs_enable_pathfinding_failsafe True) (cs_go_to scarab/p0) ) ) (script dormant e8_scarab_main (begin (pvs_set_object scarab) (print "hide main gunner") (object_hide (object_at_marker scarab primary_trigger) True) (device_set_position_track scarab delta_ledge_exit 0) (device_animate_position scarab 1 (/ 1 30) 0 0 True) (sleep 3) (object_create scarab_door) (objects_attach scarab plasma_door scarab_door ) (ai_place scarab_gunners/main_gunner) (vehicle_load_magic (unit (object_at_marker scarab primary_trigger)) scarab_turret_d (ai_get_object scarab_gunners/main_gunner)) (cs_run_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_idle) (scarab_idle_var0) (scarab_idle_turn_22_right_slow) (scarab_idle_turn_45_right_slow) (scarab_idle_turn_22_right_slow) (scarab_gun_open_down) (scarab_idle_turn_15_right_slow) (set g_e8_target_wraith 1) (scarab_idle_to_twist_5_left) (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot1) (scarab_twist_5_left_firing) (sleep_until (begin (begin_random (if (> (ai_living_count e8_pro_wraiths0_0) 0) (begin (if (not (= g_e8_target_wraith 0)) (begin (scarab_twist_5_left_to_idle) (scarab_idle_to_twist_5_right) ) (begin (scarab_twist_5_right) )) (set g_e8_target_wraith 0) (if (not (volume_test_objects tv_e8_scarab_fire_unsafe (players))) (begin (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot0) (scarab_twist_5_right_firing) )) )) (if (> (ai_living_count e8_pro_wraiths0_1) 0) (begin (if (= g_e8_target_wraith 0) (begin (scarab_twist_5_right_to_idle) (scarab_idle_to_twist_5_left) ) (begin (scarab_twist_5_left) )) (set g_e8_target_wraith 1) (if (not (volume_test_objects tv_e8_scarab_fire_unsafe (players))) (begin (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot1) (scarab_twist_5_left_firing) )) )) (if (> (ai_living_count e8_pro_wraiths0_2) 0) (begin (if (= g_e8_target_wraith 0) (begin (scarab_twist_5_right_to_idle) (scarab_idle_to_twist_5_left) ) (begin (scarab_twist_5_left) )) (set g_e8_target_wraith 2) (if (not (volume_test_objects tv_e8_scarab_fire_unsafe (players))) (begin (scarab_gun_fire_down) (cs_stack_command_script scarab_gunners/main_gunner cs_e8_scarab_main_gun_shoot2) (scarab_twist_5_left_firing) )) )) ) (<= (ai_living_count e8_pro_wraiths0) 0) ) 1) (scarab_gun_close_down) (if (= g_e8_target_wraith 0) (scarab_twist_5_right_to_idle) (scarab_twist_5_left_to_idle)) (scarab_idle_turn_15_left) (wake e9_scarab_main) ) ) (script dormant e8_wraith_dialogue (begin (sleep_until (<= (ai_living_count e8_pro_wraiths0) 2)) (sleep 30) (print "johnson: hah, how do you like it?") (ai_play_line_on_object none 0660) ) ) (script dormant e8_pro_wraiths0_main (begin (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e8_exit (players))) 30 450) (ai_place e8_pro_wraiths0) (wake e8_wraith_dialogue) (sleep_until (begin (if (and (<= (ai_combat_status e8_pro_wraiths0_0) ai_combat_status_active) (not (cs_command_script_queued e8_pro_wraiths0_0 cs_e8_pro_wraith0_0_bombard))) (begin (print "wraith0 bombard") (cs_run_command_script e8_pro_wraiths0_0 cs_e8_pro_wraith0_0_bombard) )) (if (and (<= (ai_combat_status e8_pro_wraiths0_1) ai_combat_status_active) (not (cs_command_script_queued e8_pro_wraiths0_1 cs_e8_pro_wraith0_1_bombard))) (begin (print "wraith1 bombard") (cs_run_command_script e8_pro_wraiths0_1 cs_e8_pro_wraith0_1_bombard) )) (if (and (<= (ai_combat_status e8_pro_wraiths0_2) ai_combat_status_active) (not (cs_command_script_queued e8_pro_wraiths0_2 cs_e8_pro_wraith0_2_bombard))) (begin (print "wraith2 bombard") (cs_run_command_script e8_pro_wraiths0_2 cs_e8_pro_wraith0_2_bombard) )) (<= (ai_living_count e8_pro_wraiths0) 0) )) (sleep 60) (game_save) ) ) (script dormant e8_cov_banshees0_main (begin (ai_place e8_cov_banshees0/banshee1) (sleep 60) (ai_place e8_cov_banshees0/banshee0) (sleep 90) (ai_place e8_cov_banshees0/banshee2) (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e8_exit (players)))) (wake music_08b_06_start) (game_save) ) ) (script static e8_mars_inf0_should_activate (begin (or (volume_test_objects tv_scarab (players)) (volume_test_objects tv_scarab (ai_actors e9_pro_inf3))) ) ) (script dormant e8_mars_inf0_main (begin (sleep 30) (ai_place e8_mars_inf0) (sleep_until (begin (if (e8_mars_inf0_should_activate) (begin (if (<= (ai_living_count e8_mars_inf0) 0) (ai_place e8_mars_inf0 g_e8_mars_inf0_living_count) (begin (cs_run_command_script e8_mars_inf0 cs_e8_mars_inf0_emerge) (cs_run_command_script e8_mars_inf0/johnson cs_e8_mars_johnson_init) )) (sleep_until (not (e8_mars_inf0_should_activate))) ) (if (> (ai_living_count e8_mars_inf0) 0) (begin (set g_e8_mars_inf0_living_count (ai_living_count e8_mars_inf0)) (cs_run_command_script e8_mars_inf0 cs_e8_mars_inf0_retreat) (sleep_until (or (e8_mars_inf0_should_activate) (volume_test_objects_all tv_scarab_interior (ai_actors e8_mars_inf0)))) (if (not (e8_mars_inf0_should_activate)) (ai_erase e8_mars_inf0)) ))) False) ) ) ) (script dormant e8_cov_inf0_main (begin (sleep 1) ) ) (script dormant e8_main (begin (set g_e8_started True) (game_save) (print "e8_main") (data_mine_set_mission_segment "e8_scarab_cove") (kill_volume_disable kill_e8_0) (wake objective1_clear) (wake objective2_set) (wake e9_main) (wake e11_main) (object_create e8_banshee0) (object_create e8_banshee1) (wake e8_cov_inf0_main) (wake e8_cov_banshees0_main) (wake e8_pro_wraiths0_main) (wake e8_scarab_main) (sleep_until g_e9_started) (ai_disposable e8_cov True) ) ) (script static test_scarab_ride (begin (object_teleport scarab e8_scarab) (if (not g_e8_started) (wake e8_main)) ) ) (script dormant scarab_test_loop (begin (sleep_until (begin (object_create_anew scarab) (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_exit 0) (device_animate_position scarab 1 (/ 90 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_idle_var0) (scarab_idle_turn_22_right) (scarab_idle_turn_45_right) (scarab_idle_turn_22_right) (scarab_idle_var0) (scarab_idle_to_walk_front) (scarab_walk_front_turn_22_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_45_left) (scarab_idle_turn_22_left) (scarab_idle_to_walk_front) (scarab_walk_front_var0) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_45_right) (scarab_walk_front_turn_45_right) (scarab_walk_front_turn_15_right) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_22_left) (scarab_walk_front_turn_45_left) (scarab_walk_front_to_idle) (scarab_idle_turn_22_left) (scarab_idle_turn_22_left) (scarab_idle_var0) (scarab_idle_to_walk_front) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_15_left) (scarab_walk_front_turn_22_right) (device_set_position_track scarab delta_canyon_step_down 0) (device_animate_position scarab 1 (/ 350 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (scarab_walk_front_var0) False) 1) ) ) (script command cs_e7_mars_inf0_wait (begin (ai_disregard (ai_get_object ai_current_actor) True) (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_unarmed False) (sleep_until g_e7_mars_johnson_go 3) (sleep 15) (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_to_idle_pistol False) (cs_enable_moving True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (ai_disregard (ai_get_object ai_current_actor) False) ) ) (script command cs_e7_mars_inf0_johnson (begin (object_cannot_take_damage (ai_get_object ai_current_actor)) (unit_impervious (ai_get_unit ai_current_actor) True) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_pathfinding_failsafe True) (custom_animation_relative_loop (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_unarmed_johnson False anchor_intra2) (sleep_until g_e7_mars_johnson_go 3) (print "johnson: go go go!") (ai_play_line ai_current_actor 3000) (custom_animation_relative (ai_get_unit ai_current_actor) objects\characters\marine\deltacontrol\deltacontrol kneel_2_scarab False anchor_intra2) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (set g_e7_mars_johnson_aboard True) (cs_go_to scarab/p0) ) ) (script command cs_e7_pro_inf0_wait (begin (sleep_until (> (device_get_position e7_door0) 0) 5) (cs_abort_on_combat_status ai_combat_status_active) (cs_abort_on_damage True) (cs_look_object True (ai_get_object e7_mars_inf0/johnson0)) (sleep_until g_e7_pro_sentry_alerted 10) (ai_magically_see_object ai_current_squad (player0) ) (cs_force_combat_status 4) ) ) (script command cs_e7_pro_inf0_captain_alert (begin (cs_aim_player True) (sleep 20) (print "cpn: elites!") (sleep (ai_play_line ai_current_actor 0400)) (set g_e7_mars_johnson_go True) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e7_pro_inf0_captain (begin (cs_queue_command_script ai_current_actor cs_e7_pro_inf0_captain_alert) (sleep_until (> (device_get_position e7_door0) 0) 5) (cs_abort_on_combat_status ai_combat_status_active) (cs_abort_on_damage True) (object_cannot_die (ai_get_object ai_current_actor) True) (print "tar: mine will do. kill the others.") (sleep (ai_play_line_on_object none 0050)) (sleep 20) (print "cpn: yes chieftan.") (sleep (ai_play_line ai_current_actor 0060)) (cs_look_object True (ai_get_object e7_mars_inf0/johnson0)) (sleep 20) (print "cpn: a day's rations says i do this in one cut.") (sleep (ai_play_line ai_current_actor 0070)) (cs_start_to e7_pro_inf0_sentry/p1) (sleep 20) (set g_e7_pro_captain_done True) (print "guard: two cuts, at least") (sleep (ai_play_line e7_pro_inf0/guard0 0090)) (sleep 20) (print "cpn: done!") (sleep (ai_play_line ai_current_actor 0100)) (sleep_until g_e7_pro_sentry_alerted 10) (ai_magically_see_object ai_current_squad (player0) ) (cs_force_combat_status 4) ) ) (script command cs_e7_pro_inf0_sentry0_alerted (begin (print "sentry: wait, movement!") (sleep (ai_play_line ai_current_actor 0110)) (set g_e7_pro_sentry_alerted True) (ai_magically_see_object ai_current_squad (player0) ) (cs_force_combat_status 4) ) ) (script command cs_e7_pro_inf0_sentry0 (begin (cs_abort_on_damage True) (sleep_until (or g_e7_pro_captain_done (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5)) 10) (cs_look True e7_pro_inf0_sentry/look0) (sleep 45) (cs_face True e7_pro_inf0_sentry/look1) (sleep 60) (cs_queue_command_script ai_current_actor cs_e7_pro_inf0_sentry0_alerted) ) ) (script dormant e7_mars_inf0_main (begin (ai_place e7_mars_inf0) (sleep_until (volume_test_objects tv_e7_on_ledge (players)) 3) (set g_e7_pro_sentry_alerted True) (set g_e7_mars_johnson_go True) ) ) (script dormant e7_pro_inf0_main (begin (ai_place e7_pro_inf0) (ai_prefer_target (ai_actors e7_cov) True) ) ) (script dormant e7_cov_hunters0_main (begin (sleep 1) ) ) (script dormant e7_cov_inf0_main (begin (ai_migrate e6_cov_hunters0 e7_cov_hunters0) (sleep_until (begin (if (<= (ai_living_count e6_cov) 0) (= 1 1) (begin (if (< (ai_living_count e7_cov_inf0) 2) (begin (print "migrated an actor") (ai_migrate (object_get_ai (list_get (ai_actors e6_cov) 0)) e7_cov_inf0) )) (= 1 0) )) )) ) ) (script startup e7_scarab_main (begin (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_idle 0) (device_animate_position scarab 1 2 0 0 True) (pvs_clear) (sleep_until g_e7_mars_johnson_aboard 2) (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_rear_back 0) (device_animate_position scarab 1 (/ 70 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (sleep_until (begin (device_set_position_track scarab delta_ledge_rear_idle 0) (device_animate_position scarab 1 (/ 120 30) 0 0 True) (sleep_until (>= (device_get_position scarab) 1) 1) (and (= (structure_bsp_index) 0) (not (volume_test_objects tv_e7_brute_area (ai_actors e7_pro_inf0))) (game_safe_to_save)) ) 5) (cinematic_fade_to_white) (ai_erase e7_mars) (object_destroy scarab) (object_teleport (player0) player0_e8_stash) (object_teleport (player1) player1_e8_stash) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_johnson_ledge) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (object_teleport (player0) player0_e8_start) (object_teleport (player1) player1_e8_start) (object_can_take_damage (players)) (object_hide (player0) False) (object_hide (player1) False) (object_create scarab) (pvs_set_object scarab) (device_set_position_track scarab delta_ledge_idle 0) (wake e8_main) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_title1) ) ) (script dormant e7_main (begin (sleep_until (and (= (structure_bsp_index) 0) (volume_test_objects tv_e7_main_begin (players))) 15) (set g_e7_started True) (game_save) (print "e7_main") (data_mine_set_mission_segment "e7_scarab_ledge") (weather_stop 0) (device_operates_automatically_set e7_door0 True) (wake music_08b_05_stop) (wake e7_cov_inf0_main) (wake e7_cov_hunters0_main) (wake e7_pro_inf0_main) (wake e7_mars_inf0_main) (sleep_until g_e8_started) (ai_disposable e7_cov True) (ai_disposable e7_pro True) (sleep_until g_e9_started) (sleep_forever e7_cov_inf0_main) (sleep_forever e7_cov_hunters0_main) (sleep_forever e7_pro_inf0_main) (sleep_forever e7_mars_inf0_main) ) ) (script static test_scarab_boarding (begin (object_teleport (player0) e7_test) (ai_place e7_cov_inf0) (ai_place e7_cov_hunters0) (if (not g_e7_started) (wake e7_main)) ) ) (script static e6_room_cleared (begin (and (<= (ai_living_count e6_pro) 0) (< (object_get_health e6_jail_shield1) 0) (< (object_get_health e6_jail_shield2) 0) (< (object_get_health e6_jail_shield4) 0)) ) ) (script command cs_e6_destroy_door0 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield0) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield0) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield0) 0)) 15) (if (>= (object_get_health e6_jail_shield0) 0) (cs_shoot_point True cs_e6_hunter_room/shield0)) (sleep_until (< (object_get_health e6_jail_shield0) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield0) )) ) ) (script command cs_e6_destroy_door1 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield1) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield1) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield1) 0)) 15) (if (>= (object_get_health e6_jail_shield1) 0) (cs_shoot_point True cs_e6_hunter_room/shield1)) (sleep_until (< (object_get_health e6_jail_shield1) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield1) )) ) ) (script command cs_e6_destroy_door2 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield2) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield2) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield2) 0)) 15) (if (>= (object_get_health e6_jail_shield2) 0) (cs_shoot_point True cs_e6_hunter_room/shield2)) (sleep_until (< (object_get_health e6_jail_shield2) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield2) )) ) ) (script command cs_e6_destroy_door3 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield3) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield3) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield3) 0)) 15) (if (>= (object_get_health e6_jail_shield3) 0) (cs_shoot_point True cs_e6_hunter_room/shield3)) (sleep_until (< (object_get_health e6_jail_shield3) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield3) )) ) ) (script command cs_e6_destroy_door4 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield4) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield4) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield4) 0)) 15) (if (>= (object_get_health e6_jail_shield4) 0) (cs_shoot_point True cs_e6_hunter_room/shield4)) (sleep_until (< (object_get_health e6_jail_shield4) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield4) )) ) ) (script command cs_e6_destroy_door5 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_certain) (if (>= (object_get_health e6_jail_shield5) 0) (begin (cs_start_to cs_e6_hunter_room/near_shield5) (sleep_until (or (not (cs_moving)) (< (object_get_health e6_jail_shield5) 0)) 15) (if (>= (object_get_health e6_jail_shield5) 0) (cs_shoot_point True cs_e6_hunter_room/shield5)) (sleep_until (< (object_get_health e6_jail_shield5) 0) 15 150) (cs_shoot_point False cs_e6_hunter_room/shield5) )) ) ) (script command cs_e6_release_captives (begin (cs_abort_on_combat_status ai_combat_status_certain) (if (and (>= (object_get_health e6_jail_shield4) 0) (not (cs_command_script_queued ai_current_squad cs_e6_destroy_door4))) (begin (cs_stack_command_script ai_current_actor cs_e6_destroy_door4) (sleep 30) )) (if (and (>= (object_get_health e6_jail_shield1) 0) (not (cs_command_script_queued ai_current_squad cs_e6_destroy_door1))) (begin (cs_stack_command_script ai_current_actor cs_e6_destroy_door1) (sleep 30) )) (if (and (>= (object_get_health e6_jail_shield2) 0) (not (cs_command_script_queued ai_current_squad cs_e6_destroy_door2))) (begin (cs_stack_command_script ai_current_actor cs_e6_destroy_door2) (sleep 30) )) ) ) (script command cs_e6_jailbreak_behavior (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_enable_dialogue True) (sleep_until (begin (if (and (not (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\melee\energy_blade\energy_blade.weapon)) (< (ai_combat_status ai_current_actor) ai_combat_status_certain)) (cs_stack_command_script ai_current_actor cs_e6_release_captives)) (or (e6_room_cleared) (unit_has_weapon (ai_get_unit ai_current_actor) objects\weapons\melee\energy_blade\energy_blade.weapon)) ) 60) ) ) (script command cs_e6_cov_inf1_1_init (begin (ai_disregard (ai_get_object ai_current_actor) True) (sleep_until (or (>= (ai_combat_status e6_pro) ai_combat_status_active) (< (object_get_health e6_jail_shield1) 0)) 15) (cs_ignore_obstacles True) (cs_go_to cs_e6_hunter_room/elite1_approach) (cs_look_player True) (sleep_until (begin (begin_random (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:cheer True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:shakefist True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:warn True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield1) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:wave True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield1) 0) 10 (random_range 90 150)) )) ) (or (< (object_get_health e6_jail_shield1) 0) (<= (ai_living_count e6_pro) 0)) ) 15) (sleep_until (< (object_get_health e6_jail_shield1) 0) 15) (ai_disregard (ai_get_object ai_current_actor) False) (cs_queue_command_script ai_current_actor cs_e6_jailbreak_behavior) ) ) (script command cs_e6_cov_inf1_2_init (begin (ai_disregard (ai_get_object ai_current_actor) True) (sleep_until (or (>= (ai_combat_status e6_pro) ai_combat_status_active) (< (object_get_health e6_jail_shield2) 0)) 15) (cs_ignore_obstacles True) (cs_go_to cs_e6_hunter_room/elite2_approach) (cs_look_player True) (sleep_until (begin (begin_random (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:cheer True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:shakefist True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:warn True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) (if (>= (object_get_health e6_jail_shield2) 0) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:pistol:wave True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep_until (< (object_get_health e6_jail_shield2) 0) 10 (random_range 90 150)) )) ) (or (< (object_get_health e6_jail_shield2) 0) (<= (ai_living_count e6_pro) 0)) ) 15) (sleep_until (< (object_get_health e6_jail_shield2) 0) 15) (ai_disregard (ai_get_object ai_current_actor) False) (cs_queue_command_script ai_current_actor cs_e6_jailbreak_behavior) ) ) (script command cs_e6_cov_hunters0_0_init (begin (ai_disregard (ai_get_object ai_current_actor) True) (sleep_until (or (ai_trigger_test "generic_player_sighted" ai_current_squad) (< (object_get_health e6_jail_shield4) 0)) 15) (cs_look_player True) (sleep_until (< (object_get_health e6_jail_shield4) 0) 15) (ai_disregard (ai_get_object ai_current_actor) False) (cs_force_combat_status 4) (cs_look_player False) (cs_queue_command_script ai_current_actor cs_e6_jailbreak_behavior) ) ) (script command cs_e6_jailbreak_scene (begin (ai_play_line ai_current_actor 0610) ) ) (script dormant e6_pro_inf0_main (begin (ai_place e6_pro_inf0_0) (ai_place e6_pro_inf0_1) (sleep_until (or (> (ai_combat_status e6_pro_inf0) ai_combat_status_clear_los) (<= (ai_living_count e6_pro_inf0_0) 2)) 15) (wake music_08b_05_start_alt) (sleep_until (<= (ai_living_count e6_pro_inf0_0) 2)) (ai_place e6_pro_inf0_2) (sleep 15) (device_operates_automatically_set e6_door0 True) ) ) (script dormant e6_cov_hunters0_main (begin (ai_migrate e5_cov_hunters0 e6_cov_hunters0) (if (>= (ai_living_count e6_cov_hunters0) 2) (sleep_forever)) (ai_place e6_cov_hunters0) (ai_set_orders e6_cov_hunters0 e6_cov_hunters0_engage1) ) ) (script dormant e6_cov_inf1_main (begin (ai_place e6_cov_inf1_1) (ai_place e6_cov_inf1_2) ) ) (script dormant e6_cov_inf0_main (begin (ai_migrate e5_cov_inf0 e6_cov_inf0) (sleep_until (volume_test_objects tv_e6_main_room (ai_actors e6_cov_inf0))) (sleep_until (ai_scene e6_jailbreak_scene cs_e6_jailbreak_scene e6_cov_inf0) 30 300) (sleep_until (and (> (ai_spawn_count e6_pro_inf0_2) 0) (<= (ai_living_count e6_pro_inf0_2) 0))) (cs_run_command_script e6_cov_inf0 cs_e6_jailbreak_behavior) (sleep_until (e6_room_cleared)) (game_save) (ai_migrate e6_cov_inf1 e6_cov_inf0) (ai_set_orders e6_cov_inf0 e6_cov_inf0_continue) ) ) (script dormant e6_main (begin (sleep_until (volume_test_objects tv_e6_main_begin (players)) 15) (set g_e6_started True) (game_save) (print "e6_main") (data_mine_set_mission_segment "e6_jail") (wake music_08b_05_start) (wake e7_main) (wake e6_cov_inf0_main) (wake e6_cov_inf1_main) (wake e6_cov_hunters0_main) (wake e6_pro_inf0_main) (sleep_until g_e7_started) (sleep_forever e6_cov_inf0_main) (sleep_forever e6_cov_inf1_main) (sleep_forever e6_cov_hunters0_main) (sleep_forever e6_pro_inf0_main) (ai_disposable e6_pro True) ) ) (script static test_hunter_room (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e6_test) (ai_place e6_cov_inf0) (if (not g_e6_started) (wake e6_main)) ) ) (script command cs_e5_pro_phantom0_entry (begin (cs_fly_to_and_face e5_pro_phantom0/p0 e5_pro_phantom0/p1) (cs_fly_by e5_pro_phantom0/p1) ) ) (script command cs_e5_pro_phantom0_exit (begin (cs_fly_to_and_face e5_pro_phantom0/p2 e5_pro_phantom0/p2_facing) (cs_fly_by e5_pro_phantom0/p3) (cs_vehicle_boost True) (cs_fly_by e5_pro_phantom0/p4) (ai_erase ai_current_squad) ) ) (script dormant e5_pro_phantom0_main (begin (sleep_until (volume_test_objects tv_e5_pro_phantom0_begin (players)) 15) (ai_place e5_pro_phantom0) (sleep_until (or (<= (object_get_health (ai_vehicle_get e5_pro_phantom0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e5_pro_phantom0/phantom0) target_front) 3) (volume_test_objects tv_e7_main_begin (players))) 30 one_minute) (cs_run_command_script e5_pro_phantom0/phantom0 cs_e5_pro_phantom0_exit) ) ) (script dormant e5_pro_inf3_main (begin (sleep_until (volume_test_objects tv_e5_pro_inf3_init (players)) 15) (ai_place e5_pro_inf3) ) ) (script dormant e5_pro_inf2_main (begin (sleep_until (begin (if (< (+ (ai_living_count e5_pro_inf0) (ai_living_count e5_pro_inf1) (ai_living_count e5_pro_inf2)) g_e5_pro_inf2_limit) (ai_place e5_pro_inf2 1)) (or (volume_test_objects tv_e5_bridge_exit (players)) (>= (ai_spawn_count e5_pro_inf2) g_e5_pro_inf2_limit)) ) 30) ) ) (script dormant e5_pro_inf1_main (begin (ai_place e5_pro_inf1) ) ) (script dormant e5_pro_inf0_main (begin (ai_place e5_pro_inf0) ) ) (script dormant e5_cov_hunters0_main (begin (sleep_until (and (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0) (<= (ai_living_count e4_pro_inf3) 0))) (sleep_until (= (structure_bsp_index) 1) 15) (sleep_until (= (structure_bsp_index) 0) 15) (ai_migrate e4_cov_hunters0 e5_cov_hunters0) (ai_teleport_to_starting_location_if_outside_bsp e5_cov_hunters0) ) ) (script dormant e5_cov_inf0_main (begin (sleep_until (and (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0) (<= (ai_living_count e4_pro_inf3) 0))) (sleep_until (= (structure_bsp_index) 1) 15) (sleep_until (= (structure_bsp_index) 0) 15) (ai_migrate e4_cov_inf0 e5_cov_inf0) (ai_teleport_to_starting_location_if_outside_bsp e5_cov_inf0) ) ) (script dormant e5_main (begin (sleep_until (and (volume_test_objects tv_e5_main_begin (players)) (= (structure_bsp_index) 0)) 15) (set g_e5_started True) (game_save) (print "e5_main") (data_mine_set_mission_segment "e5_bridge") (weather_change_intensity 0 0.5) (wake e6_main) (wake e5_cov_inf0_main) (wake e5_cov_hunters0_main) (wake e5_pro_inf0_main) (wake e5_pro_inf1_main) (wake e5_pro_inf2_main) (wake e5_pro_phantom0_main) (sleep_until g_e6_started) (sleep_forever e5_cov_inf0_main) (sleep_forever e5_cov_hunters0_main) (sleep_forever e5_pro_inf0_main) (sleep_forever e5_pro_inf1_main) (sleep_forever e5_pro_inf2_main) (sleep_forever e5_pro_phantom0_main) (ai_disposable e5_pro True) (ai_disposable e5_pro_phantom0 False) ) ) (script static test_bridge (begin (object_teleport (player0) e5_test) (ai_place e5_cov_inf0) (ai_place e5_cov_hunters0) (if (not g_e5_started) (wake e5_main)) ) ) (script dormant e4_music (begin (sleep_until (volume_test_objects tv_e4_halfway (players)) 15) (wake music_08b_04_start) (sleep 2) (game_save) (sleep_until (volume_test_objects tv_e4_main_shutdown (players)) 15) (wake music_08b_03_stop) (wake music_08b_04_stop) ) ) (script dormant e4_pro_inf3_main (begin (sleep_until (or (volume_test_objects tv_e4_corner (players)) (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0)) 15) (ai_place e4_pro_inf3 (- 6 (ai_living_count e4_pro_inf0))) ) ) (script dormant e4_pro_inf2_main (begin (sleep_until (or (volume_test_objects tv_e4_corner (players)) (<= (ai_living_count e4_pro_inf0) 0) (<= (ai_living_count e4_pro_inf1) 0)) 15) (ai_place e4_pro_inf2) ) ) (script dormant e4_pro_inf1_main (begin (ai_place e4_pro_inf1) ) ) (script dormant e4_pro_inf0_main (begin (ai_place e4_pro_inf0) ) ) (script dormant e4_cov_hunters0_main (begin (ai_migrate e3_cov_hunters0 e4_cov_hunters0) ) ) (script dormant e4_cov_inf0_main (begin (ai_migrate e3_cov_inf0 e4_cov_inf0) ) ) (script dormant e4_main (begin (sleep_until (volume_test_objects tv_e4_main_begin (players)) 15) (set g_e4_started True) (game_save) (print "e4_main") (data_mine_set_mission_segment "e4_generator_room") (wake music_08b_03_start) (wake e5_main) (wake e4_cov_inf0_main) (wake e4_cov_hunters0_main) (wake e4_pro_inf0_main) (wake e4_pro_inf1_main) (wake e4_pro_inf3_main) (wake e4_music) (sleep_until (volume_test_objects tv_e4_main_shutdown (players)) 15) (sleep_forever e4_cov_inf0_main) (sleep_forever e4_cov_hunters0_main) (sleep_forever e4_pro_inf0_main) (sleep_forever e4_pro_inf1_main) (sleep_forever e4_pro_inf2_main) (sleep_forever e4_pro_inf3_main) (sleep_until g_e5_started) (ai_disposable e4_pro True) ) ) (script static test_generator_cave (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e4_test) (ai_place e4_cov_inf0) (ai_place e4_cov_hunters0) (if (not g_e4_started) (wake e4_main)) ) ) (script static e3_cov_hunters0_break (begin (or (and (> (ai_spawn_count e3_pro_inf0) 0) (<= (ai_living_count e3_pro_inf0_0) 1)) (volume_test_objects tv_e3_player_advance2 (players))) ) ) (script command cs_e3_cov_hunters0_0 (begin (cs_crouch True) (cs_look_player True) (unit_impervious (ai_get_unit ai_current_actor) True) (object_cannot_die (ai_get_object ai_current_actor) True) (sleep_until (or g_e3_hunters_rise (volume_test_objects tv_e3_player_advance0 (players))) 5) (sleep 20) (cs_crouch False) (sleep_until (or g_e3_hunter0_go (volume_test_objects tv_e3_player_advance0 (players))) 5) (cs_ignore_obstacles True) (cs_look_player False) (cs_enable_looking True) (cs_start_to e3_intro_bsp0/p0) (sleep_until (and (not (cs_moving)) (= (structure_bsp_index) 1)) 5) (cs_enable_pathfinding_failsafe True) (cs_go_to e3_intro_bsp1/p0) (cs_crouch True) (cs_enable_targeting True) (cs_go_to e3_intro_bsp1/p1_0) (sleep_until (e3_cov_hunters0_break) 15 30_seconds) (set g_e3_hunter0_arrived True) (ai_renew ai_current_actor) (unit_impervious (ai_get_unit ai_current_actor) False) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e3_cov_hunters0_1 (begin (cs_crouch True) (cs_look_player True) (unit_impervious (ai_get_unit ai_current_actor) True) (object_cannot_die (ai_get_object ai_current_actor) True) (sleep_until (or g_e3_hunters_rise (volume_test_objects tv_e3_player_advance0 (players))) 5) (sleep 30) (cs_crouch False) (sleep_until (or g_e3_hunter1_go (volume_test_objects tv_e3_player_advance0 (players))) 5) (cs_ignore_obstacles True) (cs_look_player False) (cs_enable_looking True) (cs_start_to e3_intro_bsp0/p1) (sleep_until (and (not (cs_moving)) (= (structure_bsp_index) 1)) 5) (cs_enable_pathfinding_failsafe True) (cs_go_to e3_intro_bsp1/p0) (cs_crouch True) (cs_enable_targeting True) (cs_go_to e3_intro_bsp1/p1_1) (sleep_until (e3_cov_hunters0_break) 15 30_seconds) (set g_e3_hunter1_arrived True) (ai_renew ai_current_actor) (unit_impervious (ai_get_unit ai_current_actor) False) (object_cannot_die (ai_get_object ai_current_actor) False) ) ) (script command cs_e3_cov_inf0_0 (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (cs_look_player True) (sleep_until (> (device_get_position e2_exit_door) 0.1) 5) (cs_crouch False) (set g_e3_hunters_rise True) (print "elite: hold your fire!") (sleep (ai_play_line_at_player ai_current_actor 0560)) (cs_jump_to_point 1 2.25) (sleep 25) (print "elite: the hunters rawk") (ai_play_line_at_player ai_current_actor 0570) (sleep 20) (cs_look_object True (ai_get_object e3_cov_hunters0/hunter0)) (sleep 40) (set g_e3_hunter0_go True) (cs_look_object True (ai_get_object e3_cov_hunters0/hunter1)) (sleep 30) (set g_e3_hunter1_go True) (cs_look_object False (ai_get_object e3_cov_hunters0/hunter1)) (cs_enable_looking True) (cs_move_in_direction -20 0.5 0) (cs_start_to e3_intro_bsp0/p2) (sleep_until (and (not (cs_moving)) (= (structure_bsp_index) 1)) 5) (cs_go_to e3_intro_bsp1/p0) (sleep_until (and g_e3_hunter0_arrived g_e3_hunter1_arrived)) (cs_go_to e3_intro_bsp1/p2) ) ) (script command cs_e3_cov_inf0_init (begin (cs_crouch True) (cs_look_player True) (sleep_until (> (device_get_position e2_exit_door) 0) 5) (sleep 30) (cs_crouch False) (sleep_until (volume_test_objects tv_e3_player_advance0 (players)) 15 200) ) ) (script command cs_e3_pro_inf2_idle (begin (cs_crouch True) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_active) 3) (cs_crouch False) (cs_go_to e3_intro_bsp1/p3) ) ) (script command cs_e3_weapon_scene (begin (cs_play_line 0580) ) ) (script dormant e3_weapon_scene (begin (sleep_until (ai_scene e3_weapons_scene cs_e3_weapon_scene e3_cov)) ) ) (script dormant e3_objective_failsafe (begin (sleep_until (> (device_get_position e2_exit_door) 0) 5 30) (wake objective1_set) ) ) (script dormant e3_pro_inf2_main (begin (sleep_until (= (structure_bsp_index) 1) 5) (ai_place e3_pro_inf2) ) ) (script dormant e3_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e3_pro_inf1_begin (players)) 15) (ai_place e3_pro_inf1) ) ) (script dormant e3_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e3_pro_inf0_begin (players)) 15) (ai_place e3_pro_inf0_0) (sleep_until (or (volume_test_objects tv_e3_player_advance2 (players)) (<= (ai_living_count e3_pro_inf0) 2)) 15) (ai_place e3_pro_inf0_1 (pin (- 7 (ai_living_count e3_pro_inf0)) 2 4)) ) ) (script dormant e3_cov_hunters0_main (begin (ai_place e3_cov_hunters0) (cs_run_command_script e3_cov_hunters0/hunter0 cs_e3_cov_hunters0_0) (cs_run_command_script e3_cov_hunters0/hunter1 cs_e3_cov_hunters0_1) ) ) (script dormant e3_cov_inf0_main (begin (ai_place e3_cov_inf0) (sleep_until (> (device_get_position e2_exit_door) 0) 5 30) (wake music_08b_02_stop) ) ) (script dormant e3_main (begin (sleep_until (volume_test_objects tv_e3_main_begin (players)) 15) (set g_e3_started True) (game_save) (print "e3_main") (data_mine_set_mission_segment "e3_ramp_room") (wake e4_main) (wake e3_cov_inf0_main) (wake e3_cov_hunters0_main) (wake e3_pro_inf0_main) (wake e3_objective_failsafe) (sleep_until g_e4_started) (sleep_forever e3_cov_inf0_main) (sleep_forever e3_cov_hunters0_main) (sleep_forever e3_pro_inf0_main) (sleep_forever e3_pro_inf1_main) (sleep_forever e3_pro_inf2_main) (ai_disposable e3_pro True) (sleep_until g_e5_started) (ai_erase e3_cov) (ai_erase e3_pro) ) ) (script static test_ramp_room (begin (object_teleport (player0) e3_test) (if (not g_e3_started) (wake e3_main)) (device_operates_automatically_set e2_exit_door True) ) ) (script dormant e2_dialogue (begin (sleep_until (and (objects_can_see_object (players) scarab 15) (game_safe_to_save)) 15 300) (sleep_until (objects_can_see_object (players) scarab 15) 15 30_seconds) (sleep (ai_play_line_at_player (object_get_ai g_cov_commander) 0520)) (sleep_until (and (objects_can_see_object (players) e2_exit_door 15) (game_safe_to_save)) 15 300) (sleep_until (objects_can_see_object (players) e2_exit_door 15) 15 30_seconds) (sleep (ai_play_line_at_player (object_get_ai g_cov_commander) 0530)) (game_save) (wake objective0_clear) (wake objective1_set) (sleep_until (and (> (ai_spawn_count e2_pro_wraith0) 0) (<= (ai_living_count e2_pro_wraith0) 0) (volume_test_objects tv_e2_near_perimeter (players)) (game_safe_to_save))) (sleep (ai_play_line_at_player (object_get_ai g_cov_commander) 0540)) ) ) (script dormant e2_door_unlocker (begin (sleep_until (and (> (ai_spawn_count e2_pro_wraith0) 0) (<= (ai_living_count e2_pro_wraith0) 0))) (sleep_until (volume_test_objects tv_e3_main_begin (players)) 15) (device_operates_automatically_set e2_exit_door True) ) ) (script command cs_e2_pro_phantom0_0_entry (begin (cs_fly_to e2_pro_phantom0_0/p0) (cs_fly_to_and_face e2_pro_phantom0_0/p1 e2_pro_phantom0_0/p1_facing) ) ) (script command cs_e2_pro_phantom0_0_exit (begin (cs_fly_to_and_face e2_pro_phantom0_0/p1 e2_pro_phantom0_0/p1_facing) (cs_fly_to_and_face e2_pro_phantom0_0/p1 e2_pro_phantom0_0/p2 0.5) (cs_fly_to_and_face e2_pro_phantom0_0/p2 e2_pro_phantom0_0/p3 1) (cs_vehicle_boost True) (cs_fly_by e2_pro_phantom0_0/p3) (ai_erase ai_current_squad) ) ) (script static e2_pro_ghosts0_enter (begin (ai_enter_squad_vehicles ai_current_squad) ) ) (script dormant e2_pro_phantoms0_main (begin (ai_place e2_pro_phantom0_0) (sleep_until (or (<= (object_get_health (ai_vehicle_get e2_pro_phantom0_0/phantom0)) 0.05) (>= (object_model_targets_destroyed (ai_vehicle_get e2_pro_phantom0_0/phantom0) target_front) 3)) 30 one_minute) (cs_run_command_script e2_pro_phantom0_0/phantom0 cs_e2_pro_phantom0_0_exit) (wake music_08b_01_stop) (wake music_08b_02_start) ) ) (script dormant e2_pro_wraiths0_main (begin (sleep 150) (sleep_until (or (volume_test_objects tv_e2_pro_wraiths0_begin (players)) (<= (ai_living_count e2_pro_phantom0) 0)) 15) (ai_place e2_pro_wraith0) (sleep_until (<= (ai_living_count e2_pro_wraith0) 0)) (game_save) ) ) (script dormant e2_pro_ghosts0_main (begin (ai_place e2_pro_ghosts0) ) ) (script dormant e2_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e2_near_perimeter (players)) 15) (ai_place e2_pro_inf0) (sleep_until (<= (ai_living_count e2_pro_inf0) 0)) (game_save) ) ) (script dormant e2_cov_wraith0_main (begin (ai_migrate e1_cov_wraiths0 e2_cov_wraith0) ) ) (script dormant e2_cov_spectre0_main (begin (ai_migrate e1_cov_spectre0 e2_cov_spectre0) ) ) (script dormant e2_main (begin (sleep_until (volume_test_objects tv_e2_main_begin (players)) 15) (set g_e2_started True) (game_save) (print "e2_main") (data_mine_set_mission_segment "e2_scarab_cove") (wake e3_main) (wake e2_cov_spectre0_main) (wake e2_cov_wraith0_main) (wake e2_pro_inf0_main) (wake e2_pro_wraiths0_main) (wake e2_pro_phantoms0_main) (wake e2_dialogue) (wake e2_door_unlocker) (sleep_until g_e3_started) (ai_disposable e2_pro True) (ai_disposable e2_pro_phantom0 False) (sleep_until g_e4_started) (sleep_forever e2_cov_spectre0_main) (sleep_forever e2_cov_wraith0_main) (sleep_forever e2_pro_inf0_main) (sleep_forever e2_pro_ghosts0_main) (sleep_forever e2_pro_wraiths0_main) (sleep_forever e2_pro_phantoms0_main) (ai_disposable e2_cov True) ) ) (script static test_scarab_cove (begin (object_teleport (player0) e2_test) (if (not g_e2_started) (wake e2_main)) (ai_place e2_cov_wraith0) (ai_place e2_cov_spectre0) ) ) (script command cs_e1_pro_phantom0_exit (begin (cs_fly_to_and_face e1_pro_phantom0_exit/p0 e1_pro_phantom0_exit/p1 1) (cs_fly_by e1_pro_phantom0_exit/p1) (cs_fly_by e1_pro_phantom0_exit/p2) (cs_fly_to_and_face e1_pro_phantom0_exit/p3 e1_pro_phantom0_exit/p4) (cs_vehicle_boost True) (cs_fly_by e1_pro_phantom0_exit/p4) (ai_erase ai_current_squad) ) ) (script command cs_e1_pro_phantom0_entry (begin (cs_fly_by e1_pro_phantom0_entry/p0) (cs_fly_to_and_face e1_pro_phantom0_entry/p1 e1_pro_phantom0_entry/p1_facing 0.5) (cs_fly_to e1_pro_phantom0_entry/p2 0.5) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_lc) (ai_braindead e1_pro_wraith0 False) (sleep 30) (cs_fly_by e1_pro_phantom0_entry/p1 0.5) (cs_fly_to_and_face e1_pro_phantom0_exit/p0 e1_pro_phantom0_exit/p1 1) (cs_fly_by e1_pro_phantom0_exit/p1) (cs_fly_by e1_pro_phantom0_exit/p2) (cs_fly_to_and_face e1_pro_phantom0_exit/p3 e1_pro_phantom0_exit/p4) (cs_vehicle_boost True) (cs_fly_by e1_pro_phantom0_exit/p4) (ai_erase ai_current_squad) ) ) (script command cs_e1_cov_spectre0_init (begin (cs_go_to e1_cov_spectre0_entry/p0) (ai_overcomes_oversteer ai_current_actor True) (cs_face True e1_cov_spectre0_entry/p1) (sleep_until (or (and (players_in_vehicle) (unit_in_vehicle g_cov_commander)) (volume_test_objects tv_e1_canyon_entry (players))) 10) (ai_overcomes_oversteer ai_current_actor False) (cs_face False e1_cov_spectre0_entry/p1) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_spectre0/spectre0)) ) ) (script command cs_e1_cov_spectre0_passenger (begin (cs_look_player True) (cs_face_player True) (sleep_until (and (players_in_vehicle) (unit_in_vehicle g_cov_commander)) 10) (cs_look_player False) (cs_face_player False) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_spectre0/spectre0)) ) ) (script command cs_e1_cov_commander0_legendary (begin (cs_face_player True) (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e1_canyon_entry (players))) 15) (cs_look_player False) (cs_face_player False) ) ) (script command cs_e1_cov_commander0_init (begin (ai_vehicle_exit ai_current_actor) (sleep_until (not (unit_in_vehicle (ai_get_unit ai_current_actor))) 5) (cs_enable_pathfinding_failsafe True) (cs_go_to e1_cov_spectre0_entry/soc_p0) (cs_face_player True) (sleep_until (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e1_cov_wraiths0_0/wraith0) wraith_d (players)) (players_in_vehicle) (volume_test_objects tv_e1_canyon_entry (players))) 15) (cs_look_player False) (cs_face_player False) (if (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e1_cov_wraiths0_0/wraith0) wraith_d (players)) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_spectre0/spectre0)) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location e1_cov_wraiths0_0/wraith0))) ) ) (script command cs_e1_pro_ghosts0_2_entry0 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p8) ) ) (script command cs_e1_pro_ghosts0_2_entry1 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p9) (cs_go_to e1_pro_ghosts0_entry/p10) ) ) (script command cs_e1_pro_ghosts0_1_entry0 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p5) ) ) (script command cs_e1_pro_ghosts0_1_entry1 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p6) (cs_go_to e1_pro_ghosts0_entry/p7) ) ) (script command cs_e1_pro_ghosts0_0_entry0 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p0) ) ) (script command cs_e1_pro_ghosts0_0_entry1 (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_vehicle_boost True) (cs_go_to e1_pro_ghosts0_entry/p2) (cs_go_to e1_pro_ghosts0_entry/p3) ) ) (script static e1_pro_ghosts0_weak (begin (<= (+ (ai_living_count e1_pro_ghosts0) (ai_living_count e1_pro_wraith0)) g_e1_ghosts_weak) ) ) (script static e1_pro_ghosts0_strong (begin (>= (+ (ai_living_count e1_pro_ghosts0) (ai_living_count e1_pro_wraith0)) g_e1_ghosts_strong) ) ) (script dormant e1_weather (begin (sleep_until (volume_test_objects tv_e1_advance0 (players)) 16) (weather_change_intensity 60 0.4) (sleep_until (volume_test_objects tv_e1_advance1 (players)) 16) (weather_change_intensity 60 0.7) (sleep_until (volume_test_objects tv_e1_advance2 (players)) 16) (weather_change_intensity 60 1) ) ) (script dormant e1_pro_phantom0_main (begin (sleep_until (volume_test_objects tv_e1_advance1 (players)) 15) (ai_place e1_pro_wraith0) (sleep_until (volume_test_objects tv_e1_advance3 (players)) 15) (wake music_08b_01_start_alt) ) ) (script dormant e1_pro_ghosts0_main (begin (sleep_until (volume_test_objects tv_e1_canyon_entry (players)) 15) (ai_place e1_pro_ghosts0_0) (sleep_until (begin (if (e1_pro_ghosts0_weak) (sleep_until (begin (ai_place e1_pro_ghosts0_0 1) (or (e1_pro_ghosts0_strong) (>= (ai_spawn_count e1_pro_ghosts0_0) g_e1_ghosts_per_leg) (volume_test_objects tv_e1_advance0 (players))) ))) (volume_test_objects tv_e1_advance0 (players)) )) (game_save_no_timeout) (sleep_until (begin (if (e1_pro_ghosts0_weak) (sleep_until (begin (ai_place e1_pro_ghosts0_1 1) (or (e1_pro_ghosts0_strong) (>= (ai_spawn_count e1_pro_ghosts0_1) g_e1_ghosts_per_leg) (volume_test_objects tv_e1_advance2 (players))) ))) (volume_test_objects tv_e1_advance2 (players)) )) (game_save_no_timeout) (sleep_until (begin (if (e1_pro_ghosts0_weak) (sleep_until (begin (ai_place e1_pro_ghosts0_2 1) (or (e1_pro_ghosts0_strong) (>= (ai_spawn_count e1_pro_ghosts0_2) g_e1_ghosts_per_leg) (volume_test_objects tv_e1_advance4 (players))) ))) (volume_test_objects tv_e1_advance4 (players)) )) (game_save) ) ) (script dormant e1_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e1_advance1 (players))) (ai_place e1_pro_inf0_0) ) ) (script dormant e1_cov_spectre0_main (begin (ai_place e1_cov_spectre0) (sleep 10) (object_type_predict objects\vehicles\spectre\spectre) ) ) (script dormant e1_cov_wraiths0_main (begin (ai_place e1_cov_wraiths0_0) (object_cannot_die (ai_get_object e1_cov_wraiths0_0/wraith0) True) (set g_cov_commander (ai_get_unit e1_cov_wraiths0_0/wraith0)) (if (difficulty_legendary) (begin (unit_set_enterable_by_player (ai_vehicle_get e1_cov_wraiths0_0/wraith0) False) (cs_run_command_script e1_cov_wraiths0_0/wraith0 cs_e1_cov_commander0_legendary) ) (cs_run_command_script e1_cov_wraiths0_0/wraith0 cs_e1_cov_commander0_init)) (sleep_until (or (players_in_vehicle) (volume_test_objects tv_e1_canyon_entry (players))) 15) (wake music_08b_01_start) ) ) (script dormant e1_main (begin (set g_e1_started True) (print "e1_main") (data_mine_set_mission_segment "e1_wraith_canyon") (wake objective0_set) (wake e2_main) (wake e1_cov_wraiths0_main) (wake e1_cov_spectre0_main) (wake e1_pro_ghosts0_main) (wake e1_pro_phantom0_main) (wake e1_pro_inf0_main) (wake e1_weather) (sleep_until g_e2_started) (ai_disposable e1_pro True) (ai_disposable e1_pro_phantom0 False) (sleep_until g_e3_started) (sleep_forever e1_cov_wraiths0_main) (sleep_forever e1_pro_ghosts0_main) (sleep_forever e1_pro_phantom0_main) (sleep_forever e1_pro_inf0_main) ) ) (script dormant mission_start (begin (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_snap_to_white) (cinematic_intro) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) (wake e1_main) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 15) (cinematic_fade_from_white_bars) (wake chapter_title0) (sleep_until g_mission_over 5) (playtest_mission) (sleep 15) (object_cannot_take_damage (players)) (object_teleport (player0) player0_stash) (object_teleport (player1) player1_stash) (cinematic_epilogue) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player covenant) (ai_allegiance player human) (ai_allegiance covenant human) (weather_start 0) (weather_change_intensity 0 0.1) (kill_volume_disable kill_e13_0) (if (> (player_count) 0) (start)) ) ) (script dormant 08_intra1_04_predict (begin (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 3) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 1) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 2) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 3) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 4) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 5) (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\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 3) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 8) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 9) (sleep 6) (sleep 24) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (sleep 129) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 6) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 16) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 17) (sleep 14) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 70 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 69 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 67 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 25 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 29 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 35 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (sleep 66) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 24 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 3) (sleep 155) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (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 72) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 2) (sleep 12) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 80 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 70 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 69 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 67 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 25 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 35 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) ) ) (script dormant 08_intra2_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 32 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 44 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 38 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 42 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 37 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 89 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 13 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 30 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 True) (predict_model_section objects\characters\dervish\fp\fp 0) (predict_model_section objects\characters\dervish\fp\fp 1) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 0) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 41 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 83 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 46 False) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 False) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 6) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 16) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 17) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 0 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 24 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_cam\scarab_cam 0) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (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 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 23 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 41 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 40 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (sleep 4) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 16 True) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 2) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_small\door_small 1) (sleep 115) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 4 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 7 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 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\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 3) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 71) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 True) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 13 False) (sleep 3) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 5) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_small\door_small 0) (sleep 3) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 26 True) (sleep 86) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 10 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 40 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) ) ) (script dormant 08_intra2_02_predict (begin (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (sleep 69) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 4 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 7 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 21 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 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\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 151) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 17 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 68 False) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (sleep 244) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) ) ) (script dormant 08_intra3_01_predict (begin (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_walkway\control_walkway 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_boss_platform\control_boss_platform 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 355) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (sleep 4) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 83) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) ) ) (script dormant 08_intra3_02_predict (begin (sleep 6) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 2) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 36) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (sleep 33) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (sleep 72) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (sleep 200) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 21) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (sleep 72) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 174) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) ) ) (script dormant 08_intra3_03_predict (begin (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 157) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 28) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 6) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (sleep 5) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 47) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 39) (sleep 5) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 54) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (sleep 90) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (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 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 39) (sleep 60) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) ) ) (script dormant 08_intra3_04_predict (begin (sleep 5) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 186) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 185) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 250) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) ) ) (script dormant 08_intra3_05_predict (begin (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 39) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 43) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (sleep 51) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 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 objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 11) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\forerunner\industrial\holo_panels\control_room_index_board\control_room_index_board 0) (sleep 18) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 2 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 10) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 8 False) (sleep 107) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 5 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) ) ) (script dormant 08_intra3_06_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x09_01_predict (begin (sleep 1) (predict_model_section objects\characters\dervish\fp\fp 0) (predict_model_section objects\characters\dervish\fp\fp 1) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 0) (predict_model_section objects\weapons\rifle\plasma_rifle\fp_plasma_rifle\fp_plasma_rifle 1) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 6) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 16) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 17) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_rotors\control_rotors 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_room\grav_lift\grav_lift 0) (sleep 5) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 64) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (sleep 57) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (sleep 75) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_room\grav_lift\grav_lift 0) (sleep 4) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 35) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 False) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 33) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (sleep 14) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 22 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 19 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 5 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\control_room\grav_lift\grav_lift 0) (sleep 53) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 6 True) (sleep 29) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) ) ) (script dormant x09_02_predict (begin (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 8 True) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 58) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (sleep 15) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 6 True) (sleep 129) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 62 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 77 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 22 False) ) ) (script dormant x09_03_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 32 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 88 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 37 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 44 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 0 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 43 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 89 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 52 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 13 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 30 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section objects\cinematics\effects\control_room_beam\control_room_beam 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 1) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 2) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 3) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 4) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom_08b\deltacontrolroom_08b 5) (sleep 166) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (sleep 14) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 41 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 46 False) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 False) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 48 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 46 False) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 31 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 60 False) (sleep 3) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 9 True) (sleep 1) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 49 False) (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 63 False) ) ) (script dormant x09_04_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 75 False) (predict_model_section objects\cinematics\matte_paintings\high_charity_exterior\high_charity_exterior 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\matte_paintings\delta_halo_quarter\delta_halo_quarter 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 131) (predict_model_section objects\cinematics\effects\halo_disarm\halo_disarm 0) ) ) (script dormant x09_05_predict (begin (sleep 10) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 22 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 1 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 20 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 3 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 10 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 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\cinematics\forerunner\beacon_halo_holo\beacon_halo_holo 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 19) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (sleep 113) (predict_model_section objects\characters\monitor\monitor 2) (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 60) (sleep 15) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (sleep 31) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (sleep 210) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) ) ) (script dormant x09_06_predict (begin (sleep 4) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 303) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (sleep 77) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 4 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 6 True) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\cinematics\forerunner\beacon_halo_holo\beacon_halo_holo 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 8) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 8 True) (sleep 126) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 14 True) (sleep 39) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_indirect_blurple\lightfixture_indirect_blurple 0) (sleep 46) (predict_model_section objects\characters\monitor\monitor 2) (sleep 140) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 9 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 2 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 12 True) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 7 True) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (sleep 114) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 11 False) (sleep 9) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 62 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 27 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 77 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 64 False) (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 22 False) ) ) (script dormant x09_07_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 75 False) (predict_model_section objects\cinematics\matte_paintings\moon\moon 0) (predict_model_section objects\cinematics\matte_paintings\earth_space\earth_space 0) (predict_model_section objects\cinematics\forerunner\forerunner_ship\forerunner_ship 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 123) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 36) (predict_model_section objects\cinematics\forerunner\forerunner_ship_alcove\forerunner_ship_alcove 0) ) ) (script dormant x09_08_predict (begin (sleep 2) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 5) (sleep 119) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\cinematics\human\cairo_bridge\cairo_bridge 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (sleep 153) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (sleep 678) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 False) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) ) (script dormant x10_01_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 21 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 23 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 24 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 25 True) (predict_model_section objects\cinematics\flood\flood_spore\flood_spore 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 1) (predict_model_section scenarios\skies\solo\highcharity\highcharity 2) (predict_model_section scenarios\skies\solo\highcharity\highcharity 3) (predict_model_section scenarios\skies\solo\highcharity\highcharity 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 5) (predict_model_section scenarios\skies\solo\highcharity\highcharity 6) (predict_model_section scenarios\skies\solo\highcharity\highcharity 7) (sleep 19) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 True) (sleep 11) (predict_structure_section scenarios\solo\07a_highcharity\high_0 16 True) (sleep 17) (predict_structure_section scenarios\solo\07a_highcharity\high_0 20 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 1) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 2) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 3) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 4) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 5) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 6) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 7) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 8) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 9) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 10) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 11) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 12) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 13) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 14) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 15) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_rear_gun\scarab_rear_gun 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (sleep 14) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (sleep 3) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 1) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_short\bowl_short 0) (sleep 1) (predict_model_section scenarios\objects\covenant\military\cov_recharge_station\recharge_station_cell\recharge_station_cell 0) (sleep 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (sleep 2) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 1) (predict_model_section objects\gear\covenant\military\battery\battery 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 12) (predict_model_section scenarios\objects\multi\lockout\power_module\power_module 0) (sleep 18) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 True) (sleep 6) (predict_model_section objects\characters\dervish\dervish 0) (predict_model_section objects\characters\dervish\dervish 1) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 True) (sleep 8) (predict_structure_section scenarios\solo\07a_highcharity\high_0 28 True) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (sleep 7) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 1) (sleep 28) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (sleep 15) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\garbage\cov_gravcolumn_top\cov_gravcolumn_top 0) (sleep 8) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 18) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (sleep 14) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 5) (predict_model_section scenarios\objects\flood\flood_clump\flood_clump 0) (predict_model_section scenarios\objects\flood\flood_sack\flood_sack 0) (sleep 1) (predict_model_section scenarios\objects\flood\flood_pod\flood_pod 0) (predict_model_section scenarios\objects\flood\flood_floor_clump_small\flood_floor_clump_small 0) (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_hallway_signs\holo_hallway_signs 0) (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 True) (sleep 6) (predict_model_section scenarios\objects\flood\flood_generator\flood_generator 0) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (sleep 3) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\garbage\cov_gravcolumn_bottom_garbage_1\cov_gravcolumn_bottom_garbage_1 0) ) ) (script dormant x10_02_predict (begin (sleep 6) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 236) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 39 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (sleep 130) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 False) (sleep 61) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 37 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 40 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) ) )
अंतर खोजें