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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global bool dialogue True)
(global bool dialogue True)
(global short dialogue_pause 7)
(global short dialogue_pause 7)
(global short g_dialogue_counter 0)
(global short g_dialogue_counter 0)
(global short g_e12_talk 0)
(global short g_e12_talk 0)
(global bool g_e12_go False)
(global bool g_e12_go False)
(global bool g_e12_started False)
(global bool g_e12_started False)
(global bool g_e12_final_battle_started False)
(global bool g_e12_final_battle_started False)
(global bool g_e12_final_battle_ended False)
(global bool g_e12_final_battle_ended False)
(global bool g_e12_final_battle_mid False)
(global bool g_e12_final_battle_mid False)
(global short dialogue_pause_long 60)
(global short dialogue_pause_long 60)
(global bool g_e12_side False)
(global bool g_e12_side False)
(global short g_e10_talk 0)
(global short g_e10_talk 0)
(global bool g_e10_move_on False)
(global bool g_e10_move_on False)
(global short g_e8_counter 0)
(global short g_e8_counter 0)
(global bool g_e6_move_on False)
(global bool g_e6_move_on False)
(global short g_e1_talk 0)
(global short g_e1_talk 0)
(global bool g_e1_music False)
(global bool g_e1_music False)
(global bool g_e1_pelican2_entering False)
(global bool g_e1_pelican2_entering False)
(global bool g_e1_pelican1_entering False)
(global bool g_e1_pelican1_entering False)
(global bool g_e1_pelican1_unloaded False)
(global bool g_e1_pelican1_unloaded False)
(global bool g_e1_pro_inf3_spawned False)
(global bool g_e1_pro_inf3_spawned False)
(global bool g_e1_git_check False)
(global bool g_e1_git_check False)
(global bool g_play_cinematics True)
(global bool g_play_cinematics True)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static 07_intra1_05_predict_stub
(script static 07_intra1_05_predict_stub
(begin
(begin
(wake 07_intra1_05_predict)
(wake 07_intra1_05_predict)
)
)
)
)
(script static 07_intra1_06_predict_stub
(script static 07_intra1_06_predict_stub
(begin
(begin
(wake 07_intra1_06_predict)
(wake 07_intra1_06_predict)
)
)
)
)
(script static 07_intra1_07_predict_stub
(script static 07_intra1_07_predict_stub
(begin
(begin
(wake 07_intra1_07_predict)
(wake 07_intra1_07_predict)
)
)
)
)
(script static 07_intra1_08_predict_stub
(script static 07_intra1_08_predict_stub
(begin
(begin
(wake 07_intra1_08_predict)
(wake 07_intra1_08_predict)
)
)
)
)
(script static 07_outro_01_predict_stub
(script static 07_outro_01_predict_stub
(begin
(begin
(wake 07_outro_01_predict)
(wake 07_outro_01_predict)
)
)
)
)
(script static 07_outro_02_predict_stub
(script static 07_outro_02_predict_stub
(begin
(begin
(wake 07_outro_02_predict)
(wake 07_outro_02_predict)
)
)
)
)
(script static 07_outro_03_predict_stub
(script static 07_outro_03_predict_stub
(begin
(begin
(wake 07_outro_03_predict)
(wake 07_outro_03_predict)
)
)
)
)
(script static cinematic_pelican_unload
(script static cinematic_pelican_unload
(begin
(begin
(ai_place cinematic_fld_inf0/form0)
(ai_place cinematic_fld_inf0/form0)
(sleep 8)
(sleep 8)
(ai_place cinematic_fld_inf0/form1)
(ai_place cinematic_fld_inf0/form1)
(sleep 4)
(sleep 4)
(ai_place cinematic_fld_inf0/form0)
(ai_place cinematic_fld_inf0/form0)
(sleep 10)
(sleep 10)
(ai_place cinematic_fld_inf0/form1)
(ai_place cinematic_fld_inf0/form1)
)
)
)
)
(script static cinematic_pelican_runby
(script static cinematic_pelican_runby
(begin
(begin
(ai_place cinematic_fld_inf1/form0)
(ai_place cinematic_fld_inf1/form0)
)
)
)
)
(script dormant c07_intra1_score_05
(script dormant c07_intra1_score_05
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus none 1)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus none 1)
(print "c07_intra1 score 05")
(print "c07_intra1 score 05")
)
)
)
)
(script dormant c07_intra1_foley_05
(script dormant c07_intra1_foley_05
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol none 1)
(print "c07_intra1 foley 05 start")
(print "c07_intra1 foley 05 start")
)
)
)
)
(script dormant c07_intra1_05_dof_01
(script dormant c07_intra1_05_dof_01
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 127)
(sleep 127)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.75 0.75 0)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.75 0.75 0)
(print "rack focus")
(print "rack focus")
(time_code_reset)
(time_code_reset)
(sleep 60)
(sleep 60)
(cinematic_screen_effect_set_depth_of_field 1 0 0.75 0.5 0.75 0 0.5)
(cinematic_screen_effect_set_depth_of_field 1 0 0.75 0.5 0.75 0 0.5)
(print "rack focus")
(print "rack focus")
(time_code_reset)
(time_code_reset)
(sleep 68)
(sleep 68)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant c07_intra1_cinematic_light_01
(script dormant c07_intra1_cinematic_light_01
(begin
(begin
(cinematic_lighting_set_primary_light 23 74 0.258824 0.270588 0.368627)
(cinematic_lighting_set_primary_light 23 74 0.258824 0.270588 0.368627)
(cinematic_lighting_set_secondary_light -40 276 0.407843 0.345098 0.317647)
(cinematic_lighting_set_secondary_light -40 276 0.407843 0.345098 0.317647)
(cinematic_lighting_set_ambient_light 0.0431373 0.0470588 0.0666667)
(cinematic_lighting_set_ambient_light 0.0431373 0.0470588 0.0666667)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting mercy True)
(object_uses_cinematic_lighting mercy True)
(object_uses_cinematic_lighting infection_01 True)
(object_uses_cinematic_lighting infection_01 True)
(object_uses_cinematic_lighting throne_mercy True)
(object_uses_cinematic_lighting throne_mercy True)
(object_uses_cinematic_lighting phantom_01 True)
(object_uses_cinematic_lighting phantom_01 True)
(object_uses_cinematic_lighting phantom_02 True)
(object_uses_cinematic_lighting phantom_02 True)
(object_uses_cinematic_lighting phantom_03 True)
(object_uses_cinematic_lighting phantom_03 True)
)
)
)
)
(script static c07_intra1_05_setup
(script static c07_intra1_05_setup
(begin
(begin
(wake c07_intra1_score_05)
(wake c07_intra1_score_05)
(wake c07_intra1_foley_05)
(wake c07_intra1_foley_05)
(object_create_anew chief)
(object_create_anew chief)
(object_create_anew mercy)
(object_create_anew mercy)
(object_create_anew infection_01)
(object_create_anew infection_01)
(object_create_anew throne_mercy)
(object_create_anew throne_mercy)
(object_create_anew phantom_01)
(object_create_anew phantom_01)
(object_create_anew phantom_02)
(object_create_anew phantom_02)
(object_create_anew phantom_03)
(object_create_anew phantom_03)
(cinematic_clone_players_weapon chief right_hand )
(cinematic_clone_players_weapon chief right_hand )
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(object_cinematic_lod mercy True)
(object_cinematic_lod mercy True)
(object_cinematic_lod infection_01 True)
(object_cinematic_lod infection_01 True)
(object_cinematic_lod throne_mercy True)
(object_cinematic_lod throne_mercy True)
(object_cinematic_lod phantom_01 True)
(object_cinematic_lod phantom_01 True)
(object_cinematic_lod phantom_02 True)
(object_cinematic_lod phantom_02 True)
(object_cinematic_lod phantom_03 True)
(object_cinematic_lod phantom_03 True)
(wake c07_intra1_05_dof_01)
(wake c07_intra1_05_dof_01)
(wake c07_intra1_cinematic_light_01)
(wake c07_intra1_cinematic_light_01)
(object_destroy ledge_1)
(object_destroy ledge_1)
)
)
)
)
(script static c07_intra1_05_cleanup
(script static c07_intra1_05_cleanup
(begin
(begin
(object_destroy_containing "phantom")
(object_destroy_containing "phantom")
)
)
)
)
(script static c07_intra1_scene_05
(script static c07_intra1_scene_05
(begin
(begin
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(07_intra1_05_predict_stub)
(07_intra1_05_predict_stub)
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus)
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus)
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(c07_intra1_05_setup)
(c07_intra1_05_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_05 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_05 none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_05 False anchor_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_05 False anchor_intra1)
(custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_05 False anchor_intra1)
(custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_05 False anchor_intra1)
(custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_05 False anchor_intra1)
(custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_05 False anchor_intra1)
(custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_05 False anchor_intra1)
(custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_05 False anchor_intra1)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_05 False anchor_intra1)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_05 False anchor_intra1)
(custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_05 False anchor_intra1)
(custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_05 False anchor_intra1)
(custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_05 False anchor_intra1)
(custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_05 False anchor_intra1)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(07_intra1_06_predict_stub)
(07_intra1_06_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol)
(sleep (camera_time))
(sleep (camera_time))
(c07_intra1_05_cleanup)
(c07_intra1_05_cleanup)
)
)
)
)
(script dormant c07_intra1_foley_06
(script dormant c07_intra1_foley_06
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol none 1)
(print "c07_intra1 foley 06 start")
(print "c07_intra1 foley 06 start")
)
)
)
)
(script dormant c07_2080_mas
(script dormant c07_2080_mas
(begin
(begin
(sleep 45)
(sleep 45)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2080_mas chief 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2080_mas chief 1)
(cinematic_subtitle c07_2080_mas 2.5)
(cinematic_subtitle c07_2080_mas 2.5)
)
)
)
)
(script dormant c07_2090_pom
(script dormant c07_2090_pom
(begin
(begin
(sleep 180)
(sleep 180)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2090_pom mercy 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2090_pom mercy 1)
(cinematic_subtitle c07_2090_pom 3)
(cinematic_subtitle c07_2090_pom 3)
)
)
)
)
(script dormant c07_2100_pom
(script dormant c07_2100_pom
(begin
(begin
(sleep 283)
(sleep 283)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2100_pom mercy 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2100_pom mercy 1)
(cinematic_subtitle c07_2100_pom 4)
(cinematic_subtitle c07_2100_pom 4)
)
)
)
)
(script dormant c07_2101_pom
(script dormant c07_2101_pom
(begin
(begin
(sleep 451)
(sleep 451)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2101_pom mercy 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2101_pom mercy 1)
)
)
)
)
(script dormant c07_2110_cor
(script dormant c07_2110_cor
(begin
(begin
(sleep 566)
(sleep 566)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2110_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2110_cor cortana 1)
(cinematic_subtitle c07_2110_cor 2)
(cinematic_subtitle c07_2110_cor 2)
(unit_set_emotional_state cortana shocked 0.25 0)
(unit_set_emotional_state cortana shocked 0.25 0)
(print "cortana - shocked .25 0")
(print "cortana - shocked .25 0")
)
)
)
)
(script dormant c07_2120_cor
(script dormant c07_2120_cor
(begin
(begin
(sleep 621)
(sleep 621)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2120_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2120_cor cortana 1)
(cinematic_subtitle c07_2120_cor 4)
(cinematic_subtitle c07_2120_cor 4)
)
)
)
)
(script dormant c07_intra1_06_dof_01
(script dormant c07_intra1_06_dof_01
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 121)
(sleep 121)
(print "rack focus")
(print "rack focus")
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 0.4 0.5 0.5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 0.4 0.5 0.5 0 0 0 0)
(time_code_reset)
(time_code_reset)
(sleep 153)
(sleep 153)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant c07_intra1_06_fov_01
(script dormant c07_intra1_06_fov_01
(begin
(begin
(sleep 396)
(sleep 396)
(print "fov change: 60 -> 70 over 0 ticks")
(print "fov change: 60 -> 70 over 0 ticks")
(camera_set_field_of_view 70 0)
(camera_set_field_of_view 70 0)
(sleep 53)
(sleep 53)
(print "fov change: 70 -> 60 over 0 ticks")
(print "fov change: 70 -> 60 over 0 ticks")
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
)
)
)
)
(script dormant infection_pop
(script dormant infection_pop
(begin
(begin
(sleep 510)
(sleep 510)
(print "infection pop")
(print "infection pop")
(effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_02 )
(effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_02 )
(sleep 1)
(sleep 1)
(object_destroy infection_02)
(object_destroy infection_02)
)
)
)
)
(script static c07_intra1_06_setup
(script static c07_intra1_06_setup
(begin
(begin
(object_create_anew cortana)
(object_create_anew cortana)
(object_cinematic_lod cortana True)
(object_cinematic_lod cortana True)
(object_create_anew infection_02)
(object_create_anew infection_02)
(object_cinematic_lod infection_02 True)
(object_cinematic_lod infection_02 True)
(object_uses_cinematic_lighting infection_02 True)
(object_uses_cinematic_lighting infection_02 True)
(object_create_anew cortana_base)
(object_create_anew cortana_base)
(wake c07_intra1_foley_06)
(wake c07_intra1_foley_06)
(wake c07_2080_mas)
(wake c07_2080_mas)
(wake c07_2090_pom)
(wake c07_2090_pom)
(wake c07_2100_pom)
(wake c07_2100_pom)
(wake c07_2101_pom)
(wake c07_2101_pom)
(wake c07_2110_cor)
(wake c07_2110_cor)
(wake c07_2120_cor)
(wake c07_2120_cor)
(wake infection_pop)
(wake infection_pop)
(wake c07_intra1_06_dof_01)
(wake c07_intra1_06_dof_01)
(wake c07_intra1_06_fov_01)
(wake c07_intra1_06_fov_01)
)
)
)
)
(script static c07_intra1_06_cleanup
(script static c07_intra1_06_cleanup
(begin
(begin
(object_destroy_containing "infection")
(object_destroy_containing "infection")
(object_destroy cortana_base)
(object_destroy cortana_base)
)
)
)
)
(script static c07_intra1_scene_06
(script static c07_intra1_scene_06
(begin
(begin
(c07_intra1_06_setup)
(c07_intra1_06_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_06 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_06 none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_06 False anchor_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_06 False anchor_intra1)
(custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_06 False anchor_intra1)
(custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_06 False anchor_intra1)
(custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_06 False anchor_intra1)
(custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_06 False anchor_intra1)
(custom_animation_relative infection_02 objects\characters\flood_infection\07_intra1\07_intra1 infection02_06 False anchor_intra1)
(custom_animation_relative infection_02 objects\characters\flood_infection\07_intra1\07_intra1 infection02_06 False anchor_intra1)
(custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_06 False anchor_intra1)
(custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_06 False anchor_intra1)
(sleep 556)
(sleep 556)
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_25 cortana_base marker)
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_25 cortana_base marker)
(custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_06 False anchor_intra1)
(custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_06 False anchor_intra1)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(07_intra1_07_predict_stub)
(07_intra1_07_predict_stub)
(sleep (camera_time))
(sleep (camera_time))
(c07_intra1_06_cleanup)
(c07_intra1_06_cleanup)
)
)
)
)
(script dormant c07_2130_cor
(script dormant c07_2130_cor
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2130_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2130_cor cortana 1)
(cinematic_subtitle c07_2130_cor 3)
(cinematic_subtitle c07_2130_cor 3)
)
)
)
)
(script dormant c07_2140_cor
(script dormant c07_2140_cor
(begin
(begin
(sleep 110)
(sleep 110)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2140_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2140_cor cortana 1)
(cinematic_subtitle c07_2140_cor 1)
(cinematic_subtitle c07_2140_cor 1)
)
)
)
)
(script dormant c07_2150_mas
(script dormant c07_2150_mas
(begin
(begin
(sleep 150)
(sleep 150)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2150_mas chief 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2150_mas chief 1)
(cinematic_subtitle c07_2150_mas 5)
(cinematic_subtitle c07_2150_mas 5)
)
)
)
)
(script dormant c07_2160_cor
(script dormant c07_2160_cor
(begin
(begin
(sleep 297)
(sleep 297)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2160_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2160_cor cortana 1)
(cinematic_subtitle c07_2160_cor 6)
(cinematic_subtitle c07_2160_cor 6)
(unit_set_emotional_state cortana annoyed 0.5 0)
(unit_set_emotional_state cortana annoyed 0.5 0)
(print "cortana - annoyed .5 0")
(print "cortana - annoyed .5 0")
)
)
)
)
(script dormant c07_2170_cor
(script dormant c07_2170_cor
(begin
(begin
(sleep 490)
(sleep 490)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2170_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2170_cor cortana 1)
(cinematic_subtitle c07_2170_cor 3)
(cinematic_subtitle c07_2170_cor 3)
)
)
)
)
(script dormant c07_2180_cor
(script dormant c07_2180_cor
(begin
(begin
(sleep 622)
(sleep 622)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2180_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2180_cor cortana 1)
(cinematic_subtitle c07_2180_cor 3)
(cinematic_subtitle c07_2180_cor 3)
)
)
)
)
(script dormant c07_2190_cor
(script dormant c07_2190_cor
(begin
(begin
(sleep 710)
(sleep 710)
(unit_set_emotional_state cortana disappointed 0.5 60)
(unit_set_emotional_state cortana disappointed 0.5 60)
(print "cortana - disappointed .5 60")
(print "cortana - disappointed .5 60")
(sleep 13)
(sleep 13)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2190_cor cortana 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2190_cor cortana 1)
(cinematic_subtitle c07_2190_cor 1)
(cinematic_subtitle c07_2190_cor 1)
)
)
)
)
(script dormant c07_intra1_07_fov_01
(script dormant c07_intra1_07_fov_01
(begin
(begin
(sleep 414)
(sleep 414)
(print "fov change: 60 -> 26 over 0 ticks")
(print "fov change: 60 -> 26 over 0 ticks")
(camera_set_field_of_view 26 0)
(camera_set_field_of_view 26 0)
(sleep 70)
(sleep 70)
(print "fov change: 26 -> 60 over 0 ticks")
(print "fov change: 26 -> 60 over 0 ticks")
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
)
)
)
)
(script static c07_intra1_07_setup
(script static c07_intra1_07_setup
(begin
(begin
(wake c07_2130_cor)
(wake c07_2130_cor)
(wake c07_2140_cor)
(wake c07_2140_cor)
(wake c07_2150_mas)
(wake c07_2150_mas)
(wake c07_2160_cor)
(wake c07_2160_cor)
(wake c07_2170_cor)
(wake c07_2170_cor)
(wake c07_2180_cor)
(wake c07_2180_cor)
(wake c07_2190_cor)
(wake c07_2190_cor)
(wake c07_intra1_07_fov_01)
(wake c07_intra1_07_fov_01)
)
)
)
)
(script static c07_intra1_07_cleanup
(script static c07_intra1_07_cleanup
(begin
(begin
(object_destroy_containing "mercy")
(object_destroy_containing "mercy")
)
)
)
)
(script static c07_intra1_scene_07
(script static c07_intra1_scene_07
(begin
(begin
(c07_intra1_07_setup)
(c07_intra1_07_setup)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(cinematic_set_near_clip_distance 0.05)
(print "setting near clip distance to .05")
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_07 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_07 none anchor_flag_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_07 False anchor_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_07 False anchor_intra1)
(custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_07 False anchor_intra1)
(custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_07 False anchor_intra1)
(custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_07 False anchor_intra1)
(custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_07 False anchor_intra1)
(custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_07 False anchor_intra1)
(custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_07 False anchor_intra1)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(07_intra1_08_predict_stub)
(07_intra1_08_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol)
(sleep (camera_time))
(sleep (camera_time))
(c07_intra1_07_cleanup)
(c07_intra1_07_cleanup)
)
)
)
)
(script dormant c07_intra1_foley_08
(script dormant c07_intra1_foley_08
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol none 1)
(print "c07_intra1 foley 08 start")
(print "c07_intra1 foley 08 start")
)
)
)
)
(script dormant pelican_crash_01
(script dormant pelican_crash_01
(begin
(begin
(sleep 38)
(sleep 38)
(print "crash 1")
(print "crash 1")
(effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_01 hardpoint_right)
(effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_01 hardpoint_right)
)
)
)
)
(script dormant pelican_crash_02
(script dormant pelican_crash_02
(begin
(begin
(sleep 49)
(sleep 49)
(print "crash 2")
(print "crash 2")
(effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 johnson)
(effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 johnson)
)
)
)
)
(script dormant pelican_crash_03
(script dormant pelican_crash_03
(begin
(begin
(sleep 101)
(sleep 101)
(print "crash 3")
(print "crash 3")
(effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 pelican_p_l05)
(effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 pelican_p_l05)
)
)
)
)
(script dormant c07_intra1_08_fov_01
(script dormant c07_intra1_08_fov_01
(begin
(begin
(sleep 99)
(sleep 99)
(print "fov change: 36 -> 60 over 0 ticks")
(print "fov change: 36 -> 60 over 0 ticks")
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
)
)
)
)
(script dormant flood_pelican_unload
(script dormant flood_pelican_unload
(begin
(begin
(sleep 145)
(sleep 145)
(print "ai flood unload")
(print "ai flood unload")
(cinematic_pelican_unload)
(cinematic_pelican_unload)
(cinematic_pelican_runby)
(cinematic_pelican_runby)
)
)
)
)
(script static c07_intra1_08_setup
(script static c07_intra1_08_setup
(begin
(begin
(wake c07_intra1_foley_08)
(wake c07_intra1_foley_08)
(object_destroy_containing "offending_crate")
(object_destroy_containing "offending_crate")
(object_create_anew pelican_01)
(object_create_anew pelican_01)
(object_cinematic_lod pelican_01 True)
(object_cinematic_lod pelican_01 True)
(object_uses_cinematic_lighting pelican_01 True)
(object_uses_cinematic_lighting pelican_01 True)
(wake c07_intra1_08_fov_01)
(wake c07_intra1_08_fov_01)
(wake pelican_crash_01)
(wake pelican_crash_01)
(wake pelican_crash_02)
(wake pelican_crash_02)
(wake pelican_crash_03)
(wake pelican_crash_03)
(wake flood_pelican_unload)
(wake flood_pelican_unload)
)
)
)
)
(script static c07_intra1_08_cleanup
(script static c07_intra1_08_cleanup
(begin
(begin
(object_destroy chief)
(object_destroy chief)
(object_destroy cortana)
(object_destroy cortana)
(object_destroy pelican_01)
(object_destroy pelican_01)
)
)
)
)
(script static c07_intra1_scene_08
(script static c07_intra1_scene_08
(begin
(begin
(c07_intra1_08_setup)
(c07_intra1_08_setup)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(cinematic_set_near_clip_distance 0.06)
(print "resetting near clip distance to .06")
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_08 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_08 none anchor_flag_intra1)
(camera_set_field_of_view 26 0)
(camera_set_field_of_view 26 0)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_08 False anchor_intra1)
(custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_08 False anchor_intra1)
(custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_08 False anchor_intra1)
(custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_08 False anchor_intra1)
(custom_animation_relative pelican_01 objects\vehicles\pelican\07_intra1\07_intra1 pelican_08 False anchor_intra1)
(custom_animation_relative pelican_01 objects\vehicles\pelican\07_intra1\07_intra1 pelican_08 False anchor_intra1)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(sound_class_set_gain "amb" 0 15)
(sound_class_set_gain "amb" 0 15)
(sleep 15)
(sleep 15)
(c07_intra1_08_cleanup)
(c07_intra1_08_cleanup)
)
)
)
)
(script static c07_intra1
(script static c07_intra1
(begin
(begin
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "amb" 0 0)
(sound_class_set_gain "amb" 0 0)
(switch_bsp_by_name high_5)
(switch_bsp_by_name high_5)
(sleep 1)
(sleep 1)
(c07_intra1_scene_05)
(c07_intra1_scene_05)
(c07_intra1_scene_06)
(c07_intra1_scene_06)
(c07_intra1_scene_07)
(c07_intra1_scene_07)
(c07_intra1_scene_08)
(c07_intra1_scene_08)
(sound_class_set_gain "vehicle" 1 15)
(sound_class_set_gain "vehicle" 1 15)
(sound_class_set_gain "amb" 1 15)
(sound_class_set_gain "amb" 1 15)
(sleep 15)
(sleep 15)
)
)
)
)
(script dormant c07_outro_score_01
(script dormant c07_outro_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\c07_outro\music\c07_outro_01_mus none 1)
(sound_impulse_start sound\cinematics\07_highcharity\c07_outro\music\c07_outro_01_mus none 1)
(print "c07_outro score 01 start")
(print "c07_outro score 01 start")
)
)
)
)
(script dormant c07_outro_foley_01
(script dormant c07_outro_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_01_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_01_fol none 1)
(print "c07_outro foley 01 start")
(print "c07_outro foley 01 start")
)
)
)
)
(script dormant c07_outro_shake
(script dormant c07_outro_shake
(begin
(begin
(sleep 89)
(sleep 89)
(print "shake start")
(print "shake start")
(player_effect_set_max_rotation 0 1 1)
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
(player_effect_start 0.25 0)
(sleep 70)
(sleep 70)
(player_effect_stop 0)
(player_effect_stop 0)
(print "shake stop")
(print "shake stop")
)
)
)
)
(script dormant c07_outro_shake2
(script dormant c07_outro_shake2
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 290)
(sleep 290)
(print "shake start")
(print "shake start")
(player_effect_set_max_rotation 0 1 1)
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
(player_effect_start 0.25 0)
(sleep 60)
(sleep 60)
(player_effect_stop 1)
(player_effect_stop 1)
(print "shake stop")
(print "shake stop")
)
)
)
)
(script dormant c07_outro_dof_01
(script dormant c07_outro_dof_01
(begin
(begin
(time_code_reset)
(time_code_reset)
(print "rack focus")
(print "rack focus")
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 20 0 0 0 1 1 0)
(cinematic_screen_effect_set_depth_of_field 20 0 0 0 1 1 0)
(sleep 89)
(sleep 89)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant c07_outro_dof_02
(script dormant c07_outro_dof_02
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 289)
(sleep 289)
(print "rack focus")
(print "rack focus")
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 20 2 2 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 20 2 2 0 0 0 0)
(sleep 106)
(sleep 106)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant c07_outro_fov_01
(script dormant c07_outro_fov_01
(begin
(begin
(sleep 357)
(sleep 357)
(print "fov change: 60 -> 12 over 15 ticks")
(print "fov change: 60 -> 12 over 15 ticks")
(camera_set_field_of_view 12 15)
(camera_set_field_of_view 12 15)
(sleep 46)
(sleep 46)
(print "fov change: 12 -> 60 over 0 ticks")
(print "fov change: 12 -> 60 over 0 ticks")
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
)
)
)
)
(script dormant c07_outro_cinematic_lighting_01
(script dormant c07_outro_cinematic_lighting_01
(begin
(begin
(cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52)
(cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52)
(cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22)
(cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
(object_uses_cinematic_lighting chief_outro True)
(object_uses_cinematic_lighting chief_outro True)
(object_uses_cinematic_lighting alcove True)
(object_uses_cinematic_lighting alcove True)
(object_uses_cinematic_lighting cap True)
(object_uses_cinematic_lighting cap True)
(object_uses_cinematic_lighting ring_01 True)
(object_uses_cinematic_lighting ring_01 True)
(object_uses_cinematic_lighting ring_02 True)
(object_uses_cinematic_lighting ring_02 True)
(object_uses_cinematic_lighting ring_03 True)
(object_uses_cinematic_lighting ring_03 True)
(object_uses_cinematic_lighting ring_04 True)
(object_uses_cinematic_lighting ring_04 True)
(object_uses_cinematic_lighting ring_05 True)
(object_uses_cinematic_lighting ring_05 True)
(object_uses_cinematic_lighting ring_06 True)
(object_uses_cinematic_lighting ring_06 True)
कॉपी
कॉपी हुआ
कॉपी
कॉपी हुआ
(object_uses_cinematic_lighting ring_06 Tru
e)
(object_uses_cinematic_lighting ring_06 Tru
(object_uses_cinematic_lighting ring_08 True)
)
)
(script dormant ship_initial_blast
(begin
(sleep 188)
(print "effect - initial blast")
(effect_new_on_object_ma
सेव किए गए Diffs
ऑरिजनल टेक्स्ट
फ़ाइल खोलें
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool dialogue True) (global short dialogue_pause 7) (global short g_dialogue_counter 0) (global short g_e12_talk 0) (global bool g_e12_go False) (global bool g_e12_started False) (global bool g_e12_final_battle_started False) (global bool g_e12_final_battle_ended False) (global bool g_e12_final_battle_mid False) (global short dialogue_pause_long 60) (global bool g_e12_side False) (global short g_e10_talk 0) (global bool g_e10_move_on False) (global short g_e8_counter 0) (global bool g_e6_move_on False) (global short g_e1_talk 0) (global bool g_e1_music False) (global bool g_e1_pelican2_entering False) (global bool g_e1_pelican1_entering False) (global bool g_e1_pelican1_unloaded False) (global bool g_e1_pro_inf3_spawned False) (global bool g_e1_git_check False) (global bool g_play_cinematics True) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 07_intra1_05_predict_stub (begin (wake 07_intra1_05_predict) ) ) (script static 07_intra1_06_predict_stub (begin (wake 07_intra1_06_predict) ) ) (script static 07_intra1_07_predict_stub (begin (wake 07_intra1_07_predict) ) ) (script static 07_intra1_08_predict_stub (begin (wake 07_intra1_08_predict) ) ) (script static 07_outro_01_predict_stub (begin (wake 07_outro_01_predict) ) ) (script static 07_outro_02_predict_stub (begin (wake 07_outro_02_predict) ) ) (script static 07_outro_03_predict_stub (begin (wake 07_outro_03_predict) ) ) (script static cinematic_pelican_unload (begin (ai_place cinematic_fld_inf0/form0) (sleep 8) (ai_place cinematic_fld_inf0/form1) (sleep 4) (ai_place cinematic_fld_inf0/form0) (sleep 10) (ai_place cinematic_fld_inf0/form1) ) ) (script static cinematic_pelican_runby (begin (ai_place cinematic_fld_inf1/form0) ) ) (script dormant c07_intra1_score_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus none 1) (print "c07_intra1 score 05") ) ) (script dormant c07_intra1_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol none 1) (print "c07_intra1 foley 05 start") ) ) (script dormant c07_intra1_05_dof_01 (begin (time_code_reset) (sleep 127) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.75 0.75 0) (print "rack focus") (time_code_reset) (sleep 60) (cinematic_screen_effect_set_depth_of_field 1 0 0.75 0.5 0.75 0 0.5) (print "rack focus") (time_code_reset) (sleep 68) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_intra1_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 23 74 0.258824 0.270588 0.368627) (cinematic_lighting_set_secondary_light -40 276 0.407843 0.345098 0.317647) (cinematic_lighting_set_ambient_light 0.0431373 0.0470588 0.0666667) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting mercy True) (object_uses_cinematic_lighting infection_01 True) (object_uses_cinematic_lighting throne_mercy True) (object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_02 True) (object_uses_cinematic_lighting phantom_03 True) ) ) (script static c07_intra1_05_setup (begin (wake c07_intra1_score_05) (wake c07_intra1_foley_05) (object_create_anew chief) (object_create_anew mercy) (object_create_anew infection_01) (object_create_anew throne_mercy) (object_create_anew phantom_01) (object_create_anew phantom_02) (object_create_anew phantom_03) (cinematic_clone_players_weapon chief right_hand ) (object_cinematic_lod chief True) (object_cinematic_lod mercy True) (object_cinematic_lod infection_01 True) (object_cinematic_lod throne_mercy True) (object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_02 True) (object_cinematic_lod phantom_03 True) (wake c07_intra1_05_dof_01) (wake c07_intra1_cinematic_light_01) (object_destroy ledge_1) ) ) (script static c07_intra1_05_cleanup (begin (object_destroy_containing "phantom") ) ) (script static c07_intra1_scene_05 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (07_intra1_05_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol) (sleep prediction_offset) (c07_intra1_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_05 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_05 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_05 False anchor_intra1) (custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_05 False anchor_intra1) (custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_05 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_05 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_05 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_05 False anchor_intra1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_intra1_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol) (sleep (camera_time)) (c07_intra1_05_cleanup) ) ) (script dormant c07_intra1_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol none 1) (print "c07_intra1 foley 06 start") ) ) (script dormant c07_2080_mas (begin (sleep 45) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2080_mas chief 1) (cinematic_subtitle c07_2080_mas 2.5) ) ) (script dormant c07_2090_pom (begin (sleep 180) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2090_pom mercy 1) (cinematic_subtitle c07_2090_pom 3) ) ) (script dormant c07_2100_pom (begin (sleep 283) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2100_pom mercy 1) (cinematic_subtitle c07_2100_pom 4) ) ) (script dormant c07_2101_pom (begin (sleep 451) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2101_pom mercy 1) ) ) (script dormant c07_2110_cor (begin (sleep 566) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2110_cor cortana 1) (cinematic_subtitle c07_2110_cor 2) (unit_set_emotional_state cortana shocked 0.25 0) (print "cortana - shocked .25 0") ) ) (script dormant c07_2120_cor (begin (sleep 621) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2120_cor cortana 1) (cinematic_subtitle c07_2120_cor 4) ) ) (script dormant c07_intra1_06_dof_01 (begin (time_code_reset) (sleep 121) (print "rack focus") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.4 0.5 0.5 0 0 0 0) (time_code_reset) (sleep 153) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_intra1_06_fov_01 (begin (sleep 396) (print "fov change: 60 -> 70 over 0 ticks") (camera_set_field_of_view 70 0) (sleep 53) (print "fov change: 70 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant infection_pop (begin (sleep 510) (print "infection pop") (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_02 ) (sleep 1) (object_destroy infection_02) ) ) (script static c07_intra1_06_setup (begin (object_create_anew cortana) (object_cinematic_lod cortana True) (object_create_anew infection_02) (object_cinematic_lod infection_02 True) (object_uses_cinematic_lighting infection_02 True) (object_create_anew cortana_base) (wake c07_intra1_foley_06) (wake c07_2080_mas) (wake c07_2090_pom) (wake c07_2100_pom) (wake c07_2101_pom) (wake c07_2110_cor) (wake c07_2120_cor) (wake infection_pop) (wake c07_intra1_06_dof_01) (wake c07_intra1_06_fov_01) ) ) (script static c07_intra1_06_cleanup (begin (object_destroy_containing "infection") (object_destroy cortana_base) ) ) (script static c07_intra1_scene_06 (begin (c07_intra1_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_06 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_06 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_06 False anchor_intra1) (custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_06 False anchor_intra1) (custom_animation_relative infection_02 objects\characters\flood_infection\07_intra1\07_intra1 infection02_06 False anchor_intra1) (custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_06 False anchor_intra1) (sleep 556) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_25 cortana_base marker) (custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_06 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_07_predict_stub) (sleep (camera_time)) (c07_intra1_06_cleanup) ) ) (script dormant c07_2130_cor (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2130_cor cortana 1) (cinematic_subtitle c07_2130_cor 3) ) ) (script dormant c07_2140_cor (begin (sleep 110) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2140_cor cortana 1) (cinematic_subtitle c07_2140_cor 1) ) ) (script dormant c07_2150_mas (begin (sleep 150) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2150_mas chief 1) (cinematic_subtitle c07_2150_mas 5) ) ) (script dormant c07_2160_cor (begin (sleep 297) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2160_cor cortana 1) (cinematic_subtitle c07_2160_cor 6) (unit_set_emotional_state cortana annoyed 0.5 0) (print "cortana - annoyed .5 0") ) ) (script dormant c07_2170_cor (begin (sleep 490) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2170_cor cortana 1) (cinematic_subtitle c07_2170_cor 3) ) ) (script dormant c07_2180_cor (begin (sleep 622) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2180_cor cortana 1) (cinematic_subtitle c07_2180_cor 3) ) ) (script dormant c07_2190_cor (begin (sleep 710) (unit_set_emotional_state cortana disappointed 0.5 60) (print "cortana - disappointed .5 60") (sleep 13) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2190_cor cortana 1) (cinematic_subtitle c07_2190_cor 1) ) ) (script dormant c07_intra1_07_fov_01 (begin (sleep 414) (print "fov change: 60 -> 26 over 0 ticks") (camera_set_field_of_view 26 0) (sleep 70) (print "fov change: 26 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script static c07_intra1_07_setup (begin (wake c07_2130_cor) (wake c07_2140_cor) (wake c07_2150_mas) (wake c07_2160_cor) (wake c07_2170_cor) (wake c07_2180_cor) (wake c07_2190_cor) (wake c07_intra1_07_fov_01) ) ) (script static c07_intra1_07_cleanup (begin (object_destroy_containing "mercy") ) ) (script static c07_intra1_scene_07 (begin (c07_intra1_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_07 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_07 False anchor_intra1) (custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_07 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_07 False anchor_intra1) (custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_07 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol) (sleep (camera_time)) (c07_intra1_07_cleanup) ) ) (script dormant c07_intra1_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol none 1) (print "c07_intra1 foley 08 start") ) ) (script dormant pelican_crash_01 (begin (sleep 38) (print "crash 1") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_01 hardpoint_right) ) ) (script dormant pelican_crash_02 (begin (sleep 49) (print "crash 2") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 johnson) ) ) (script dormant pelican_crash_03 (begin (sleep 101) (print "crash 3") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 pelican_p_l05) ) ) (script dormant c07_intra1_08_fov_01 (begin (sleep 99) (print "fov change: 36 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant flood_pelican_unload (begin (sleep 145) (print "ai flood unload") (cinematic_pelican_unload) (cinematic_pelican_runby) ) ) (script static c07_intra1_08_setup (begin (wake c07_intra1_foley_08) (object_destroy_containing "offending_crate") (object_create_anew pelican_01) (object_cinematic_lod pelican_01 True) (object_uses_cinematic_lighting pelican_01 True) (wake c07_intra1_08_fov_01) (wake pelican_crash_01) (wake pelican_crash_02) (wake pelican_crash_03) (wake flood_pelican_unload) ) ) (script static c07_intra1_08_cleanup (begin (object_destroy chief) (object_destroy cortana) (object_destroy pelican_01) ) ) (script static c07_intra1_scene_08 (begin (c07_intra1_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_08 none anchor_flag_intra1) (camera_set_field_of_view 26 0) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_08 False anchor_intra1) (custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_08 False anchor_intra1) (custom_animation_relative pelican_01 objects\vehicles\pelican\07_intra1\07_intra1 pelican_08 False anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (sound_class_set_gain "amb" 0 15) (sleep 15) (c07_intra1_08_cleanup) ) ) (script static c07_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "amb" 0 0) (switch_bsp_by_name high_5) (sleep 1) (c07_intra1_scene_05) (c07_intra1_scene_06) (c07_intra1_scene_07) (c07_intra1_scene_08) (sound_class_set_gain "vehicle" 1 15) (sound_class_set_gain "amb" 1 15) (sleep 15) ) ) (script dormant c07_outro_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\music\c07_outro_01_mus none 1) (print "c07_outro score 01 start") ) ) (script dormant c07_outro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_01_fol none 1) (print "c07_outro foley 01 start") ) ) (script dormant c07_outro_shake (begin (sleep 89) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 70) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c07_outro_shake2 (begin (time_code_reset) (sleep 290) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 60) (player_effect_stop 1) (print "shake stop") ) ) (script dormant c07_outro_dof_01 (begin (time_code_reset) (print "rack focus") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 20 0 0 0 1 1 0) (sleep 89) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_outro_dof_02 (begin (time_code_reset) (sleep 289) (print "rack focus") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 20 2 2 0 0 0 0) (sleep 106) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_outro_fov_01 (begin (sleep 357) (print "fov change: 60 -> 12 over 15 ticks") (camera_set_field_of_view 12 15) (sleep 46) (print "fov change: 12 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant c07_outro_cinematic_lighting_01 (begin (cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52) (cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting chief_outro True) (object_uses_cinematic_lighting alcove True) (object_uses_cinematic_lighting cap True) (object_uses_cinematic_lighting ring_01 True) (object_uses_cinematic_lighting ring_02 True) (object_uses_cinematic_lighting ring_03 True) (object_uses_cinematic_lighting ring_04 True) (object_uses_cinematic_lighting ring_05 True) (object_uses_cinematic_lighting ring_06 True) (object_uses_cinematic_lighting ring_06 True) (object_uses_cinematic_lighting ring_08 True) ) ) (script dormant ship_initial_blast (begin (sleep 188) (print "effect - initial blast") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale5 forerunner_ship thruster) ) ) (script static c07_outro_problem_actors (begin (print "problem actors") (object_create_anew chief_outro) (object_cinematic_lod chief_outro True) (object_create_anew conduit) (object_create_anew ring_01) (object_create_anew ring_02) (object_create_anew ring_03) (object_create_anew ring_04) (object_create_anew ring_05) (object_create_anew ring_06) (object_create_anew ring_07) (object_create_anew ring_08) (object_cinematic_lod conduit True) (object_cinematic_lod ring_01 True) (object_cinematic_lod ring_02 True) (object_cinematic_lod ring_03 True) (object_cinematic_lod ring_04 True) (object_cinematic_lod ring_05 True) (object_cinematic_lod ring_06 True) (object_cinematic_lod ring_07 True) (object_cinematic_lod ring_08 True) (object_cinematic_visibility conduit True) ) ) (script static c07_outro_01_setup (begin (object_create_anew forerunner_ship) (object_create_anew cap) (object_create_anew alcove) (object_cinematic_visibility cap True) (object_cinematic_lod forerunner_ship True) (object_cinematic_lod alcove True) (wake c07_outro_score_01) (wake c07_outro_foley_01) (wake ship_initial_blast) (wake c07_outro_dof_01) (wake c07_outro_dof_02) (wake c07_outro_shake) (wake c07_outro_shake2) (wake c07_outro_fov_01) (wake c07_outro_cinematic_lighting_01) ) ) (script static c07_outro_01_cleanup (begin (object_destroy conduit) (object_destroy cap) (object_destroy ring_05) (object_destroy ring_06) (object_destroy ring_07) (object_destroy ring_08) ) ) (script static c07_outro_scene_01 (begin (sound_class_set_gain "amb" 0 30) (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) (c07_outro_problem_actors) (07_outro_01_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\music\c07_outro_01_mus) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_01_fol) (sleep prediction_offset) (c07_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_outro\07_outro 07_outro_01 none anchor_flag_outro1) (custom_animation_relative chief_outro objects\characters\masterchief\07_outro\07_outro chief_01 False anchor_outro1) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\07_outro\07_outro forerunner_ship_01 anchor_outro1) (scenery_animation_start_relative alcove objects\cinematics\forerunner\forerunner_ship_alcove\07_outro\07_outro alcove_01 anchor_outro1) (scenery_animation_start_relative cap objects\cinematics\covenant\conduit_cap\07_outro\07_outro conduit_cap_01 anchor_outro1) (scenery_animation_start_relative conduit objects\cinematics\covenant\conduit\07_outro\07_outro conduit_01 anchor_outro1) (scenery_animation_start_relative ring_01 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring01_01 anchor_outro1) (scenery_animation_start_relative ring_02 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring02_01 anchor_outro1) (scenery_animation_start_relative ring_03 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring03_01 anchor_outro1) (scenery_animation_start_relative ring_04 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring04_01 anchor_outro1) (scenery_animation_start_relative ring_05 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring05_01 anchor_outro1) (scenery_animation_start_relative ring_06 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring06_01 anchor_outro1) (scenery_animation_start_relative ring_07 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring07_01 anchor_outro1) (scenery_animation_start_relative ring_08 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring08_01 anchor_outro1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_outro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_02_fol) (sleep (camera_time)) (c07_outro_01_cleanup) ) ) (script dormant c07_outro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_02_fol none 1) (print "c07_outro foley 02 start") ) ) (script dormant c07_9010_cor (begin (sleep 38) (sound_impulse_start_effect sound\dialog\levels\07_highcharity\cinematic\c07_9010_cor none 1 radio_default_loop) (cinematic_subtitle c07_9010_cor 2) ) ) (script dormant c07_9020_mas (begin (sleep 104) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_9020_mas chief_outro 1) (cinematic_subtitle c07_9020_mas 2) ) ) (script dormant c07_9030_cor (begin (sleep 147) (sound_impulse_start_effect sound\dialog\levels\07_highcharity\cinematic\c07_9030_cor none 1 radio_default_loop) (cinematic_subtitle c07_9030_cor 2) (unit_set_emotional_state cortana_outro pensive 0.25 0) (print "cortana - pensive .25 0") ) ) (script dormant c07_9040_cor (begin (sleep 211) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_9040_cor cortana_outro 1) (cinematic_subtitle c07_9040_cor 2) (unit_set_emotional_state cortana_outro disappointed 0.75 60) (print "cortana - disappointed .75 60") ) ) (script dormant chief_sparks (begin (sleep 17) (print "chief sparks") (effect_new_on_object_marker effects\cinematics\07\chief_sparks chief_outro body) ) ) (script dormant c07_outro_fov_02 (begin (sleep 99) (print "fov change: 36 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant c07_outro_cinematic_lighting_02 (begin (cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52) (cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script dormant ship_take_off_01 (begin (sleep 271) (print "effect - take off 01") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale12 forerunner_ship thruster) (object_create_anew takeoff_dust) ) ) (script static c07_outro_03_problem_actors (begin (print "problem actors") (object_create_anew matte_high_charity) (object_create_anew matte_substance) (object_create_anew_containing "outro_fleet") ) ) (script static c07_outro_02_setup (begin (object_create_anew cortana_outro) (object_cinematic_lod cortana_outro True) (object_create_anew bloom_quad) (wake c07_outro_foley_02) (wake c07_9010_cor) (wake c07_9020_mas) (wake c07_9030_cor) (wake c07_9040_cor) (wake chief_sparks) (wake ship_take_off_01) (wake c07_outro_cinematic_lighting_02) ) ) (script static c07_outro_02_cleanup (begin (object_destroy takeoff_dust) (object_destroy ring_01) (object_destroy ring_02) (object_destroy ring_03) (object_destroy ring_04) (object_destroy bloom_quad) ) ) (script static c07_outro_scene_02 (begin (c07_outro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_outro\07_outro 07_outro_02 none anchor_flag_outro1) (custom_animation_relative chief_outro objects\characters\masterchief\07_outro\07_outro chief_02 False anchor_outro1) (custom_animation_relative cortana_outro objects\characters\cortana\07_outro\07_outro cortana_02 False anchor_outro1) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\07_outro\07_outro forerunner_ship_02 anchor_outro1) (scenery_animation_start_relative alcove objects\cinematics\forerunner\forerunner_ship_alcove\07_outro\07_outro alcove_02 anchor_outro1) (scenery_animation_start_relative cap objects\cinematics\covenant\conduit_cap\07_outro\07_outro conduit_cap_02 anchor_outro1) (scenery_animation_start_relative ring_01 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring01_02 anchor_outro1) (scenery_animation_start_relative ring_02 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring02_02 anchor_outro1) (scenery_animation_start_relative ring_03 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring03_02 anchor_outro1) (scenery_animation_start_relative ring_04 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring04_02 anchor_outro1) (scenery_animation_start_relative bloom_quad scenarios\objects\special\bloom_quad\07_outro\07_outro bloom_quad_02 anchor_outro1) (sleep (- (camera_time) prediction_offset)) (07_outro_03_predict_stub) (c07_outro_03_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_03_fol) (cinematic_screen_effect_start True) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 1.5) (print "crossfade") (sleep 5) (c07_outro_02_cleanup) ) ) (script dormant c07_outro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_03_fol none 1) (print "c07_outro foley 03 start") ) ) (script dormant c07_outro_cinematic_lighting_03 (begin (cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52) (cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting forerunner_ship True) ) ) (script dormant ship_take_off_02 (begin (sleep 0) (print "effect - take off 02") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale01 forerunner_ship thruster) ) ) (script dormant ship_take_off_03 (begin (time_code_reset) (sleep 111) (print "effect - take off 02") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale04 forerunner_ship thruster) ) ) (script dormant effect_slipspace (begin (sleep 159) (print "effect - slipspace") (object_create_anew slipspace) ) ) (script static c07_outro_03_setup (begin (wake c07_outro_foley_03) (wake ship_take_off_02) (wake ship_take_off_03) (wake effect_slipspace) (wake c07_outro_cinematic_lighting_02) ) ) (script static c07_outro_03_cleanup (begin (cinematic_screen_effect_stop) (object_destroy forerunner_ship) (object_destroy matte_high_charity) (object_destroy matte_substance) (object_destroy_containing "outro_fleet") ) ) (script static c07_outro_scene_03 (begin (c07_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_outro\07_outro 07_outro_03 none anchor_flag_outro2) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\07_outro\07_outro forerunner_ship_03 anchor_outro2) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\07_outro\07_outro high_charity_03 anchor_outro2) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\07_outro\07_outro substance_03 anchor_outro2) (fade_in 1 1 1 15) (sleep (- (camera_time) 30)) (fade_out 0 0 0 30) (sleep 30) (sleep 90) (c07_outro_03_cleanup) ) ) (script static c07_outro (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "amb" 0 0) (switch_bsp_by_name high_9_cinematic) (sleep 1) (c07_outro_scene_01) (c07_outro_scene_02) (c07_outro_scene_03) (sound_class_set_gain "vehicle" 1 1) (sound_class_set_gain "amb" 1 1) (rasterizer_bloom_override False) ) ) (script stub c07_intra2 (begin (print "c07_intra2") ) ) (script command cs_expand_cortana (begin (object_set_scale (ai_get_object ai_current_actor) 0.01 0) (object_cannot_take_damage (ai_get_object ai_current_actor)) (ai_disregard (ai_get_object ai_current_actor) True) (sleep 5) (unit_set_emotional_state (ai_get_unit ai_current_actor) disappointed 0.5 0) (object_dynamic_simulation_disable (ai_get_object ai_current_actor) True) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 (ai_get_object ai_current_actor) effect) (sleep 1) (object_hide (ai_get_object ai_current_actor) False) (object_set_scale (ai_get_object ai_current_actor) 0.65 20) (cs_face_player True) (sleep_forever) ) ) (script dormant music_07b_01_start (begin (print "music 07b_01 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_01 none 1) ) ) (script dormant music_07b_01_stop (begin (print "music 07b_01 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_01) ) ) (script static test (begin (objects_attach sanctum_lift switch sanctum_lift_control ) ) ) (script dormant music_07b_02_start (begin (print "music 07b_02 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_02 none 1) ) ) (script dormant music_07b_03_start (begin (print "music 07b_03 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_03 none 1) ) ) (script dormant music_07b_03_stop (begin (print "music 07b_03 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_03) ) ) (script dormant music_07b_04_start (begin (print "music 07b_04 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_04 none 1) ) ) (script dormant music_07b_04_stop (begin (print "music 07b_04 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_04) ) ) (script dormant music_07b_05_start (begin (print "music 07b_05 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_05 none 1) ) ) (script dormant music_07b_05_stop (begin (print "music 07b_05 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_05) ) ) (script dormant music_07b_06_start (begin (print "music 07b_06 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_06 none 1) ) ) (script dormant music_07b_06_stop (begin (print "music 07b_06 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_06) ) ) (script dormant chapter_purposes (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_please (begin (sleep 30) (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_sanctified (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_feeling (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_4) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_enter_set (begin (sleep 30) (print "new objective set:") (print "fight your way back inside the mausoleum-tower.") (objectives_show_up_to 0) ) ) (script dormant objective_enter_clear (begin (print "objective complete:") (print "you got inside the tower") (objectives_finish_up_to 0) ) ) (script dormant objective_riptide_set (begin (sleep 30) (print "new objective set:") (print "survive the rising tide of the flood.") (objectives_show_up_to 1) ) ) (script dormant objective_riptide_clear (begin (print "objective complete:") (print "you have reached the inner sanctum of the covenant homeworld") (objectives_finish_up_to 1) ) ) (script dormant objective_exit_set (begin (sleep 30) (print "new objective set:") (print "find a way onto the forerunner ship.") (objectives_show_up_to 2) ) ) (script dormant objective_exit_clear (begin (print "objective complete:") (print "ride that pipe.") (objectives_finish_up_to 2) ) ) (script dormant gen_dia_civil_war_a (begin (if dialogue (print "cortana: brute and elite ships are engaging one-another all around high charity!")) (sleep (ai_play_line_on_object none 2880)) (sleep dialogue_pause) ) ) (script dormant gen_dia_civil_war_b (begin (if dialogue (print "cortana: the jackals and the drones have declared themselves the servants of the brutes. the hunters have have sworn allegiance to the elites.")) (sleep (ai_play_line_on_object none 2890)) (sleep dialogue_pause) ) ) (script dormant gen_dia_civil_war_c (begin (if dialogue (print "cortana: the grunts seem to be neutral, or, at least afraid to announce which side they support. except for truth, the prophets aren't saying a word.")) (sleep (ai_play_line_on_object none 2900)) (sleep dialogue_pause) ) ) (script dormant gen_dia_locking_doors_behind (begin (if dialogue (print "cortana: if it makes you feel any better, i'm locking the doors behind you. should keep some of the flood off your back.")) (sleep (ai_play_line_on_object none 2840)) (sleep dialogue_pause) ) ) (script dormant e1_dia_truth_holycity (begin (if dialogue (print "truth: shall we let the flood consume our holy-city? turn high charity into another of their wretched hives?")) (begin (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker0 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker1 1 1) (sleep (ai_play_line_on_object e5_speaker3 0280)) ) (sleep 30) (if dialogue (print "truth: no enemy has ever withstood our might - the flood too shall fall!")) (begin (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker0 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker1 1 1) (sleep (ai_play_line_on_object e5_speaker3 0200)) ) ) ) (script dormant e5_dia_get_to_conduit (begin (if dialogue (print "cortana: no time to admire the view. truth's phantom has reached the forerunner ship!")) (sleep (ai_play_line_on_object none 2730)) (sleep dialogue_pause) ) ) (script dormant e8_dia_security_lock (begin (if dialogue (print "cortana: the security systems in this part of the tower are particularly robust. hang on while i override the lock.")) (sleep (ai_play_line_on_object none 2760)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_a (begin (if dialogue (print "cortana: hang on. this will just take a minute.")) (sleep (ai_play_line_on_object none 2780)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_b (begin (if dialogue (print "cortana: standby while i break the lock.")) (sleep (ai_play_line_on_object none 2790)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_c (begin (if dialogue (print "cortana: i'm working as quickly as possible.")) (sleep (ai_play_line_on_object none 2800)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_d (begin (if dialogue (print "cortana: almost have it.")) (sleep (ai_play_line_on_object none 2810)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_e (begin (if dialogue (print "cortana: just a little more time...")) (sleep (ai_play_line_on_object none 2820)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_f (begin (if dialogue (print "cortana: a few more seconds...")) (sleep (ai_play_line_on_object none 2830)) (sleep dialogue_pause) ) ) (script dormant e7_dia_filtration_systems (begin (if dialogue (print "cortana: flood spores have contaminated the city's life-support infrastructure - the filtration systems are overloading!")) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2850_cor)) (sleep dialogue_pause) ) ) (script dormant e10_dia_truth_theparasite (begin (if dialogue (print "truth: the parasite did not defeat the forerunners, and it shall not defeat us!")) (sleep (ai_play_line_on_object none 2910)) (sleep dialogue_pause) ) ) (script dormant e10_dia_truth_grippedbyfear (begin (if dialogue (print "truth: whosoever is gripped by fear, take heed: i am the prophet of truth, and i am not afraid!")) (sleep (ai_play_line_on_object none 0210)) (sleep dialogue_pause) ) ) (script dormant e10_dia_truth_noblemercy (begin (if dialogue (print "truth: noble mercy is here, at my side - his wise counsel ever in my ears!")) (sleep (ai_play_line_on_object none 0270)) (sleep dialogue_pause) ) ) (script dormant e10_dia_civilwar_a (begin (if dialogue (print "cortana: brute and elite ships are engaging one-another all around high charity!")) (sleep (ai_play_line_on_object none 2880)) (sleep dialogue_pause) ) ) (script dormant e10_dia_civilwar_b (begin (if dialogue (print "cortana: the jackals and drones have declared themselves the servants of the brutes. the hunters have sworn allegiance to the elites.")) (sleep (ai_play_line_on_object none 2890)) (sleep dialogue_pause) ) ) (script dormant e10_dia_civilwar_c (begin (if dialogue (print "cortana: the grunts seem to be neutral, or at least afraid to announce which side they support. except for truth the prophets aren't saying a word.")) (sleep (ai_play_line_on_object none 2900)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_a (begin (if dialogue (print "cortana: stopping truth - that's all that matters!")) (sleep (ai_play_line_on_object none 2980)) (sleep dialogue_pause) ) ) (script dormant e12_dia_truth_becomegods (begin (if dialogue (print "truth: now is the time of our unworlding - the moment we shall all become as gods!")) (sleep (ai_play_line_on_object none 0330)) (sleep dialogue_pause) ) ) (script dormant e12_dia_truth_final (begin (if dialogue (print "truth: if you would falter, know this: one final effort is all that remains!")) (sleep (ai_play_line_on_object none 0260)) (sleep dialogue_pause) ) ) (script dormant e12_dia_go_conduit_a (begin (if dialogue (print "cortana: get to the conduit. i'll keep it attached to the ship as long as i can.")) (sleep (ai_play_line_on_object none 2940)) (sleep dialogue_pause) ) ) (script dormant e12_dia_go_conduit_b (begin (if dialogue (print "cortana: i've lost control of the conduit! it's breaking away from the ship!")) (sleep (ai_play_line_on_object none 2950)) (sleep dialogue_pause) ) ) (script dormant e12_dia_end_b (begin (if dialogue (print "cortana: you know the plan. you've got to stop truth. i've got to handle the index. go!")) (sleep (ai_play_line_on_object none 3030)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_flood (begin (if dialogue (print "cortana: forget about the flood! you've got to get aboard!")) (sleep (ai_play_line_on_object none 2960)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_brutes (begin (if dialogue (print "cortana: ignore the brutes! get into the conduit!")) (sleep (ai_play_line_on_object none 2970)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_d (begin (if dialogue (print "cortana: i can't go with you!")) (sleep (ai_play_line_on_object none 3010)) (sleep dialogue_pause) ) ) (script dormant e12_dia_end_a (begin (if dialogue (print "cortana: i have to stay here, chief!")) (sleep (ai_play_line_on_object none 3020)) (sleep dialogue_pause) ) ) (script dormant e12_dia_end_c (begin (if dialogue (print "cortana: we're out of time, chief! into the conduit!")) (sleep (ai_play_line_on_object none 3040)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_c (begin (if dialogue (print "cortana: chief! leave me!")) (sleep (ai_play_line_on_object none 3000)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_b (begin (if dialogue (print "cortana: jump in chief, now!")) (sleep (ai_play_line_on_object none 2990)) (sleep dialogue_pause) ) ) (script dormant e12_pelican_flyby (begin (ai_place e12_cs_pelican1) (ai_place e12_cs_banshee1) ) ) (script command e12_cs_pelican1 (begin (cs_vehicle_speed 0.8) (cs_fly_by pelican3/p0) (cs_fly_by pelican3/p1) (cs_fly_by pelican3/p2) (cs_fly_to pelican3/p3) (cs_fly_by pelican3/p4) (cs_fly_by pelican3/p5) (ai_erase e12_cs_pelican1) (ai_erase e12_cs_banshee1) ) ) (script dormant e12_tickle (begin (sleep_until (volume_test_objects tv_e12_tickle (players)) 15) (print "placing cortana...") (ai_place cortana) (wake music_07b_03_stop) (sleep_until (= g_dialogue_counter 8)) (sleep 90) (if dialogue (print "cortana: i knew the covenant was good at re-purposing forerunner technology, but this is amazing. they've been using the forerunner ship's engines as an energy-source for the city!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2920)) (sleep (ai_play_line_at_player cortana 2920))) (sleep (* dialogue_pause 2)) (if dialogue (print "cortana: the ship isn't so much launching as it is disengaging - uncoupling itself from high charity's power grid!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2930)) (sleep (ai_play_line_at_player cortana 2930))) (sleep_until g_e12_started) (if dialogue (print "cortana: stopping truth - that's all that matters!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2980)) (sleep (ai_play_line_at_player cortana 2980))) (sleep (* dialogue_pause 6)) (if dialogue (print "truth: now is the time of our unworlding - the moment we shall all become as gods!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker6 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker7 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker8 1 1) (sleep (ai_play_line_on_object e12_speaker0 0330)) (sleep dialogue_pause) (sleep_until g_e12_final_battle_started) (if dialogue (print "cortana: you know the plan. you've got to stop truth. i've got to handle the index. go!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3030)) (sleep (ai_play_line_at_player cortana 3030))) (sleep dialogue_pause) (sleep_until g_e12_final_battle_mid) (if dialogue (print "truth: if you would falter, know this: one final effort is all that remains!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker6 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker7 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker8 1 1) (sleep (ai_play_line_on_object e12_speaker0 0260)) (sleep dialogue_pause) (if dialogue (print "cortana: forget about the flood! you've got to get aboard!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2960)) (sleep (ai_play_line_at_player cortana 2960))) (sleep dialogue_pause) (sleep_until (volume_test_objects tv_e12_final_dialogue (players))) (if (random_range 0 2) (begin (if dialogue (print "cortana: i can't go with you!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3010)) (sleep (ai_play_line_at_player cortana 3010))) (sleep dialogue_pause_long) ) (begin (if dialogue (print "cortana: i have to stay here, chief!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3020)) (sleep (ai_play_line_at_player cortana 3020))) (sleep dialogue_pause_long) )) (sleep 90) (sleep_until (volume_test_objects tv_e12_final_dialogue (players))) (if (random_range 0 2) (begin (if dialogue (print "cortana: we're out of time, chief! into the conduit!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3040)) (sleep (ai_play_line_at_player cortana 3040))) (sleep dialogue_pause_long) ) (begin (if dialogue (print "cortana: chief! leave me!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3000)) (sleep (ai_play_line_at_player cortana 3000))) (sleep dialogue_pause_long) )) (sleep 20) (sleep_until (volume_test_objects tv_e12_final_dialogue (players))) (if dialogue (print "cortana: jump in chief, now!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2990)) (sleep (ai_play_line_at_player cortana 2990))) ) ) (script static e12_safe_to_spawn_flood (begin (sleep_until (<= (ai_nonswarm_count e12_flood_rush) 4) 15) ) ) (script dormant e12_final_battle (begin (print "final battle started!!!!!!") (set g_e12_final_battle_started True) (if g_e12_side (begin (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_right) (sleep 1) ) ) (set g_e12_talk 2) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_right) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_right) (sleep 1) ) ) (wake e12_pelican_flyby) (print "final battle midpoint...") (set g_e12_final_battle_mid True) (e12_safe_to_spawn_flood) (begin_random (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler1 1) (ai_place e12_fld_inf4/guy1) (ai_place e12_fld_inf4/guy2) (ai_place e12_fld_inf4/guya) ) (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler2 1) (ai_place e12_fld_inf4/guy3) (ai_place e12_fld_inf4/guy4) (ai_place e12_fld_inf4/guyz) ) ) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_right) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_right) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) ) ) (ai_set_orders e12_flood_rush e12_get_the_player) (sleep_until (not (volume_test_objects_all tv_e12_conduit_check (ai_actors all_enemies)))) (set g_e12_talk 3) (set g_e12_go True) ) (begin (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_left) (sleep 1) ) ) (set g_e12_talk 2) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_left) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_left) (sleep 1) ) ) (wake e12_pelican_flyby) (print "final battle midpoint...") (set g_e12_final_battle_mid True) (e12_safe_to_spawn_flood) (begin_random (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler1 1) (ai_place e12_fld_inf4/guy1) (ai_place e12_fld_inf4/guy2) ) (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler2 1) (ai_place e12_fld_inf4/guy3) (ai_place e12_fld_inf4/guy4) ) ) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_left) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_left) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) ) ) (ai_set_orders e12_flood_rush e12_get_the_player) (sleep_until (not (volume_test_objects_all tv_e12_conduit_check (ai_actors all_enemies)))) (set g_e12_talk 3) (set g_e12_go True) )) (print "final battle ended...") (set g_e12_final_battle_ended True) ) ) (script dormant e12_start (begin (sleep_until (volume_test_objects tv_e12_trigger1 (players)) 5) (wake chapter_feeling) (data_mine_set_mission_segment "last_room") (game_save_cancel) (sleep 1) (game_save_no_timeout) (set g_e12_talk 1) (set g_e12_started True) (ai_disposable e10_pro_inf1 True) (ai_disposable e10_pro_inf1_a True) (ai_disposable e10_cov_inf1 True) (ai_disposable e10_fld_inf1 True) (if (random_range 0 2) (begin (object_create_containing "e12_left") (ai_place e12_pro_inf2_left) (ai_place e12_pro_inf3_end) (ai_place e12_pro_inf4_left 1) (wake e12_final_battle) ) (begin (object_create_containing "e12_right") (ai_place e12_pro_inf2_right) (ai_place e12_pro_inf3_end) (ai_place e12_pro_inf4_right 1) (set g_e12_side True) (wake e12_final_battle) )) (sleep 120) ) ) (script dormant e12_main (begin (sleep_until (volume_test_objects tv_e10_trigger5 (players)) 15) (sleep_until (volume_test_objects tv_e10_trigger6 (players)) 15) (wake e12_start) (ai_disposable e10_fld_swarm1 True) (ai_disposable e10_cov_inf1 True) (ai_disposable e10_pro_inf1_a True) (ai_disposable e10_pro_inf1 True) ) ) (script dormant e10_sanctum2 (begin (sleep_until (volume_test_objects tv_e10_trigger6 (players)) 15) (wake music_07b_06_stop) (wake e12_tickle) (game_save_no_timeout) (data_mine_set_mission_segment "council_chamber") (sleep_until (= g_dialogue_counter 7)) (sleep_until (volume_test_objects tv_e10_screen (players)) 10) (if dialogue (print "cortana: brute and elite ships are engaging one-another all around high charity!")) (if (volume_test_objects tv_e10_screen (players)) (begin (sleep (ai_play_line_on_object none 2880)) (sleep dialogue_pause) )) (sleep_until (volume_test_objects tv_e10_screen (players)) 10) (if dialogue (print "cortana: the jackals and drones have declared themselves the servants of the brutes. the hunters have sworn allegiance to the elites.")) (if (volume_test_objects tv_e10_screen (players)) (begin (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2890_cor)) (sleep (* dialogue_pause 2)) )) (sleep_until (volume_test_objects tv_e10_screen (players)) 10) (if dialogue (print "cortana: the grunts seem to be neutral, or at least afraid to announce which side they support. except for truth the prophets aren't saying a word.")) (if (volume_test_objects tv_e10_screen (players)) (begin (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2900_cor)) (set g_e10_talk 9) )) (set g_dialogue_counter 8) ) ) (script dormant e10_tickle (begin (sleep_until (or (volume_test_objects tv_e10_trigger9 (players)) (= g_e10_talk 9))) (sleep_forever e10_sanctum2) (wake music_07b_06_stop) (if (not (= g_e10_talk 9)) (sleep 150)) (if dialogue (print "cortana: i'm running out of options, chief. i can't stall the launch sequence much longer. the next lift will take you up to the conduit. hurry!")) (sleep (ai_play_line_on_object none 2910)) (sleep dialogue_pause) (wake objective_exit_set) (set g_dialogue_counter 8) (if (= g_e10_talk 9) (begin (device_set_position e10_tube_door 1) (device_closes_automatically_set e10_tube_door False) )) ) ) (script dormant e10_end_open (begin (sleep_until (and (= g_e10_move_on True) (volume_test_objects tv_e10_trigger5 (players)))) (game_save) (wake e10_sanctum2) (wake e10_tickle) (device_operates_automatically_set e10_sanctum_door True) ) ) (script command e10_superflood (begin (if (difficulty_legendary) (ai_set_active_camo ai_current_actor False)) ) ) (script dormant e10_storm (begin (ai_place e10_pro_inf1) (ai_place e10_pro_inf1_a) (begin (if (random_range 0 2) (ai_place e10_cov_inf1 2) (ai_place e10_cov_inf1 3)) ) (sleep_until (<= (ai_strength e10_pro_inner_sanctum) 0.8) 15 600) (begin_random (begin (if (<= (ai_living_count e10_flood_storm) 1) (begin (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 1) (begin (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 1) (begin (ai_place e10_fld_inf1/guy3) (ai_place e10_fld_inf1/guy6) (sleep 1) )) ) ) (sleep_until (<= (ai_strength e10_pro_inner_sanctum) 0.5) 15 600) (set g_e10_talk 1) (begin_random (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (ai_place e10_fld_inf1/guy4) (sleep 1) )) ) ) (sleep_until (<= (ai_strength e10_pro_inner_sanctum) 0.3) 15 600) (begin_random (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler1 1) (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler3 1) (ai_place e10_fld_inf1/guy7) (ai_place e10_fld_inf1/guy8) (ai_place e10_fld_inf1/guy9) (if (difficulty_legendary) (ai_set_orders e10_fld_inf1 e10_fld_storm_z)) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler2 1) (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler4 1) (ai_place e10_fld_inf1/guy10) (ai_place e10_fld_inf1/guy11) (ai_place e10_fld_inf1/guy12) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler1 1) (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler4 1) (ai_place e10_fld_inf1/guy10) (ai_place e10_fld_inf1/guy11) (ai_place e10_fld_inf1/guy12) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler2 1) (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler3 1) (ai_place e10_fld_inf1/guy7) (ai_place e10_fld_inf1/guy8) (ai_place e10_fld_inf1/guy9) (sleep 1) )) ) ) (set g_e10_move_on True) (game_save) (sleep 150) ) ) (script dormant e10_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e10_sanctum_lift_recall (begin (sleep_until (<= (device_get_position sanctum_lift) 1) 10) (sleep_until (begin (if (volume_test_objects tv_sanctum_lift (players)) (device_set_position sanctum_lift 1)) False) 31) ) ) (script dormant e10_sanctum_lift_crusher (begin (sleep_until (begin (if (>= (device_get_position sanctum_lift) 0.955) (kill_volume_enable kill_sanctum_crusher) (kill_volume_disable kill_sanctum_crusher)) False) 3) ) ) (script dormant e10_battle (begin (sleep_until (volume_test_objects tv_e10_trigger2 (players)) 15) (wake e10_infinite_save) (data_mine_set_mission_segment "inner_sanctum") (wake e10_storm) (sleep 90) (wake chapter_sanctified) (wake objective_riptide_clear) (ai_disposable e8_pro_inf1 True) (ai_disposable e8_fld_inf1 True) (sleep_until (<= (device_get_position sanctum_lift) 1) 10) (sleep_until (volume_test_objects tv_e10_trigger1 (players)) 15) (device_set_position sanctum_lift 0) ) ) (script dormant e10_talking_points (begin (sleep_until (and (= g_e10_talk 1) (= g_dialogue_counter 6))) (if dialogue (print "truth: this crisis will not be the end of us! it is but one, last hurdle before the journey and salvation!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker5 1 1) (sleep (ai_play_line_on_object e10_speaker0 0170)) (sleep dialogue_pause) (set g_dialogue_counter 7) ) ) (script dormant e10_start (begin (wake e10_battle) (wake e10_end_open) (wake e10_talking_points) (sleep_until (volume_test_objects_all tv_e10_trigger1 (players)) 15) (sleep (random_range 150 240)) (sleep (random_range 90 150)) ) ) (script dormant e10_music_aux (begin (sleep_until (>= (device_get_position sanctum_lift) 1) 10) (sleep_until (< (device_get_position sanctum_lift) 1) 10) (wake music_07b_06_start) (sleep 2) (game_save) ) ) (script dormant e10_load (begin (device_set_position_immediate sanctum_lift 1) (wake e10_sanctum_lift_recall) (wake e10_sanctum_lift_crusher) (wake e10_music_aux) (objects_attach sanctum_lift switch sanctum_lift_control ) (sleep_until (volume_test_objects tv_e9_end (players)) 15) (game_save_cancel) (sleep 6) (game_save) (wake e10_start) ) ) (script dormant e10_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 11) ) ) (script dormant e10_main (begin (sleep_until (volume_test_objects tv_e9_trigger1 (players)) 15) (wake e10_load) (wake e10_key) (wake e12_main) (ai_disposable e9_fld_inf1 True) ) ) (script dormant e9_start (begin (sleep_until (volume_test_objects tv_e9_trigger1 (players)) 15) (data_mine_set_mission_segment "hallway_attack") (if (game_safe_to_save) (game_save)) (sleep 5) (if (game_safe_to_save) (begin (if (volume_test_objects_all tv_e9_trigger1 (players)) (begin_random (begin (if (<= (ai_living_count e9_fld_inf1) 0) (begin (sleep_until (volume_test_objects tv_e9_surprise (players))) (ai_place e9_fld_inf1/guy1) (sound_impulse_start sound\characters\flood\flood_howls e9_howler1 1) )) ) (begin (if (<= (ai_living_count e9_fld_inf1) 0) (ai_place e9_fld_inf1/guy2)) ) (begin (if (<= (ai_living_count e9_fld_inf1) 0) (ai_place e9_fld_inf1/guy3)) ) )) )) ) ) (script dormant e9_main (begin (sleep_until (volume_test_objects tv_e7_trigger2 (players)) 15) (game_save) (sleep_until (volume_test_objects tv_e8_end (players)) 15) (wake e9_start) (wake e10_main) (ai_disposable e8_fld_inf1 True) (ai_disposable e8_fld_swarm1 True) (ai_disposable e8_pro_inf1 True) ) ) (script dormant e8_end_open (begin (sleep_until (volume_test_objects tv_e8_end (players)) 15) (sleep_until (= g_dialogue_counter 5) 15) (wake music_07b_05_stop) (sleep 120) (if dialogue (print "cortana: apparently these are the prophet hierarch's private quarters - their inner sanctum.")) (sleep (ai_play_line_on_object none 2770)) (set g_dialogue_counter 6) (game_save) ) ) (script dormant e8_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e8_sneaky_spawner_dialogue (begin (sleep_until (= g_dialogue_counter 4)) (if dialogue (print "truth: whosoever is gripped by fear, take heed: i am the prophet of truth, and i am not afraid!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker5 1 1) (sleep (ai_play_line_on_object e8_speaker0 0210)) (sleep 20) (if dialogue (print "truth: noble mercy is here, at my side - his wise counsel ever in my ears!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker5 1 1) (sleep (ai_play_line_on_object e8_speaker0 0270)) (sleep dialogue_pause) (if dialogue (print "gravemind: we exist together now. two corpses in one grave.")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm5 1 1) (sleep (ai_play_line_on_object e8_speaker_gm0 5000)) (game_save_no_timeout) (set g_dialogue_counter 5) ) ) (script dormant e8_sneaky_spawner (begin (sleep_until (volume_test_objects tv_e8_trigger2_a (players))) (if (or (difficulty_normal) (difficulty_heroic)) (ai_place e8_pro_inf1 2) (ai_place e8_pro_inf1 3)) (game_save_no_timeout) (wake e8_sneaky_spawner_dialogue) (if (volume_test_objects tv_e8_cave_check (players)) (begin (if (or (difficulty_normal) (difficulty_heroic)) (ai_place e8_pro_inf1 2) (ai_place e8_pro_inf1 3)) )) (if (or (difficulty_normal) (difficulty_heroic)) (begin (begin_random (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy10) (sleep (random_range 30 180)) )) ) (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 180)) )) ) (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 180)) )) ) (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 180)) )) ) ) (sleep_until (<= (ai_strength e8_fld_inf1) 0.3) 15 1800) (begin_random (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy10) (sleep (random_range 30 180)) )) ) (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 180)) )) ) (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 180)) )) ) (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 180)) )) ) ) ) (begin (begin_random (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy10) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy12) (sleep (random_range 30 90)) )) ) ) (sleep_until (<= (ai_strength e8_fld_inf1) 0.3) 15 450) (begin_random (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy11) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 90)) )) ) ) (sleep_until (<= (ai_strength e8_fld_inf1) 0.5) 15 450) (begin_random (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy9) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy10) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy11) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy12) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) ) )) ) ) (script dormant e8_load (begin (sleep_until (volume_test_objects tv_e7_trigger2 (players)) 15) (data_mine_set_mission_segment "space_cave2") (ai_place e8_fld_swarm1) (ai_place e8_fld_inf1/guy5) (begin_random (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy1)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy2)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy3)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy4)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy6)) ) ) (ai_disposable e6_fld_inf1 True) (ai_disposable e6_fld_inf1_a True) (ai_disposable e6_fld_inf2_a True) (ai_disposable e6_fld_inf2_b True) (ai_disposable e6_fld_inf2_c True) (ai_disposable e6_fld_inf2_d True) (ai_disposable e6_fld_inf2_z True) (ai_disposable e6_fld_inf3 True) (ai_disposable e6_fld_inf4 True) (ai_disposable e6_pro_inf2_a True) (ai_disposable e6_pro_inf2 True) (ai_disposable e6_pro_inf3 True) (ai_disposable e6_pro_inf3_a True) (wake e8_sneaky_spawner) (wake e8_end_open) (sleep_until (= g_dialogue_counter 3)) (if dialogue (print "cortana: the security systems in this part of the tower are particularly robust.")) (sleep (ai_play_line_on_object none 2760)) (set g_dialogue_counter 4) (wake music_07b_05_start) ) ) (script dormant e8_main (begin (sleep_until (volume_test_objects tv_e7_trigger1 (players)) 15) (wake e8_load) (wake e9_main) ) ) (script dormant e7_start (begin (sleep_until (volume_test_objects tv_e7_trigger1 (players)) 15) (data_mine_set_mission_segment "boobag_garden") (game_save_cancel) (sleep 6) (game_save) (wake music_07b_04_stop) (sleep_until (= g_dialogue_counter 9)) (sleep 150) (if dialogue (print "cortana: the amount of flood bio-mass is increasing exponentially. there are reports of infestations in every district!")) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2860_cor)) (sleep dialogue_pause) (if dialogue (print "cortana: if the speed of the flood's spread in this tower is any indication, it won't take long for it to overrun the entire city!")) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2870_cor)) (sleep dialogue_pause) (set g_dialogue_counter 3) ) ) (script dormant e7_main (begin (sleep_until (volume_test_objects tv_e6_trigger1 (players)) 15) (wake e7_start) (game_save_no_timeout) (wake e8_main) (ai_disposable e6_fld_inf1 True) (ai_disposable e6_fld_inf1_a True) (ai_disposable e6_fld_inf2_z True) (ai_disposable e6_fld_inf2_d True) (ai_disposable e6_fld_inf2_c True) (ai_disposable e6_fld_inf2_b True) (ai_disposable e6_fld_inf2_a True) (ai_disposable e6_pro_inf2_a True) (ai_disposable e6_pro_inf2 True) (ai_disposable e6_fld_inf4 True) (ai_disposable e6_fld_inf3 True) (ai_disposable e6_fld_inf5 True) (ai_disposable e6_pro_inf3_a True) (ai_disposable e6_pro_inf3 True) ) ) (script dormant e6_talking (begin (sleep_until (volume_test_objects tv_e6_talkbox (players)) 15) (set g_dialogue_counter 9) (if dialogue (print "truth: the parasite did not defeat the forerunners, and it shall not defeat us!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker5 1 1) (sleep (ai_play_line_on_object e6_speaker0 0190)) (sleep 20) (if dialogue (print "gravemind: arrogant creature! your deaths will be instantaneous, while we shall suffer the progress of infinitude!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker_gm1 1 1) (sleep (ai_play_line_on_object e6_speaker_gm0 5010)) (wake music_07b_04_start) ) ) (script dormant e6_go_go_go (begin (sleep_until (volume_test_objects tv_e6_cave_check (players))) (ai_migrate e6_flood_group_1 e6_flood_group_3) (sleep 10) (ai_migrate e6_flood_group_2 e6_flood_group_3) (sleep 10) (ai_migrate e6_flood_storm e6_flood_group_3) (sleep 10) (ai_set_orders e6_flood_group_3 e6_fld_go_go_go) (set g_e6_move_on True) ) ) (script dormant e6_final (begin (sleep_until (volume_test_objects tv_e6_final_start (players))) (data_mine_set_mission_segment "space_cave1") (wake e6_talking) (wake e6_go_go_go) (ai_place e6_pro_inf3 2) (ai_place e6_pro_inf3_a 3) (sleep_until (<= (ai_strength e6_pro_cave1) 0.2) 15 600) (if (volume_test_objects tv_e6_cave_check (players)) (ai_place e6_fld_inf5)) ) ) (script dormant e6_ambush (begin (sleep_until (volume_test_objects tv_e6_ambusher (players))) (game_save) (sleep 15) (ai_place e6_fld_inf3) (begin_random (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec1 1) (ai_place e6_fld_inf4/guy1) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy2) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec2 1) (ai_place e6_fld_inf4/guy4) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy5) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec3 1) (ai_place e6_fld_inf4/guy6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy7) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec4 1) (ai_place e6_fld_inf4/guy8) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy9) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec4 1) (ai_place e6_fld_inf2_z/guy1) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf2_z/guy2) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec4 1) (ai_place e6_fld_inf2_z/guy3) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf2_z/guy4) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) ) ) ) (script command e6_cs_attack_the_prophetscd (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_force_combat_status 3) (cs_go_by e6_attack/p0 e6_attack/p1) (cs_go_by e6_attack/p2 e6_attack/p3) ) ) (script command e6_cs_attack_the_prophetsab (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_force_combat_status 3) (cs_go_by e6_attack/p4 e6_attack/p5) (cs_go_by e6_attack/p2 e6_attack/p3) ) ) (script dormant e6_flood_attack_2 (begin (sleep_until (volume_test_objects tv_e6_trigger3 (players))) (game_save_no_timeout) (data_mine_set_mission_segment "riptide_ambush") (wake e6_ambush) (wake e6_final) (ai_place e6_pro_inf2 2) (ai_place e6_pro_inf2_a 2) (ai_disposable e5_pro_inf1 True) (ai_disposable e5_pro_bug2_c True) (ai_disposable e5_fld_inf1 True) (ai_disposable e5_fld_inf2 True) (ai_disposable e5_fld_inf2_z True) (begin_random (begin (if (<= (ai_living_count e6_flood_group_2) 0) (begin (sleep 10) (ai_place e6_fld_inf2_a) (ai_place e6_fld_inf2_b) (sound_impulse_start sound\characters\flood\flood_howls e6_howler1 1) )) ) (begin (if (<= (ai_living_count e6_flood_group_2) 0) (begin (sleep 10) (ai_place e6_fld_inf2_c) (ai_place e6_fld_inf2_d) (sound_impulse_start sound\characters\flood\flood_howls e6_howler2 1) )) ) ) (sleep_until (<= (ai_nonswarm_count e6_flood_group_2) 1) 10 300) (ai_place e6_fld_inf2_z 1) (sleep_until (<= (ai_nonswarm_count e6_flood_group_2) 0) 10 450) (if (volume_test_objects tv_e6_infinite2 (players)) (ai_place e6_fld_inf2_z 1)) (sleep_until (<= (ai_nonswarm_count e6_flood_group_2) 0) 10 450) (if (volume_test_objects tv_e6_infinite2 (players)) (ai_place e6_fld_inf2_z 1)) ) ) (script dormant e6_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e6_flood_attack_1 (begin (sleep_until (<= (ai_living_count e6_fld_inf1) 0) 15 300) (game_save) (wake e7_dia_filtration_systems) (begin_random (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (ai_place e6_fld_inf1_a/guy1) )) ) (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (sleep 10) (ai_place e6_fld_inf1_a/guy2) )) ) (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (sleep 10) (ai_place e6_fld_inf1_a/guy3) )) ) (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (sleep 10) (ai_place e6_fld_inf1_a/guy4) )) ) ) (game_save) ) ) (script dormant e6_start (begin (sleep_until (volume_test_objects tv_e6_trigger1 (players)) 15) (wake chapter_please) (wake objective_riptide_set) (game_save_cancel) (data_mine_set_mission_segment "riptide_start") (game_save) (ai_place e6_fld_inf1 2) (sleep 30) (wake music_07b_03_start) (wake e6_flood_attack_1) (wake e6_flood_attack_2) ) ) (script dormant e6_main (begin (sleep_until (volume_test_objects tv_e5_trigger1 (players)) 15) (wake e6_start) (game_save) (wake e7_main) (ai_disposable e5_pro_inf1 True) (ai_disposable e5_fld_inf1 True) (ai_disposable e5_pro_bug1 True) (ai_disposable e5_pro_bug2_c True) (ai_disposable e5_fld_inf2 True) (ai_disposable e5_fld_inf2_z True) ) ) (script dormant e5_platform_c (begin (sleep_until (volume_test_objects tv_e5_platform_c1 (players)) 15) (device_set_position maus_platform_d 0) (sleep_until (<= (device_get_position maus_platform_d) 0) 10) (device_set_position_immediate gravity_bridge_c1 1) (device_set_power gravity_bridge_c1 1) (sleep 1) (sleep_until (volume_test_objects tv_e5_platform_c1 (players)) 15) (device_set_position gravity_bridge_c1 0) (sleep_until (<= (device_get_position gravity_bridge_c1) 0) 10) (device_set_power gravity_bridge_c1 0) (device_set_position_immediate gravity_bridge_c1 1) ) ) (script dormant e5_platform_b (begin (sleep_until (begin (sleep_until (volume_test_objects tv_e5_platform_b1 (players)) 15) (device_set_position maus_platform_d 0) (sleep_until (<= (device_get_position maus_platform_d) 0) 10) (device_set_power gravity_bridge_b1 1) (sleep 30) (sleep_until (volume_test_objects tv_e5_platform_b1 (players)) 15) (device_set_position gravity_bridge_b1 1) (sleep_until (>= (device_get_position gravity_bridge_b1) 1) 15) (device_set_power gravity_bridge_b1 0) (device_set_position_immediate gravity_bridge_b1 0) (= (structure_bsp_index) 2) )) ) ) (script dormant e5_platform_a2 (begin (sleep_until (volume_test_objects tv_e5_platform_a2 (players)) 15) (device_set_position maus_platform_c 0) (device_set_position_immediate gravity_bridge_a2 1) (sleep_until (<= (device_get_position maus_platform_c) 0) 15) (device_set_power gravity_bridge_a2 1) (sleep 1) (sleep_until (volume_test_objects tv_e5_platform_a2 (players)) 15) (device_set_position gravity_bridge_a2 0) (sleep_until (<= (device_get_position gravity_bridge_a2) 0) 15) (device_set_power gravity_bridge_a2 0) (device_set_position_immediate gravity_bridge_a2 1) (wake e5_platform_c) ) ) (script dormant e5_platform_a1 (begin (sleep_until (begin (sleep_until (volume_test_objects tv_e5_platform_a1 (players)) 15) (device_set_power gravity_bridge_a1 1) (sleep 30) (sleep_until (volume_test_objects tv_e5_platform_a1 (players)) 15) (device_set_position gravity_bridge_a1 1) (sleep_until (>= (device_get_position gravity_bridge_a1) 1) 15) (device_set_power gravity_bridge_a1 0) (device_set_position_immediate gravity_bridge_a1 0) (= (structure_bsp_index) 2) )) ) ) (script dormant e5_platform_begin (begin (game_save) (device_set_power gravity_bridge_a1 0) (device_set_power gravity_bridge_a2 0) (device_set_power gravity_bridge_b1 0) (device_set_power gravity_bridge_c1 0) (device_set_position_immediate gravity_bridge_a1 0) (device_set_position_immediate gravity_bridge_a2 1) (device_set_position_immediate gravity_bridge_b1 0) (device_set_position_immediate gravity_bridge_c1 1) (object_create lift_effect_b) (sleep 1) (device_set_position lift_effect_b 1) (objects_attach maus_platform_b lift_effect lift_effect_b lift_effect) (sleep_until (volume_test_objects tv_e5_platform_start (players)) 15) (device_set_position maus_platform_a 0) (object_create lift_effect_a) (sleep 1) (objects_attach maus_platform_a lift_effect lift_effect_a lift_effect) (sleep_until (<= (device_get_position maus_platform_a) 0) 10) (device_set_position lift_effect_a 1) (wake e5_platform_a1) (wake e5_platform_b) ) ) (script command e5_cs_leave (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_force_combat_status 3) (cs_go_to e5_leave/p0) ) ) (script dormant e5_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e5_fld_inf2_main (begin (sleep_until (volume_test_objects tv_e5_trigger3 (players)) 15) (if (or (difficulty_normal) (difficulty_heroic)) (ai_place e5_fld_inf2 2) (ai_place e5_fld_inf2_z)) (sleep_until (and (<= (ai_living_count e5_fld_inf2) 0) (<= (ai_living_count e5_fld_inf2_z) 0))) (game_save) ) ) (script dormant e5_start_the_other_fight (begin (sleep_until (<= (device_get_position maus_platform_d) 0)) (wake e5_infinite_save) (wake e5_fld_inf2_main) (sleep_until (volume_test_objects tv_e5_trigger_chase (players))) (ai_place e5_pro_bug2_c (pin (- 5 (ai_living_count e5_buggers)) 0 3)) (ai_migrate e5_pro_bug1 e5_pro_bug2_c) (ai_set_orders e5_buggers e5_pro_bug2_c_attk) ) ) (script dormant e5_bugger_spawner (begin (sleep_until (<= (ai_living_count e5_pro_bug1) 2)) (ai_place e5_pro_bug2_c) ) ) (script dormant e5_start_the_fight (begin (sleep_until (volume_test_objects tv_e5_trigger2 (players)) 15) (ai_place e5_pro_bug1 6) (wake e5_bugger_spawner) (ai_place e5_fld_inf1 2) (sleep_until (<= (ai_living_count e5_fld_inf1) 0) 15 450) (sleep (random_range 30 300)) (if (and (not (volume_test_objects tv_e5_plat_b (players))) (not (volume_test_objects tv_e5_plat_c (players)))) (begin (ai_place e5_fld_inf1 3) (sleep_until (<= (ai_living_count e5_fld_inf1) 0)) (sleep (random_range 30 150)) )) (if (and (not (volume_test_objects tv_e5_plat_b (players))) (not (volume_test_objects tv_e5_plat_c (players)))) (begin (ai_place e5_fld_inf1 3) )) (sleep_until (<= (ai_living_count e5_fld_inf1) 0) 15 450) (ai_set_orders e5_pro_inf1 e5_pro_inf1_leave) (ai_set_orders e5_fld_inf1 e5_pro_inf1_leave) (sleep 150) (ai_set_orders e5_buggers e5_pro_bug1_attk_player) ) ) (script dormant e5_talking_points (begin (wake e1_dia_truth_holycity) (sleep 600) (if dialogue (print "cortana: i'll do what i can to slow the launch sequence, but there's something inside the ship... a presence... that's fighting back.")) (sleep (ai_play_line_on_object none 2740)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: for a covenant construct it's unusually formidable.")) (sleep (ai_play_line_on_object none 2750)) (sleep (* dialogue_pause 5)) (if (volume_test_objects tv_e5_trigger1 (players)) (wake e5_dia_get_to_conduit)) ) ) (script dormant e5_start (begin (sleep_until (volume_test_objects tv_e5_trigger1 (players)) 15) (device_set_position_immediate maus_platform_a 1) (device_set_position_immediate maus_platform_d 1) (data_mine_set_mission_segment "plasma_chandelier") (game_save) (wake e5_platform_begin) (wake e5_start_the_fight) (wake e5_start_the_other_fight) (wake e5_talking_points) (ai_place e5_pro_inf1) ) ) (script dormant e5_main (begin (sleep_until (volume_test_objects tv_e1_trigger2 (players)) 15) (sleep_until (volume_test_objects tv_e2_trigger1 (players)) 15) (wake e5_start) (wake e6_main) (ai_disposable e1_fld_inf1 True) (ai_disposable e1_pro_inf1 True) (ai_disposable e1_fld_gitem1 True) (ai_disposable e1_fld_gitem2 True) (ai_disposable e1_pro_inf2 True) (ai_disposable e1_fld_inf2 True) (ai_disposable e1_fld_inf5 True) (ai_disposable e1_pro_inf3 True) (ai_disposable e1_fld_inf3 True) ) ) (script dormant e2_cortana_intro (begin (sleep_until (volume_test_objects tv_e2_trigger1 (players)) 15) (game_save_cancel) (sleep 6) (game_save_no_timeout) (sleep 150) (if dialogue (print "cortana: i'll disable this lift once you reach the top. that'll slow them down... i hope!")) (sleep (ai_play_line_on_object none 2720)) (wake objective_enter_clear) (ai_disposable e1_fld_inf1 True) (ai_disposable e1_fld_inf2 True) (ai_disposable e1_fld_inf3 True) (ai_disposable e1_fld_inf4 True) (ai_disposable e1_fld_inf5 True) (ai_disposable e1_pro_inf1 True) (ai_disposable e1_pro_inf2 True) (ai_disposable e1_pro_inf3 True) ) ) (script command e1_cs_gitem1 (begin (ai_set_blind ai_current_actor True) (ai_set_deaf ai_current_actor True) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_by gitem1/p1 gitem1/p2) (ai_set_blind ai_current_actor False) (ai_set_deaf ai_current_actor False) ) ) (script command e1_cs_gitem2 (begin (ai_set_blind ai_current_actor True) (ai_set_deaf ai_current_actor True) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_by gitem2/p1 gitem2/p2) (ai_set_blind ai_current_actor False) (ai_set_deaf ai_current_actor False) ) ) (script command e1_cs_freakout (begin (cs_movement_mode ai_movement_flee) (sleep_until (begin (begin_random (cs_go_to e1_panic/p0) (cs_go_to e1_panic/p1) (cs_go_to e1_panic/p2) (cs_go_to e1_panic/p3) (cs_go_to e1_panic/p4) (cs_go_to e1_panic/p5) ) True) ) ) ) (script command e1_cs_teleport1 (begin (cs_teleport e1_drops/p1a e1_drops/p1b) ) ) (script command e1_cs_teleport2 (begin (cs_teleport e1_drops/p2a e1_drops/p2b) ) ) (script command e1_cs_pelican2 (begin (cs_fly_by pelican2/p0) (set g_e1_talk 3) (set g_e1_pelican2_entering True) (cs_fly_by pelican2/p1) (cs_fly_by pelican2/p2) (cs_fly_by pelican2/p3) (ai_erase e1_cs_pelican2) ) ) (script dormant e1_carrier_drop (begin (object_set_velocity (ai_get_object e1_fld_inf3/carrier0) -5 0 0) (object_set_velocity (ai_get_object e1_fld_inf3/carrier1) -4 0 0) (sleep 30) (unit_set_current_vitality (ai_get_unit e1_fld_inf3/carrier0) 0.1 0) (unit_set_current_vitality (ai_get_unit e1_fld_inf3/carrier1) 0.1 0) ) ) (script command e1_cs_pelican1 (begin (ai_place e1_fld_inf3/carrier0) (ai_place e1_fld_inf3/carrier1) (sleep 1) (objects_attach (ai_vehicle_get ai_current_actor) chief_rear (ai_get_object e1_fld_inf3/carrier0) ) (objects_attach (ai_vehicle_get ai_current_actor) pelican_e (ai_get_object e1_fld_inf3/carrier1) ) (cs_fly_by pelican1/p0) (set g_e1_talk 1) (set g_e1_pelican1_entering True) (cs_fly_by pelican1/p3) (objects_detach (ai_vehicle_get ai_current_actor) (ai_get_object e1_fld_inf3/carrier0)) (objects_detach (ai_vehicle_get ai_current_actor) (ai_get_object e1_fld_inf3/carrier1)) (sleep 1) (wake e1_carrier_drop) (set g_e1_talk 2) (set g_e1_pelican1_unloaded True) (cs_fly_by pelican1/p4) (cs_fly_by pelican1/p5) (ai_erase e1_cs_pelican1) ) ) (script dormant e1_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e1_pro_inf3_place (begin (sleep_until (volume_test_objects tv_e1_trigger4 (players)) 15) (data_mine_set_mission_segment "turbolift_base") (wake e1_infinite_save) (ai_place e1_pro_inf3) (sleep_until (= g_dialogue_counter 1)) (set g_e1_talk 4) (set g_e1_pro_inf3_spawned True) (sleep 150) (set g_e1_talk 5) (sleep 150) (set g_e1_talk 6) (set g_dialogue_counter 2) (if (or (difficulty_normal) (difficulty_heroic)) (begin (sleep 450) (if (or (volume_test_objects_all tv_e1_trigger2 (players)) (volume_test_objects_all tv_e1_trigger4 (players))) (ai_place e1_fld_inf5 (pin (- 8 (ai_living_count e1_flood_master)) 0 5))) ) (begin (sleep 150) (if (or (volume_test_objects_all tv_e1_trigger2 (players)) (volume_test_objects_all tv_e1_trigger4 (players))) (ai_place e1_fld_inf5 (pin (- 8 (ai_living_count e1_flood_master)) 0 5))) (sleep 150) (if (or (volume_test_objects_all tv_e1_trigger2 (players)) (volume_test_objects_all tv_e1_trigger4 (players))) (ai_place e1_fld_inf5 (pin (- 8 (ai_living_count e1_flood_master)) 0 5))) )) ) ) (script command run_grunt_run (begin (cs_movement_mode ai_movement_flee) (cs_go_to_nearest gitem1) ) ) (script dormant e1_exterior_checkpoint (begin (sleep_until (or (volume_test_objects tv_e1_trigger4 (players)) (and (<= (ai_nonswarm_count e1_fld_inf1) 0) (<= (ai_nonswarm_count e1_fld_inf2) 0) (<= (ai_nonswarm_count e1_pro_inf1) 0) (<= (ai_nonswarm_count e1_pro_inf2) 0))) 15) (game_save_no_timeout) ) ) (script dormant e1_pro_inf2_place (begin (sleep_until (volume_test_objects tv_e1_trigger2 (players)) 15) (ai_place e1_pro_inf2 2) (ai_place e1_fld_inf2 1) (if (difficulty_legendary) (begin_random (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy2)) ) (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy3)) ) (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy4)) ) (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy5)) ) )) (wake e1_exterior_checkpoint) (wake e1_pro_inf3_place) ) ) (script dormant e1_gitem_2 (begin (sleep_until (volume_test_objects tv_e1_gitem2 (players)) 15) (set g_e1_git_check True) (begin_random (begin (ai_place e1_fld_gitem2/guy1) (sleep 90) ) (begin (ai_place e1_fld_gitem2/guy2) (sleep 90) ) ) ) ) (script dormant e1_gitem_1 (begin (sleep_until (volume_test_objects tv_e1_gitem1 (players)) 15) (if (not g_e1_git_check) (begin (begin_random (begin (ai_place e1_fld_gitem1/guy1) (sleep 90) ) (begin (ai_place e1_fld_gitem1/guy2) (sleep 90) ) ) )) (sleep_forever e1_gitem_2) ) ) (script dormant e1_talking_points (begin (sleep_until g_e1_pelican1_entering 15 450) (if dialogue (print "cortana: flood-controlled dropships are touching down all over the city!")) (sleep (ai_play_line_on_object none 2680)) (wake music_07b_01_start) (sleep 25) (if dialogue (print "cortana: that creature beneath the library; that gravemind, used us! we were just a diversion. in amber clad was always it's intended vector!")) (sleep (ai_play_line_on_object none 2690)) (game_save) (sleep_until (or g_e1_pelican2_entering (volume_test_objects tv_e1_trigger4 (players))) 15 450) (sleep 25) (if dialogue (print "cortana: there's a conduit connecting this tower to the ship. head back inside. i'll lead you to it.")) (sleep (ai_play_line_on_object none 2710)) (game_save) (wake objective_enter_set) (wake music_07b_01_stop) (wake music_07b_02_start) (set g_dialogue_counter 1) (sleep_until g_e1_pro_inf3_spawned 15) (sleep 150) (sleep_until (volume_test_objects tv_e1_trigger2 (players)) 15) (if dialogue (print "cortana: we don't have time for this chief. truth's phantom is nearning the forerunner ship!")) (sleep (ai_play_line_on_object none 2700)) (if (volume_test_objects_all tv_e1_ledge_check (players)) (wake music_07b_02_start)) ) ) (script dormant e1_flashlight_training (begin (sleep_until (volume_test_objects tv_e1_trigger5 (players)) 15) (sleep_until (game_safe_to_save)) (player_training_activate_flashlight) ) ) (script dormant e1_mercy (begin (object_create_anew ledge_99) (sleep 10) (scenery_animation_start_loop ledge_99 objects\characters\prophet\prophet mercy_dead) ) ) (script dormant e1_main (begin (game_save) (data_mine_set_mission_segment "phantom_ledge") (object_create_containing "ledge") (wake e1_pro_inf2_place) (wake e1_talking_points) (wake e1_gitem_1) (wake e1_gitem_2) (wake e1_flashlight_training) (wake e1_mercy) (wake e5_main) (wake e2_cortana_intro) (ai_place e1_pro_inf1) (sleep 6) (units_set_current_vitality (ai_actors e1_pro_inf1) 100 0) (ai_place e1_fld_inf1 4) (ai_place e1_cs_pelican1/pilot) (sleep 6) (cs_run_command_script e1_cs_pelican1/pilot e1_cs_pelican1) (sleep 180) (ai_place e1_cs_pelican2/pilot) (sleep 6) (cs_run_command_script e1_cs_pelican2/pilot e1_cs_pelican2) ) ) (script dormant mission_start (begin (switch_bsp 0) (cinematic_snap_to_white) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (object_destroy ledge_1) (object_destroy ledge_97) (object_destroy ledge_98) (object_destroy ledge_99) (print "c07_intra1") (c07_intra1) )) (cinematic_skip_stop) )) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake e1_main) (sleep 10) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_purposes) (sleep_until (volume_test_objects tv_e12_end (players)) 16) (object_cannot_take_damage (players)) (cinematic_fade_to_white) (ai_erase_all) (object_teleport (player0) player0_end) (object_teleport (player1) player1_end) (object_hide (player0) True) (object_hide (player1) True) (sleep 15) (wake objective_exit_clear) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (print "c07_outro") (c07_outro) )) (cinematic_skip_stop) )) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance covenant prophet) (game_can_use_flashlights True) (if (> (player_count) 0) (start)) ) ) (script command cinematic_fld_inf0_0 (begin (cs_movement_mode ai_movement_combat) (cs_enable_pathfinding_failsafe True) (sleep 1) (object_set_velocity (ai_get_object ai_current_actor) 4 0 1.5) (cs_go_to cinematic_fld_inf0/p0) (ai_erase ai_current_actor) ) ) (script command cinematic_fld_inf0_1 (begin (cs_movement_mode ai_movement_combat) (cs_enable_pathfinding_failsafe True) (sleep 1) (object_set_velocity (ai_get_object ai_current_actor) 4 0 1) (cs_go_to cinematic_fld_inf0/p1) (ai_erase ai_current_actor) ) ) (script command cinematic_fld_inf1_0 (begin (cs_movement_mode ai_movement_combat) (cs_enable_pathfinding_failsafe True) (cs_go_to cinematic_fld_inf0/p2) (ai_erase ai_current_actor) ) ) (script dormant 07_intra1_05_predict (begin (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_5 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 False) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\rifle\covenant_carbine\fp_covenant_carbine\fp_covenant_carbine 0) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_hallway_signs\holo_hallway_signs 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 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) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_structure_section scenarios\solo\07a_highcharity\high_5 19 False) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (sleep 1) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 6) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (sleep 8) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (sleep 25) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (sleep 10) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 4 True) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 4) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (sleep 1) (predict_model_section objects\gear\covenant\military\battery\battery 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 13 True) (sleep 6) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (sleep 7) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 51) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\gear\covenant\military\battery\battery 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\weapons\rifle\smg\smg 0) (sleep 26) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 103) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (predict_model_section 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True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section objects\vehicles\phantom\phantom 0) 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(sleep 10) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (sleep 53) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) ) (script dormant 07_intra1_07_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 4) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (sleep 239) (predict_structure_section 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(predict_model_section scenarios\objects\flood\flood_tentacle_b\flood_tentacle_b 0) (predict_model_section scenarios\objects\flood\flood_tentacle_a\flood_tentacle_a 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) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section objects\characters\floodcarrier\floodcarrier 0) (predict_model_section objects\characters\floodcarrier\floodcarrier 1) (predict_model_section objects\characters\floodcarrier\floodcarrier 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 1 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 True) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 0) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 1) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 2) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 3) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 4) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 5) (sleep 4) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section objects\cinematics\covenant\conduit\conduit 0) (sleep 7) (predict_model_section objects\cinematics\covenant\conduit_ring\conduit_ring 0) ) ) (script dormant 07_outro_02_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 14 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 9 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 13 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 16 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 17 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 3 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 22 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 20 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 5 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 6 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 14 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 17 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 18 True) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\gear\covenant\military\battery\battery 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 scenarios\objects\special\bloom_quad\bloom_quad 0) (predict_model_section objects\cinematics\covenant\conduit_ring\conduit_ring 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 59) (predict_model_section objects\vehicles\pelican\pelican 0) (sleep 20) (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) (predict_model_section objects\cinematics\forerunner\forerunner_ship\forerunner_ship 0) (sleep 142) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 True) (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\covenant\conduit_ring\conduit_ring 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 49) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 0 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 1 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 6 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 7 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 8 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\cinematics\forerunner\forerunner_ship\forerunner_ship 0) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant 07_outro_03_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\matte_paintings\high_charity_exterior\high_charity_exterior 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 160) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) )
परिवर्तित टेक्स्ट
फ़ाइल खोलें
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool dialogue True) (global short dialogue_pause 7) (global short g_dialogue_counter 0) (global short g_e12_talk 0) (global bool g_e12_go False) (global bool g_e12_started False) (global bool g_e12_final_battle_started False) (global bool g_e12_final_battle_ended False) (global bool g_e12_final_battle_mid False) (global short dialogue_pause_long 60) (global bool g_e12_side False) (global short g_e10_talk 0) (global bool g_e10_move_on False) (global short g_e8_counter 0) (global bool g_e6_move_on False) (global short g_e1_talk 0) (global bool g_e1_music False) (global bool g_e1_pelican2_entering False) (global bool g_e1_pelican1_entering False) (global bool g_e1_pelican1_unloaded False) (global bool g_e1_pro_inf3_spawned False) (global bool g_e1_git_check False) (global bool g_play_cinematics True) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 07_intra1_05_predict_stub (begin (wake 07_intra1_05_predict) ) ) (script static 07_intra1_06_predict_stub (begin (wake 07_intra1_06_predict) ) ) (script static 07_intra1_07_predict_stub (begin (wake 07_intra1_07_predict) ) ) (script static 07_intra1_08_predict_stub (begin (wake 07_intra1_08_predict) ) ) (script static 07_outro_01_predict_stub (begin (wake 07_outro_01_predict) ) ) (script static 07_outro_02_predict_stub (begin (wake 07_outro_02_predict) ) ) (script static 07_outro_03_predict_stub (begin (wake 07_outro_03_predict) ) ) (script static cinematic_pelican_unload (begin (ai_place cinematic_fld_inf0/form0) (sleep 8) (ai_place cinematic_fld_inf0/form1) (sleep 4) (ai_place cinematic_fld_inf0/form0) (sleep 10) (ai_place cinematic_fld_inf0/form1) ) ) (script static cinematic_pelican_runby (begin (ai_place cinematic_fld_inf1/form0) ) ) (script dormant c07_intra1_score_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus none 1) (print "c07_intra1 score 05") ) ) (script dormant c07_intra1_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol none 1) (print "c07_intra1 foley 05 start") ) ) (script dormant c07_intra1_05_dof_01 (begin (time_code_reset) (sleep 127) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.75 0.75 0) (print "rack focus") (time_code_reset) (sleep 60) (cinematic_screen_effect_set_depth_of_field 1 0 0.75 0.5 0.75 0 0.5) (print "rack focus") (time_code_reset) (sleep 68) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_intra1_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 23 74 0.258824 0.270588 0.368627) (cinematic_lighting_set_secondary_light -40 276 0.407843 0.345098 0.317647) (cinematic_lighting_set_ambient_light 0.0431373 0.0470588 0.0666667) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting mercy True) (object_uses_cinematic_lighting infection_01 True) (object_uses_cinematic_lighting throne_mercy True) (object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_02 True) (object_uses_cinematic_lighting phantom_03 True) ) ) (script static c07_intra1_05_setup (begin (wake c07_intra1_score_05) (wake c07_intra1_foley_05) (object_create_anew chief) (object_create_anew mercy) (object_create_anew infection_01) (object_create_anew throne_mercy) (object_create_anew phantom_01) (object_create_anew phantom_02) (object_create_anew phantom_03) (cinematic_clone_players_weapon chief right_hand ) (object_cinematic_lod chief True) (object_cinematic_lod mercy True) (object_cinematic_lod infection_01 True) (object_cinematic_lod throne_mercy True) (object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_02 True) (object_cinematic_lod phantom_03 True) (wake c07_intra1_05_dof_01) (wake c07_intra1_cinematic_light_01) (object_destroy ledge_1) ) ) (script static c07_intra1_05_cleanup (begin (object_destroy_containing "phantom") ) ) (script static c07_intra1_scene_05 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (07_intra1_05_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_05_mus) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_05_fol) (sleep prediction_offset) (c07_intra1_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_05 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_05 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_05 False anchor_intra1) (custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_05 False anchor_intra1) (custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_05 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_05 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_05 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_05 False anchor_intra1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_intra1_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol) (sleep (camera_time)) (c07_intra1_05_cleanup) ) ) (script dormant c07_intra1_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_06_fol none 1) (print "c07_intra1 foley 06 start") ) ) (script dormant c07_2080_mas (begin (sleep 45) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2080_mas chief 1) (cinematic_subtitle c07_2080_mas 2.5) ) ) (script dormant c07_2090_pom (begin (sleep 180) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2090_pom mercy 1) (cinematic_subtitle c07_2090_pom 3) ) ) (script dormant c07_2100_pom (begin (sleep 283) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2100_pom mercy 1) (cinematic_subtitle c07_2100_pom 4) ) ) (script dormant c07_2101_pom (begin (sleep 451) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2101_pom mercy 1) ) ) (script dormant c07_2110_cor (begin (sleep 566) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2110_cor cortana 1) (cinematic_subtitle c07_2110_cor 2) (unit_set_emotional_state cortana shocked 0.25 0) (print "cortana - shocked .25 0") ) ) (script dormant c07_2120_cor (begin (sleep 621) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2120_cor cortana 1) (cinematic_subtitle c07_2120_cor 4) ) ) (script dormant c07_intra1_06_dof_01 (begin (time_code_reset) (sleep 121) (print "rack focus") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.4 0.5 0.5 0 0 0 0) (time_code_reset) (sleep 153) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_intra1_06_fov_01 (begin (sleep 396) (print "fov change: 60 -> 70 over 0 ticks") (camera_set_field_of_view 70 0) (sleep 53) (print "fov change: 70 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant infection_pop (begin (sleep 510) (print "infection pop") (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_02 ) (sleep 1) (object_destroy infection_02) ) ) (script static c07_intra1_06_setup (begin (object_create_anew cortana) (object_cinematic_lod cortana True) (object_create_anew infection_02) (object_cinematic_lod infection_02 True) (object_uses_cinematic_lighting infection_02 True) (object_create_anew cortana_base) (wake c07_intra1_foley_06) (wake c07_2080_mas) (wake c07_2090_pom) (wake c07_2100_pom) (wake c07_2101_pom) (wake c07_2110_cor) (wake c07_2120_cor) (wake infection_pop) (wake c07_intra1_06_dof_01) (wake c07_intra1_06_fov_01) ) ) (script static c07_intra1_06_cleanup (begin (object_destroy_containing "infection") (object_destroy cortana_base) ) ) (script static c07_intra1_scene_06 (begin (c07_intra1_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_06 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_06 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_06 False anchor_intra1) (custom_animation_relative infection_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_06 False anchor_intra1) (custom_animation_relative infection_02 objects\characters\flood_infection\07_intra1\07_intra1 infection02_06 False anchor_intra1) (custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_06 False anchor_intra1) (sleep 556) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_25 cortana_base marker) (custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_06 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_07_predict_stub) (sleep (camera_time)) (c07_intra1_06_cleanup) ) ) (script dormant c07_2130_cor (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2130_cor cortana 1) (cinematic_subtitle c07_2130_cor 3) ) ) (script dormant c07_2140_cor (begin (sleep 110) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2140_cor cortana 1) (cinematic_subtitle c07_2140_cor 1) ) ) (script dormant c07_2150_mas (begin (sleep 150) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2150_mas chief 1) (cinematic_subtitle c07_2150_mas 5) ) ) (script dormant c07_2160_cor (begin (sleep 297) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2160_cor cortana 1) (cinematic_subtitle c07_2160_cor 6) (unit_set_emotional_state cortana annoyed 0.5 0) (print "cortana - annoyed .5 0") ) ) (script dormant c07_2170_cor (begin (sleep 490) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2170_cor cortana 1) (cinematic_subtitle c07_2170_cor 3) ) ) (script dormant c07_2180_cor (begin (sleep 622) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2180_cor cortana 1) (cinematic_subtitle c07_2180_cor 3) ) ) (script dormant c07_2190_cor (begin (sleep 710) (unit_set_emotional_state cortana disappointed 0.5 60) (print "cortana - disappointed .5 60") (sleep 13) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2190_cor cortana 1) (cinematic_subtitle c07_2190_cor 1) ) ) (script dormant c07_intra1_07_fov_01 (begin (sleep 414) (print "fov change: 60 -> 26 over 0 ticks") (camera_set_field_of_view 26 0) (sleep 70) (print "fov change: 26 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script static c07_intra1_07_setup (begin (wake c07_2130_cor) (wake c07_2140_cor) (wake c07_2150_mas) (wake c07_2160_cor) (wake c07_2170_cor) (wake c07_2180_cor) (wake c07_2190_cor) (wake c07_intra1_07_fov_01) ) ) (script static c07_intra1_07_cleanup (begin (object_destroy_containing "mercy") ) ) (script static c07_intra1_scene_07 (begin (c07_intra1_07_setup) (cinematic_set_near_clip_distance 0.05) (print "setting near clip distance to .05") (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_07 none anchor_flag_intra1) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_07 False anchor_intra1) (custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_07 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_07 False anchor_intra1) (custom_animation_relative throne_mercy objects\vehicles\gravity_throne\animations\07_intra1\07_intra1 throne_mercy_07 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol) (sleep (camera_time)) (c07_intra1_07_cleanup) ) ) (script dormant c07_intra1_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_08_fol none 1) (print "c07_intra1 foley 08 start") ) ) (script dormant pelican_crash_01 (begin (sleep 38) (print "crash 1") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_01 hardpoint_right) ) ) (script dormant pelican_crash_02 (begin (sleep 49) (print "crash 2") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 johnson) ) ) (script dormant pelican_crash_03 (begin (sleep 101) (print "crash 3") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 pelican_p_l05) ) ) (script dormant c07_intra1_08_fov_01 (begin (sleep 99) (print "fov change: 36 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant flood_pelican_unload (begin (sleep 145) (print "ai flood unload") (cinematic_pelican_unload) (cinematic_pelican_runby) ) ) (script static c07_intra1_08_setup (begin (wake c07_intra1_foley_08) (object_destroy_containing "offending_crate") (object_create_anew pelican_01) (object_cinematic_lod pelican_01 True) (object_uses_cinematic_lighting pelican_01 True) (wake c07_intra1_08_fov_01) (wake pelican_crash_01) (wake pelican_crash_02) (wake pelican_crash_03) (wake flood_pelican_unload) ) ) (script static c07_intra1_08_cleanup (begin (object_destroy chief) (object_destroy cortana) (object_destroy pelican_01) ) ) (script static c07_intra1_scene_08 (begin (c07_intra1_08_setup) (cinematic_set_near_clip_distance 0.06) (print "resetting near clip distance to .06") (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_08 none anchor_flag_intra1) (camera_set_field_of_view 26 0) (custom_animation_relative chief objects\characters\masterchief\07_intra1\07_intra1 chief_08 False anchor_intra1) (custom_animation_relative cortana objects\characters\cortana\07_intra1\07_intra1 cortana_08 False anchor_intra1) (custom_animation_relative pelican_01 objects\vehicles\pelican\07_intra1\07_intra1 pelican_08 False anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (sound_class_set_gain "amb" 0 15) (sleep 15) (c07_intra1_08_cleanup) ) ) (script static c07_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "amb" 0 0) (switch_bsp_by_name high_5) (sleep 1) (c07_intra1_scene_05) (c07_intra1_scene_06) (c07_intra1_scene_07) (c07_intra1_scene_08) (sound_class_set_gain "vehicle" 1 15) (sound_class_set_gain "amb" 1 15) (sleep 15) ) ) (script dormant c07_outro_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\music\c07_outro_01_mus none 1) (print "c07_outro score 01 start") ) ) (script dormant c07_outro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_01_fol none 1) (print "c07_outro foley 01 start") ) ) (script dormant c07_outro_shake (begin (sleep 89) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 70) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c07_outro_shake2 (begin (time_code_reset) (sleep 290) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 60) (player_effect_stop 1) (print "shake stop") ) ) (script dormant c07_outro_dof_01 (begin (time_code_reset) (print "rack focus") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 20 0 0 0 1 1 0) (sleep 89) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_outro_dof_02 (begin (time_code_reset) (sleep 289) (print "rack focus") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 20 2 2 0 0 0 0) (sleep 106) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c07_outro_fov_01 (begin (sleep 357) (print "fov change: 60 -> 12 over 15 ticks") (camera_set_field_of_view 12 15) (sleep 46) (print "fov change: 12 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant c07_outro_cinematic_lighting_01 (begin (cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52) (cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) (object_uses_cinematic_lighting chief_outro True) (object_uses_cinematic_lighting alcove True) (object_uses_cinematic_lighting cap True) (object_uses_cinematic_lighting ring_01 True) (object_uses_cinematic_lighting ring_02 True) (object_uses_cinematic_lighting ring_03 True) (object_uses_cinematic_lighting ring_04 True) (object_uses_cinematic_lighting ring_05 True) (object_uses_cinematic_lighting ring_06 True) (object_uses_cinematic_lighting ring_06 True) (object_uses_cinematic_lighting ring_08 True) ) ) (script dormant ship_initial_blast (begin (sleep 188) (print "effect - initial blast") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale5 forerunner_ship thruster) ) ) (script static c07_outro_problem_actors (begin (print "problem actors") (object_create_anew chief_outro) (object_cinematic_lod chief_outro True) (object_create_anew conduit) (object_create_anew ring_01) (object_create_anew ring_02) (object_create_anew ring_03) (object_create_anew ring_04) (object_create_anew ring_05) (object_create_anew ring_06) (object_create_anew ring_07) (object_create_anew ring_08) (object_cinematic_lod conduit True) (object_cinematic_lod ring_01 True) (object_cinematic_lod ring_02 True) (object_cinematic_lod ring_03 True) (object_cinematic_lod ring_04 True) (object_cinematic_lod ring_05 True) (object_cinematic_lod ring_06 True) (object_cinematic_lod ring_07 True) (object_cinematic_lod ring_08 True) (object_cinematic_visibility conduit True) ) ) (script static c07_outro_01_setup (begin (object_create_anew forerunner_ship) (object_create_anew cap) (object_create_anew alcove) (object_cinematic_visibility cap True) (object_cinematic_lod forerunner_ship True) (object_cinematic_lod alcove True) (wake c07_outro_score_01) (wake c07_outro_foley_01) (wake ship_initial_blast) (wake c07_outro_dof_01) (wake c07_outro_dof_02) (wake c07_outro_shake) (wake c07_outro_shake2) (wake c07_outro_fov_01) (wake c07_outro_cinematic_lighting_01) ) ) (script static c07_outro_01_cleanup (begin (object_destroy conduit) (object_destroy cap) (object_destroy ring_05) (object_destroy ring_06) (object_destroy ring_07) (object_destroy ring_08) ) ) (script static c07_outro_scene_01 (begin (sound_class_set_gain "amb" 0 30) (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) (c07_outro_problem_actors) (07_outro_01_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\music\c07_outro_01_mus) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_01_fol) (sleep prediction_offset) (c07_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_outro\07_outro 07_outro_01 none anchor_flag_outro1) (custom_animation_relative chief_outro objects\characters\masterchief\07_outro\07_outro chief_01 False anchor_outro1) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\07_outro\07_outro forerunner_ship_01 anchor_outro1) (scenery_animation_start_relative alcove objects\cinematics\forerunner\forerunner_ship_alcove\07_outro\07_outro alcove_01 anchor_outro1) (scenery_animation_start_relative cap objects\cinematics\covenant\conduit_cap\07_outro\07_outro conduit_cap_01 anchor_outro1) (scenery_animation_start_relative conduit objects\cinematics\covenant\conduit\07_outro\07_outro conduit_01 anchor_outro1) (scenery_animation_start_relative ring_01 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring01_01 anchor_outro1) (scenery_animation_start_relative ring_02 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring02_01 anchor_outro1) (scenery_animation_start_relative ring_03 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring03_01 anchor_outro1) (scenery_animation_start_relative ring_04 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring04_01 anchor_outro1) (scenery_animation_start_relative ring_05 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring05_01 anchor_outro1) (scenery_animation_start_relative ring_06 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring06_01 anchor_outro1) (scenery_animation_start_relative ring_07 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring07_01 anchor_outro1) (scenery_animation_start_relative ring_08 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring08_01 anchor_outro1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_outro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_02_fol) (sleep (camera_time)) (c07_outro_01_cleanup) ) ) (script dormant c07_outro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_02_fol none 1) (print "c07_outro foley 02 start") ) ) (script dormant c07_9010_cor (begin (sleep 38) (sound_impulse_start_effect sound\dialog\levels\07_highcharity\cinematic\c07_9010_cor none 1 radio_default_loop) (cinematic_subtitle c07_9010_cor 2) ) ) (script dormant c07_9020_mas (begin (sleep 104) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_9020_mas chief_outro 1) (cinematic_subtitle c07_9020_mas 2) ) ) (script dormant c07_9030_cor (begin (sleep 147) (sound_impulse_start_effect sound\dialog\levels\07_highcharity\cinematic\c07_9030_cor none 1 radio_default_loop) (cinematic_subtitle c07_9030_cor 2) (unit_set_emotional_state cortana_outro pensive 0.25 0) (print "cortana - pensive .25 0") ) ) (script dormant c07_9040_cor (begin (sleep 211) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_9040_cor cortana_outro 1) (cinematic_subtitle c07_9040_cor 2) (unit_set_emotional_state cortana_outro disappointed 0.75 60) (print "cortana - disappointed .75 60") ) ) (script dormant chief_sparks (begin (sleep 17) (print "chief sparks") (effect_new_on_object_marker effects\cinematics\07\chief_sparks chief_outro body) ) ) (script dormant c07_outro_fov_02 (begin (sleep 99) (print "fov change: 36 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) ) (script dormant c07_outro_cinematic_lighting_02 (begin (cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52) (cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script dormant ship_take_off_01 (begin (sleep 271) (print "effect - take off 01") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale12 forerunner_ship thruster) (object_create_anew takeoff_dust) ) ) (script static c07_outro_03_problem_actors (begin (print "problem actors") (object_create_anew matte_high_charity) (object_create_anew matte_substance) (object_create_anew_containing "outro_fleet") ) ) (script static c07_outro_02_setup (begin (object_create_anew cortana_outro) (object_cinematic_lod cortana_outro True) (object_create_anew bloom_quad) (wake c07_outro_foley_02) (wake c07_9010_cor) (wake c07_9020_mas) (wake c07_9030_cor) (wake c07_9040_cor) (wake chief_sparks) (wake ship_take_off_01) (wake c07_outro_cinematic_lighting_02) ) ) (script static c07_outro_02_cleanup (begin (object_destroy takeoff_dust) (object_destroy ring_01) (object_destroy ring_02) (object_destroy ring_03) (object_destroy ring_04) (object_destroy bloom_quad) ) ) (script static c07_outro_scene_02 (begin (c07_outro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_outro\07_outro 07_outro_02 none anchor_flag_outro1) (custom_animation_relative chief_outro objects\characters\masterchief\07_outro\07_outro chief_02 False anchor_outro1) (custom_animation_relative cortana_outro objects\characters\cortana\07_outro\07_outro cortana_02 False anchor_outro1) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\07_outro\07_outro forerunner_ship_02 anchor_outro1) (scenery_animation_start_relative alcove objects\cinematics\forerunner\forerunner_ship_alcove\07_outro\07_outro alcove_02 anchor_outro1) (scenery_animation_start_relative cap objects\cinematics\covenant\conduit_cap\07_outro\07_outro conduit_cap_02 anchor_outro1) (scenery_animation_start_relative ring_01 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring01_02 anchor_outro1) (scenery_animation_start_relative ring_02 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring02_02 anchor_outro1) (scenery_animation_start_relative ring_03 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring03_02 anchor_outro1) (scenery_animation_start_relative ring_04 objects\cinematics\covenant\conduit_ring\07_outro\07_outro ring04_02 anchor_outro1) (scenery_animation_start_relative bloom_quad scenarios\objects\special\bloom_quad\07_outro\07_outro bloom_quad_02 anchor_outro1) (sleep (- (camera_time) prediction_offset)) (07_outro_03_predict_stub) (c07_outro_03_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_03_fol) (cinematic_screen_effect_start True) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 1.5) (print "crossfade") (sleep 5) (c07_outro_02_cleanup) ) ) (script dormant c07_outro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_outro\foley\c07_outro_03_fol none 1) (print "c07_outro foley 03 start") ) ) (script dormant c07_outro_cinematic_lighting_03 (begin (cinematic_lighting_set_primary_light -41 270 0.25 0.32 0.52) (cinematic_lighting_set_secondary_light 58 78 0.21 0.11 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting forerunner_ship True) ) ) (script dormant ship_take_off_02 (begin (sleep 0) (print "effect - take off 02") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale01 forerunner_ship thruster) ) ) (script dormant ship_take_off_03 (begin (time_code_reset) (sleep 111) (print "effect - take off 02") (effect_new_on_object_marker effects\objects\cinematics\forerunner_ship\initial_take_off_scale04 forerunner_ship thruster) ) ) (script dormant effect_slipspace (begin (sleep 159) (print "effect - slipspace") (object_create_anew slipspace) ) ) (script static c07_outro_03_setup (begin (wake c07_outro_foley_03) (wake ship_take_off_02) (wake ship_take_off_03) (wake effect_slipspace) (wake c07_outro_cinematic_lighting_02) ) ) (script static c07_outro_03_cleanup (begin (cinematic_screen_effect_stop) (object_destroy forerunner_ship) (object_destroy matte_high_charity) (object_destroy matte_substance) (object_destroy_containing "outro_fleet") ) ) (script static c07_outro_scene_03 (begin (c07_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_outro\07_outro 07_outro_03 none anchor_flag_outro2) (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\07_outro\07_outro forerunner_ship_03 anchor_outro2) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\07_outro\07_outro high_charity_03 anchor_outro2) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\07_outro\07_outro substance_03 anchor_outro2) (fade_in 1 1 1 15) (sleep (- (camera_time) 30)) (fade_out 0 0 0 30) (sleep 30) (sleep 90) (c07_outro_03_cleanup) ) ) (script static c07_outro (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "amb" 0 0) (switch_bsp_by_name high_9_cinematic) (sleep 1) (c07_outro_scene_01) (c07_outro_scene_02) (c07_outro_scene_03) (sound_class_set_gain "vehicle" 1 1) (sound_class_set_gain "amb" 1 1) (rasterizer_bloom_override False) ) ) (script stub c07_intra2 (begin (print "c07_intra2") ) ) (script command cs_expand_cortana (begin (object_set_scale (ai_get_object ai_current_actor) 0.01 0) (object_cannot_take_damage (ai_get_object ai_current_actor)) (ai_disregard (ai_get_object ai_current_actor) True) (sleep 5) (unit_set_emotional_state (ai_get_unit ai_current_actor) disappointed 0.5 0) (object_dynamic_simulation_disable (ai_get_object ai_current_actor) True) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 (ai_get_object ai_current_actor) effect) (sleep 1) (object_hide (ai_get_object ai_current_actor) False) (object_set_scale (ai_get_object ai_current_actor) 0.65 20) (cs_face_player True) (sleep_forever) ) ) (script dormant music_07b_01_start (begin (print "music 07b_01 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_01 none 1) ) ) (script dormant music_07b_01_stop (begin (print "music 07b_01 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_01) ) ) (script static test (begin (objects_attach sanctum_lift switch sanctum_lift_control ) ) ) (script dormant music_07b_02_start (begin (print "music 07b_02 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_02 none 1) ) ) (script dormant music_07b_03_start (begin (print "music 07b_03 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_03 none 1) ) ) (script dormant music_07b_03_stop (begin (print "music 07b_03 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_03) ) ) (script dormant music_07b_04_start (begin (print "music 07b_04 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_04 none 1) ) ) (script dormant music_07b_04_stop (begin (print "music 07b_04 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_04) ) ) (script dormant music_07b_05_start (begin (print "music 07b_05 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_05 none 1) ) ) (script dormant music_07b_05_stop (begin (print "music 07b_05 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_05) ) ) (script dormant music_07b_06_start (begin (print "music 07b_06 start") (sound_looping_start scenarios\solo\07b_forerunnership\07b_music\07b_06 none 1) ) ) (script dormant music_07b_06_stop (begin (print "music 07b_06 stop") (sound_looping_stop scenarios\solo\07b_forerunnership\07b_music\07b_06) ) ) (script dormant chapter_purposes (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_please (begin (sleep 30) (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_sanctified (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_feeling (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_4) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_enter_set (begin (sleep 30) (print "new objective set:") (print "fight your way back inside the mausoleum-tower.") (objectives_show_up_to 0) ) ) (script dormant objective_enter_clear (begin (print "objective complete:") (print "you got inside the tower") (objectives_finish_up_to 0) ) ) (script dormant objective_riptide_set (begin (sleep 30) (print "new objective set:") (print "survive the rising tide of the flood.") (objectives_show_up_to 1) ) ) (script dormant objective_riptide_clear (begin (print "objective complete:") (print "you have reached the inner sanctum of the covenant homeworld") (objectives_finish_up_to 1) ) ) (script dormant objective_exit_set (begin (sleep 30) (print "new objective set:") (print "find a way onto the forerunner ship.") (objectives_show_up_to 2) ) ) (script dormant objective_exit_clear (begin (print "objective complete:") (print "ride that pipe.") (objectives_finish_up_to 2) ) ) (script dormant gen_dia_civil_war_a (begin (if dialogue (print "cortana: brute and elite ships are engaging one-another all around high charity!")) (sleep (ai_play_line_on_object none 2880)) (sleep dialogue_pause) ) ) (script dormant gen_dia_civil_war_b (begin (if dialogue (print "cortana: the jackals and the drones have declared themselves the servants of the brutes. the hunters have have sworn allegiance to the elites.")) (sleep (ai_play_line_on_object none 2890)) (sleep dialogue_pause) ) ) (script dormant gen_dia_civil_war_c (begin (if dialogue (print "cortana: the grunts seem to be neutral, or, at least afraid to announce which side they support. except for truth, the prophets aren't saying a word.")) (sleep (ai_play_line_on_object none 2900)) (sleep dialogue_pause) ) ) (script dormant gen_dia_locking_doors_behind (begin (if dialogue (print "cortana: if it makes you feel any better, i'm locking the doors behind you. should keep some of the flood off your back.")) (sleep (ai_play_line_on_object none 2840)) (sleep dialogue_pause) ) ) (script dormant e1_dia_truth_holycity (begin (if dialogue (print "truth: shall we let the flood consume our holy-city? turn high charity into another of their wretched hives?")) (begin (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker0 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0280_pot e5_speaker1 1 1) (sleep (ai_play_line_on_object e5_speaker3 0280)) ) (sleep 30) (if dialogue (print "truth: no enemy has ever withstood our might - the flood too shall fall!")) (begin (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker0 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0200_pot e5_speaker1 1 1) (sleep (ai_play_line_on_object e5_speaker3 0200)) ) ) ) (script dormant e5_dia_get_to_conduit (begin (if dialogue (print "cortana: no time to admire the view. truth's phantom has reached the forerunner ship!")) (sleep (ai_play_line_on_object none 2730)) (sleep dialogue_pause) ) ) (script dormant e8_dia_security_lock (begin (if dialogue (print "cortana: the security systems in this part of the tower are particularly robust. hang on while i override the lock.")) (sleep (ai_play_line_on_object none 2760)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_a (begin (if dialogue (print "cortana: hang on. this will just take a minute.")) (sleep (ai_play_line_on_object none 2780)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_b (begin (if dialogue (print "cortana: standby while i break the lock.")) (sleep (ai_play_line_on_object none 2790)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_c (begin (if dialogue (print "cortana: i'm working as quickly as possible.")) (sleep (ai_play_line_on_object none 2800)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_d (begin (if dialogue (print "cortana: almost have it.")) (sleep (ai_play_line_on_object none 2810)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_e (begin (if dialogue (print "cortana: just a little more time...")) (sleep (ai_play_line_on_object none 2820)) (sleep dialogue_pause) ) ) (script dormant e8_dia_unlock_f (begin (if dialogue (print "cortana: a few more seconds...")) (sleep (ai_play_line_on_object none 2830)) (sleep dialogue_pause) ) ) (script dormant e7_dia_filtration_systems (begin (if dialogue (print "cortana: flood spores have contaminated the city's life-support infrastructure - the filtration systems are overloading!")) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2850_cor)) (sleep dialogue_pause) ) ) (script dormant e10_dia_truth_theparasite (begin (if dialogue (print "truth: the parasite did not defeat the forerunners, and it shall not defeat us!")) (sleep (ai_play_line_on_object none 2910)) (sleep dialogue_pause) ) ) (script dormant e10_dia_truth_grippedbyfear (begin (if dialogue (print "truth: whosoever is gripped by fear, take heed: i am the prophet of truth, and i am not afraid!")) (sleep (ai_play_line_on_object none 0210)) (sleep dialogue_pause) ) ) (script dormant e10_dia_truth_noblemercy (begin (if dialogue (print "truth: noble mercy is here, at my side - his wise counsel ever in my ears!")) (sleep (ai_play_line_on_object none 0270)) (sleep dialogue_pause) ) ) (script dormant e10_dia_civilwar_a (begin (if dialogue (print "cortana: brute and elite ships are engaging one-another all around high charity!")) (sleep (ai_play_line_on_object none 2880)) (sleep dialogue_pause) ) ) (script dormant e10_dia_civilwar_b (begin (if dialogue (print "cortana: the jackals and drones have declared themselves the servants of the brutes. the hunters have sworn allegiance to the elites.")) (sleep (ai_play_line_on_object none 2890)) (sleep dialogue_pause) ) ) (script dormant e10_dia_civilwar_c (begin (if dialogue (print "cortana: the grunts seem to be neutral, or at least afraid to announce which side they support. except for truth the prophets aren't saying a word.")) (sleep (ai_play_line_on_object none 2900)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_a (begin (if dialogue (print "cortana: stopping truth - that's all that matters!")) (sleep (ai_play_line_on_object none 2980)) (sleep dialogue_pause) ) ) (script dormant e12_dia_truth_becomegods (begin (if dialogue (print "truth: now is the time of our unworlding - the moment we shall all become as gods!")) (sleep (ai_play_line_on_object none 0330)) (sleep dialogue_pause) ) ) (script dormant e12_dia_truth_final (begin (if dialogue (print "truth: if you would falter, know this: one final effort is all that remains!")) (sleep (ai_play_line_on_object none 0260)) (sleep dialogue_pause) ) ) (script dormant e12_dia_go_conduit_a (begin (if dialogue (print "cortana: get to the conduit. i'll keep it attached to the ship as long as i can.")) (sleep (ai_play_line_on_object none 2940)) (sleep dialogue_pause) ) ) (script dormant e12_dia_go_conduit_b (begin (if dialogue (print "cortana: i've lost control of the conduit! it's breaking away from the ship!")) (sleep (ai_play_line_on_object none 2950)) (sleep dialogue_pause) ) ) (script dormant e12_dia_end_b (begin (if dialogue (print "cortana: you know the plan. you've got to stop truth. i've got to handle the index. go!")) (sleep (ai_play_line_on_object none 3030)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_flood (begin (if dialogue (print "cortana: forget about the flood! you've got to get aboard!")) (sleep (ai_play_line_on_object none 2960)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_brutes (begin (if dialogue (print "cortana: ignore the brutes! get into the conduit!")) (sleep (ai_play_line_on_object none 2970)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_d (begin (if dialogue (print "cortana: i can't go with you!")) (sleep (ai_play_line_on_object none 3010)) (sleep dialogue_pause) ) ) (script dormant e12_dia_end_a (begin (if dialogue (print "cortana: i have to stay here, chief!")) (sleep (ai_play_line_on_object none 3020)) (sleep dialogue_pause) ) ) (script dormant e12_dia_end_c (begin (if dialogue (print "cortana: we're out of time, chief! into the conduit!")) (sleep (ai_play_line_on_object none 3040)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_c (begin (if dialogue (print "cortana: chief! leave me!")) (sleep (ai_play_line_on_object none 3000)) (sleep dialogue_pause) ) ) (script dormant e12_dia_tickle_b (begin (if dialogue (print "cortana: jump in chief, now!")) (sleep (ai_play_line_on_object none 2990)) (sleep dialogue_pause) ) ) (script dormant e12_pelican_flyby (begin (ai_place e12_cs_pelican1) (ai_place e12_cs_banshee1) ) ) (script command e12_cs_pelican1 (begin (cs_vehicle_speed 0.8) (cs_fly_by pelican3/p0) (cs_fly_by pelican3/p1) (cs_fly_by pelican3/p2) (cs_fly_to pelican3/p3) (cs_fly_by pelican3/p4) (cs_fly_by pelican3/p5) (ai_erase e12_cs_pelican1) (ai_erase e12_cs_banshee1) ) ) (script dormant e12_tickle (begin (sleep_until (volume_test_objects tv_e12_tickle (players)) 15) (print "placing cortana...") (ai_place cortana) (wake music_07b_03_stop) (sleep_until (= g_dialogue_counter 8)) (sleep 90) (if dialogue (print "cortana: i knew the covenant was good at re-purposing forerunner technology, but this is amazing. they've been using the forerunner ship's engines as an energy-source for the city!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2920)) (sleep (ai_play_line_at_player cortana 2920))) (sleep (* dialogue_pause 2)) (if dialogue (print "cortana: the ship isn't so much launching as it is disengaging - uncoupling itself from high charity's power grid!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2930)) (sleep (ai_play_line_at_player cortana 2930))) (sleep_until g_e12_started) (if dialogue (print "cortana: stopping truth - that's all that matters!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2980)) (sleep (ai_play_line_at_player cortana 2980))) (sleep (* dialogue_pause 6)) (if dialogue (print "truth: now is the time of our unworlding - the moment we shall all become as gods!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker6 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker7 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker8 1 1) (sleep (ai_play_line_on_object e12_speaker0 0330)) (sleep dialogue_pause) (sleep_until g_e12_final_battle_started) (if dialogue (print "cortana: you know the plan. you've got to stop truth. i've got to handle the index. go!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3030)) (sleep (ai_play_line_at_player cortana 3030))) (sleep dialogue_pause) (sleep_until g_e12_final_battle_mid) (if dialogue (print "truth: if you would falter, know this: one final effort is all that remains!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0260_pot e12_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker6 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker7 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0330_pot e12_speaker8 1 1) (sleep (ai_play_line_on_object e12_speaker0 0260)) (sleep dialogue_pause) (if dialogue (print "cortana: forget about the flood! you've got to get aboard!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2960)) (sleep (ai_play_line_at_player cortana 2960))) (sleep dialogue_pause) (sleep_until (volume_test_objects tv_e12_final_dialogue (players))) (if (random_range 0 2) (begin (if dialogue (print "cortana: i can't go with you!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3010)) (sleep (ai_play_line_at_player cortana 3010))) (sleep dialogue_pause_long) ) (begin (if dialogue (print "cortana: i have to stay here, chief!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3020)) (sleep (ai_play_line_at_player cortana 3020))) (sleep dialogue_pause_long) )) (sleep 90) (sleep_until (volume_test_objects tv_e12_final_dialogue (players))) (if (random_range 0 2) (begin (if dialogue (print "cortana: we're out of time, chief! into the conduit!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3040)) (sleep (ai_play_line_at_player cortana 3040))) (sleep dialogue_pause_long) ) (begin (if dialogue (print "cortana: chief! leave me!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 3000)) (sleep (ai_play_line_at_player cortana 3000))) (sleep dialogue_pause_long) )) (sleep 20) (sleep_until (volume_test_objects tv_e12_final_dialogue (players))) (if dialogue (print "cortana: jump in chief, now!")) (if (> (objects_distance_to_object (players) (ai_get_object cortana)) 7) (sleep (ai_play_line_on_object none 2990)) (sleep (ai_play_line_at_player cortana 2990))) ) ) (script static e12_safe_to_spawn_flood (begin (sleep_until (<= (ai_nonswarm_count e12_flood_rush) 4) 15) ) ) (script dormant e12_final_battle (begin (print "final battle started!!!!!!") (set g_e12_final_battle_started True) (if g_e12_side (begin (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_right) (sleep 1) ) ) (set g_e12_talk 2) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_right) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_right) (sleep 1) ) ) (wake e12_pelican_flyby) (print "final battle midpoint...") (set g_e12_final_battle_mid True) (e12_safe_to_spawn_flood) (begin_random (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler1 1) (ai_place e12_fld_inf4/guy1) (ai_place e12_fld_inf4/guy2) (ai_place e12_fld_inf4/guya) ) (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler2 1) (ai_place e12_fld_inf4/guy3) (ai_place e12_fld_inf4/guy4) (ai_place e12_fld_inf4/guyz) ) ) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_right) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_right) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) ) ) (ai_set_orders e12_flood_rush e12_get_the_player) (sleep_until (not (volume_test_objects_all tv_e12_conduit_check (ai_actors all_enemies)))) (set g_e12_talk 3) (set g_e12_go True) ) (begin (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_left) (sleep 1) ) ) (set g_e12_talk 2) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_left) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) (sleep 1) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_left) (sleep 1) ) ) (wake e12_pelican_flyby) (print "final battle midpoint...") (set g_e12_final_battle_mid True) (e12_safe_to_spawn_flood) (begin_random (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler1 1) (ai_place e12_fld_inf4/guy1) (ai_place e12_fld_inf4/guy2) ) (begin (sound_impulse_start sound\characters\flood\flood_howls e12_howler2 1) (ai_place e12_fld_inf4/guy3) (ai_place e12_fld_inf4/guy4) ) ) (begin_random (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf1_left) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_left) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf3_left) ) (begin (e12_safe_to_spawn_flood) (ai_place e12_fld_inf2_right) ) ) (ai_set_orders e12_flood_rush e12_get_the_player) (sleep_until (not (volume_test_objects_all tv_e12_conduit_check (ai_actors all_enemies)))) (set g_e12_talk 3) (set g_e12_go True) )) (print "final battle ended...") (set g_e12_final_battle_ended True) ) ) (script dormant e12_start (begin (sleep_until (volume_test_objects tv_e12_trigger1 (players)) 5) (wake chapter_feeling) (data_mine_set_mission_segment "last_room") (game_save_cancel) (sleep 1) (game_save_no_timeout) (set g_e12_talk 1) (set g_e12_started True) (ai_disposable e10_pro_inf1 True) (ai_disposable e10_pro_inf1_a True) (ai_disposable e10_cov_inf1 True) (ai_disposable e10_fld_inf1 True) (if (random_range 0 2) (begin (object_create_containing "e12_left") (ai_place e12_pro_inf2_left) (ai_place e12_pro_inf3_end) (ai_place e12_pro_inf4_left 1) (wake e12_final_battle) ) (begin (object_create_containing "e12_right") (ai_place e12_pro_inf2_right) (ai_place e12_pro_inf3_end) (ai_place e12_pro_inf4_right 1) (set g_e12_side True) (wake e12_final_battle) )) (sleep 120) ) ) (script dormant e12_main (begin (sleep_until (volume_test_objects tv_e10_trigger5 (players)) 15) (sleep_until (volume_test_objects tv_e10_trigger6 (players)) 15) (wake e12_start) (ai_disposable e10_fld_swarm1 True) (ai_disposable e10_cov_inf1 True) (ai_disposable e10_pro_inf1_a True) (ai_disposable e10_pro_inf1 True) ) ) (script dormant e10_sanctum2 (begin (sleep_until (volume_test_objects tv_e10_trigger6 (players)) 15) (wake music_07b_06_stop) (wake e12_tickle) (game_save_no_timeout) (data_mine_set_mission_segment "council_chamber") (sleep_until (= g_dialogue_counter 7)) (sleep_until (volume_test_objects tv_e10_screen (players)) 10) (if dialogue (print "cortana: brute and elite ships are engaging one-another all around high charity!")) (if (volume_test_objects tv_e10_screen (players)) (begin (sleep (ai_play_line_on_object none 2880)) (sleep dialogue_pause) )) (sleep_until (volume_test_objects tv_e10_screen (players)) 10) (if dialogue (print "cortana: the jackals and drones have declared themselves the servants of the brutes. the hunters have sworn allegiance to the elites.")) (if (volume_test_objects tv_e10_screen (players)) (begin (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2890_cor)) (sleep (* dialogue_pause 2)) )) (sleep_until (volume_test_objects tv_e10_screen (players)) 10) (if dialogue (print "cortana: the grunts seem to be neutral, or at least afraid to announce which side they support. except for truth the prophets aren't saying a word.")) (if (volume_test_objects tv_e10_screen (players)) (begin (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2900_cor)) (set g_e10_talk 9) )) (set g_dialogue_counter 8) ) ) (script dormant e10_tickle (begin (sleep_until (or (volume_test_objects tv_e10_trigger9 (players)) (= g_e10_talk 9))) (sleep_forever e10_sanctum2) (wake music_07b_06_stop) (if (not (= g_e10_talk 9)) (sleep 150)) (if dialogue (print "cortana: i'm running out of options, chief. i can't stall the launch sequence much longer. the next lift will take you up to the conduit. hurry!")) (sleep (ai_play_line_on_object none 2910)) (sleep dialogue_pause) (wake objective_exit_set) (set g_dialogue_counter 8) (if (= g_e10_talk 9) (begin (device_set_position e10_tube_door 1) (device_closes_automatically_set e10_tube_door False) )) ) ) (script dormant e10_end_open (begin (sleep_until (and (= g_e10_move_on True) (volume_test_objects tv_e10_trigger5 (players)))) (game_save) (wake e10_sanctum2) (wake e10_tickle) (device_operates_automatically_set e10_sanctum_door True) ) ) (script command e10_superflood (begin (if (difficulty_legendary) (ai_set_active_camo ai_current_actor False)) ) ) (script dormant e10_storm (begin (ai_place e10_pro_inf1) (ai_place e10_pro_inf1_a) (begin (if (random_range 0 2) (ai_place e10_cov_inf1 2) (ai_place e10_cov_inf1 3)) ) (sleep_until (<= (ai_strength e10_pro_inner_sanctum) 0.8) 15 600) (begin_random (begin (if (<= (ai_living_count e10_flood_storm) 1) (begin (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 1) (begin (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 1) (begin (ai_place e10_fld_inf1/guy3) (ai_place e10_fld_inf1/guy6) (sleep 1) )) ) ) (sleep_until (<= (ai_strength e10_pro_inner_sanctum) 0.5) 15 600) (set g_e10_talk 1) (begin_random (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 2) (begin (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (ai_place e10_fld_inf1/guy4) (sleep 1) )) ) ) (sleep_until (<= (ai_strength e10_pro_inner_sanctum) 0.3) 15 600) (begin_random (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler1 1) (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler3 1) (ai_place e10_fld_inf1/guy7) (ai_place e10_fld_inf1/guy8) (ai_place e10_fld_inf1/guy9) (if (difficulty_legendary) (ai_set_orders e10_fld_inf1 e10_fld_storm_z)) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler2 1) (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler4 1) (ai_place e10_fld_inf1/guy10) (ai_place e10_fld_inf1/guy11) (ai_place e10_fld_inf1/guy12) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler1 1) (ai_place e10_fld_inf1/guy1) (ai_place e10_fld_inf1/guy2) (ai_place e10_fld_inf1/guy3) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler4 1) (ai_place e10_fld_inf1/guy10) (ai_place e10_fld_inf1/guy11) (ai_place e10_fld_inf1/guy12) (sleep 1) )) ) (begin (if (<= (ai_living_count e10_flood_storm) 3) (begin (sound_impulse_start sound\characters\flood\flood_howls e10_howler2 1) (ai_place e10_fld_inf1/guy4) (ai_place e10_fld_inf1/guy5) (ai_place e10_fld_inf1/guy6) (sleep (random_range 90 150)) (sound_impulse_start sound\characters\flood\flood_howls e10_howler3 1) (ai_place e10_fld_inf1/guy7) (ai_place e10_fld_inf1/guy8) (ai_place e10_fld_inf1/guy9) (sleep 1) )) ) ) (set g_e10_move_on True) (game_save) (sleep 150) ) ) (script dormant e10_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e10_sanctum_lift_recall (begin (sleep_until (<= (device_get_position sanctum_lift) 1) 10) (sleep_until (begin (if (volume_test_objects tv_sanctum_lift (players)) (device_set_position sanctum_lift 1)) False) 31) ) ) (script dormant e10_sanctum_lift_crusher (begin (sleep_until (begin (if (>= (device_get_position sanctum_lift) 0.955) (kill_volume_enable kill_sanctum_crusher) (kill_volume_disable kill_sanctum_crusher)) False) 3) ) ) (script dormant e10_battle (begin (sleep_until (volume_test_objects tv_e10_trigger2 (players)) 15) (wake e10_infinite_save) (data_mine_set_mission_segment "inner_sanctum") (wake e10_storm) (sleep 90) (wake chapter_sanctified) (wake objective_riptide_clear) (ai_disposable e8_pro_inf1 True) (ai_disposable e8_fld_inf1 True) (sleep_until (<= (device_get_position sanctum_lift) 1) 10) (sleep_until (volume_test_objects tv_e10_trigger1 (players)) 15) (device_set_position sanctum_lift 0) ) ) (script dormant e10_talking_points (begin (sleep_until (and (= g_e10_talk 1) (= g_dialogue_counter 6))) (if dialogue (print "truth: this crisis will not be the end of us! it is but one, last hurdle before the journey and salvation!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0170_pot e10_speaker5 1 1) (sleep (ai_play_line_on_object e10_speaker0 0170)) (sleep dialogue_pause) (set g_dialogue_counter 7) ) ) (script dormant e10_start (begin (wake e10_battle) (wake e10_end_open) (wake e10_talking_points) (sleep_until (volume_test_objects_all tv_e10_trigger1 (players)) 15) (sleep (random_range 150 240)) (sleep (random_range 90 150)) ) ) (script dormant e10_music_aux (begin (sleep_until (>= (device_get_position sanctum_lift) 1) 10) (sleep_until (< (device_get_position sanctum_lift) 1) 10) (wake music_07b_06_start) (sleep 2) (game_save) ) ) (script dormant e10_load (begin (device_set_position_immediate sanctum_lift 1) (wake e10_sanctum_lift_recall) (wake e10_sanctum_lift_crusher) (wake e10_music_aux) (objects_attach sanctum_lift switch sanctum_lift_control ) (sleep_until (volume_test_objects tv_e9_end (players)) 15) (game_save_cancel) (sleep 6) (game_save) (wake e10_start) ) ) (script dormant e10_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 11) ) ) (script dormant e10_main (begin (sleep_until (volume_test_objects tv_e9_trigger1 (players)) 15) (wake e10_load) (wake e10_key) (wake e12_main) (ai_disposable e9_fld_inf1 True) ) ) (script dormant e9_start (begin (sleep_until (volume_test_objects tv_e9_trigger1 (players)) 15) (data_mine_set_mission_segment "hallway_attack") (if (game_safe_to_save) (game_save)) (sleep 5) (if (game_safe_to_save) (begin (if (volume_test_objects_all tv_e9_trigger1 (players)) (begin_random (begin (if (<= (ai_living_count e9_fld_inf1) 0) (begin (sleep_until (volume_test_objects tv_e9_surprise (players))) (ai_place e9_fld_inf1/guy1) (sound_impulse_start sound\characters\flood\flood_howls e9_howler1 1) )) ) (begin (if (<= (ai_living_count e9_fld_inf1) 0) (ai_place e9_fld_inf1/guy2)) ) (begin (if (<= (ai_living_count e9_fld_inf1) 0) (ai_place e9_fld_inf1/guy3)) ) )) )) ) ) (script dormant e9_main (begin (sleep_until (volume_test_objects tv_e7_trigger2 (players)) 15) (game_save) (sleep_until (volume_test_objects tv_e8_end (players)) 15) (wake e9_start) (wake e10_main) (ai_disposable e8_fld_inf1 True) (ai_disposable e8_fld_swarm1 True) (ai_disposable e8_pro_inf1 True) ) ) (script dormant e8_end_open (begin (sleep_until (volume_test_objects tv_e8_end (players)) 15) (sleep_until (= g_dialogue_counter 5) 15) (wake music_07b_05_stop) (sleep 120) (if dialogue (print "cortana: apparently these are the prophet hierarch's private quarters - their inner sanctum.")) (sleep (ai_play_line_on_object none 2770)) (set g_dialogue_counter 6) (game_save) ) ) (script dormant e8_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e8_sneaky_spawner_dialogue (begin (sleep_until (= g_dialogue_counter 4)) (if dialogue (print "truth: whosoever is gripped by fear, take heed: i am the prophet of truth, and i am not afraid!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0210_pot e8_speaker5 1 1) (sleep (ai_play_line_on_object e8_speaker0 0210)) (sleep 20) (if dialogue (print "truth: noble mercy is here, at my side - his wise counsel ever in my ears!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0270_pot e8_speaker5 1 1) (sleep (ai_play_line_on_object e8_speaker0 0270)) (sleep dialogue_pause) (if dialogue (print "gravemind: we exist together now. two corpses in one grave.")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5000_grv e8_speaker_gm5 1 1) (sleep (ai_play_line_on_object e8_speaker_gm0 5000)) (game_save_no_timeout) (set g_dialogue_counter 5) ) ) (script dormant e8_sneaky_spawner (begin (sleep_until (volume_test_objects tv_e8_trigger2_a (players))) (if (or (difficulty_normal) (difficulty_heroic)) (ai_place e8_pro_inf1 2) (ai_place e8_pro_inf1 3)) (game_save_no_timeout) (wake e8_sneaky_spawner_dialogue) (if (volume_test_objects tv_e8_cave_check (players)) (begin (if (or (difficulty_normal) (difficulty_heroic)) (ai_place e8_pro_inf1 2) (ai_place e8_pro_inf1 3)) )) (if (or (difficulty_normal) (difficulty_heroic)) (begin (begin_random (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy10) (sleep (random_range 30 180)) )) ) (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 180)) )) ) (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 180)) )) ) (begin (if (and (<= (ai_living_count e8_fld_inf1) 3) (volume_test_objects tv_e8_cave_check (players))) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 180)) )) ) ) (sleep_until (<= (ai_strength e8_fld_inf1) 0.3) 15 1800) (begin_random (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy10) (sleep (random_range 30 180)) )) ) (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 180)) )) ) (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 180)) )) ) (begin (if (<= (ai_living_count e8_fld_inf1) 3) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 180)) )) ) ) ) (begin (begin_random (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy10) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy12) (sleep (random_range 30 90)) )) ) ) (sleep_until (<= (ai_strength e8_fld_inf1) 0.3) 15 450) (begin_random (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy11) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy9) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy8) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy7) (sleep (random_range 30 90)) )) ) ) (sleep_until (<= (ai_strength e8_fld_inf1) 0.5) 15 450) (begin_random (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy9) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (if (random_range 0 2) (sound_impulse_start sound\characters\flood\flood_howls e8_howler1 1) (sound_impulse_start sound\characters\flood\flood_howls e8_howler3 1)) (ai_place e8_fld_inf1/guy10) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy11) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) (begin (if (volume_test_objects tv_e8_cave_check (players)) (begin (ai_place e8_fld_inf1/guy12) (ai_set_orders e8_fld_inf1 e8_fld_inf1_z) (sleep (random_range 30 90)) )) ) ) )) ) ) (script dormant e8_load (begin (sleep_until (volume_test_objects tv_e7_trigger2 (players)) 15) (data_mine_set_mission_segment "space_cave2") (ai_place e8_fld_swarm1) (ai_place e8_fld_inf1/guy5) (begin_random (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy1)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy2)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy3)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy4)) ) (begin (if (<= (ai_living_count e8_fld_inf1) 2) (ai_place e8_fld_inf1/guy6)) ) ) (ai_disposable e6_fld_inf1 True) (ai_disposable e6_fld_inf1_a True) (ai_disposable e6_fld_inf2_a True) (ai_disposable e6_fld_inf2_b True) (ai_disposable e6_fld_inf2_c True) (ai_disposable e6_fld_inf2_d True) (ai_disposable e6_fld_inf2_z True) (ai_disposable e6_fld_inf3 True) (ai_disposable e6_fld_inf4 True) (ai_disposable e6_pro_inf2_a True) (ai_disposable e6_pro_inf2 True) (ai_disposable e6_pro_inf3 True) (ai_disposable e6_pro_inf3_a True) (wake e8_sneaky_spawner) (wake e8_end_open) (sleep_until (= g_dialogue_counter 3)) (if dialogue (print "cortana: the security systems in this part of the tower are particularly robust.")) (sleep (ai_play_line_on_object none 2760)) (set g_dialogue_counter 4) (wake music_07b_05_start) ) ) (script dormant e8_main (begin (sleep_until (volume_test_objects tv_e7_trigger1 (players)) 15) (wake e8_load) (wake e9_main) ) ) (script dormant e7_start (begin (sleep_until (volume_test_objects tv_e7_trigger1 (players)) 15) (data_mine_set_mission_segment "boobag_garden") (game_save_cancel) (sleep 6) (game_save) (wake music_07b_04_stop) (sleep_until (= g_dialogue_counter 9)) (sleep 150) (if dialogue (print "cortana: the amount of flood bio-mass is increasing exponentially. there are reports of infestations in every district!")) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2860_cor)) (sleep dialogue_pause) (if dialogue (print "cortana: if the speed of the flood's spread in this tower is any indication, it won't take long for it to overrun the entire city!")) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_2870_cor)) (sleep dialogue_pause) (set g_dialogue_counter 3) ) ) (script dormant e7_main (begin (sleep_until (volume_test_objects tv_e6_trigger1 (players)) 15) (wake e7_start) (game_save_no_timeout) (wake e8_main) (ai_disposable e6_fld_inf1 True) (ai_disposable e6_fld_inf1_a True) (ai_disposable e6_fld_inf2_z True) (ai_disposable e6_fld_inf2_d True) (ai_disposable e6_fld_inf2_c True) (ai_disposable e6_fld_inf2_b True) (ai_disposable e6_fld_inf2_a True) (ai_disposable e6_pro_inf2_a True) (ai_disposable e6_pro_inf2 True) (ai_disposable e6_fld_inf4 True) (ai_disposable e6_fld_inf3 True) (ai_disposable e6_fld_inf5 True) (ai_disposable e6_pro_inf3_a True) (ai_disposable e6_pro_inf3 True) ) ) (script dormant e6_talking (begin (sleep_until (volume_test_objects tv_e6_talkbox (players)) 15) (set g_dialogue_counter 9) (if dialogue (print "truth: the parasite did not defeat the forerunners, and it shall not defeat us!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0190_pot e6_speaker5 1 1) (sleep (ai_play_line_on_object e6_speaker0 0190)) (sleep 20) (if dialogue (print "gravemind: arrogant creature! your deaths will be instantaneous, while we shall suffer the progress of infinitude!")) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker1 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker2 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker3 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker4 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker5 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_5010_grv e6_speaker_gm1 1 1) (sleep (ai_play_line_on_object e6_speaker_gm0 5010)) (wake music_07b_04_start) ) ) (script dormant e6_go_go_go (begin (sleep_until (volume_test_objects tv_e6_cave_check (players))) (ai_migrate e6_flood_group_1 e6_flood_group_3) (sleep 10) (ai_migrate e6_flood_group_2 e6_flood_group_3) (sleep 10) (ai_migrate e6_flood_storm e6_flood_group_3) (sleep 10) (ai_set_orders e6_flood_group_3 e6_fld_go_go_go) (set g_e6_move_on True) ) ) (script dormant e6_final (begin (sleep_until (volume_test_objects tv_e6_final_start (players))) (data_mine_set_mission_segment "space_cave1") (wake e6_talking) (wake e6_go_go_go) (ai_place e6_pro_inf3 2) (ai_place e6_pro_inf3_a 3) (sleep_until (<= (ai_strength e6_pro_cave1) 0.2) 15 600) (if (volume_test_objects tv_e6_cave_check (players)) (ai_place e6_fld_inf5)) ) ) (script dormant e6_ambush (begin (sleep_until (volume_test_objects tv_e6_ambusher (players))) (game_save) (sleep 15) (ai_place e6_fld_inf3) (begin_random (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec1 1) (ai_place e6_fld_inf4/guy1) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy2) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec2 1) (ai_place e6_fld_inf4/guy4) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy5) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec3 1) (ai_place e6_fld_inf4/guy6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy7) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec4 1) (ai_place e6_fld_inf4/guy8) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf4/guy9) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec4 1) (ai_place e6_fld_inf2_z/guy1) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf2_z/guy2) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) (begin (if (and (<= (ai_living_count e6_flood_storm) 5) (volume_test_objects tv_e6_ambusher (players))) (begin (sound_impulse_start sound\characters\flood\flood_howls e6_howler_spec4 1) (ai_place e6_fld_inf2_z/guy3) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) (sleep (random_range 90 150)) (ai_place e6_fld_inf2_z/guy4) (sleep 6) (ai_migrate e6_fld_inf2_z e6_fld_inf4) (sleep 6) (if g_e6_move_on (ai_set_orders e6_fld_inf4 e6_fld_go_go_go)) )) ) ) ) ) (script command e6_cs_attack_the_prophetscd (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_force_combat_status 3) (cs_go_by e6_attack/p0 e6_attack/p1) (cs_go_by e6_attack/p2 e6_attack/p3) ) ) (script command e6_cs_attack_the_prophetsab (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_force_combat_status 3) (cs_go_by e6_attack/p4 e6_attack/p5) (cs_go_by e6_attack/p2 e6_attack/p3) ) ) (script dormant e6_flood_attack_2 (begin (sleep_until (volume_test_objects tv_e6_trigger3 (players))) (game_save_no_timeout) (data_mine_set_mission_segment "riptide_ambush") (wake e6_ambush) (wake e6_final) (ai_place e6_pro_inf2 2) (ai_place e6_pro_inf2_a 2) (ai_disposable e5_pro_inf1 True) (ai_disposable e5_pro_bug2_c True) (ai_disposable e5_fld_inf1 True) (ai_disposable e5_fld_inf2 True) (ai_disposable e5_fld_inf2_z True) (begin_random (begin (if (<= (ai_living_count e6_flood_group_2) 0) (begin (sleep 10) (ai_place e6_fld_inf2_a) (ai_place e6_fld_inf2_b) (sound_impulse_start sound\characters\flood\flood_howls e6_howler1 1) )) ) (begin (if (<= (ai_living_count e6_flood_group_2) 0) (begin (sleep 10) (ai_place e6_fld_inf2_c) (ai_place e6_fld_inf2_d) (sound_impulse_start sound\characters\flood\flood_howls e6_howler2 1) )) ) ) (sleep_until (<= (ai_nonswarm_count e6_flood_group_2) 1) 10 300) (ai_place e6_fld_inf2_z 1) (sleep_until (<= (ai_nonswarm_count e6_flood_group_2) 0) 10 450) (if (volume_test_objects tv_e6_infinite2 (players)) (ai_place e6_fld_inf2_z 1)) (sleep_until (<= (ai_nonswarm_count e6_flood_group_2) 0) 10 450) (if (volume_test_objects tv_e6_infinite2 (players)) (ai_place e6_fld_inf2_z 1)) ) ) (script dormant e6_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e6_flood_attack_1 (begin (sleep_until (<= (ai_living_count e6_fld_inf1) 0) 15 300) (game_save) (wake e7_dia_filtration_systems) (begin_random (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (ai_place e6_fld_inf1_a/guy1) )) ) (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (sleep 10) (ai_place e6_fld_inf1_a/guy2) )) ) (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (sleep 10) (ai_place e6_fld_inf1_a/guy3) )) ) (begin (if (and (<= (ai_living_count e6_flood_group_1) 0) (volume_test_objects tv_e6_infinite1 (players))) (begin (sleep 10) (ai_place e6_fld_inf1_a/guy4) )) ) ) (game_save) ) ) (script dormant e6_start (begin (sleep_until (volume_test_objects tv_e6_trigger1 (players)) 15) (wake chapter_please) (wake objective_riptide_set) (game_save_cancel) (data_mine_set_mission_segment "riptide_start") (game_save) (ai_place e6_fld_inf1 2) (sleep 30) (wake music_07b_03_start) (wake e6_flood_attack_1) (wake e6_flood_attack_2) ) ) (script dormant e6_main (begin (sleep_until (volume_test_objects tv_e5_trigger1 (players)) 15) (wake e6_start) (game_save) (wake e7_main) (ai_disposable e5_pro_inf1 True) (ai_disposable e5_fld_inf1 True) (ai_disposable e5_pro_bug1 True) (ai_disposable e5_pro_bug2_c True) (ai_disposable e5_fld_inf2 True) (ai_disposable e5_fld_inf2_z True) ) ) (script dormant e5_platform_c (begin (sleep_until (volume_test_objects tv_e5_platform_c1 (players)) 15) (device_set_position maus_platform_d 0) (sleep_until (<= (device_get_position maus_platform_d) 0) 10) (device_set_position_immediate gravity_bridge_c1 1) (device_set_power gravity_bridge_c1 1) (sleep 1) (sleep_until (volume_test_objects tv_e5_platform_c1 (players)) 15) (device_set_position gravity_bridge_c1 0) (sleep_until (<= (device_get_position gravity_bridge_c1) 0) 10) (device_set_power gravity_bridge_c1 0) (device_set_position_immediate gravity_bridge_c1 1) ) ) (script dormant e5_platform_b (begin (sleep_until (begin (sleep_until (volume_test_objects tv_e5_platform_b1 (players)) 15) (device_set_position maus_platform_d 0) (sleep_until (<= (device_get_position maus_platform_d) 0) 10) (device_set_power gravity_bridge_b1 1) (sleep 30) (sleep_until (volume_test_objects tv_e5_platform_b1 (players)) 15) (device_set_position gravity_bridge_b1 1) (sleep_until (>= (device_get_position gravity_bridge_b1) 1) 15) (device_set_power gravity_bridge_b1 0) (device_set_position_immediate gravity_bridge_b1 0) (= (structure_bsp_index) 2) )) ) ) (script dormant e5_platform_a2 (begin (sleep_until (volume_test_objects tv_e5_platform_a2 (players)) 15) (device_set_position maus_platform_c 0) (device_set_position_immediate gravity_bridge_a2 1) (sleep_until (<= (device_get_position maus_platform_c) 0) 15) (device_set_power gravity_bridge_a2 1) (sleep 1) (sleep_until (volume_test_objects tv_e5_platform_a2 (players)) 15) (device_set_position gravity_bridge_a2 0) (sleep_until (<= (device_get_position gravity_bridge_a2) 0) 15) (device_set_power gravity_bridge_a2 0) (device_set_position_immediate gravity_bridge_a2 1) (wake e5_platform_c) ) ) (script dormant e5_platform_a1 (begin (sleep_until (begin (sleep_until (volume_test_objects tv_e5_platform_a1 (players)) 15) (device_set_power gravity_bridge_a1 1) (sleep 30) (sleep_until (volume_test_objects tv_e5_platform_a1 (players)) 15) (device_set_position gravity_bridge_a1 1) (sleep_until (>= (device_get_position gravity_bridge_a1) 1) 15) (device_set_power gravity_bridge_a1 0) (device_set_position_immediate gravity_bridge_a1 0) (= (structure_bsp_index) 2) )) ) ) (script dormant e5_platform_begin (begin (game_save) (device_set_power gravity_bridge_a1 0) (device_set_power gravity_bridge_a2 0) (device_set_power gravity_bridge_b1 0) (device_set_power gravity_bridge_c1 0) (device_set_position_immediate gravity_bridge_a1 0) (device_set_position_immediate gravity_bridge_a2 1) (device_set_position_immediate gravity_bridge_b1 0) (device_set_position_immediate gravity_bridge_c1 1) (object_create lift_effect_b) (sleep 1) (device_set_position lift_effect_b 1) (objects_attach maus_platform_b lift_effect lift_effect_b lift_effect) (sleep_until (volume_test_objects tv_e5_platform_start (players)) 15) (device_set_position maus_platform_a 0) (object_create lift_effect_a) (sleep 1) (objects_attach maus_platform_a lift_effect lift_effect_a lift_effect) (sleep_until (<= (device_get_position maus_platform_a) 0) 10) (device_set_position lift_effect_a 1) (wake e5_platform_a1) (wake e5_platform_b) ) ) (script command e5_cs_leave (begin (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_force_combat_status 3) (cs_go_to e5_leave/p0) ) ) (script dormant e5_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e5_fld_inf2_main (begin (sleep_until (volume_test_objects tv_e5_trigger3 (players)) 15) (if (or (difficulty_normal) (difficulty_heroic)) (ai_place e5_fld_inf2 2) (ai_place e5_fld_inf2_z)) (sleep_until (and (<= (ai_living_count e5_fld_inf2) 0) (<= (ai_living_count e5_fld_inf2_z) 0))) (game_save) ) ) (script dormant e5_start_the_other_fight (begin (sleep_until (<= (device_get_position maus_platform_d) 0)) (wake e5_infinite_save) (wake e5_fld_inf2_main) (sleep_until (volume_test_objects tv_e5_trigger_chase (players))) (ai_place e5_pro_bug2_c (pin (- 5 (ai_living_count e5_buggers)) 0 3)) (ai_migrate e5_pro_bug1 e5_pro_bug2_c) (ai_set_orders e5_buggers e5_pro_bug2_c_attk) ) ) (script dormant e5_bugger_spawner (begin (sleep_until (<= (ai_living_count e5_pro_bug1) 2)) (ai_place e5_pro_bug2_c) ) ) (script dormant e5_start_the_fight (begin (sleep_until (volume_test_objects tv_e5_trigger2 (players)) 15) (ai_place e5_pro_bug1 6) (wake e5_bugger_spawner) (ai_place e5_fld_inf1 2) (sleep_until (<= (ai_living_count e5_fld_inf1) 0) 15 450) (sleep (random_range 30 300)) (if (and (not (volume_test_objects tv_e5_plat_b (players))) (not (volume_test_objects tv_e5_plat_c (players)))) (begin (ai_place e5_fld_inf1 3) (sleep_until (<= (ai_living_count e5_fld_inf1) 0)) (sleep (random_range 30 150)) )) (if (and (not (volume_test_objects tv_e5_plat_b (players))) (not (volume_test_objects tv_e5_plat_c (players)))) (begin (ai_place e5_fld_inf1 3) )) (sleep_until (<= (ai_living_count e5_fld_inf1) 0) 15 450) (ai_set_orders e5_pro_inf1 e5_pro_inf1_leave) (ai_set_orders e5_fld_inf1 e5_pro_inf1_leave) (sleep 150) (ai_set_orders e5_buggers e5_pro_bug1_attk_player) ) ) (script dormant e5_talking_points (begin (wake e1_dia_truth_holycity) (sleep 600) (if dialogue (print "cortana: i'll do what i can to slow the launch sequence, but there's something inside the ship... a presence... that's fighting back.")) (sleep (ai_play_line_on_object none 2740)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: for a covenant construct it's unusually formidable.")) (sleep (ai_play_line_on_object none 2750)) (sleep (* dialogue_pause 5)) (if (volume_test_objects tv_e5_trigger1 (players)) (wake e5_dia_get_to_conduit)) ) ) (script dormant e5_start (begin (sleep_until (volume_test_objects tv_e5_trigger1 (players)) 15) (device_set_position_immediate maus_platform_a 1) (device_set_position_immediate maus_platform_d 1) (data_mine_set_mission_segment "plasma_chandelier") (game_save) (wake e5_platform_begin) (wake e5_start_the_fight) (wake e5_start_the_other_fight) (wake e5_talking_points) (ai_place e5_pro_inf1) ) ) (script dormant e5_main (begin (sleep_until (volume_test_objects tv_e1_trigger2 (players)) 15) (sleep_until (volume_test_objects tv_e2_trigger1 (players)) 15) (wake e5_start) (wake e6_main) (ai_disposable e1_fld_inf1 True) (ai_disposable e1_pro_inf1 True) (ai_disposable e1_fld_gitem1 True) (ai_disposable e1_fld_gitem2 True) (ai_disposable e1_pro_inf2 True) (ai_disposable e1_fld_inf2 True) (ai_disposable e1_fld_inf5 True) (ai_disposable e1_pro_inf3 True) (ai_disposable e1_fld_inf3 True) ) ) (script dormant e2_cortana_intro (begin (sleep_until (volume_test_objects tv_e2_trigger1 (players)) 15) (game_save_cancel) (sleep 6) (game_save_no_timeout) (sleep 150) (if dialogue (print "cortana: i'll disable this lift once you reach the top. that'll slow them down... i hope!")) (sleep (ai_play_line_on_object none 2720)) (wake objective_enter_clear) (ai_disposable e1_fld_inf1 True) (ai_disposable e1_fld_inf2 True) (ai_disposable e1_fld_inf3 True) (ai_disposable e1_fld_inf4 True) (ai_disposable e1_fld_inf5 True) (ai_disposable e1_pro_inf1 True) (ai_disposable e1_pro_inf2 True) (ai_disposable e1_pro_inf3 True) ) ) (script command e1_cs_gitem1 (begin (ai_set_blind ai_current_actor True) (ai_set_deaf ai_current_actor True) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_by gitem1/p1 gitem1/p2) (ai_set_blind ai_current_actor False) (ai_set_deaf ai_current_actor False) ) ) (script command e1_cs_gitem2 (begin (ai_set_blind ai_current_actor True) (ai_set_deaf ai_current_actor True) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_go_by gitem2/p1 gitem2/p2) (ai_set_blind ai_current_actor False) (ai_set_deaf ai_current_actor False) ) ) (script command e1_cs_freakout (begin (cs_movement_mode ai_movement_flee) (sleep_until (begin (begin_random (cs_go_to e1_panic/p0) (cs_go_to e1_panic/p1) (cs_go_to e1_panic/p2) (cs_go_to e1_panic/p3) (cs_go_to e1_panic/p4) (cs_go_to e1_panic/p5) ) True) ) ) ) (script command e1_cs_teleport1 (begin (cs_teleport e1_drops/p1a e1_drops/p1b) ) ) (script command e1_cs_teleport2 (begin (cs_teleport e1_drops/p2a e1_drops/p2b) ) ) (script command e1_cs_pelican2 (begin (cs_fly_by pelican2/p0) (set g_e1_talk 3) (set g_e1_pelican2_entering True) (cs_fly_by pelican2/p1) (cs_fly_by pelican2/p2) (cs_fly_by pelican2/p3) (ai_erase e1_cs_pelican2) ) ) (script dormant e1_carrier_drop (begin (object_set_velocity (ai_get_object e1_fld_inf3/carrier0) -5 0 0) (object_set_velocity (ai_get_object e1_fld_inf3/carrier1) -4 0 0) (sleep 30) (unit_set_current_vitality (ai_get_unit e1_fld_inf3/carrier0) 0.1 0) (unit_set_current_vitality (ai_get_unit e1_fld_inf3/carrier1) 0.1 0) ) ) (script command e1_cs_pelican1 (begin (ai_place e1_fld_inf3/carrier0) (ai_place e1_fld_inf3/carrier1) (sleep 1) (objects_attach (ai_vehicle_get ai_current_actor) chief_rear (ai_get_object e1_fld_inf3/carrier0) ) (objects_attach (ai_vehicle_get ai_current_actor) pelican_e (ai_get_object e1_fld_inf3/carrier1) ) (cs_fly_by pelican1/p0) (set g_e1_talk 1) (set g_e1_pelican1_entering True) (cs_fly_by pelican1/p3) (objects_detach (ai_vehicle_get ai_current_actor) (ai_get_object e1_fld_inf3/carrier0)) (objects_detach (ai_vehicle_get ai_current_actor) (ai_get_object e1_fld_inf3/carrier1)) (sleep 1) (wake e1_carrier_drop) (set g_e1_talk 2) (set g_e1_pelican1_unloaded True) (cs_fly_by pelican1/p4) (cs_fly_by pelican1/p5) (ai_erase e1_cs_pelican1) ) ) (script dormant e1_infinite_save (begin (game_save_no_timeout) ) ) (script dormant e1_pro_inf3_place (begin (sleep_until (volume_test_objects tv_e1_trigger4 (players)) 15) (data_mine_set_mission_segment "turbolift_base") (wake e1_infinite_save) (ai_place e1_pro_inf3) (sleep_until (= g_dialogue_counter 1)) (set g_e1_talk 4) (set g_e1_pro_inf3_spawned True) (sleep 150) (set g_e1_talk 5) (sleep 150) (set g_e1_talk 6) (set g_dialogue_counter 2) (if (or (difficulty_normal) (difficulty_heroic)) (begin (sleep 450) (if (or (volume_test_objects_all tv_e1_trigger2 (players)) (volume_test_objects_all tv_e1_trigger4 (players))) (ai_place e1_fld_inf5 (pin (- 8 (ai_living_count e1_flood_master)) 0 5))) ) (begin (sleep 150) (if (or (volume_test_objects_all tv_e1_trigger2 (players)) (volume_test_objects_all tv_e1_trigger4 (players))) (ai_place e1_fld_inf5 (pin (- 8 (ai_living_count e1_flood_master)) 0 5))) (sleep 150) (if (or (volume_test_objects_all tv_e1_trigger2 (players)) (volume_test_objects_all tv_e1_trigger4 (players))) (ai_place e1_fld_inf5 (pin (- 8 (ai_living_count e1_flood_master)) 0 5))) )) ) ) (script command run_grunt_run (begin (cs_movement_mode ai_movement_flee) (cs_go_to_nearest gitem1) ) ) (script dormant e1_exterior_checkpoint (begin (sleep_until (or (volume_test_objects tv_e1_trigger4 (players)) (and (<= (ai_nonswarm_count e1_fld_inf1) 0) (<= (ai_nonswarm_count e1_fld_inf2) 0) (<= (ai_nonswarm_count e1_pro_inf1) 0) (<= (ai_nonswarm_count e1_pro_inf2) 0))) 15) (game_save_no_timeout) ) ) (script dormant e1_pro_inf2_place (begin (sleep_until (volume_test_objects tv_e1_trigger2 (players)) 15) (ai_place e1_pro_inf2 2) (ai_place e1_fld_inf2 1) (if (difficulty_legendary) (begin_random (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy2)) ) (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy3)) ) (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy4)) ) (begin (if (<= (ai_living_count e1_flood_master) 5) (ai_place e1_fld_inf1/guy5)) ) )) (wake e1_exterior_checkpoint) (wake e1_pro_inf3_place) ) ) (script dormant e1_gitem_2 (begin (sleep_until (volume_test_objects tv_e1_gitem2 (players)) 15) (set g_e1_git_check True) (begin_random (begin (ai_place e1_fld_gitem2/guy1) (sleep 90) ) (begin (ai_place e1_fld_gitem2/guy2) (sleep 90) ) ) ) ) (script dormant e1_gitem_1 (begin (sleep_until (volume_test_objects tv_e1_gitem1 (players)) 15) (if (not g_e1_git_check) (begin (begin_random (begin (ai_place e1_fld_gitem1/guy1) (sleep 90) ) (begin (ai_place e1_fld_gitem1/guy2) (sleep 90) ) ) )) (sleep_forever e1_gitem_2) ) ) (script dormant e1_talking_points (begin (sleep_until g_e1_pelican1_entering 15 450) (if dialogue (print "cortana: flood-controlled dropships are touching down all over the city!")) (sleep (ai_play_line_on_object none 2680)) (wake music_07b_01_start) (sleep 25) (if dialogue (print "cortana: that creature beneath the library; that gravemind, used us! we were just a diversion. in amber clad was always it's intended vector!")) (sleep (ai_play_line_on_object none 2690)) (game_save) (sleep_until (or g_e1_pelican2_entering (volume_test_objects tv_e1_trigger4 (players))) 15 450) (sleep 25) (if dialogue (print "cortana: there's a conduit connecting this tower to the ship. head back inside. i'll lead you to it.")) (sleep (ai_play_line_on_object none 2710)) (game_save) (wake objective_enter_set) (wake music_07b_01_stop) (wake music_07b_02_start) (set g_dialogue_counter 1) (sleep_until g_e1_pro_inf3_spawned 15) (sleep 150) (sleep_until (volume_test_objects tv_e1_trigger2 (players)) 15) (if dialogue (print "cortana: we don't have time for this chief. truth's phantom is nearning the forerunner ship!")) (sleep (ai_play_line_on_object none 2700)) (if (volume_test_objects_all tv_e1_ledge_check (players)) (wake music_07b_02_start)) ) ) (script dormant e1_flashlight_training (begin (sleep_until (volume_test_objects tv_e1_trigger5 (players)) 15) (sleep_until (game_safe_to_save)) (player_training_activate_flashlight) ) ) (script dormant e1_mercy (begin (object_create_anew ledge_99) (sleep 10) (scenery_animation_start_loop ledge_99 objects\characters\prophet\prophet mercy_dead) ) ) (script dormant e1_main (begin (game_save) (data_mine_set_mission_segment "phantom_ledge") (object_create_containing "ledge") (wake e1_pro_inf2_place) (wake e1_talking_points) (wake e1_gitem_1) (wake e1_gitem_2) (wake e1_flashlight_training) (wake e1_mercy) (wake e5_main) (wake e2_cortana_intro) (ai_place e1_pro_inf1) (sleep 6) (units_set_current_vitality (ai_actors e1_pro_inf1) 100 0) (ai_place e1_fld_inf1 4) (ai_place e1_cs_pelican1/pilot) (sleep 6) (cs_run_command_script e1_cs_pelican1/pilot e1_cs_pelican1) (sleep 180) (ai_place e1_cs_pelican2/pilot) (sleep 6) (cs_run_command_script e1_cs_pelican2/pilot e1_cs_pelican2) ) ) (script dormant mission_start (begin (switch_bsp 0) (cinematic_snap_to_white) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (object_destroy ledge_1) (object_destroy ledge_97) (object_destroy ledge_98) (object_destroy ledge_99) (print "c07_intra1") (c07_intra1) )) (cinematic_skip_stop) )) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake e1_main) (sleep 10) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_purposes) (sleep_until (volume_test_objects tv_e12_end (players)) 16) (object_cannot_take_damage (players)) (cinematic_fade_to_white) (ai_erase_all) (object_teleport (player0) player0_end) (object_teleport (player1) player1_end) (object_hide (player0) True) (object_hide (player1) True) (sleep 15) (wake objective_exit_clear) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (print "c07_outro") (c07_outro) )) (cinematic_skip_stop) )) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance covenant prophet) (game_can_use_flashlights True) (if (> (player_count) 0) (start)) ) ) (script command cinematic_fld_inf0_0 (begin (cs_movement_mode ai_movement_combat) (cs_enable_pathfinding_failsafe True) (sleep 1) (object_set_velocity (ai_get_object ai_current_actor) 4 0 1.5) (cs_go_to cinematic_fld_inf0/p0) (ai_erase ai_current_actor) ) ) (script command cinematic_fld_inf0_1 (begin (cs_movement_mode ai_movement_combat) (cs_enable_pathfinding_failsafe True) (sleep 1) (object_set_velocity (ai_get_object ai_current_actor) 4 0 1) (cs_go_to cinematic_fld_inf0/p1) (ai_erase ai_current_actor) ) ) (script command cinematic_fld_inf1_0 (begin (cs_movement_mode ai_movement_combat) (cs_enable_pathfinding_failsafe True) (cs_go_to cinematic_fld_inf0/p2) (ai_erase ai_current_actor) ) ) (script dormant 07_intra1_05_predict (begin (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_5 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 False) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\rifle\covenant_carbine\fp_covenant_carbine\fp_covenant_carbine 0) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_hallway_signs\holo_hallway_signs 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 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) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_structure_section scenarios\solo\07a_highcharity\high_5 19 False) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (sleep 1) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 6) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (sleep 8) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (sleep 25) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (sleep 10) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 4 True) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 4) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (sleep 1) (predict_model_section objects\gear\covenant\military\battery\battery 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 13 True) (sleep 6) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (sleep 7) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (sleep 51) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\gear\covenant\military\battery\battery 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\weapons\rifle\smg\smg 0) (sleep 26) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 103) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 46) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) ) ) (script dormant 07_intra1_06_predict (begin (sleep 5) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section objects\cinematics\texture_camera\texture_camera 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) (sleep 119) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 154) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\gear\covenant\military\battery\battery 0) (sleep 121) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 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 scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 160) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (sleep 10) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 3) (sleep 53) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) ) (script dormant 07_intra1_07_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 4) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (sleep 239) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (sleep 26) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 215) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\gear\covenant\military\battery\battery 0) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (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 scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 104) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 118) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\gear\covenant\military\battery\battery 0) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 45) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\weapons\rifle\smg\smg 1) ) ) (script dormant 07_intra1_08_predict (begin (sleep 4) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section objects\gear\covenant\military\battery\battery 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 3) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (sleep 8) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (sleep 50) (predict_structure_section scenarios\solo\07a_highcharity\high_5 13 True) (sleep 3) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 6) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (sleep 6) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 15) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (sleep 2) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\weapons\rifle\shotgun\shotgun 0) (predict_model_section objects\gear\covenant\military\battery\battery 1) (sleep 7) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 0) (sleep 1) (predict_model_section objects\vehicles\phantom\phantom 0) (predict_model_section objects\vehicles\phantom\phantom 1) (predict_model_section objects\vehicles\phantom\phantom 2) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (sleep 8) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (sleep 1) (predict_model_section objects\gear\covenant\military\battery\battery 1) (sleep 24) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 2) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 14) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 15) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 16) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 17) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 18) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 19) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 20) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 21) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 24) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 25) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 8) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 13) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 22) (sleep 31) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 31) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 32) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 33) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 34) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 36) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 37) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 38) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 41) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 42) (sleep 14) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 1) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 2) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 3) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 4) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 5) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 6) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 7) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 8) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 11) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 12) ) ) (script dormant 07_outro_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 2) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 1) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\vehicles\pelican\crashed\crashed 14) (predict_model_section objects\vehicles\pelican\crashed\crashed 16) (predict_model_section objects\vehicles\pelican\crashed\crashed 17) (predict_model_section objects\vehicles\pelican\crashed\crashed 19) (predict_model_section objects\vehicles\pelican\crashed\crashed 20) (predict_model_section scenarios\objects\solo\highcharity\high_shipping_crate\high_shipping_crate 3) (predict_model_section objects\vehicles\pelican\pelican 0) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 0) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 1) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 2) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 3) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 4) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 5) (predict_model_section objects\characters\floodcombat_human\floodcombat_human 6) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 0) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 9) (predict_model_section objects\characters\floodcombat_elite\floodcombat_elite 10) (predict_model_section objects\weapons\pistol\magnum\magnum 0) (predict_model_section objects\characters\brute\brute 0) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 1) (predict_model_section objects\characters\brute\brute 2) (predict_model_section objects\characters\brute\brute 25) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 3) (predict_model_section objects\characters\brute\brute 14) (predict_model_section objects\weapons\rifle\brute_plasma_rifle\brute_plasma_rifle 2) (predict_model_section objects\weapons\rifle\brute_plasma_rifle\brute_plasma_rifle 0) (predict_model_section scenarios\objects\flood\flood_sack\flood_sack 0) (predict_model_section scenarios\objects\flood\flood_clump\flood_clump 0) (predict_model_section scenarios\objects\flood\flood_floor_clump_large\flood_floor_clump_large 0) (predict_model_section scenarios\objects\flood\flood_pod\flood_pod 0) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\rifle\covenant_carbine\fp_covenant_carbine\fp_covenant_carbine 0) (predict_model_section objects\gear\covenant\military\battery\battery 0) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section objects\vehicles\pelican\crashed\crashed 0) (predict_model_section objects\vehicles\pelican\crashed\crashed 2) (predict_model_section objects\vehicles\pelican\crashed\crashed 3) (predict_model_section objects\vehicles\pelican\crashed\crashed 5) (predict_model_section objects\vehicles\pelican\crashed\crashed 6) (predict_model_section scenarios\objects\flood\flood_tentacle_c\flood_tentacle_c 0) (predict_model_section scenarios\objects\flood\flood_tentacle_b\flood_tentacle_b 0) (predict_model_section scenarios\objects\flood\flood_tentacle_a\flood_tentacle_a 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) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 2) (predict_model_section objects\characters\floodcarrier\floodcarrier 0) (predict_model_section objects\characters\floodcarrier\floodcarrier 1) (predict_model_section objects\characters\floodcarrier\floodcarrier 2) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 1 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 True) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 0) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 1) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 2) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 3) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 4) (predict_model_section scenarios\skies\solo\highcharity\sky_high_cinematic\sky_high_cinematic 5) (sleep 4) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section objects\cinematics\covenant\conduit\conduit 0) (sleep 7) (predict_model_section objects\cinematics\covenant\conduit_ring\conduit_ring 0) ) ) (script dormant 07_outro_02_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 14 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 9 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 13 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 16 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 17 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 3 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 22 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 20 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 5 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 6 False) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 14 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 17 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 18 True) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\gear\covenant\military\battery\battery 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 scenarios\objects\special\bloom_quad\bloom_quad 0) (predict_model_section objects\cinematics\covenant\conduit_ring\conduit_ring 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 59) (predict_model_section objects\vehicles\pelican\pelican 0) (sleep 20) (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) (predict_model_section objects\cinematics\forerunner\forerunner_ship\forerunner_ship 0) (sleep 142) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 4 True) (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\covenant\conduit_ring\conduit_ring 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 49) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 0 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 1 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 6 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 7 True) (predict_structure_section scenarios\solo\07b_forerunnership\high_9_cinematic 8 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\covenant\residential\civilian_cov_crate\civilian_cov_crate 0) (predict_model_section objects\cinematics\forerunner\forerunner_ship\forerunner_ship 0) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant 07_outro_03_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\matte_paintings\high_charity_exterior\high_charity_exterior 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 160) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) )
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