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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global bool debug True)
(global bool debug True)
(global bool dialogue True)
(global bool dialogue True)
(global bool g_play_cinematics True)
(global bool g_play_cinematics True)
(global short sleep_lower_bound 120)
(global short sleep_lower_bound 120)
(global short sleep_upper_bound 180)
(global short sleep_upper_bound 180)
(global bool g_cheiftan False)
(global bool g_cheiftan False)
(global bool g_dervish_ledge_orders False)
(global bool g_dervish_ledge_orders False)
(global bool g_room_a_door False)
(global bool g_room_a_door False)
(global bool g_sc_ioc_finished False)
(global bool g_sc_ioc_finished False)
(global bool g_jail_a_free False)
(global bool g_jail_a_free False)
(global bool g_jail_b_free False)
(global bool g_jail_b_free False)
(global bool g_jail_a_finished False)
(global bool g_jail_a_finished False)
(global bool g_jail_b_finished False)
(global bool g_jail_b_finished False)
(global bool g_marine_mig_garden_a False)
(global bool g_marine_mig_garden_a False)
(global bool g_marine_mig_midtower False)
(global bool g_marine_mig_midtower False)
(global bool g_marine_mig_garden_b False)
(global bool g_marine_mig_garden_b False)
(global bool g_marine_mig_ext_b False)
(global bool g_marine_mig_ext_b False)
(global bool g_marine_mig_maus False)
(global bool g_marine_mig_maus False)
(global bool g_marine_mig_maus_room False)
(global bool g_marine_mig_maus_room False)
(global bool g_marine_mig_maus_int False)
(global bool g_marine_mig_maus_int False)
(global bool g_music_07a_01 False)
(global bool g_music_07a_01 False)
(global bool g_music_07a_02 False)
(global bool g_music_07a_02 False)
(global bool g_music_07a_03 False)
(global bool g_music_07a_03 False)
(global bool g_music_07a_03_alt False)
(global bool g_music_07a_03_alt False)
(global bool g_music_07a_04 False)
(global bool g_music_07a_04 False)
(global bool g_music_07a_04_alt False)
(global bool g_music_07a_04_alt False)
(global bool g_music_07a_05 False)
(global bool g_music_07a_05 False)
(global bool g_music_07a_06 False)
(global bool g_music_07a_06 False)
(global bool g_music_07a_07 False)
(global bool g_music_07a_07 False)
(global bool g_music_07a_07_alt False)
(global bool g_music_07a_07_alt False)
(global bool g_music_07a_08 False)
(global bool g_music_07a_08 False)
(global bool g_council_initial False)
(global bool g_council_initial False)
(global bool g_council_exit_reminder False)
(global bool g_council_exit_reminder False)
(global bool g_council_reminder_played False)
(global bool g_council_reminder_played False)
(global bool g_ledge_reminder False)
(global bool g_ledge_reminder False)
(global short dialogue_pause 7)
(global short dialogue_pause 7)
(global bool g_jail_exit_reminder False)
(global bool g_jail_exit_reminder False)
(global bool g_jail_exit_reminder_played False)
(global bool g_jail_exit_reminder_played False)
(global bool g_sc_room_b_done False)
(global bool g_sc_room_b_done False)
(global bool g_corr_b_exit_finished False)
(global bool g_corr_b_exit_finished False)
(global bool g_ioc_reminder False)
(global bool g_ioc_reminder False)
(global bool g_ioc_reminder_played False)
(global bool g_ioc_reminder_played False)
(global bool g_truth_speaking False)
(global bool g_truth_speaking False)
(global bool g_council_over False)
(global bool g_council_over False)
(global bool g_council_wave False)
(global bool g_council_wave False)
(global short g_council_count 0)
(global short g_council_count 0)
(global short g_council_limit 0)
(global short g_council_limit 0)
(global bool g_council_orders False)
(global bool g_council_orders False)
(global bool g_council_floor_wave False)
(global bool g_council_floor_wave False)
(global short g_council_floor_wave_count 0)
(global short g_council_floor_wave_count 0)
(global short g_council_floor_wave_limit 0)
(global short g_council_floor_wave_limit 0)
(global bool g_council_upper True)
(global bool g_council_upper True)
(global short g_council_upper_limit 0)
(global short g_council_upper_limit 0)
(global short g_council_upper_count 0)
(global short g_council_upper_count 0)
(global bool g_ledge_turret_left False)
(global bool g_ledge_turret_left False)
(global bool g_ledge_turret_right False)
(global bool g_ledge_turret_right False)
(global bool g_corridor_a_active False)
(global bool g_corridor_a_active False)
(global bool g_jail_prophets_ini_active False)
(global bool g_jail_prophets_ini_active False)
(global bool jail_a_doors_open False)
(global bool jail_a_doors_open False)
(global bool jail_b_doors_open False)
(global bool jail_b_doors_open False)
(global bool g_jail_door True)
(global bool g_jail_door True)
(global short g_jail_door_limit 0)
(global short g_jail_door_limit 0)
(global short g_jail_door_count 0)
(global short g_jail_door_count 0)
(global bool g_jail_spawner True)
(global bool g_jail_spawner True)
(global short g_jail_spawn_limit 0)
(global short g_jail_spawn_limit 0)
(global short g_jail_spawn_count 0)
(global short g_jail_spawn_count 0)
(global bool g_jail_round_lift_spawned False)
(global bool g_jail_round_lift_spawned False)
(global bool g_ext_a_snipers True)
(global bool g_ext_a_snipers True)
(global short g_ext_a_snipers_count 0)
(global short g_ext_a_snipers_count 0)
(global short g_ext_a_snipers_index 4)
(global short g_ext_a_snipers_index 4)
(global bool g_ext_a_fliers False)
(global bool g_ext_a_fliers False)
(global bool g_midtower_prophet_rein False)
(global bool g_midtower_prophet_rein False)
(global bool g_ext_b_dump False)
(global bool g_ext_b_dump False)
(global bool g_maus_bridge_fr False)
(global bool g_maus_bridge_fr False)
(global bool g_maus_inner_order_trans False)
(global bool g_maus_inner_order_trans False)
(global bool g_maus_inner False)
(global bool g_maus_inner False)
(global bool g_maus_inner_wave_pause True)
(global bool g_maus_inner_wave_pause True)
(global bool g_maus_inner_wave_end False)
(global bool g_maus_inner_wave_end False)
(global short g_maus_inner_count 0)
(global short g_maus_inner_count 0)
(global short g_maus_inner_limit 0)
(global short g_maus_inner_limit 0)
(global short g_maus_inner_wave_count 0)
(global short g_maus_inner_wave_count 0)
(global short g_maus_inner_wave_limit 0)
(global short g_maus_inner_wave_limit 0)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script command cs_c07_infection
(script command cs_c07_infection
(begin
(begin
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_go_to_nearest c07_infection_a)
(cs_go_to_nearest c07_infection_a)
(cs_go_to_nearest c07_infection_b)
(cs_go_to_nearest c07_infection_b)
)
)
)
)
(script static x08_01_predict_stub
(script static x08_01_predict_stub
(begin
(begin
(wake x08_01_predict)
(wake x08_01_predict)
)
)
)
)
(script static x08_02_predict_stub
(script static x08_02_predict_stub
(begin
(begin
(wake x08_02_predict)
(wake x08_02_predict)
)
)
)
)
(script static x08_03_predict_stub
(script static x08_03_predict_stub
(begin
(begin
(wake x08_03_predict)
(wake x08_03_predict)
)
)
)
)
(script static x08_04_predict_stub
(script static x08_04_predict_stub
(begin
(begin
(wake x08_04_predict)
(wake x08_04_predict)
)
)
)
)
(script static x08_05_predict_stub
(script static x08_05_predict_stub
(begin
(begin
(wake x08_05_predict)
(wake x08_05_predict)
)
)
)
)
(script static x08_06a_predict_stub
(script static x08_06a_predict_stub
(begin
(begin
(wake x08_06a_predict)
(wake x08_06a_predict)
)
)
)
)
(script static x08_06b_predict_stub
(script static x08_06b_predict_stub
(begin
(begin
(wake x08_06b_predict)
(wake x08_06b_predict)
)
)
)
)
(script static x08_06c_predict_stub
(script static x08_06c_predict_stub
(begin
(begin
(wake x08_06c_predict)
(wake x08_06c_predict)
)
)
)
)
(script static x08_07_predict_stub
(script static x08_07_predict_stub
(begin
(begin
(wake x08_07_predict)
(wake x08_07_predict)
)
)
)
)
(script static x08_08_predict_stub
(script static x08_08_predict_stub
(begin
(begin
(wake x08_08_predict)
(wake x08_08_predict)
)
)
)
)
(script static x08_09_predict_stub
(script static x08_09_predict_stub
(begin
(begin
(wake x08_09_predict)
(wake x08_09_predict)
)
)
)
)
(script static x08_10_predict_stub
(script static x08_10_predict_stub
(begin
(begin
(wake x08_10_predict)
(wake x08_10_predict)
)
)
)
)
(script static x08_11_predict_stub
(script static x08_11_predict_stub
(begin
(begin
(wake x08_11_predict)
(wake x08_11_predict)
)
)
)
)
(script static 07_intro_01_predict_stub
(script static 07_intro_01_predict_stub
(begin
(begin
(wake 07_intro_01_predict)
(wake 07_intro_01_predict)
)
)
)
)
(script static 07_intro_02_predict_stub
(script static 07_intro_02_predict_stub
(begin
(begin
(wake 07_intro_02_predict)
(wake 07_intro_02_predict)
)
)
)
)
(script static 07_intro_03_predict_stub
(script static 07_intro_03_predict_stub
(begin
(begin
(wake 07_intro_03_predict)
(wake 07_intro_03_predict)
)
)
)
)
(script static 07_intro_04_predict_stub
(script static 07_intro_04_predict_stub
(begin
(begin
(wake 07_intro_04_predict)
(wake 07_intro_04_predict)
)
)
)
)
(script static 07_intra1_01_predict_stub
(script static 07_intra1_01_predict_stub
(begin
(begin
(wake 07_intra1_01_predict)
(wake 07_intra1_01_predict)
)
)
)
)
(script static 07_intra1_02_predict_stub
(script static 07_intra1_02_predict_stub
(begin
(begin
(wake 07_intra1_02_predict)
(wake 07_intra1_02_predict)
)
)
)
)
(script static 07_intra1_03_predict_stub
(script static 07_intra1_03_predict_stub
(begin
(begin
(wake 07_intra1_03_predict)
(wake 07_intra1_03_predict)
)
)
)
)
(script static 07_intra1_04_predict_stub
(script static 07_intra1_04_predict_stub
(begin
(begin
(wake 07_intra1_04_predict)
(wake 07_intra1_04_predict)
)
)
)
)
(script dormant x08_score_01
(script dormant x08_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\music\x08_01_mus none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\music\x08_01_mus none 1)
(print "x08 score 01 start")
(print "x08 score 01 start")
)
)
)
)
(script dormant x08_foley_01
(script dormant x08_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_01_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_01_fol none 1)
(print "x08 foley 01 start")
(print "x08 foley 01 start")
)
)
)
)
(script dormant blurry_vision
(script dormant blurry_vision
(begin
(begin
(interpolator_start blurry_vision 1 0.001)
(interpolator_start blurry_vision 1 0.001)
(sleep 30)
(sleep 30)
(fade_in 0 0 0 30)
(fade_in 0 0 0 30)
(sleep 45)
(sleep 45)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 45)
(sleep 45)
(fade_in 0 0 0 20)
(fade_in 0 0 0 20)
(interpolator_start blurry_vision 0 2)
(interpolator_start blurry_vision 0 2)
(sleep 30)
(sleep 30)
(fade_out 0 0 0 20)
(fade_out 0 0 0 20)
(sleep 20)
(sleep 20)
(interpolator_start blurry_vision 1 0.001)
(interpolator_start blurry_vision 1 0.001)
(sleep 25)
(sleep 25)
(fade_in 0 0 0 10)
(fade_in 0 0 0 10)
(interpolator_start blurry_vision 0 2)
(interpolator_start blurry_vision 0 2)
)
)
)
)
(script dormant x08_cinematic_light_01
(script dormant x08_cinematic_light_01
(begin
(begin
(cinematic_lighting_set_primary_light -90 0 0.0352941 0.278431 0.301961)
(cinematic_lighting_set_primary_light -90 0 0.0352941 0.278431 0.301961)
(cinematic_lighting_set_secondary_light -4 316 0.156863 0.109804 0)
(cinematic_lighting_set_secondary_light -4 316 0.156863 0.109804 0)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.25)
(rasterizer_bloom_override_threshold 0.25)
(rasterizer_bloom_override_brightness 0.4)
(rasterizer_bloom_override_brightness 0.4)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting gravemind True)
(object_uses_cinematic_lighting gravemind True)
(object_uses_cinematic_lighting tentacle_chief True)
(object_uses_cinematic_lighting tentacle_chief True)
(object_uses_cinematic_lighting tentacle_capture_01 True)
(object_uses_cinematic_lighting tentacle_capture_01 True)
(render_lights_enable_cinematic_shadow True chief head 0.1)
(render_lights_enable_cinematic_shadow True chief head 0.1)
)
)
)
)
(script static x08_01_setup
(script static x08_01_setup
(begin
(begin
(object_create_anew chief)
(object_create_anew chief)
(object_create_anew gravemind)
(object_create_anew gravemind)
(object_create_anew tentacle_chief)
(object_create_anew tentacle_chief)
(object_create_anew tentacle_capture_01)
(object_create_anew tentacle_capture_01)
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(object_cinematic_lod gravemind True)
(object_cinematic_lod gravemind True)
(object_cinematic_lod tentacle_chief True)
(object_cinematic_lod tentacle_chief True)
(object_cinematic_lod tentacle_capture_01 True)
(object_cinematic_lod tentacle_capture_01 True)
(wake x08_score_01)
(wake x08_score_01)
(wake x08_foley_01)
(wake x08_foley_01)
(wake blurry_vision)
(wake blurry_vision)
(wake x08_cinematic_light_01)
(wake x08_cinematic_light_01)
)
)
)
)
(script static x08_scene_01
(script static x08_scene_01
(begin
(begin
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(x08_01_predict_stub)
(x08_01_predict_stub)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\music\x08_01_mus)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\music\x08_01_mus)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_01_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(x08_01_setup)
(x08_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_01 none anchor_flag_x08)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_01 none anchor_flag_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_01 False anchor_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_01 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_01 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_01 False anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_01 anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_01 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_01 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_01 anchor_x08)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x08_02_predict_stub)
(x08_02_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_02_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_02_fol)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
)
)
)
)
(script dormant x08_foley_02
(script dormant x08_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_02_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_02_fol none 1)
(print "x08 foley 02 start")
(print "x08 foley 02 start")
)
)
)
)
(script dormant x08_0020_cor
(script dormant x08_0020_cor
(begin
(begin
(sleep 40)
(sleep 40)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0020_cor none 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0020_cor none 1)
(cinematic_subtitle x08_0020_cor 2)
(cinematic_subtitle x08_0020_cor 2)
)
)
)
)
(script dormant x08_0030_grv
(script dormant x08_0030_grv
(begin
(begin
(sleep 134)
(sleep 134)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0030_grv gravemind 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0030_grv gravemind 1)
(cinematic_subtitle x08_0030_grv 9)
(cinematic_subtitle x08_0030_grv 9)
)
)
)
)
(script static x08_02_setup
(script static x08_02_setup
(begin
(begin
(wake x08_foley_02)
(wake x08_foley_02)
(wake x08_0020_cor)
(wake x08_0020_cor)
(wake x08_0030_grv)
(wake x08_0030_grv)
)
)
)
)
(script static x08_scene_02
(script static x08_scene_02
(begin
(begin
(x08_02_setup)
(x08_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_02 none anchor_flag_x08)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_02 none anchor_flag_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_02 False anchor_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_02 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_02 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_02 False anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_02 anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_02 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_02 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_02 anchor_x08)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x08_03_predict_stub)
(x08_03_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_03_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_03_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant x08_foley_03
(script dormant x08_foley_03
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_03_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_03_fol none 1)
(print "x08 foley 03 start")
(print "x08 foley 03 start")
)
)
)
)
(script dormant x08_0060_mas
(script dormant x08_0060_mas
(begin
(begin
(sleep 259)
(sleep 259)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0060_mas chief 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0060_mas chief 1)
(cinematic_subtitle x08_0060_mas 3)
(cinematic_subtitle x08_0060_mas 3)
)
)
)
)
(script static x08_03_setup
(script static x08_03_setup
(begin
(begin
(object_create_anew dervish)
(object_create_anew dervish)
(object_create_anew tentacle_capture_02)
(object_create_anew tentacle_capture_02)
(object_create_anew tentacle_capture_03)
(object_create_anew tentacle_capture_03)
(object_create_anew tentacle_capture_04)
(object_create_anew tentacle_capture_04)
(object_cinematic_lod dervish True)
(object_cinematic_lod dervish True)
(object_cinematic_lod tentacle_capture_02 True)
(object_cinematic_lod tentacle_capture_02 True)
(object_cinematic_lod tentacle_capture_03 True)
(object_cinematic_lod tentacle_capture_03 True)
(object_cinematic_lod tentacle_capture_04 True)
(object_cinematic_lod tentacle_capture_04 True)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting dervish True)
(render_lights_enable_cinematic_shadow True dervish head 0.2)
(render_lights_enable_cinematic_shadow True dervish head 0.2)
(object_uses_cinematic_lighting tentacle_capture_02 True)
(object_uses_cinematic_lighting tentacle_capture_02 True)
(object_uses_cinematic_lighting tentacle_capture_03 True)
(object_uses_cinematic_lighting tentacle_capture_03 True)
(object_uses_cinematic_lighting tentacle_capture_04 True)
(object_uses_cinematic_lighting tentacle_capture_04 True)
(wake x08_foley_03)
(wake x08_foley_03)
(wake x08_0060_mas)
(wake x08_0060_mas)
)
)
)
)
(script static x08_scene_03
(script static x08_scene_03
(begin
(begin
(x08_03_setup)
(x08_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_03 none anchor_flag_x08)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_03 none anchor_flag_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_03 False anchor_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_03 False anchor_x08)
(custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_03 False anchor_x08)
(custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_03 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_03 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_03 False anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_03 anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_03 anchor_x08)
(scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_03 anchor_x08)
(scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_03 anchor_x08)
(scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_03 anchor_x08)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x08_04_predict_stub)
(x08_04_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_04_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_04_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant x08_foley_04
(script dormant x08_foley_04
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_04_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_04_fol none 1)
(print "x08 foley 04 start")
(print "x08 foley 04 start")
)
)
)
)
(script dormant x08_0070_der
(script dormant x08_0070_der
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0070_der dervish 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0070_der dervish 1)
(cinematic_subtitle x08_0070_der 2)
(cinematic_subtitle x08_0070_der 2)
)
)
)
)
(script dormant x08_0080_grv
(script dormant x08_0080_grv
(begin
(begin
(sleep 20)
(sleep 20)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0080_grv gravemind 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0080_grv gravemind 1)
(cinematic_subtitle x08_0080_grv 13)
(cinematic_subtitle x08_0080_grv 13)
)
)
)
)
(script dormant x08_0090_grv
(script dormant x08_0090_grv
(begin
(begin
(sleep 402)
(sleep 402)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0090_grv gravemind 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0090_grv gravemind 1)
(cinematic_subtitle x08_0090_grv 10)
(cinematic_subtitle x08_0090_grv 10)
)
)
)
)
(script dormant x08_0100_der
(script dormant x08_0100_der
(begin
(begin
(sleep 683)
(sleep 683)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0100_der dervish 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0100_der dervish 1)
(cinematic_subtitle x08_0100_der 6)
(cinematic_subtitle x08_0100_der 6)
)
)
)
)
(script static x08_04_setup
(script static x08_04_setup
(begin
(begin
(wake x08_foley_04)
(wake x08_foley_04)
(wake x08_0070_der)
(wake x08_0070_der)
(wake x08_0080_grv)
(wake x08_0080_grv)
(wake x08_0090_grv)
(wake x08_0090_grv)
(wake x08_0100_der)
(wake x08_0100_der)
)
)
)
)
(script static x08_scene_04
(script static x08_scene_04
(begin
(begin
(x08_04_setup)
(x08_04_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_04 none anchor_flag_x08)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_04 none anchor_flag_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_04 False anchor_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_04 False anchor_x08)
(custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_04 False anchor_x08)
(custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_04 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_04 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_04 False anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_04 anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_04 anchor_x08)
(scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_04 anchor_x08)
(scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_04 anchor_x08)
(scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_04 anchor_x08)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x08_05_predict_stub)
(x08_05_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_05_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_05_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant x08_foley_05
(script dormant x08_foley_05
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_05_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_05_fol none 1)
(print "x08 foley 05 start")
(print "x08 foley 05 start")
)
)
)
)
(script dormant x08_0110_grv
(script dormant x08_0110_grv
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0110_grv gravemind 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0110_grv gravemind 1)
(cinematic_subtitle x08_0110_grv 3)
(cinematic_subtitle x08_0110_grv 3)
)
)
)
)
(script dormant x08_0120_grv
(script dormant x08_0120_grv
(begin
(begin
(sleep 86)
(sleep 86)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0120_grv gravemind 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0120_grv gravemind 1)
(cinematic_subtitle x08_0120_grv 7)
(cinematic_subtitle x08_0120_grv 7)
)
)
)
)
(script dormant x08_0130_grv
(script dormant x08_0130_grv
(begin
(begin
(sleep 324)
(sleep 324)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0130_grv gravemind 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0130_grv gravemind 1)
(cinematic_subtitle x08_0130_grv 6)
(cinematic_subtitle x08_0130_grv 6)
)
)
)
)
(script static x08_05_setup
(script static x08_05_setup
(begin
(begin
(object_create_anew regret)
(object_create_anew regret)
(object_create_anew 2401)
(object_create_anew 2401)
(object_create_anew tentacle_capture_05)
(object_create_anew tentacle_capture_05)
(object_cinematic_lod regret True)
(object_cinematic_lod regret True)
(object_cinematic_lod 2401 True)
(object_cinematic_lod 2401 True)
(object_cinematic_lod tentacle_capture_05 True)
(object_cinematic_lod tentacle_capture_05 True)
(object_uses_cinematic_lighting regret True)
(object_uses_cinematic_lighting regret True)
(render_lights_enable_cinematic_shadow True regret head 0.1)
(render_lights_enable_cinematic_shadow True regret head 0.1)
(object_uses_cinematic_lighting 2401 True)
(object_uses_cinematic_lighting 2401 True)
(object_uses_cinematic_lighting tentacle_capture_05 True)
(object_uses_cinematic_lighting tentacle_capture_05 True)
(wake x08_foley_05)
(wake x08_foley_05)
(wake x08_0110_grv)
(wake x08_0110_grv)
(wake x08_0120_grv)
(wake x08_0120_grv)
(wake x08_0130_grv)
(wake x08_0130_grv)
)
)
)
)
(script static x08_scene_05
(script static x08_scene_05
(begin
(begin
(x08_05_setup)
(x08_05_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_05 none anchor_flag_x08)
(camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_05 none anchor_flag_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_05 False anchor_x08)
(custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_05 False anchor_x08)
(custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_05 False anchor_x08)
(custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_05 False anchor_x08)
(custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_05 False anchor_x08)
(custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_05 False anchor_x08)
(custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_05 False anchor_x08)
(custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_05 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_05 False anchor_x08)
(custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_05 False anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_05 anchor_x08)
(scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_05 anchor_x08)
(scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_05 anchor_x08)
(scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_05 anchor_x08)
(scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_05 anchor_x08)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x08_06a_predict_stub)
(x08_06a_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06a_fol)
(sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06a_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant x08_foley_06a
(script dormant x08_foley_06a
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06a_fol none 1)
(sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06a_fol none 1)
(print "x08 foley 06a start")
(print "x08 foley 06a start")
)
)
)
)
(script dormant x08_0140_pnt
(script dormant x08_0140_pnt
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0140_pnt 2401 1)
(sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0140_pnt 2401 1)
(cinematic_subtitle x08_0140_pnt 7)
(cinematic_subtitle x08_0140_pnt 7)
)
)
)
)
(script dormant x08_0150_por
(script dormant x08_0150_por
सेव किए गए Diffs
ऑरिजनल टेक्स्ट
फ़ाइल खोलें
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool debug True) (global bool dialogue True) (global bool g_play_cinematics True) (global short sleep_lower_bound 120) (global short sleep_upper_bound 180) (global bool g_cheiftan False) (global bool g_dervish_ledge_orders False) (global bool g_room_a_door False) (global bool g_sc_ioc_finished False) (global bool g_jail_a_free False) (global bool g_jail_b_free False) (global bool g_jail_a_finished False) (global bool g_jail_b_finished False) (global bool g_marine_mig_garden_a False) (global bool g_marine_mig_midtower False) (global bool g_marine_mig_garden_b False) (global bool g_marine_mig_ext_b False) (global bool g_marine_mig_maus False) (global bool g_marine_mig_maus_room False) (global bool g_marine_mig_maus_int False) (global bool g_music_07a_01 False) (global bool g_music_07a_02 False) (global bool g_music_07a_03 False) (global bool g_music_07a_03_alt False) (global bool g_music_07a_04 False) (global bool g_music_07a_04_alt False) (global bool g_music_07a_05 False) (global bool g_music_07a_06 False) (global bool g_music_07a_07 False) (global bool g_music_07a_07_alt False) (global bool g_music_07a_08 False) (global bool g_council_initial False) (global bool g_council_exit_reminder False) (global bool g_council_reminder_played False) (global bool g_ledge_reminder False) (global short dialogue_pause 7) (global bool g_jail_exit_reminder False) (global bool g_jail_exit_reminder_played False) (global bool g_sc_room_b_done False) (global bool g_corr_b_exit_finished False) (global bool g_ioc_reminder False) (global bool g_ioc_reminder_played False) (global bool g_truth_speaking False) (global bool g_council_over False) (global bool g_council_wave False) (global short g_council_count 0) (global short g_council_limit 0) (global bool g_council_orders False) (global bool g_council_floor_wave False) (global short g_council_floor_wave_count 0) (global short g_council_floor_wave_limit 0) (global bool g_council_upper True) (global short g_council_upper_limit 0) (global short g_council_upper_count 0) (global bool g_ledge_turret_left False) (global bool g_ledge_turret_right False) (global bool g_corridor_a_active False) (global bool g_jail_prophets_ini_active False) (global bool jail_a_doors_open False) (global bool jail_b_doors_open False) (global bool g_jail_door True) (global short g_jail_door_limit 0) (global short g_jail_door_count 0) (global bool g_jail_spawner True) (global short g_jail_spawn_limit 0) (global short g_jail_spawn_count 0) (global bool g_jail_round_lift_spawned False) (global bool g_ext_a_snipers True) (global short g_ext_a_snipers_count 0) (global short g_ext_a_snipers_index 4) (global bool g_ext_a_fliers False) (global bool g_midtower_prophet_rein False) (global bool g_ext_b_dump False) (global bool g_maus_bridge_fr False) (global bool g_maus_inner_order_trans False) (global bool g_maus_inner False) (global bool g_maus_inner_wave_pause True) (global bool g_maus_inner_wave_end False) (global short g_maus_inner_count 0) (global short g_maus_inner_limit 0) (global short g_maus_inner_wave_count 0) (global short g_maus_inner_wave_limit 0) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script command cs_c07_infection (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest c07_infection_a) (cs_go_to_nearest c07_infection_b) ) ) (script static x08_01_predict_stub (begin (wake x08_01_predict) ) ) (script static x08_02_predict_stub (begin (wake x08_02_predict) ) ) (script static x08_03_predict_stub (begin (wake x08_03_predict) ) ) (script static x08_04_predict_stub (begin (wake x08_04_predict) ) ) (script static x08_05_predict_stub (begin (wake x08_05_predict) ) ) (script static x08_06a_predict_stub (begin (wake x08_06a_predict) ) ) (script static x08_06b_predict_stub (begin (wake x08_06b_predict) ) ) (script static x08_06c_predict_stub (begin (wake x08_06c_predict) ) ) (script static x08_07_predict_stub (begin (wake x08_07_predict) ) ) (script static x08_08_predict_stub (begin (wake x08_08_predict) ) ) (script static x08_09_predict_stub (begin (wake x08_09_predict) ) ) (script static x08_10_predict_stub (begin (wake x08_10_predict) ) ) (script static x08_11_predict_stub (begin (wake x08_11_predict) ) ) (script static 07_intro_01_predict_stub (begin (wake 07_intro_01_predict) ) ) (script static 07_intro_02_predict_stub (begin (wake 07_intro_02_predict) ) ) (script static 07_intro_03_predict_stub (begin (wake 07_intro_03_predict) ) ) (script static 07_intro_04_predict_stub (begin (wake 07_intro_04_predict) ) ) (script static 07_intra1_01_predict_stub (begin (wake 07_intra1_01_predict) ) ) (script static 07_intra1_02_predict_stub (begin (wake 07_intra1_02_predict) ) ) (script static 07_intra1_03_predict_stub (begin (wake 07_intra1_03_predict) ) ) (script static 07_intra1_04_predict_stub (begin (wake 07_intra1_04_predict) ) ) (script dormant x08_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\music\x08_01_mus none 1) (print "x08 score 01 start") ) ) (script dormant x08_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_01_fol none 1) (print "x08 foley 01 start") ) ) (script dormant blurry_vision (begin (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sleep 45) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (interpolator_start blurry_vision 0 2) (sleep 30) (fade_out 0 0 0 20) (sleep 20) (interpolator_start blurry_vision 1 0.001) (sleep 25) (fade_in 0 0 0 10) (interpolator_start blurry_vision 0 2) ) ) (script dormant x08_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -90 0 0.0352941 0.278431 0.301961) (cinematic_lighting_set_secondary_light -4 316 0.156863 0.109804 0) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.25) (rasterizer_bloom_override_brightness 0.4) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting gravemind True) (object_uses_cinematic_lighting tentacle_chief True) (object_uses_cinematic_lighting tentacle_capture_01 True) (render_lights_enable_cinematic_shadow True chief head 0.1) ) ) (script static x08_01_setup (begin (object_create_anew chief) (object_create_anew gravemind) (object_create_anew tentacle_chief) (object_create_anew tentacle_capture_01) (object_cinematic_lod chief True) (object_cinematic_lod gravemind True) (object_cinematic_lod tentacle_chief True) (object_cinematic_lod tentacle_capture_01 True) (wake x08_score_01) (wake x08_foley_01) (wake blurry_vision) (wake x08_cinematic_light_01) ) ) (script static x08_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x08_01_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\x08\music\x08_01_mus) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_01_fol) (sleep prediction_offset) (x08_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_01 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_01 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_01 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_01 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_01 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) ) ) (script dormant x08_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_02_fol none 1) (print "x08 foley 02 start") ) ) (script dormant x08_0020_cor (begin (sleep 40) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0020_cor none 1) (cinematic_subtitle x08_0020_cor 2) ) ) (script dormant x08_0030_grv (begin (sleep 134) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0030_grv gravemind 1) (cinematic_subtitle x08_0030_grv 9) ) ) (script static x08_02_setup (begin (wake x08_foley_02) (wake x08_0020_cor) (wake x08_0030_grv) ) ) (script static x08_scene_02 (begin (x08_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_02 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_02 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_02 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_02 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_02 anchor_x08) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x08_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_03_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_03_fol none 1) (print "x08 foley 03 start") ) ) (script dormant x08_0060_mas (begin (sleep 259) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0060_mas chief 1) (cinematic_subtitle x08_0060_mas 3) ) ) (script static x08_03_setup (begin (object_create_anew dervish) (object_create_anew tentacle_capture_02) (object_create_anew tentacle_capture_03) (object_create_anew tentacle_capture_04) (object_cinematic_lod dervish True) (object_cinematic_lod tentacle_capture_02 True) (object_cinematic_lod tentacle_capture_03 True) (object_cinematic_lod tentacle_capture_04 True) (object_uses_cinematic_lighting dervish True) (render_lights_enable_cinematic_shadow True dervish head 0.2) (object_uses_cinematic_lighting tentacle_capture_02 True) (object_uses_cinematic_lighting tentacle_capture_03 True) (object_uses_cinematic_lighting tentacle_capture_04 True) (wake x08_foley_03) (wake x08_0060_mas) ) ) (script static x08_scene_03 (begin (x08_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_03 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_03 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_03 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_03 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_03 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_03 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_04_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_04_fol none 1) (print "x08 foley 04 start") ) ) (script dormant x08_0070_der (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0070_der dervish 1) (cinematic_subtitle x08_0070_der 2) ) ) (script dormant x08_0080_grv (begin (sleep 20) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0080_grv gravemind 1) (cinematic_subtitle x08_0080_grv 13) ) ) (script dormant x08_0090_grv (begin (sleep 402) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0090_grv gravemind 1) (cinematic_subtitle x08_0090_grv 10) ) ) (script dormant x08_0100_der (begin (sleep 683) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0100_der dervish 1) (cinematic_subtitle x08_0100_der 6) ) ) (script static x08_04_setup (begin (wake x08_foley_04) (wake x08_0070_der) (wake x08_0080_grv) (wake x08_0090_grv) (wake x08_0100_der) ) ) (script static x08_scene_04 (begin (x08_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_04 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_04 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_04 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_04 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_04 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_04 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_05_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_05_fol none 1) (print "x08 foley 05 start") ) ) (script dormant x08_0110_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0110_grv gravemind 1) (cinematic_subtitle x08_0110_grv 3) ) ) (script dormant x08_0120_grv (begin (sleep 86) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0120_grv gravemind 1) (cinematic_subtitle x08_0120_grv 7) ) ) (script dormant x08_0130_grv (begin (sleep 324) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0130_grv gravemind 1) (cinematic_subtitle x08_0130_grv 6) ) ) (script static x08_05_setup (begin (object_create_anew regret) (object_create_anew 2401) (object_create_anew tentacle_capture_05) (object_cinematic_lod regret True) (object_cinematic_lod 2401 True) (object_cinematic_lod tentacle_capture_05 True) (object_uses_cinematic_lighting regret True) (render_lights_enable_cinematic_shadow True regret head 0.1) (object_uses_cinematic_lighting 2401 True) (object_uses_cinematic_lighting tentacle_capture_05 True) (wake x08_foley_05) (wake x08_0110_grv) (wake x08_0120_grv) (wake x08_0130_grv) ) ) (script static x08_scene_05 (begin (x08_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_05 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_05 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_05 False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_05 False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_05 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_05 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_05 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_05 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_06a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06a_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_06a (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06a_fol none 1) (print "x08 foley 06a start") ) ) (script dormant x08_0140_pnt (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0140_pnt 2401 1) (cinematic_subtitle x08_0140_pnt 7) ) ) (script dormant x08_0150_por (begin (sleep 198) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0150_por regret 1) (cinematic_subtitle x08_0150_por 7) ) ) (script static x08_06a_setup (begin (object_destroy gravemind) (wake x08_foley_06a) (wake x08_0140_pnt) (wake x08_0150_por) ) ) (script static x08_scene_06a (begin (x08_06a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_06a none anchor_flag_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_06a False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_06a False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_06a False anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_06a anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_06b_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06b_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_06b (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06b_fol none 1) (print "x08 foley 06b start") ) ) (script dormant x08_0180_pnt (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0180_pnt 2401 1) (cinematic_subtitle x08_0180_pnt 3.5) ) ) (script dormant x08_0190_pnt (begin (sleep 105) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0190_pnt 2401 1) (cinematic_subtitle x08_0190_pnt 5) ) ) (script dormant x08_0200_por (begin (sleep 268) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0200_por regret 1) (cinematic_subtitle x08_0200_por 2) ) ) (script dormant x08_0210_por (begin (sleep 343) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0210_por regret 1) (cinematic_subtitle x08_0210_por 4) ) ) (script dormant x08_0220_pnt (begin (sleep 453) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0220_pnt 2401 1) (cinematic_subtitle x08_0220_pnt 8.5) ) ) (script dormant x08_0230_por (begin (sleep 714) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0230_por regret 1) (cinematic_subtitle x08_0230_por 12.5) ) ) (script static x08_06b_setup (begin (wake x08_foley_06b) (wake x08_0180_pnt) (wake x08_0190_pnt) (wake x08_0200_por) (wake x08_0210_por) (wake x08_0220_pnt) (wake x08_0230_por) ) ) (script static x08_scene_06b (begin (x08_06b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_06b none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_06b False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_06b False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_06b False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_06b anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_06b anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_06b anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_06c_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06c_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_06c (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06c_fol none 1) (print "x08 foley 06c start") ) ) (script dormant x08_0240_pnt (begin (sleep 351) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0240_pnt 2401 1) (cinematic_subtitle x08_0240_pnt 5.5) ) ) (script static x08_06c_setup (begin (wake x08_foley_06c) (wake x08_0240_pnt) ) ) (script static x08_scene_06c (begin (x08_06c_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_06c none anchor_flag_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_06c False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_06c False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_06c False anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_06c anchor_x08) (sleep (- (camera_time) 10)) (object_create_anew gravemind) (object_uses_cinematic_lighting gravemind True) (sleep (- (camera_time) prediction_offset)) (x08_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_07_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_07_fol none 1) (print "x08 foley 07 start") ) ) (script dormant x08_0250_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0250_grv gravemind 1) (cinematic_subtitle x08_0250_grv 5) ) ) (script dormant x08_0260_grv (begin (sleep 152) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0260_grv gravemind 1) (cinematic_subtitle x08_0260_grv 6) ) ) (script dormant x08_0251_por (begin (sleep 270) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0251_por regret 1) ) ) (script static x08_07_setup (begin (wake x08_foley_07) (wake x08_0250_grv) (wake x08_0260_grv) (wake x08_0251_por) ) ) (script static x08_scene_07 (begin (x08_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_07 none anchor_flag_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_07 False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_07 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_07 False anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_07 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_08_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_08_fol none 1) (print "x08 foley 08 start") ) ) (script dormant x08_0270_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0270_grv gravemind 1) (cinematic_subtitle x08_0270_grv 12) ) ) (script dormant x08_0280_grv (begin (sleep 351) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0280_grv gravemind 1) (cinematic_subtitle x08_0280_grv 15) ) ) (script static x08_08_setup (begin (object_destroy tentacle_capture_05) (wake x08_foley_08) (wake x08_0270_grv) (wake x08_0280_grv) ) ) (script static x08_scene_08 (begin (x08_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_08 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_08 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_08 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_08 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_08 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_08 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_08 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_08 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_08 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_09_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_09_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_09 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_09_fol none 1) (print "x08 foley 09 start") ) ) (script static x08_scene_09 (begin (wake x08_foley_09) (object_destroy regret) (object_destroy 2401) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_09 none anchor_flag_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_09 False anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_09 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_09 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_09 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_09 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_10_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_10_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_10 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_10_fol none 1) (print "x08 foley 10 start") ) ) (script dormant x08_0340_mas (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0340_mas chief 1) (cinematic_subtitle x08_0340_mas 5) ) ) (script dormant x08_0350_der (begin (sleep 147) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0350_der dervish 1) (cinematic_subtitle x08_0350_der 6) ) ) (script dormant x08_0360_grv (begin (sleep 323) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0360_grv gravemind 1) (cinematic_subtitle x08_0360_grv 8) ) ) (script dormant x08_0370_grv (begin (sleep 561) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0370_grv gravemind 1) (cinematic_subtitle x08_0370_grv 9) ) ) (script static x08_10_setup (begin (wake x08_foley_10) (wake x08_0340_mas) (wake x08_0350_der) (wake x08_0360_grv) (wake x08_0370_grv) ) ) (script static x08_scene_10 (begin (x08_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_10 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_10 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_10 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_10 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_10 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_10 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_11_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\music\x08_11_mus) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_11_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_11 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_11_fol none 1) (print "x08 foley 11 start") ) ) (script dormant x08_score_11 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\music\x08_11_mus none 1) (print "x08 score 11 start") ) ) (script dormant x08_0380_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0380_grv gravemind 1) (cinematic_subtitle x08_0380_grv 7) ) ) (script dormant x08_0390_grv (begin (sleep 207) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0390_grv gravemind 1) (cinematic_subtitle x08_0390_grv 8.5) ) ) (script dormant x08_teleport_build (begin (sleep 470) (print "effect - teleport build") (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport06) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport06) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport06) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport06) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport05) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport05) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport05) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport05) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport04) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport04) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport04) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport04) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport03) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport03) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport03) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport03) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport02) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport02) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport02) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport02) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport01) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport01) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport01) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport01) ) ) (script dormant x08_teleport_characters (begin (sleep 470) (print "effect - teleport dervish") (effect_new_on_object_marker effects\gameplay\regret_teleport dervish body) (sleep 5) (print "effect - teleport chief") (effect_new_on_object_marker effects\gameplay\regret_teleport chief body) ) ) (script static x08_11_setup (begin (wake x08_score_11) (wake x08_foley_11) (wake x08_0380_grv) (wake x08_0390_grv) (wake x08_teleport_build) (wake x08_teleport_characters) ) ) (script dormant x08_11_cleanup (begin (object_destroy chief) (object_destroy dervish) (object_destroy gravemind) (object_destroy tentacle_chief) (object_destroy tentacle_arbiter) (object_destroy_containing "tentacle_capture") ) ) (script static x08_scene_11 (begin (x08_11_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_11 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_11 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_11 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_11 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_11 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_11 anchor_x08) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (wake x08_11_cleanup) (sleep 30) ) ) (script static x08 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name gravemind) (sleep 1) (x08_scene_01) (x08_scene_02) (x08_scene_03) (x08_scene_04) (x08_scene_05) (x08_scene_06a) (x08_scene_06b) (x08_scene_06c) (x08_scene_07) (x08_scene_08) (x08_scene_09) (x08_scene_10) (x08_scene_11) (rasterizer_bloom_override False) ) ) (script dormant c07_intro_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 18 56 0.227451 0.129412 0.223529) (cinematic_lighting_set_secondary_light -26 134 0.196078 0.188235 0.286275) (cinematic_lighting_set_ambient_light 0.180392 0.176471 0.207843) (object_uses_cinematic_lighting delta_halo True) ) ) (script dormant c07_intro_01_problem_actors (begin (print "problem actors") (object_create_anew delta_halo) (object_create_anew matte_substance) (object_create_anew matte_high_charity) (object_create_anew_containing "intro_fleet") (object_create_anew_containing "stardust") ) ) (script static c07_intro_02_problem_actors (begin (print "problem actors") (object_create_anew brute_intro_01) (object_create_anew brute_intro_02) (object_create_anew brute_intro_03) (object_create_anew brute_intro_04) (object_create_anew brute_05) (object_create_anew brute_06) (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew grunt_04) (object_create_anew grunt_05) (object_create_anew jackal_01) (object_create_anew jackal_02) (object_create_anew_containing "intro_pike") (object_create_anew_containing "intro_crowd") (object_cinematic_lod brute_intro_01 True) (object_cinematic_lod brute_intro_02 True) (object_cinematic_lod brute_intro_03 True) (object_cinematic_lod brute_intro_04 True) (object_cinematic_lod brute_05 True) (object_cinematic_lod brute_06 True) (object_cinematic_lod grunt_01 True) (object_cinematic_lod grunt_02 True) (object_cinematic_lod grunt_03 True) (object_cinematic_lod grunt_04 True) (object_cinematic_lod grunt_05 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod jackal_02 True) ) ) (script static c07_intro_01_cleanup (begin (object_destroy delta_halo) (object_destroy matte_substance) (object_destroy matte_high_charity) (object_destroy_containing "fleet") (object_destroy_containing "stardust") ) ) (script static c07_intro_scene_01 (begin (fade_out 0 0 0 0) (wake c07_intro_cinematic_light_01) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (07_intro_01_predict_stub) (wake c07_intro_01_problem_actors) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_01 none anchor_flag_intro_a) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\07_intro\07_intro halo_01 anchor_intro_a) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\07_intro\07_intro high_charity_exterior_01 anchor_intro_a) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\07_intro\07_intro substance_01 anchor_intro_a) (scenery_animation_start_relative stardust_01 objects\cinematics\matte_paintings\high_charity_stardust\07_intro\07_intro stardust01_01 anchor_intro_a) (scenery_animation_start_relative stardust_02 objects\cinematics\matte_paintings\high_charity_stardust\07_intro\07_intro stardust02_01 anchor_intro_a) (sleep 15) (fade_in 0 0 0 60) (sleep (- (camera_time) prediction_offset)) (07_intro_02_predict_stub) (c07_intro_02_problem_actors) (cinematic_screen_effect_start True) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c07_intro_01_cleanup) ) ) (script dormant c07_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_02_fol none 1) (print "c07_intro foley 02 start") ) ) (script dormant c07_1010_pot (begin (sleep 200) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1010_pot none 1) (cinematic_subtitle c07_1010_pot 3) ) ) (script dormant c07_intro_dof_02 (begin (time_code_reset) (cinematic_screen_effect_set_depth_of_field 2 0 0 0 1 1 0) (print "rack focus") (sleep 83) (cinematic_screen_effect_set_depth_of_field 2 0 1 0.5 1 0 0.5) (print "rack focus") (sleep 56) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant lightmap_shadows_on (begin (sleep 141) (print "enable lightmap shadows") (cinematic_lightmap_shadow_enable) ) ) (script dormant c07_intro_cinematic_light_02 (begin (cinematic_lighting_set_primary_light 25 190 0.470588 0.368627 0.541176) (cinematic_lighting_set_secondary_light -36 0 0.160784 0.176471 0.345098) (cinematic_lighting_set_ambient_light 0.105882 0.0941177 0.0784314) (object_uses_cinematic_lighting brute_intro_01 True) (object_uses_cinematic_lighting brute_intro_02 True) (object_uses_cinematic_lighting brute_intro_03 True) (object_uses_cinematic_lighting brute_intro_04 True) (object_uses_cinematic_lighting brute_05 True) (object_uses_cinematic_lighting brute_06 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting grunt_02 True) (object_uses_cinematic_lighting grunt_03 True) (object_uses_cinematic_lighting grunt_04 True) (object_uses_cinematic_lighting grunt_05 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting jackal_02 True) (object_uses_cinematic_lighting intro_pike_01 True) (object_uses_cinematic_lighting intro_pike_02 True) (object_uses_cinematic_lighting intro_pike_03 True) (object_uses_cinematic_lighting intro_pike_04 True) (object_uses_cinematic_lighting intro_pike_05 True) (object_uses_cinematic_lighting intro_pike_06 True) (object_uses_cinematic_lighting intro_crowd_01 True) (object_uses_cinematic_lighting intro_crowd_02 True) (object_uses_cinematic_lighting intro_crowd_03 True) (object_uses_cinematic_lighting intro_crowd_04 True) (object_uses_cinematic_lighting intro_crowd_05 True) (object_uses_cinematic_lighting intro_crowd_06 True) (object_uses_cinematic_lighting intro_crowd_07 True) (object_uses_cinematic_lighting intro_crowd_08 True) (object_uses_cinematic_lighting intro_crowd_09 True) (object_uses_cinematic_lighting intro_crowd_10 True) (object_uses_cinematic_lighting intro_crowd_11 True) (object_uses_cinematic_lighting intro_crowd_12 True) (object_uses_cinematic_lighting intro_crowd_13 True) (object_uses_cinematic_lighting intro_crowd_14 True) ) ) (script static c07_intro_03_problem_actors (begin (print "problem actors") (object_create_anew truth_intro) (object_create_anew mercy_intro) (object_create_anew throne_truth_intro) (object_create_anew throne_mercy_intro) (object_create_anew index_intro) (object_cinematic_lod truth_intro True) (object_cinematic_lod mercy_intro True) (object_cinematic_lod throne_truth_intro True) (object_cinematic_lod throne_mercy_intro True) (object_cinematic_lod index_intro True) (objects_attach truth_intro driver throne_truth_intro driver_cinematic) (objects_attach mercy_intro driver throne_mercy_intro driver_cinematic) ) ) (script static c07_intro_02_setup (begin (wake c07_intro_foley_02) (wake c07_1010_pot) (wake lightmap_shadows_on) (wake c07_intro_dof_02) (wake c07_intro_cinematic_light_02) (if (= legendary (game_difficulty_get_real)) (begin (object_create_anew grunt_card) )) ) ) (script static c07_intro_02_cleanup (begin (object_destroy grunt_03) (object_destroy grunt_04) (object_destroy grunt_05) (object_destroy jackal_01) (object_destroy jackal_02) (object_destroy grunt_card) (object_destroy_containing "intro_crowd") ) ) (script static c07_intro_scene_02 (begin (c07_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_02 none anchor_flag_intro_c) (custom_animation_relative brute_intro_01 objects\characters\brute\07_intro\07_intro brute01_02 False anchor_intro_c) (custom_animation_relative brute_intro_02 objects\characters\brute\07_intro\07_intro brute02_02 False anchor_intro_c) (custom_animation_relative brute_intro_03 objects\characters\brute\07_intro\07_intro brute03_02 False anchor_intro_c) (custom_animation_relative brute_intro_04 objects\characters\brute\07_intro\07_intro brute04_02 False anchor_intro_c) (custom_animation_relative brute_05 objects\characters\brute\07_intro\07_intro brute05_02 False anchor_intro_c) (custom_animation_relative brute_06 objects\characters\brute\07_intro\07_intro brute06_02 False anchor_intro_c) (custom_animation_relative grunt_01 objects\characters\grunt\07_intro\07_intro grunt01_02 False anchor_intro_c) (custom_animation_relative grunt_02 objects\characters\grunt\07_intro\07_intro grunt02_02 False anchor_intro_c) (custom_animation_relative grunt_03 objects\characters\grunt\07_intro\07_intro grunt03_02 False anchor_intro_c) (custom_animation_relative grunt_04 objects\characters\grunt\07_intro\07_intro grunt04_02 False anchor_intro_c) (custom_animation_relative grunt_05 objects\characters\grunt\07_intro\07_intro grunt05_02 False anchor_intro_c) (custom_animation_relative jackal_01 objects\characters\jackal\07_intro\07_intro jackal01_02 False anchor_intro_c) (custom_animation_relative jackal_02 objects\characters\jackal\07_intro\07_intro jackal02_02 False anchor_intro_c) (scenery_animation_start_relative intro_pike_01 objects\weapons\melee\pike\07_intro\07_intro pike01_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_02 objects\weapons\melee\pike\07_intro\07_intro pike02_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_03 objects\weapons\melee\pike\07_intro\07_intro pike03_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_04 objects\weapons\melee\pike\07_intro\07_intro pike04_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_05 objects\weapons\melee\pike\07_intro\07_intro pike05_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_06 objects\weapons\melee\pike\07_intro\07_intro pike06_02 anchor_intro_c) (sleep 5) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_intro_03_predict_stub) (c07_intro_03_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_03_fol) (sleep (camera_time)) (c07_intro_02_cleanup) ) ) (script dormant c07_intro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_03_fol none 1) (print "c07_intro foley 03 start") ) ) (script dormant c07_1020_pot (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1020_pot none 1) (cinematic_subtitle c07_1020_pot 6) (unit_set_emotional_state truth_intro pensive 0.25 0) (print "truth - pensive .25 0") ) ) (script dormant c07_1030_pot (begin (sleep 181) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1030_pot truth_intro 1) (cinematic_subtitle c07_1030_pot 9) (sleep 180) (unit_set_emotional_state truth_intro happy 0.25 90) (print "truth - happy .25 90") ) ) (script dormant c07_1040_pot (begin (sleep 451) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1040_pot truth_intro 1) (cinematic_subtitle c07_1040_pot 6) ) ) (script dormant c07_intro_03_fov (begin (time_code_reset) (sleep 178) (print "change fov") (camera_set_field_of_view 40 0) (time_code_reset) (sleep 166) (print "change fov") (camera_set_field_of_view 50 0) ) ) (script dormant c07_intro_cinematic_light_03 (begin (cinematic_lighting_set_primary_light 44 166 0.317647 0.282353 0.376471) (cinematic_lighting_set_secondary_light -69 348 0.290196 0.227451 0.537255) (cinematic_lighting_set_ambient_light 0.054902 0.0470588 0.0392157) (object_uses_cinematic_lighting truth_intro True) (object_uses_cinematic_lighting mercy_intro True) (object_uses_cinematic_lighting throne_truth_intro True) (object_uses_cinematic_lighting throne_mercy_intro True) (object_uses_cinematic_lighting index_intro True) ) ) (script dormant texture_camera_start (begin (time_code_reset) (sleep 178) (print "texture camera start") (texture_camera_set_object_marker texture_camera marker 50) (object_hide mercy True) (object_hide throne_mercy True) (object_hide brute_intro_01 True) (object_hide brute_intro_02 True) (object_hide brute_intro_03 True) (object_hide brute_intro_04 True) (object_hide brute_05 True) (object_hide brute_06 True) ) ) (script dormant texture_camera_stop (begin (sleep 344) (print "texture camera stop") (texture_camera_off) (object_hide mercy False) (object_hide throne_mercy False) (object_hide brute_intro_01 False) (object_hide brute_intro_02 False) (object_hide brute_intro_03 False) (object_hide brute_intro_04 False) (object_hide brute_05 False) (object_hide brute_06 False) ) ) (script static c07_intro_03_setup (begin (cinematic_lightmap_shadow_disable) (object_create_anew chief_needler) (object_create_anew texture_camera) (object_create_anew holo_cam) (object_cinematic_lod chief_needler True) (object_cinematic_lod holo_cam True) (objects_attach grunt_02 right_hand chief_needler ) (wake c07_intro_foley_03) (wake c07_1020_pot) (wake c07_1030_pot) (wake c07_1040_pot) (wake c07_intro_03_fov) (wake texture_camera_start) (wake texture_camera_stop) (wake c07_intro_cinematic_light_03) ) ) (script static c07_intro_03_cleanup (begin (object_destroy brute_intro_03) (object_destroy brute_intro_04) (object_destroy brute_05) (object_destroy brute_06) ) ) (script static c07_intro_scene_03 (begin (c07_intro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_03 none anchor_flag_intro_c) (custom_animation_relative truth_intro objects\characters\prophet\07_intro\07_intro truth_03 False anchor_intro_c) (custom_animation_relative mercy_intro objects\characters\prophet\07_intro\07_intro mercy_03 False anchor_intro_c) (custom_animation_relative brute_intro_01 objects\characters\brute\07_intro\07_intro brute01_03 False anchor_intro_c) (custom_animation_relative brute_intro_02 objects\characters\brute\07_intro\07_intro brute02_03 False anchor_intro_c) (custom_animation_relative brute_intro_03 objects\characters\brute\07_intro\07_intro brute03_03 False anchor_intro_c) (custom_animation_relative brute_intro_04 objects\characters\brute\07_intro\07_intro brute04_03 False anchor_intro_c) (custom_animation_relative brute_05 objects\characters\brute\07_intro\07_intro brute05_03 False anchor_intro_c) (custom_animation_relative brute_06 objects\characters\brute\07_intro\07_intro brute06_03 False anchor_intro_c) (custom_animation_relative grunt_01 objects\characters\grunt\07_intro\07_intro grunt01_03 False anchor_intro_c) (custom_animation_relative grunt_02 objects\characters\grunt\07_intro\07_intro grunt02_03 False anchor_intro_c) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\07_intro\07_intro tex_camera_03 anchor_intro_c) (scenery_animation_start_relative holo_cam objects\cinematics\covenant\holo_cam\07_intro\07_intro holo_cam_03 anchor_intro_c) (scenery_animation_start_relative index_intro scenarios\objects\forerunner\industrial\index\index_full\07_intro\07_intro index_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_01 objects\weapons\melee\pike\07_intro\07_intro pike01_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_02 objects\weapons\melee\pike\07_intro\07_intro pike02_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_03 objects\weapons\melee\pike\07_intro\07_intro pike03_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_04 objects\weapons\melee\pike\07_intro\07_intro pike04_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_05 objects\weapons\melee\pike\07_intro\07_intro pike05_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_06 objects\weapons\melee\pike\07_intro\07_intro pike06_03 anchor_intro_c) (sleep (- (camera_time) prediction_offset)) (07_intro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_04_fol) (sleep (camera_time)) (c07_intro_03_cleanup) ) ) (script dormant c07_intro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_04_fol none 1) (print "c07_intro foley 04 start") ) ) (script dormant c07_1050_pot (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1050_pot truth_intro 1) (cinematic_subtitle c07_1050_pot 5) (unit_set_emotional_state truth_intro happy 0.25 0) (unit_set_emotional_state truth_intro happy 0.5 60) (print "truth - happy .5 60") ) ) (script dormant c07_1060_mas (begin (sleep 217) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1060_mas chief 1) (cinematic_subtitle c07_1060_mas 1) ) ) (script dormant c07_1070_crz (begin (sleep 236) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1070_crz grunt_01 1) (cinematic_subtitle c07_1070_crz 2) (unit_set_emotional_state truth_intro shocked 0.75 0) (print "truth - shocked .75 0") ) ) (script dormant c07_1080_pot (begin (sleep 412) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1080_pot truth_intro 1) (cinematic_subtitle c07_1080_pot 2) (sleep 30) (unit_set_emotional_state truth_intro arrogant 0.5 30) (print "truth - arrogant .5 30") ) ) (script dormant effect_chief_teleport (begin (print "effect - teleport") (effect_new_on_object_marker effects\gameplay\cinematic_teleport teleport marker) ) ) (script dormant intro_chief_arrival (begin (sleep 142) (print "chief arrival") (custom_animation_relative chief_intro objects\characters\masterchief\07_intro\07_intro chief_04 False anchor_intro_c) ) ) (script dormant needler_attach (begin (time_code_reset) (sleep 230) (objects_detach grunt_02 chief_needler) (print "needler detach") (sleep 80) (objects_attach chief_intro right_hand chief_needler ) (print "needler attach") ) ) (script static c07_intro_04_setup (begin (object_create_anew teleport) (object_create_anew chief_intro) (object_cinematic_lod chief_intro True) (object_uses_cinematic_lighting chief_intro True) (render_lights_enable_cinematic_shadow True chief_intro head 0.4) (wake c07_intro_foley_04) (wake c07_1050_pot) (wake c07_1060_mas) (wake c07_1070_crz) (wake c07_1080_pot) (wake intro_chief_arrival) (wake needler_attach) (wake effect_chief_teleport) ) ) (script static c07_intro_04_cleanup (begin (object_destroy chief_intro) (object_destroy_containing "truth") (object_destroy_containing "mercy") (object_destroy brute_intro_01) (object_destroy brute_intro_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy index_intro) (object_destroy holo_cam) (object_destroy teleport) (object_destroy_containing "intro_pike") (object_destroy chief_needler) ) ) (script static c07_intro_scene_04 (begin (c07_intro_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_04 none anchor_flag_intro_c) (custom_animation_relative truth_intro objects\characters\prophet\07_intro\07_intro truth_04 False anchor_intro_c) (custom_animation_relative mercy_intro objects\characters\prophet\07_intro\07_intro mercy_04 False anchor_intro_c) (custom_animation_relative brute_intro_01 objects\characters\brute\07_intro\07_intro brute01_04 False anchor_intro_c) (custom_animation_relative brute_intro_02 objects\characters\brute\07_intro\07_intro brute02_04 False anchor_intro_c) (custom_animation_relative grunt_01 objects\characters\grunt\07_intro\07_intro grunt01_04 False anchor_intro_c) (custom_animation_relative grunt_02 objects\characters\grunt\07_intro\07_intro grunt02_04 False anchor_intro_c) (scenery_animation_start_relative index_intro scenarios\objects\forerunner\industrial\index\index_full\07_intro\07_intro index_04 anchor_intro_c) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\07_intro\07_intro tex_camera_04 anchor_intro_c) (scenery_animation_start_relative holo_cam objects\cinematics\covenant\holo_cam\07_intro\07_intro holo_cam_04 anchor_intro_c) (scenery_animation_start_relative intro_pike_01 objects\weapons\melee\pike\07_intro\07_intro pike01_04 anchor_intro_c) (scenery_animation_start_relative intro_pike_02 objects\weapons\melee\pike\07_intro\07_intro pike02_04 anchor_intro_c) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c07_intro_04_cleanup) ) ) (script static c07_intro (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "amb" 0 15) (switch_bsp_by_name high_0) (sleep 1) (c07_intro_scene_01) (sound_class_set_gain "amb" 1 15) (c07_intro_scene_02) (c07_intro_scene_03) (c07_intro_scene_04) ) ) (script dormant c07_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_01_mus none 1) (print "c07_intra1 score 01 start") ) ) (script dormant c07_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_01_fol none 1) (print "c07_intra1 foley 01 start") ) ) (script dormant c07_2010_tar (begin (sleep 128) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2010_tar tartarus 1) (cinematic_subtitle c07_2010_tar 2) ) ) (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 truth True) (object_uses_cinematic_lighting mercy True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting throne_truth 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) (object_uses_cinematic_lighting hammer True) (object_uses_cinematic_lighting intra_pike_01 True) (object_uses_cinematic_lighting intra_pike_02 True) ) ) (script dormant hide_pikes (begin (time_code_reset) (sleep 300) (print "hide pikes") (object_hide intra_pike_01 True) (object_hide intra_pike_02 True) ) ) (script dormant show_pikes (begin (sleep 400) (print "show pikes") (object_hide intra_pike_01 False) (object_hide intra_pike_02 False) ) ) (script dormant johnson_emotion (begin (unit_set_emotional_state johnson angry 0.25 0) (sleep 277) (unit_set_emotional_state johnson pain 0.5 30) (print "johnson - pain .5 30") ) ) (script dormant miranda_emotion (begin (unit_set_emotional_state miranda shocked 0.1 0) (sleep 375) (unit_set_emotional_state miranda shocked 0.4 60) (print "miranda - shocked .25 60") ) ) (script static c07_intra1_01_setup (begin (object_create_anew miranda) (object_create_anew johnson) (object_create_anew truth) (object_create_anew mercy) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew monitor) (object_create_anew hammer) (object_create_anew throne_truth) (object_create_anew throne_mercy) (object_create_anew phantom_01) (object_create_anew phantom_02) (object_create_anew phantom_03) (object_create_anew_containing "intra_pike") (object_set_function_variable monitor talking 0 0) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod truth True) (object_cinematic_lod mercy True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_cinematic_lod monitor True) (object_cinematic_lod hammer True) (object_cinematic_lod throne_truth 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) (objects_attach truth driver throne_truth driver_cinematic) (objects_attach mercy driver throne_mercy driver_cinematic) (wake c07_intra1_score_01) (wake c07_intra1_foley_01) (wake c07_2010_tar) (wake johnson_emotion) (wake miranda_emotion) (wake hide_pikes) (wake show_pikes) (wake c07_intra1_cinematic_light_01) ) ) (script static c07_intra1_01_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy brute_01) (object_destroy brute_02) ) ) (script static c07_intra1_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (07_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_01_fol) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_01_mus) (sleep prediction_offset) (c07_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_01 none anchor_flag_intra1) (custom_animation_relative miranda objects\characters\miranda\07_intra1\07_intra1 miranda_01 False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\07_intra1\07_intra1 johnson_01 False anchor_intra1) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_01 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_01 False anchor_intra1) (custom_animation_relative monitor objects\characters\monitor\07_intra1\07_intra1 monitor_01 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_01 False anchor_intra1) (custom_animation_relative brute_01 objects\characters\brute\07_intra1\07_intra1 brute01_01 False anchor_intra1) (custom_animation_relative brute_02 objects\characters\brute\07_intra1\07_intra1 brute02_01 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_01 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_01 False anchor_intra1) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\07_intra1\07_intra1 hammer_01 anchor_intra1) (scenery_animation_start_relative intra_pike_01 objects\weapons\melee\pike\07_intra1\07_intra1 pike01_01 anchor_intra1) (scenery_animation_start_relative intra_pike_02 objects\weapons\melee\pike\07_intra1\07_intra1 pike02_01 anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_01 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_01 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_01 False anchor_intra1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_intra1_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_02_fol) (sleep (camera_time)) (c07_intra1_01_cleanup) ) ) (script dormant c07_intra1_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_02_fol none 1) (print "c07_intra1 foley 02 start") ) ) (script dormant c07_2020_pot (begin (sleep 52) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2020_pot truth 1) (cinematic_subtitle c07_2020_pot 4) ) ) (script dormant c07_2030_tar (begin (sleep 163) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2030_tar tartarus 1) (cinematic_subtitle c07_2030_tar 4) (sleep 90) (print "spawn infection-forms") (ai_place c07_infection) ) ) (script dormant c07_intra1_02_fov_01 (begin (sleep 347) (print "fov change: 60 -> 8 over 20 ticks") (camera_set_field_of_view 8 20) ) ) (script static c07_intra1_02_setup (begin (object_cannot_take_damage truth) (object_cannot_take_damage mercy) (object_cannot_take_damage tartarus) (object_cannot_take_damage brute_03) (object_cannot_take_damage brute_04) (object_cannot_take_damage infection_form_01) (object_cannot_take_damage infection_form_02) (object_create_anew infection_form_01) (object_create_anew index) (object_cinematic_lod infection_form_01 True) (object_cinematic_lod index True) (wake c07_intra1_foley_02) (wake c07_2020_pot) (wake c07_2030_tar) (wake c07_intra1_02_fov_01) ) ) (script static c07_intra1_02_cleanup (begin (objects_detach mercy throne_mercy) (object_destroy mercy) (object_hide index True) ) ) (script static c07_intra1_scene_02 (begin (c07_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_02 none anchor_flag_intra1) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_02 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_02 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_02 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_02 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_02 False anchor_intra1) (custom_animation_relative infection_form_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_02 False anchor_intra1) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\07_intra1\07_intra1 hammer_02 anchor_intra1) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\07_intra1\07_intra1 index_02 anchor_intra1) (scenery_animation_start_relative intra_pike_01 objects\weapons\melee\pike\07_intra1\07_intra1 pike01_02 anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_02 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_02 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_02 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_03_fol) (sleep (camera_time)) (c07_intra1_02_cleanup) ) ) (script dormant c07_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_03_fol none 1) (print "c07_intra1 foley 03 start") ) ) (script dormant c07_2040_pom (begin (sleep 295) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2040_pom mercy 1) (cinematic_subtitle c07_2040_pom 4) (unit_set_emotional_state mercy scared 1 30) (print "mercy - scared 1 30") ) ) (script dormant effect_infection_burrow (begin (sleep 302) (print "effect - infection burrow") (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_02 mouth) ) ) (script dormant infection_pop_01 (begin (time_code_reset) (sleep 162) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_01 ) (object_hide infection_form_01 True) (sleep 51) (object_hide infection_form_01 False) (sleep 5) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_01 ) (object_hide infection_form_01 True) ) ) (script dormant infection_pop_02 (begin (sleep 171) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_02 ) (object_hide infection_form_02 True) (sleep 2) (object_hide infection_form_02 False) (sleep 7) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_02 ) (object_hide infection_form_02 True) (sleep 9) (object_hide infection_form_02 False) (sleep 17) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_02 ) (object_hide infection_form_02 True) (sleep 10) (object_hide infection_form_02 False) ) ) (script dormant kill_infection_forms (begin (sleep 158) (print "erase infection forms") (ai_erase c07_infection) ) ) (script dormant delete_mercy_throne (begin (sleep 308) (print "destroy mercy's throne") (object_destroy throne_mercy) ) ) (script static c07_intra1_03_setup (begin (object_create_anew mercy_no_crown) (object_create_anew infection_form_02) (object_cinematic_lod mercy_no_crown True) (object_cinematic_lod infection_form_02 True) (object_uses_cinematic_lighting mercy_no_crown True) (object_uses_cinematic_lighting infection_form_02 True) (objects_attach mercy_no_crown driver throne_mercy driver_cinematic) (wake c07_intra1_foley_03) (wake c07_2040_pom) (wake delete_mercy_throne) (wake kill_infection_forms) (wake infection_pop_01) (wake infection_pop_02) (wake effect_infection_burrow) ) ) (script static c07_intra1_03_cleanup (begin (object_destroy infection_form_02) (object_destroy hammer) (object_destroy_containing "intra_pike") ) ) (script static c07_intra1_scene_03 (begin (c07_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_03 none anchor_flag_intra1) (camera_set_field_of_view 60 0) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_03 False anchor_intra1) (custom_animation_relative mercy_no_crown objects\characters\prophet\07_intra1\07_intra1 mercy_03 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_03 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_03 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_03 False anchor_intra1) (custom_animation_relative infection_form_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_03 False anchor_intra1) (custom_animation_relative infection_form_02 objects\characters\flood_infection\07_intra1\07_intra1 infection02_03 False anchor_intra1) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\07_intra1\07_intra1 hammer_03 anchor_intra1) (scenery_animation_start_relative intra_pike_01 objects\weapons\melee\pike\07_intra1\07_intra1 pike01_03 anchor_intra1) (scenery_animation_start_relative intra_pike_02 objects\weapons\melee\pike\07_intra1\07_intra1 pike02_03 anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_03 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_03 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_03 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_04_fol) (sleep (camera_time)) (c07_intra1_03_cleanup) ) ) (script dormant c07_intra1_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_04_fol none 1) (print "c07_intra1 foley 04 start") ) ) (script dormant c07_2050_pot (begin (sleep 64) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2050_pot truth 1) (cinematic_subtitle c07_2050_pot 1) ) ) (script dormant c07_2060_pot (begin (sleep 132) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2060_pot truth 1) (cinematic_subtitle c07_2060_pot 3) (sleep 45) (unit_set_emotional_state tartarus pensive 0.5 60) (print "tartarus - shocked .5 60") (unit_set_emotional_state mercy shocked 1 0) (print "mercy - shocked 1 0") ) ) (script dormant c07_2070_pot (begin (sleep 231) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2070_pot truth 1) (cinematic_subtitle c07_2070_pot 2) (unit_set_emotional_state mercy pain 1 60) (print "mercy - pain 1 60") ) ) (script dormant c07_intra1_dof_04 (begin (time_code_reset) (sleep 384) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.5 0.75 0.75 0 0 0 0) (print "rack focus") (sleep 106) (cinematic_screen_effect_set_depth_of_field 0.5 0.75 0 0.5 0 0.75 0.5) (print "rack focus") ) ) (script static c07_intra1_04_setup (begin (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_01 mouth) (object_hide index False) (object_hide infection_form_01 False) (wake c07_intra1_foley_04) (wake c07_2050_pot) (wake c07_2060_pot) (wake c07_2070_pot) (wake c07_intra1_dof_04) (unit_set_emotional_state tartarus shocked 0.5 0) (print "tartarus - shocked .5 0") ) ) (script static c07_intra1_04_cleanup (begin (object_destroy truth) (object_destroy mercy_no_crown) (object_destroy tartarus) (object_destroy brute_03) (object_destroy brute_04) (object_destroy infection_form_01) (object_destroy throne_mercy) (object_destroy phantom_01) (object_destroy phantom_02) (object_destroy phantom_03) (object_destroy index) ) ) (script static c07_intra1_scene_04 (begin (c07_intra1_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_04 none anchor_flag_intra1) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_04 False anchor_intra1) (custom_animation_relative mercy_no_crown objects\characters\prophet\07_intra1\07_intra1 mercy_04 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_04 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_04 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_04 False anchor_intra1) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\07_intra1\07_intra1 index_04 anchor_intra1) (custom_animation_relative infection_form_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_04 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_04 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_04 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_04 False anchor_intra1) (sleep (- (camera_time) 60)) (fade_out 0 0 0 60) (sleep 60) (c07_intra1_04_cleanup) (cinematic_lightmap_shadow_disable) ) ) (script static c07_intra1 (begin (sound_class_set_gain "vehicle" 0.25 1) (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name high_5) (sleep 1) (c07_intra1_scene_01) (c07_intra1_scene_02) (c07_intra1_scene_03) (c07_intra1_scene_04) ) ) (script static test (begin (print "effect - infection burrow") (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_02 mouth) (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_01 mouth) ) ) (script command cs_jump (begin (cs_jump_to_point 0 5) ) ) (script command cs_abort (begin (sleep 1) ) ) (script command cs_alert (begin (cs_abort_on_alert True) (sleep_forever) ) ) (script command cs_alert_combat (begin (cs_abort_on_alert True) (cs_movement_mode ai_movement_combat) (sleep_forever) ) ) (script static test_rumble (begin (damage_object objects\cinematics\human\inamberclad_to_scale\damage_effects\ioc_flyby (player0) ) ) ) (script static test_ioc (begin (object_create ioc_effect) (sound_impulse_start sound\visual_effects\inamberclad_flyby\slipspace rupture 1) (sound_impulse_start sound\visual_effects\inamberclad_flyby\inamberclad_flyby none 1) (sleep 3) (object_create ioc) (device_set_position_track ioc high_charity_flyby 0) (device_animate_position ioc 1 15 0 0 False) (sleep 30) (object_destroy ioc_effect) (sleep 30) (damage_object objects\cinematics\human\inamberclad_to_scale\damage_effects\ioc_flyby (player0) ) (sleep_until (>= (device_get_position ioc) 1)) (object_destroy ioc) ) ) (script dormant bullshit (begin (sleep_until (= (structure_bsp_index) 3)) (object_destroy_containing "bsp0_crate") (object_destroy_containing "bsp1_crate") (object_destroy_containing "bsp2_crate") (object_destroy_containing "bsp2_body") (sleep 1) (object_create_anew_containing "bsp3_body") (object_create_anew_containing "bsp3_crate") (sleep_until (= (structure_bsp_index) 4)) (object_destroy_containing "bsp3_body") (object_destroy_containing "bsp3_crate") (sleep 1) (object_create_anew_containing "bsp3b_body") (object_create_anew_containing "bsp3b_crate") (sleep_until (= (structure_bsp_index) 5)) (object_destroy_containing "bsp3b_body") (object_destroy_containing "bsp3b_crate") (sleep 1) (object_create_anew_containing "bsp4_body") (object_create_anew_containing "bsp4_crate") ) ) (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) (object_dynamic_simulation_disable (ai_get_object ai_current_actor) True) (unit_set_emotional_state (ai_get_unit ai_current_actor) pensive 0.5 0) (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 command cs_shrink_cortana (begin (cs_enable_dialogue False) (sleep 60) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 (ai_get_object ai_current_actor) effect) (sleep 3) (object_set_scale (ai_get_object ai_current_actor) 0.01 10) (sleep 30) (ai_erase ai_current_actor) ) ) (script dormant ice_cream_angry (begin (sleep_until (volume_test_objects tv_ice_cream (players))) (object_create ice_cream_effect) (object_create ice_cream_head) (ai_place ice_cream_grunt) (sleep 1) (device_set_position ice_cream_effect 1) (ai_set_active_camo ice_cream_grunt True) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head.weapon))) (if debug (print "you're going to get fat!!!!! or dead...")) (if debug (print "because now everyone is angry!!!!")) (ice_cream_flavor_stock 13) ) ) (script dormant music_07a_01 (begin (sleep_until g_music_07a_01) (if debug (print "start music 07a_01")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_01 none 1) (sleep_until (not g_music_07a_01)) (if debug (print "stop music 07a_01")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_01) ) ) (script dormant music_07a_02 (begin (sleep_until g_music_07a_02) (if debug (print "start music 07a_02")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_02 none 1) (sleep_until (not g_music_07a_02)) (if debug (print "stop music 07a_02")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_02) ) ) (script dormant music_07a_03 (begin (sleep_until g_music_07a_03) (if debug (print "start music 07a_03")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_03 none 1) (sleep_until g_music_07a_03_alt) (if debug (print "set music 07a_03 alternate")) (sound_looping_set_alternate scenarios\solo\07a_highcharity\07a_music\07a_03 True) (sleep_until (not g_music_07a_03)) (if debug (print "stop music 07a_03")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_03) ) ) (script dormant music_07a_04 (begin (sleep_until g_music_07a_04) (if debug (print "start music 07a_04")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_04 none 1) (sleep_until g_music_07a_04_alt) (if debug (print "set music 07a_04 alternate")) (sound_looping_set_alternate scenarios\solo\07a_highcharity\07a_music\07a_04 True) (sleep_until (not g_music_07a_04)) (if debug (print "stop music 07a_04")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_04) ) ) (script dormant music_07a_05 (begin (sleep_until g_music_07a_05) (if debug (print "start music 07a_05")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_05 none 1) (sleep_until (not g_music_07a_05)) (if debug (print "stop music 07a_05")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_05) ) ) (script dormant music_07a_06 (begin (sleep_until g_music_07a_06) (if debug (print "start music 07a_06")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_06 none 1) ) ) (script dormant music_07a_07 (begin (sleep_until g_music_07a_07) (if debug (print "start music 07a_07")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_07 none 1) (sleep_until g_music_07a_07_alt) (if debug (print "set music 07a_07 alternate")) (sound_looping_set_alternate scenarios\solo\07a_highcharity\07a_music\07a_07 True) (sleep_until (not g_music_07a_07)) (if debug (print "stop music 07a_07")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_07) ) ) (script dormant music_07a_08 (begin (sleep_until g_music_07a_08) (if debug (print "start music 07a_08")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_08 none 1) (sleep_until (not g_music_07a_08)) (if debug (print "stop music 07a_08")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_08) ) ) (script dormant chapter_job (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_thanks (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_grudge (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_graves (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_locate_set (begin (sleep 30) (print "new objective set:") (print "locate the prophet of truth and the index.") (objectives_show_up_to 0) ) ) (script dormant objective_locate_clear (begin (print "objective complete:") (print "locate the prophet of truth and the index.") (objectives_finish_up_to 0) ) ) (script dormant objective_rescue_set (begin (sleep 30) (print "new objective set:") (print "rescue the marines being held in the detention-block.") (objectives_show_up_to 1) ) ) (script dormant objective_rescue_clear (begin (print "objective complete:") (print "rescue the marines being held in the detention-block.") (objectives_finish_up_to 1) ) ) (script dormant objective_truth_set (begin (sleep 30) (print "new objective set:") (print "follow the prophet of truth to the far tower.") (objectives_show_up_to 2) ) ) (script dormant objective_truth_clear (begin (print "objective complete:") (print "follow the prophet of truth to the far tower.") (objectives_finish_up_to 2) ) ) (script dormant objective_phantom_set (begin (sleep 30) (print "new objective set:") (print "stop the prophet of truth from boarding his phantom.") (objectives_show_up_to 3) ) ) (script dormant objective_phantom_clear (begin (print "objective complete:") (print "stop the prophet of truth from boarding his phantom.") (objectives_finish_up_to 3) ) ) (script static erase_cortana (begin (if debug (print "erasing cortana...")) (cs_run_command_script cortana cs_shrink_cortana) (sleep 1) ) ) (script static sc_this_way_a (begin (if dialogue (print "cortana: this way, chief!")) (sleep (ai_play_line_on_object none 2000)) (sleep dialogue_pause) ) ) (script static sc_this_way_b (begin (if dialogue (print "cortana: over here, chief!")) (sleep (ai_play_line_on_object none 2010)) (sleep dialogue_pause) ) ) (script static sc_this_way_c (begin (if dialogue (print "cortana: chief! let's go")) (sleep (ai_play_line_on_object none 2020)) (sleep dialogue_pause) ) ) (script static sc_this_way_d (begin (if dialogue (print "cortana: come on, chief!")) (sleep (ai_play_line_on_object none 2030)) (sleep dialogue_pause) ) ) (script static sc_this_way_e (begin (if dialogue (print "cortana: through here!")) (sleep (ai_play_line_on_object none 2040)) (sleep dialogue_pause) ) ) (script static sc_this_way_f (begin (if dialogue (print "cortana: go on through!")) (sleep (ai_play_line_on_object none 2050)) (sleep dialogue_pause) ) ) (script dormant sc_council_ini (begin (if dialogue (print "cortana: brutes!")) (sleep (ai_play_line_on_object none 2070)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: the faster you kill those brutes the better")) (sleep (ai_play_line_on_object none 2100)) (set g_council_initial True) ) ) (script dormant sc_brutes_berserk (begin (if (> (ai_living_count council_brute_ini) 0) (begin (if dialogue (print "cortana: they don't have shield generators, but take them out before...")) (sleep (ai_play_line_on_object none 2080)) (sleep dialogue_pause) )) (if (> (ai_living_count council_brute_ini) 0) (begin (if dialogue (print "cortana: it's berserking!")) (sleep (ai_play_line_on_object none 2090)) )) ) ) (script dormant sc_council_exit_reminder (begin (sleep (* 30 20)) (sleep_until (begin (if (or (volume_test_objects tv_council_bk (players)) (volume_test_objects tv_council_lt_bk (players)) (volume_test_objects tv_council_rt_bk (players))) (begin (if g_council_exit_reminder (sleep_forever)) (if dialogue (print "cortana: they've locked it from below")) (sleep (ai_play_line_on_object none 2130)) (sleep (* dialogue_pause 2)) (if g_council_exit_reminder (sleep_forever)) (if dialogue (print "cortana: there's a door at the other end of the chamber")) (sleep (ai_play_line_on_object none 2120)) (set g_council_reminder_played True) )) (if g_council_reminder_played (begin (set g_council_reminder_played False) (sleep (* 30 30)) )) g_council_exit_reminder) 60) ) ) (script static sc_council_mid (begin (sleep (random_range 15 45)) (if dialogue (print "brute: the demon has infiltrated the council chamber?!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_d 1 1) (sleep 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1000_bth)) (sleep dialogue_pause) (if dialogue (print "brute: protect the hierarchs! seal the exits!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_d 1 1) (sleep 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1010_bth)) (sleep (* dialogue_pause 2)) (if dialogue (print "cortana: oh, i don't think so")) (sleep (ai_play_line_on_object none 2190)) (sleep (* dialogue_pause 4)) ) ) (script dormant sc_council_exit_leave (begin (sleep 150) (if (volume_test_objects tv_council_ext (players)) (begin (if dialogue (print "cortana: don't worry. you can pick me up later")) (sleep (ai_play_line_at_player cortana_0 2180)) )) (erase_cortana) ) ) (script dormant sc_council_exit (begin (sleep (random_range 15 45)) (if dialogue (print "cortana: put me down on one of the pedestals near the door.")) (sleep (ai_play_line_on_object none 2110)) (wake sc_council_exit_reminder) (sleep_until (begin (if (and (> (objects_distance_to_object (players) bsp_0_holo_a) 0) (< (objects_distance_to_object (players) bsp_0_holo_a) 2.5)) (begin (begin (ai_place cortana_0/a) (set g_council_exit_reminder True) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_a effect) ) ) (if (and (> (objects_distance_to_object (players) bsp_0_holo_b) 0) (< (objects_distance_to_object (players) bsp_0_holo_b) 2.5)) (begin (begin (ai_place cortana_0/b) (set g_council_exit_reminder True) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_b effect) ) ) void)) g_council_exit_reminder) 5) (sleep 90) (if dialogue (print "cortana: that prophet - truth - he has the index!")) (if dialogue (print "cortana: you've got to take it back from him!")) (sleep (ai_play_line_at_player cortana_0 2150)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: let me get these doors...")) (sleep (ai_play_line_at_player cortana_0 2140)) (sleep dialogue_pause) (device_closes_automatically_set council_exit False) (device_operates_automatically_set council_exit True) (sleep 1) (device_set_position council_exit 1) (sleep 15) (game_save) (if dialogue (print "cortana: go. it'll be easier to track truth if i stay in the network")) (sleep (ai_play_line_at_player cortana_0 2170)) (sleep dialogue_pause) (set g_music_07a_01 True) (wake sc_council_exit_leave) (sleep_until (volume_test_objects tv_council_hall (players)) 5) (sleep 30) (erase_cortana) (device_closes_automatically_set council_exit True) ) ) (script dormant sc_grand_a_exit (begin (erase_cortana) (sleep 1) (ai_place cortana_0/f) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_f effect) (sleep_until (and (> (objects_distance_to_object (players) bsp_0_holo_f) 0) (< (objects_distance_to_object (players) bsp_0_holo_f) 4))) (set g_music_07a_02 True) (if dialogue (print "cortana: right this way chief!")) (sleep (ai_play_line_at_player cortana_0 2060)) (device_one_sided_set grand_a_exit False) (sleep_until (volume_test_objects tv_dervish_ledge_fr (players))) (sleep 30) (erase_cortana) ) ) (script dormant sc_ledge_chieftan (begin (if g_cheiftan (sleep_forever)) (sleep 30) (if dialogue (print "cortana: watch out for the captain!")) (if dialogue (print "cortana: it's got a brute shot")) (sleep (ai_play_line_on_object none 2200)) (set g_cheiftan True) ) ) (script dormant sc_ledge_down_reminder (begin (sleep 300) (sleep_until (volume_test_objects tv_dervish_ledge_lift (players))) (if g_ledge_reminder (sleep_forever)) (if dialogue (print "cortana: after that stunt on the cairo,")) (if dialogue (print "cortana: i know you're not afraid of heights.")) (sleep (ai_play_line_at_player cortana_0 2240)) (sleep (* dialogue_pause 3)) (sleep 300) (sleep_until (volume_test_objects tv_dervish_ledge_lift (players))) (if g_ledge_reminder (sleep_forever)) (if dialogue (print "cortana: fine, i won't watch")) (if dialogue (print "cortana: meet you at the bottom, ok?")) (sleep (ai_play_line_at_player cortana_0 2250)) (sleep dialogue_pause) ) ) (script dormant sc_ledge_down (begin (sleep_until (and g_cheiftan (<= (ai_living_count dervish_ledge_prophets) 3))) (erase_cortana) (sleep 1) (ai_place cortana_0/i) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_i effect) (sleep 90) (sleep_until (and (not (volume_test_objects tv_dervish_ledge_fr (ai_actors prophets))) (not (volume_test_objects tv_dervish_ledge_bk (ai_actors prophets))))) (set g_dervish_ledge_orders True) (sleep 30) (sleep_until (and (> (objects_distance_to_object (players) bsp_0_holo_i) 0) (< (objects_distance_to_object (players) bsp_0_holo_i) 2))) (if dialogue (print "cortana: truth is moving through the lower-levels of the tower.")) (sleep (ai_play_line_at_player cortana_0 2210)) (sleep dialogue_pause) (if dialogue (print "cortana: i'll reverse this grav-lift. drop down, try to cut him off.")) (sleep (ai_play_line_at_player cortana_0 2220)) (sleep dialogue_pause) (game_save) (device_closes_automatically_set dervish_lift_up False) (device_set_position dervish_lift_up 1) (sleep 30) (object_destroy dervish_lift_up) (object_create dervish_lift_down) (sleep 5) (if dialogue (print "cortana: it's safe really. just step in")) (sleep (ai_play_line_at_player cortana_0 2230)) (sleep dialogue_pause) (wake sc_ledge_down_reminder) (sleep_until (volume_test_objects tv_dervish_ledge_lower (players))) (set g_ledge_reminder True) (erase_cortana) ) ) (script dormant sc_corridor_a_amb (begin (sleep (random_range 15 45)) (if dialogue (print "brute: reinforce all approaches to the holding-pens!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1020_bth)) (sleep dialogue_pause) (if dialogue (print "brute: slay the demon on sight!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1030_bth)) (sleep (* dialogue_pause 5)) (sleep_until (and (> (objects_distance_to_object (players) grand_b_holo_b) 0) (< (objects_distance_to_object (players) grand_b_holo_b) 5)) 5) (erase_cortana) (sleep 1) (ai_place cortana_grand_b/b) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 grand_b_holo_b effect) (sleep 30) (if dialogue (print "cortana: they're beefing-up their patrols. stay sharp.")) (sleep (ai_play_line_at_player cortana_grand_b 2260)) (game_save_no_timeout) (sleep 30) (device_set_position grand_b_exit 1) (sleep 90) (erase_cortana) (device_closes_automatically_set grand_b_exit True) ) ) (script dormant sc_jail_info (begin (if dialogue (print "cortana: wait a minute... i'm reading marine iff transponders!")) (sleep (ai_play_line_on_object none 2270)) (sleep dialogue_pause) (if dialogue (print "cortana: the signals are originating somewhere below your position.")) (sleep (ai_play_line_on_object none 2280)) (game_save_no_timeout) (ai_place hall_b_jackals) (wake objective_locate_clear) (wake objective_rescue_set) ) ) (script dormant sc_room_a_lift (begin (sleep_until (<= (ai_living_count hall_b_prophets) 3)) (ai_place cortana_corridor_a/o) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 hall_a_holo_o effect) (sleep_until (and (> (objects_distance_to_object (players) hall_a_holo_o) 0) (< (objects_distance_to_object (players) hall_a_holo_o) 4.5))) (if dialogue (print "cortana: there's another lift in the next room")) (sleep (ai_play_line_at_player cortana_corridor_a 2290)) (sleep dialogue_pause) (sleep_until (and g_room_a_door (volume_test_objects tv_room_a (players)))) (erase_cortana) ) ) (script dormant sc_room_a_down (begin (erase_cortana) (sleep 1) (ai_place cortana_room_a/m) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 room_a_holo_m effect) (sleep_until (and (> (objects_distance_to_object (players) jail_down) 0) (< (objects_distance_to_object (players) jail_down) 3.5)) 5) (sleep 15) (if dialogue (print "cortana: here, chief! jump in!")) (sleep (ai_play_line_at_player cortana_room_a 2300)) (ai_place room_a_tube_fodder) (device_set_power room_a_lift 0) (device_set_position room_a_lift_effect 1) (sleep 30) (device_set_position jail_down 1) ) ) (script dormant sc_jail_down (begin (if dialogue (print "cortana: there are two groups of marines in this detention-block.")) (sleep (ai_play_line_on_object none 2310)) (sleep dialogue_pause) (if dialogue (print "cortana: i'll zero their locations - you neutralize the guards... quietly")) (sleep (ai_play_line_on_object none 2320)) (sleep 30) (set g_music_07a_03 True) (game_save_immediate) ) ) (script dormant sc_cell_a_ent (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/h) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_h effect) (sleep 60) (if dialogue (print "cortana: come to middle-level, chief!")) (sleep (ai_play_line_on_object none 2350)) (sleep (* dialogue_pause 3)) (if (or g_jail_a_finished g_jail_b_finished) (begin (if dialogue (print "cortana: more guards! get ready!")) (sleep (ai_play_line_on_object none 2380)) ) (begin (if dialogue (print "cortana: the marines are just inside. careful of the guards.")) (sleep (ai_play_line_on_object none 2360)) )) (sleep_until (and (> (objects_distance_to_object (players) jail_ped_h) 0) (< (objects_distance_to_object (players) jail_ped_h) 3)) 5) (game_save) ) ) (script dormant sc_cell_b_ent (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/n) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_n effect) (sleep 60) (if dialogue (print "cortana: chief! come to the lower level!")) (sleep (ai_play_line_on_object none 2370)) (sleep (* dialogue_pause 3)) (if (or g_jail_a_finished g_jail_b_finished) (begin (if dialogue (print "cortana: more guards! get ready!")) (sleep (ai_play_line_on_object none 2380)) ) (begin (if dialogue (print "cortana: the marines are just inside. careful of the guards.")) (sleep (ai_play_line_on_object none 2360)) )) (sleep_until (and (> (objects_distance_to_object (players) jail_ped_n) 0) (< (objects_distance_to_object (players) jail_ped_n) 3)) 5) (game_save) ) ) (script dormant sc_first_cell (begin (ai_dialogue_enable False) (sleep 90) (if dialogue (print "cortana: listen-up marines. the chief's hunting a prophet,")) (if dialogue (print "cortana: and you're gonna help him kill it.")) (sleep (ai_play_line_at_player cortana_jail 2390)) (sleep dialogue_pause) (set g_music_07a_03_alt True) (if dialogue (print "marine: no sense sticking around here!")) (sleep (ai_play_line_at_player jail_marines 4000)) (sleep dialogue_pause) (if dialogue (print "marine: affirmative!")) (sleep (ai_play_line_at_player jail_marines 4010)) (sleep (* dialogue_pause 5)) (if dialogue (print "cortana: one more group of marines to go")) (sleep (ai_play_line_at_player cortana_jail 2400)) (sleep dialogue_pause) (game_save_no_timeout) (sleep 90) (ai_dialogue_enable True) (erase_cortana) ) ) (script dormant sc_second_cell (begin (sleep 90) (if dialogue (print "marine: good on ya")) (sleep (ai_play_line_at_player jail_marines 4020)) (sleep dialogue_pause) (if dialogue (print "marine: thanks")) (sleep (ai_play_line_at_player jail_marines 4030)) (sleep dialogue_pause) (if dialogue (print "cortana: that's all the marines, chief. good work.")) (sleep (ai_play_line_at_player cortana_jail 2410)) (sleep dialogue_pause) (game_save_no_timeout) (sleep 90) (wake objective_rescue_clear) (erase_cortana) ) ) (script dormant sc_jail_exit (begin (if dialogue (print "cortana: we'll get out of here the same way we came in:")) (if dialogue (print "cortana: the central grav-lift")) (sleep (ai_play_line_on_object none 2420)) ) ) (script dormant sc_lift_reins (begin (if dialogue (print "cortana: hostile reinforcements! coming down the lift!")) (sleep (ai_play_line_on_object none 2430)) ) ) (script dormant sc_jail_clear_reminder (begin (sleep (* 30 20)) (sleep_until (begin (if (or (volume_test_objects tv_jail_top (players)) (volume_test_objects tv_jail_mid (players)) (volume_test_objects tv_jail_bot (players))) (begin (if g_jail_exit_reminder (sleep_forever)) (if dialogue (print "cortana: we've got to get after truth, chief! step into the lift!")) (sleep (ai_play_line_on_object none 2450)) (set g_jail_exit_reminder_played True) )) (if g_jail_exit_reminder_played (begin (set g_jail_exit_reminder_played False) (sleep (* 30 20)) )) g_jail_exit_reminder) 60) ) ) (script command cs_marines_exit (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_enable_targeting True) (cs_shoot True) (cs_go_to jails/exit) ) ) (script dormant sc_jail_clear (begin (if (= (random_range 0 2) 0) (begin (ai_place cortana_jail/a) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_a effect) ) (begin (ai_place cortana_jail/b) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_b effect) )) (sleep 90) (object_destroy jail_down) (device_set_position jail_up_effect 1) (sleep 30) (object_create jail_up) (object_create room_b_lift) (device_set_position room_b_lift_effect 1) (pvs_set_object jail_ped_a) (sleep_until (or (and (> (objects_distance_to_object (players) jail_ped_a) 0) (< (objects_distance_to_object (players) jail_ped_a) 3)) (and (> (objects_distance_to_object (players) jail_ped_b) 0) (< (objects_distance_to_object (players) jail_ped_b) 3))) 5) (if dialogue (print "cortana: the lift is clear. step on in!")) (sleep (ai_play_line_at_player cortana_jail 2440)) (sleep dialogue_pause) (cs_run_command_script marines cs_marines_exit) (wake sc_jail_clear_reminder) ) ) (script dormant sc_room_b (begin (sleep 150) (if dialogue (print "truth: fear not my brothers! the sacred icon is secure!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0140_pot)) (sleep dialogue_pause) (if dialogue (print "truth: it was tartarus and his brutes who took the icon from the flood!")) (if dialogue (print "truth: for that, they have our thanks!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0150_pot)) (sleep (* dialogue_pause 4)) (if dialogue (print "cortana: excellent! truth is broadcasting on the move.")) (if dialogue (print "cortana: it'll make him much easier to track")) (sleep (ai_play_line_on_object none 2460)) (set g_sc_room_b_done True) ) ) (script dormant sc_corridor_b_exit (begin (sleep_until (game_safe_to_save)) (if dialogue (print "truth: the elites have failed to protect the prophets,")) (if dialogue (print "truth: and in doing so, put all our lives at risk!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0220_pot)) (sleep dialogue_pause) (if dialogue (print "truth: let no warrior forget his oath: thou, in faith,")) (if dialogue (print "truth: will keep us safe whilst we find the path!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0240_pot)) (sleep (* dialogue_pause 4)) (if dialogue (print "cortana: i've got a fix on truth just outside this tower, chief")) (sleep (ai_play_line_on_object none 2470)) (sleep dialogue_pause) (set g_music_07a_04 True) (if dialogue (print "cortana: there's an exit nearby - hurry!")) (sleep (ai_play_line_on_object none 2480)) (sleep (* dialogue_pause 5)) (set g_corr_b_exit_finished True) (game_save_no_timeout) ) ) (script dormant sc_network (begin (sleep_until (or (<= (ai_living_count grand_b_hunters) 0) (volume_test_objects tv_tower_a_ext (players)))) (sleep 30) (sleep_until g_corr_b_exit_finished) (if dialogue (print "truth: with my blessing, the brutes now lead our fleets.")) (if dialogue (print "truth: they ask for your allegiance, and you shall give it!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_g 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0230_pot)) (sleep dialogue_pause) (if dialogue (print "cortana: you wouldn't believe the number of kill systems the")) (if dialogue (print "cortana: covenant are throwing-down around me.")) (sleep (ai_play_line_on_object none 2490)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: not to worry - it's pretty sloppy stuff.")) (if dialogue (print "cortana: i guess they never expected a hostile intelligence")) (if dialogue (print "cortana: to penetrate their network from the inside!")) (sleep (ai_play_line_on_object none 2500)) (game_save_no_timeout) ) ) (script dormant in_amber_clad (begin (object_create ioc_effect) (sound_impulse_start sound\visual_effects\inamberclad_flyby\slipspace rupture 1) (sound_impulse_start sound\visual_effects\inamberclad_flyby\inamberclad_flyby none 1) (sleep 3) (object_create ioc) (device_set_position_track ioc high_charity_flyby 0) (device_animate_position ioc 1 15 0 0 False) (sleep 30) (object_destroy ioc_effect) (sleep 30) (damage_object objects\cinematics\human\inamberclad_to_scale\damage_effects\ioc_flyby (player0) ) (sleep_until (>= (device_get_position ioc) 1)) (object_destroy ioc) ) ) (script dormant sc_ioc_reminder (begin (sleep (* 30 10)) (sleep_until (begin (if (volume_test_objects tv_garden_a_tram (players)) (begin (if g_council_exit_reminder (sleep_forever)) (if dialogue (print "cortana: just step into the pad. it'll move you forward automatically.")) (sleep (ai_play_line_at_player cortana_3a 2570)) (set g_ioc_reminder_played True) (sleep 30) )) (if g_ioc_reminder_played (begin (set g_ioc_reminder_played False) (sleep (* 30 20)) )) g_ioc_reminder) 60) ) ) (script dormant sc_truth_a (begin (set g_truth_speaking True) (if dialogue (print "cortana: they covenant just destroyed two of their own ships,")) (if dialogue (print "cortana: and i'm hearing reports of small arms fire throughout their fleet.")) (sleep (ai_play_line_on_object none 2520)) (sleep dialogue_pause) (if dialogue (print "truth: creatures of the covenant: the path is broad,")) (if dialogue (print "truth: and we shall walk it side-by-side!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0180_pot ioc_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0180_pot ioc_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0180_pot ioc_sound_c 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0180_pot)) (sleep dialogue_pause) (set g_truth_speaking False) ) ) (script dormant sc_in_amber_clad (begin (erase_cortana) (sleep 1) (ai_place cortana_3a/tram_a) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 garden_a_holo_a effect) (sleep 120) (sleep_until (and (> (objects_distance_to_object (players) garden_a_holo_a) 0) (< (objects_distance_to_object (players) garden_a_holo_a) 4)) 5) (if dialogue (print "cortana: slip-space rupture!")) (sleep (ai_play_line_at_player cortana_3a 2530)) (sleep dialogue_pause) (set g_music_07a_05 True) (wake in_amber_clad) (if dialogue (print "cortana: it's in amber clad!")) (sleep (ai_play_line_at_player cortana_3a 2531)) (sleep dialogue_pause) (set g_sc_ioc_finished True) (sleep_until (not g_truth_speaking)) (if dialogue (print "truth: be glad! the reward for all your toil, all your sacrifice,")) (if dialogue (print "truth: is near at hand!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0320_pot ioc_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0320_pot ioc_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0320_pot ioc_sound_c 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0320_pot)) (sleep dialogue_pause) (if dialogue (print "cortana: hailing... no response!")) (sleep (ai_play_line_at_player cortana_3a 2540)) (sleep dialogue_pause) (game_save) (sleep_until (>= (device_get_position ioc) 0.9)) (sleep 30) (if dialogue (print "cortana: she's crashed into another tower ahead of our position.")) (if dialogue (print "cortana: i'll keep trying to make contact,")) (if dialogue (print "cortana: but i'm not registering any human vital-signs...")) (sleep (ai_play_line_at_player cortana_3a 2550)) (sleep (* dialogue_pause 10)) (set g_music_07a_04 False) (wake sc_ioc_reminder) (game_save) ) ) (script dormant sc_garden_a_tram_reminder (begin (if dialogue (print "cortana: truth has a big enough lead as it is, chief. get going!")) (sleep (ai_play_line_on_object none 2580)) ) ) (script dormant sc_drive_elites (begin (sleep (random_range 30 90)) (if dialogue (print "truth: at this moment, the councilors gather on halo to see the icon safely placed!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0160_pot)) (sleep dialogue_pause) (if dialogue (print "brute: rise, pack-brothers! death to the elites!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1040_bth)) (sleep dialogue_pause) (if dialogue (print "truth: there are those who said this day would never come.")) (if dialogue (print "truth: what have they to say now?")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0310_pot)) (sleep dialogue_pause) (if dialogue (print "brute: once the towers are cleared, we'll drive them from the lower districts!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1050_bth)) ) ) (script dormant sc_gardens_b (begin (sleep_until (volume_test_objects tv_sc_gardens_b (players))) (if dialogue (print "truth: i have listened to the oracle, and it confirmed our dearest hope:")) (if dialogue (print "truth: the great journey begins with halo!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0290_pot)) (sleep dialogue_pause) (if dialogue (print "brute: the elites are falling back to the mausoleum!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1060_bth)) (sleep dialogue_pause) (if dialogue (print "brute: fools! their arbiter can do nothing for them now!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1070_bth)) (sleep dialogue_pause) (if dialogue (print "truth: who would doubt the prophets?")) (if dialogue (print "truth: what have we foretold that has not come to pass?")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0300_pot)) ) ) (script dormant sc_catch_truth (begin (if dialogue (print "cortana: if we're going to catch truth, we'll need to take a short-cut -")) (if dialogue (print "cortana: straight through this mausoleum")) (sleep (ai_play_line_on_object none 2610)) (sleep dialogue_pause) (if dialogue (print "cortana: look on the bright side. for now,")) (if dialogue (print "cortana: they seem much more interested in killing each other")) (sleep (ai_play_line_on_object none 2620)) ) ) (script dormant sc_maus_interior (begin (sleep_until (or (volume_test_objects tv_maus_ent (players)) (>= (device_get_position maus_inner_ent) 0))) (sleep 30) (ai_place cortana_maus/a) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 maus_inner_holo_a effect) (sleep 45) (if dialogue (print "cortana: you might consider sitting this one out")) (sleep (ai_play_line_at_player cortana_maus 2630)) (sleep 30) (set g_music_07a_07 True) (sleep 60) (erase_cortana) ) ) (script static sc_maus_breather (begin (ai_place cortana_maus/j) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 maus_inner_holo_j effect) (sleep_until (and (> (objects_distance_to_object (players) maus_inner_holo_j) 0) (< (objects_distance_to_object (players) maus_inner_holo_j) 6)) 30 (* 30 60 1.5)) (if dialogue (print "cortana: hang on... i'm picking-up two more transponders...")) (sleep (ai_play_line_at_player cortana_maus 2640)) (sleep dialogue_pause) (if dialogue (print "cortana: it's the commander and johnsom!")) (sleep (ai_play_line_at_player cortana_maus 2650)) (sleep dialogue_pause) (if dialogue (print "cortana: they're closing on truth's position, chief!")) (sleep (ai_play_line_at_player cortana_maus 2660)) (sleep dialogue_pause) (if dialogue (print "cortana: they'll need your help!")) (sleep (ai_play_line_at_player cortana_maus 2670)) (set g_music_07a_07_alt True) ) ) (script dormant sc_maus_exit (begin (erase_cortana) (sleep 1) (ai_place cortana_maus/f) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 maus_inner_holo_f effect) (device_one_sided_set maus_inner_exit False) (sleep 1) (sleep_until (and (> (objects_distance_to_object (players) maus_inner_holo_f) 0) (< (objects_distance_to_object (players) maus_inner_holo_f) 7)) 5) (erase_cortana) (if dialogue (print "cortana: this way, chief!")) (sleep (ai_play_line_at_player cortana_maus 2000)) (sleep dialogue_pause) (sleep_until (volume_test_objects tv_game_won (players)) 1) (set g_music_07a_08 False) (sleep 75) (if dialogue (print "cortana: this isn't good. i'm getting confirmed reports of flood")) (if dialogue (print "cortana: leaving in amber clad's wreckage")) (sleep (ai_play_line_on_object none 2590)) (sleep dialogue_pause) (if dialogue (print "cortana: let's get the index, and find a way out of here -")) (if dialogue (print "cortana: before things get really ugly!")) (sleep (ai_play_line_on_object none 2600)) (sleep 30) (cinematic_fade_to_white) (ai_erase_all) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (if debug (print "c07_intra_1")) (c07_intra1) )) (cinematic_skip_stop) )) (if debug (print "you win")) (playtest_mission) (game_won) ) ) (script dormant marine_migration (begin (sleep_until (begin (if (= (structure_bsp_index) 2) (begin (begin (if debug (print "migrate into corridor b")) (ai_set_orders marines marines_corr_b) ) ) (if (= (structure_bsp_index) 3) (begin (begin (if debug (print "migrate into exterior a")) (ai_set_orders marines marines_ext_a) ) ) void)) g_marine_mig_garden_a) ) (sleep 30) (if debug (print "migrate into gardens a")) (ai_set_orders marines marines_gardens_a) (sleep_until g_marine_mig_midtower) (sleep_until (begin (if (= (structure_bsp_index) 3) (begin (begin (if debug (print "migrate into mid-tower")) (ai_set_orders marines marines_midtower) ) ) (if (= (structure_bsp_index) 4) (begin (begin (if debug (print "migrate into gardens b")) (ai_set_orders marines marines_gardens_b) ) ) void)) g_marine_mig_ext_b) ) (sleep 30) (if debug (print "migrate into exterior b")) (ai_set_orders marines marines_ext_b) (sleep_until g_marine_mig_maus) (sleep_until (begin (if (= (structure_bsp_index) 4) (begin (begin (if debug (print "migrate into mausoleum halls")) (ai_set_orders marines marines_maus_halls) ) ) (if (= (structure_bsp_index) 5) (begin (begin (if debug (print "migrate into mausoleum room bridge")) (ai_set_orders marines marines_maus_room_bridge) ) ) void)) g_marine_mig_maus_int) ) (sleep 30) (if debug (print "migrate into mausoleum interior")) (ai_set_orders marines marines_maus_int) ) ) (script dormant grand_b_door (begin (sleep_until (begin (if (= (structure_bsp_index) 2) (begin (device_operates_automatically_set grand_b_door True) ) (if (= (structure_bsp_index) 3) (begin (device_operates_automatically_set grand_b_door False) ) void)) False) 1) ) ) (script command cs_council_grunt_a (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p0) (sleep_until (or (volume_test_objects tv_council_door_right_a (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script command cs_council_grunt_b (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p1) (sleep_until (or (volume_test_objects tv_council_door_right_b (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script command cs_council_grunt_c (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p2) (sleep_until (or (volume_test_objects tv_council_door_left_a (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script command cs_council_grunt_d (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p3) (sleep_until (or (volume_test_objects tv_council_door_left_b (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script dormant ai_council_brutes_berserk (begin (sleep_until (<= (ai_living_count council_brute_ini) 1) 1) (if (> (ai_living_count council_brute_ini) 0) (begin (ai_set_orders council_brute_ini council_floor_all) (ai_berserk council_brute_ini True) (sleep_until g_council_initial) (wake sc_brutes_berserk) )) ) ) (script static ai_council_left_a (begin (if (and (not (volume_test_objects tv_council_door_left_a (players))) (= (device_get_position council_door_left_a) 0)) (begin (if debug (print "left a")) (ai_place council_lt_brute_a) (ai_place council_lt_grunt_a) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_left_b (begin (if (and (not (volume_test_objects tv_council_door_left_b (players))) (= (device_get_position council_door_left_b) 0)) (begin (if debug (print "left b")) (ai_place council_lt_brute_b) (ai_place council_lt_grunt_b) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_left_c (begin (if (and (not (volume_test_objects tv_council_door_left_c (players))) (= (device_get_position council_door_left_c) 0)) (begin (if debug (print "left c")) (ai_place council_lt_brute_c) (ai_place council_lt_grunt_c) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_right_a (begin (if (and (not (volume_test_objects tv_council_door_right_a (players))) (= (device_get_position council_door_right_a) 0)) (begin (if debug (print "right a")) (ai_place council_rt_brute_a) (ai_place council_rt_grunt_a) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_right_b (begin (if (and (not (volume_test_objects tv_council_door_right_b (players))) (= (device_get_position council_door_right_b) 0)) (begin (if debug (print "right b")) (ai_place council_rt_brute_b) (ai_place council_rt_grunt_b) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_right_c (begin (if (and (not (volume_test_objects tv_council_door_right_c (players))) (= (device_get_position council_door_right_c) 0)) (begin (if debug (print "right c")) (ai_place council_rt_brute_c) (ai_place council_rt_grunt_c) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_rt_fr (begin (if debug (print "right front")) (begin_random (if g_council_wave (ai_council_left_a)) (if g_council_wave (ai_council_left_b)) (if g_council_wave (ai_council_right_c)) ) ) ) (script static ai_council_rt_bk (begin (if debug (print "right back")) (begin_random (if g_council_wave (ai_council_left_b)) (if g_council_wave (ai_council_left_c)) (if g_council_wave (ai_council_right_a)) ) ) ) (script static ai_council_lt_fr (begin (if debug (print "left front")) (begin_random (if g_council_wave (ai_council_left_c)) (if g_council_wave (ai_council_right_a)) (if g_council_wave (ai_council_right_b)) ) ) ) (script static ai_council_lt_bk (begin (if debug (print "left back")) (begin_random (if g_council_wave (ai_council_left_a)) (if g_council_wave (ai_council_right_b)) (if g_council_wave (ai_council_right_c)) ) ) ) (script static ai_council_fr (begin (if debug (print "front")) (begin_random (if g_council_wave (ai_council_left_a)) (if g_council_wave (ai_council_right_a)) ) ) ) (script static ai_council_bk (begin (if debug (print "back")) (begin_random (if g_council_wave (ai_council_left_c)) (if g_council_wave (ai_council_right_c)) ) ) ) (script dormant ai_council_orders (begin (sleep_until (begin (if (volume_test_objects tv_council_rt_fr (players)) (begin (ai_set_orders council_prophets_floor council_rt_fr) ) (if (volume_test_objects tv_council_rt_bk (players)) (begin (ai_set_orders council_prophets_floor council_rt_bk) ) (if (volume_test_objects tv_council_lt_fr (players)) (begin (ai_set_orders council_prophets_floor council_lt_fr) ) (if (volume_test_objects tv_council_lt_bk (players)) (begin (ai_set_orders council_prophets_floor council_lt_bk) ) void)))) g_council_orders) ) ) ) (script dormant ai_council_upper_migrate (begin (sleep_until (or (<= (ai_living_count council_prophets_floor) 0) (<= (ai_strength council_prophets_upper) 0.4)) 30 (* 30 40)) (sleep 30) (ai_migrate council_prophets_upper council_rt_brute_a) ) ) (script dormant ai_council_upper (begin (sleep_until (<= (ai_living_count council_prophets) 2)) (sleep 120) (begin_random (if g_council_upper (begin (ai_place council_rt_upper_brute_a) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_rt_upper_brute_b) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_rt_upper_brute_c) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_lt_upper_brute_a) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_lt_upper_brute_b) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_lt_upper_brute_c) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) ) (wake ai_council_upper_migrate) ) ) (script dormant ai_council_floor_spawn (begin (set g_council_wave True) (if (difficulty_normal) (begin (begin (set g_council_floor_wave_limit 1) (set g_council_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_council_floor_wave_limit 1) (set g_council_limit 2) ) ) (if (difficulty_legendary) (begin (begin (set g_council_floor_wave_limit 2) (set g_council_limit 2) ) ) void))) (if (difficulty_normal) (begin (set g_council_upper_limit 1) ) (if (difficulty_heroic) (begin (set g_council_upper_limit 2) ) (if (difficulty_legendary) (begin (set g_council_upper_limit 2) ) void))) (data_mine_set_mission_segment "enc_council_wave_1") (sc_council_mid) (game_save) (sleep 120) (sleep_until (begin (sleep_until (<= (ai_living_count council_prophets_floor) 0)) (game_save) (sleep (random_range sleep_lower_bound sleep_upper_bound)) (if debug (print "begin wave 1")) (set g_council_wave True) (set g_council_count 0) (if (volume_test_objects tv_council_fr (players)) (begin (ai_council_fr) ) (if (volume_test_objects tv_council_rt_fr (players)) (begin (ai_council_rt_fr) ) (if (volume_test_objects tv_council_rt_bk (players)) (begin (ai_council_rt_bk) ) (if (volume_test_objects tv_council_lt_fr (players)) (begin (ai_council_lt_fr) ) (if (volume_test_objects tv_council_lt_bk (players)) (begin (ai_council_lt_bk) ) (if (volume_test_objects tv_council_bk (players)) (begin (ai_council_bk) ) void)))))) (set g_council_floor_wave_count (+ g_council_floor_wave_count 1)) (if (= g_council_floor_wave_count g_council_floor_wave_limit) (set g_council_floor_wave True)) g_council_floor_wave) ) (if debug (print "wave 1 over")) (set g_council_floor_wave False) (set g_council_floor_wave_count 0) (sleep_until (<= (ai_living_count council_prophets_floor) 0)) (sleep 150) (data_mine_set_mission_segment "enc_council_pedestal") (game_save) (sleep 15) (if debug (print "pedestal, sides and upper")) (ai_place council_brute_ped/a) (ai_place council_brute_ped/b) (if (difficulty_legendary) (begin (ai_place council_brute_ped/chief) (wake sc_ledge_chieftan) )) (if (or (difficulty_heroic) (difficulty_legendary)) (begin (ai_place council_rt_grunt_c 1) (ai_place council_lt_grunt_c 1) )) (if (difficulty_legendary) (begin (ai_place council_rt_grunt_b 1) (ai_place council_lt_grunt_b 1) )) (sleep 30) (wake ai_council_upper) (sleep 30) (device_set_position council_ped 0) (sleep 5) (if (or (difficulty_heroic) (difficulty_legendary)) (sleep_until (begin (sleep_until (<= (ai_living_count council_prophets) 0)) (game_save) (data_mine_set_mission_segment "enc_council_wave_2") (sleep (random_range sleep_lower_bound sleep_upper_bound)) (if debug (print "begin wave 2")) (set g_council_wave True) (set g_council_count 0) (if (volume_test_objects tv_council_fr (players)) (begin (ai_council_fr) ) (if (volume_test_objects tv_council_rt_fr (players)) (begin (ai_council_rt_fr) ) (if (volume_test_objects tv_council_rt_bk (players)) (begin (ai_council_rt_bk) ) (if (volume_test_objects tv_council_lt_fr (players)) (begin (ai_council_lt_fr) ) (if (volume_test_objects tv_council_lt_bk (players)) (begin (ai_council_lt_bk) ) (if (volume_test_objects tv_council_bk (players)) (begin (ai_council_bk) ) void)))))) (set g_council_floor_wave_count (+ g_council_floor_wave_count 1)) (if (= g_council_floor_wave_count g_council_floor_wave_limit) (set g_council_floor_wave True)) g_council_floor_wave) )) (print "wave 2 over") (set g_council_floor_wave False) (set g_council_over True) ) ) (script command cs_grand_a_grunt_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to grand_a/p0 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p1 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p2 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p3 2) (sleep (random_range 0 15)) ) ) False) ) ) ) (script command cs_grand_a_grunt_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to grand_a/p4 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p5 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p6 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p7 2) (sleep (random_range 0 15)) ) ) False) ) ) ) (script dormant create_ledge_columns (begin (begin_random (begin (object_create ledge_col_a) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_b) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_c) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_d) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_e) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_f) (sleep (random_range 45 90)) ) ) ) ) (script command cs_ledge_jackals_lt (begin (cs_abort_on_alert True) (sleep_until (begin (cs_go_to dervish_ledge/lt_0) (cs_go_to dervish_ledge/lt_1) False) ) ) ) (script command cs_ledge_jackals_rt (begin (cs_abort_on_alert True) (sleep_until (begin (cs_go_to dervish_ledge/rt_0) (cs_go_to dervish_ledge/rt_1) False) ) ) ) (script command cs_ledge_brute_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to dervish_ledge/b1_2) ) ) (script command cs_ledge_brute_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to dervish_ledge/b2_2) ) ) (script command cs_lift_jump (begin (cs_enable_pathfinding_failsafe True) (cs_go_to dervish_ledge/p0) (cs_jump_to_point 0 5) ) ) (script static ledge_fr_orders (begin (ai_set_orders ledge_lift_brute_rt ledge_rt_fr) (ai_set_orders ledge_lift_brute_lt ledge_lt_fr) (ai_set_orders ledge_lift_grunt_rt ledge_minor_rt_fr) (ai_set_orders ledge_lift_grunt_lt ledge_minor_lt_fr) (ai_set_orders ledge_jackal_right ledge_minor_rt_fr) (ai_set_orders ledge_jackal_left ledge_minor_lt_fr) (ai_set_orders ledge_lift_chieftan ledge_chieftan) ) ) (script static ledge_bk_orders (begin (ai_set_orders ledge_lift_brute_rt ledge_rt_bk) (ai_set_orders ledge_lift_brute_lt ledge_lt_bk) (ai_set_orders ledge_lift_grunt_rt ledge_minor_rt_bk) (ai_set_orders ledge_lift_grunt_lt ledge_minor_lt_bk) (ai_set_orders ledge_jackal_right ledge_minor_rt_bk) (ai_set_orders ledge_jackal_left ledge_minor_lt_bk) (ai_set_orders ledge_lift_chieftan ledge_chieftan_lift) ) ) (script dormant ai_dervish_ledge_orders (begin (sleep_until (>= (ai_combat_status dervish_ledge_prophets) ai_combat_status_active)) (sleep_until (begin (if (volume_test_objects tv_dervish_ledge_fr (players)) (begin (begin (sleep (random_range 5 30)) (ledge_fr_orders) ) ) (if (volume_test_objects tv_dervish_ledge_bk (players)) (begin (begin (sleep (random_range 5 30)) (ledge_bk_orders) ) ) (if (volume_test_objects tv_dervish_ledge_lift (players)) (begin (begin (sleep (random_range 5 30)) (ledge_bk_orders) ) ) void))) g_dervish_ledge_orders) ) ) ) (script command cs_ledge_turrets_left (begin (cs_enable_pathfinding_failsafe True) (if (not g_ledge_turret_left) (begin (set g_ledge_turret_left True) (cs_go_to dervish_ledge_turret/deploy_p2) (cs_deploy_turret dervish_ledge_turret/deploy_p2) ) (begin (cs_go_to dervish_ledge_turret/deploy_p3) (cs_deploy_turret dervish_ledge_turret/deploy_p3) )) ) ) (script command cs_ledge_turrets_right (begin (cs_enable_pathfinding_failsafe True) (if (not g_ledge_turret_right) (begin (set g_ledge_turret_right True) (cs_go_to dervish_ledge_turret/deploy_p0) (cs_deploy_turret dervish_ledge_turret/deploy_p0) ) (begin (cs_go_to dervish_ledge_turret/deploy_p1) (cs_deploy_turret dervish_ledge_turret/deploy_p1) )) ) ) (script dormant ai_ledge_lift (begin (ai_place ledge_lift_grunt_lt 2) (ai_place ledge_lift_grunt_rt) (sleep 120) (if (and (<= (ai_living_count dervish_ledge_prophets) 5) (or (difficulty_heroic) (difficulty_legendary)) (not (volume_test_objects tv_dervish_ledge_lift (players)))) (begin (ai_place ledge_lift_grunt_lt) (ai_place ledge_lift_grunt_rt 2) )) (sleep 150) (sleep_until (<= (ai_living_count dervish_ledge_prophets) 6)) (if (or (difficulty_heroic) (difficulty_legendary)) (begin (ai_place ledge_lift_brute_lt) (ai_place ledge_lift_brute_rt) )) (ai_place ledge_lift_chieftan) (sleep_until (and (objects_can_see_object (players) (ai_get_object ledge_lift_chieftan) 45) (volume_test_objects tv_dervish_ledge_lift (ai_get_object ledge_lift_chieftan))) 30 (* 30 20)) (wake sc_ledge_chieftan) (set g_music_07a_01 False) ) ) (script dormant ai_ledge_lower (begin (ai_place ledge_bot_grunts) (ai_place ledge_bot_jackals) ) ) (script command cs_hall_a_jackal_ini_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_a/jackal_patrol_p0 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_a_jackal_patrol (players))) (<= (device_get_position hall_a_jackal_door) 0)) 5) (if (not g_corridor_a_active) (ai_erase ai_current_actor)) ) ) (script command cs_hall_a_jackal_ini_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_a/jackal_patrol_p1 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_a_jackal_patrol (players))) (<= (device_get_position hall_a_jackal_door) 0)) 5) (if (not g_corridor_a_active) (ai_erase ai_current_actor)) ) ) (script command cs_hall_a_jackal_ini_c (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_a/jackal_patrol_p2 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_a_jackal_patrol (players))) (<= (device_get_position hall_a_jackal_door) 0)) 5) (if (not g_corridor_a_active) (ai_erase ai_current_actor)) ) ) (script command cs_hall_a_brute_ini (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to hall_a/b_p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p1 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p2 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p3 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p4 1) (sleep (random_range 0 45)) ) (begin (cs_look True hall_a/look_p0) (sleep (random_range 45 90)) (cs_look False hall_a/look_p0) ) (begin (cs_look True hall_a/look_p1) (sleep (random_range 45 90)) (cs_look False hall_a/look_p1) ) (begin (cs_look True hall_a/look_p2) (sleep (random_range 45 90)) (cs_look False hall_a/look_p2) ) (begin (cs_look True hall_a/look_p3) (sleep (random_range 45 90)) (cs_look False hall_a/look_p3) ) ) False) ) ) ) (script command cs_hall_a_jackal_ini (begin (cs_abort_on_combat_status ai_combat_status_certain) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to hall_a/j_p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/j_p1 1) (begin_random (begin (cs_look True hall_a/look_p0) (sleep (random_range 60 90)) ) (begin (cs_look True hall_a/look_p2) (sleep (random_range 60 90)) ) ) ) (begin (cs_go_to hall_a/j_p2 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/j_p3 1) (begin_random (begin (cs_look True hall_a/look_p1) (sleep (random_range 60 90)) ) (begin (cs_look True hall_a/look_p3) (sleep (random_range 60 90)) ) ) ) (begin (cs_go_to hall_a/j_p4 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/j_p5 1) (begin_random (begin (cs_look True hall_a/look_p0) (sleep (random_range 60 90)) ) (begin (cs_look True hall_a/look_p3) (sleep (random_range 60 90)) ) ) ) (begin (cs_go_to hall_a/j_p6 1) (sleep (random_range 0 45)) ) ) False) ) ) ) (script command cs_hall_b_jackal_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_b/jackal_p0 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_b_jackal (players))) (<= (device_get_position hall_b_jackal_door) 0)) 5) (device_one_sided_set hall_b_jackal_door True) ) ) (script command cs_hall_b_jackal_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_b/jackal_p1 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_b_jackal (players))) (<= (device_get_position hall_b_jackal_door) 0)) 5) (device_one_sided_set hall_b_jackal_door True) ) ) (script command cs_hall_b_brutes (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to hall_b/p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p1 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p2 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p3 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p4 1) (sleep (random_range 0 45)) ) ) False) ) ) ) (script command cs_hall_b_wake_grunts (begin (if g_corridor_a_active (cs_force_combat_status ai_combat_status_alert)) ) ) (script command cs_room_a_brute_ini (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to room_a/p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to room_a/p1 1) (sleep (random_range 0 45)) ) (begin (cs_look True room_a/look_p0) (sleep (random_range 45 90)) (cs_look False room_a/look_p0) ) (begin (cs_look True room_a/look_p1) (sleep (random_range 45 90)) (cs_look False hall_a/look_p1) ) ) False) ) ) ) (script command cs_room_a_jackal_ini (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to room_a/p4 1) (sleep (random_range 0 45)) ) (begin (cs_go_to room_a/p5 1) (sleep (random_range 0 45)) ) (begin (cs_look True room_a/look_p0) (sleep (random_range 45 90)) ) (begin (cs_look True room_a/look_p1) (sleep (random_range 45 90)) ) ) False) ) ) ) (script command cs_room_a_brutes_bk (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_look True room_a/look_p0) (sleep (random_range 90 150)) ) (begin (cs_look True room_a/look_p2) (sleep (random_range 90 150)) ) (begin (cs_look True room_a/look_p3) (sleep (random_range 90 150)) ) ) False) ) ) ) (script command cs_room_a_to_jail (begin (cs_enable_pathfinding_failsafe True) (cs_go_to room_a/stand_p0) (cs_move_in_direction 0 1 180) ) ) (script dormant room_a_door (begin (sleep_until (> (device_get_position room_a_door) 0) 5) (set g_room_a_door True) (if debug (print "room a door opened")) ) ) (script dormant corridor_a_activate (begin (sleep_until (>= (ai_combat_status hall_a_prophets) ai_combat_status_active)) (set g_corridor_a_active True) (if debug (print "corridor a prophets active")) ) ) (script dormant ai_hall_a_prophets (begin (if debug (print "hall a initial prophets")) (ai_place hall_a_jackal_patrol_ini) (ai_place hall_a_brute_ini) (ai_place hall_a_jackal_ini) (sleep_until (or (<= (ai_living_count hall_a_prophets) 1) (volume_test_objects tv_hall_a_bk (players)))) (game_save) (if g_corridor_a_active (begin (if debug (print "hall a reinforcements")) (ai_place hall_a_brute_rein) (ai_place hall_a_grunt_rein (pin (- 6 (ai_living_count hall_a_prophets)) 0 2)) (sleep 1) (ai_place hall_a_brute_rein_bk) (ai_place hall_a_grunt_rein_bk (pin (- 6 (ai_living_count hall_a_prophets)) 0 2)) )) ) ) (script dormant ai_room_a (begin (ai_place room_a_brutes_ini) (ai_place room_a_jackals_ini) (ai_place room_a_brutes_bk) (sleep_until (or (volume_test_objects tv_room_a_mid (players)) (and (<= (ai_living_count room_a_prophets) 2) (>= (ai_combat_status room_a_prophets) ai_combat_status_active)))) (if (and (>= (ai_combat_status room_a_prophets) ai_combat_status_active) (<= (ai_living_count room_a_prophets) 2)) (begin (ai_place room_a_brutes_a) (ai_place room_a_brutes_c) (sleep 1) (ai_place room_a_grunts_a (pin (- 4 (ai_living_count room_a_prophets)) 0 2)) (ai_place room_a_grunts_c (pin (- 4 (ai_living_count room_a_prophets)) 0 2)) )) (sleep_until (volume_test_objects tv_room_a_bk (players))) (if (and (>= (ai_combat_status room_a_prophets) ai_combat_status_active) (<= (ai_living_count room_a_prophets) 4)) (begin (ai_place room_a_brutes_b) (ai_place room_a_grunts_b (pin (- 4 (ai_living_count room_a_prophets)) 0 2)) )) ) ) (script static test_room_a_to_jail (begin (wake sc_room_a_down) (ai_place room_a_brutes_ini) (ai_place room_a_jackals_ini) (ai_place room_a_brutes_bk) (sleep 150) (cs_run_command_script room_a_prophets cs_room_a_to_jail) ) ) (script command cs_ignore_jail_a_marines (begin (cs_abort_on_damage False) (ai_disregard (ai_actors jail_a_marines) True) (cs_look_player True) (sleep_until g_jail_a_free) ) ) (script command cs_ignore_jail_b_marines (begin (cs_abort_on_damage False) (ai_disregard (ai_actors jail_b_marines) True) (cs_look_player True) (sleep_until g_jail_b_free) ) ) (script command cs_jail_jackal_ini_a (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p0 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p1 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p2 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_b (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p3 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p4 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p5 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_c (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p6 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p7 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p8 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_d (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p9 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p10 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p11 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_e (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p12 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p13 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p14 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_f (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p15 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p16 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p17 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_cell_a_jackal_a (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_a_p0 1) (sleep (random_range 5 45)) (cs_go_to jails/jail_a_p1 1) (sleep (random_range 5 45)) False) ) ) ) (script command cs_cell_a_jackal_b (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_a_p2 1) (sleep (random_range 5 45)) (cs_go_to jails/jail_a_p3 1) (sleep (random_range 5 45)) False) ) ) ) (script command cs_cell_a_brute (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_a_p4 1) (sleep (random_range 5 10)) (cs_go_to jails/jail_a_p5 1) (sleep (random_range 5 10)) False) ) ) ) (script command cs_cell_b_brute (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_b_p0 1) (sleep (random_range 5 10)) (cs_go_to jails/jail_b_p1 1) (sleep (random_range 5 10)) False) ) ) ) (script command cs_jail_a_marine_a (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to jails/jail_a_plasma_rifle) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_a_a True True) (object_destroy jail_a_plasma_rifle) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_a_marine_b (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_a_needler) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_a_b True True) (object_destroy jail_a_needler) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_b_marine_a (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_b_carbine) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_b_a True True) (object_destroy jail_b_carbine) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_b_marine_b (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_b_plasma_rifle) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_b_b True True) (object_destroy jail_b_plasma_rifle) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_b_marine_c (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_b_plasma_pistol) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_b_c True True) (object_destroy jail_b_plasma_pistol) (sleep 15) (cs_stop_custom_animation) ) ) (script dormant ai_cell_a_guards (begin (if debug (print "cell a guards")) (ai_place jail_guard_brute_cell_a) (ai_place jail_guard_jackal_cell_a) (sleep 1) (if g_jail_prophets_ini_active (ai_set_orders jail_cell_outer_guards_a jail_guard_alert_cell_a)) ) ) (script dormant ai_cell_b_guards (begin (if debug (print "cell b guards")) (ai_place jail_guard_brute_cell_b) (ai_place jail_guard_jackal_cell_b) (sleep 1) (if g_jail_prophets_ini_active (ai_set_orders jail_cell_outer_guards_b jail_guard_alert_cell_b)) ) ) (script command cs_lift_grunt_a (begin (cs_enable_pathfinding_failsafe True) (cs_go_to jail_turret/p0) (cs_deploy_turret jail_turret/p0) ) ) (script command cs_lift_grunt_b (begin (cs_enable_pathfinding_failsafe True) (cs_go_to jail_turret/p1) (cs_deploy_turret jail_turret/p1) ) ) (script dormant jail_a_doors (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/p) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_p effect) (sleep_until jail_a_doors_open) (ai_disregard (ai_actors jail_a_marines) False) (ai_set_orders jail_a_marines jail_marines_mid) (set g_jail_a_free True) (sleep 15) (cs_run_command_script jail_a_marines/a cs_jail_a_marine_a) (cs_run_command_script jail_a_marines/b cs_jail_a_marine_b) (if (or g_jail_a_finished g_jail_b_finished) (wake sc_second_cell) (wake sc_first_cell)) (sleep_until (not (volume_test_objects_all tv_cell_a (players)))) (sleep 90) (set g_jail_a_finished True) ) ) (script dormant jail_b_doors (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/q) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_q effect) (sleep_until jail_b_doors_open) (ai_disregard (ai_actors jail_b_marines) False) (ai_set_orders jail_b_marines jail_marines_bot) (set g_jail_b_free True) (sleep 15) (cs_run_command_script jail_b_marines/a cs_jail_b_marine_a) (cs_run_command_script jail_b_marines/b cs_jail_b_marine_b) (cs_run_command_script jail_b_marines/c cs_jail_b_marine_c) (if (or g_jail_a_finished g_jail_b_finished) (wake sc_second_cell) (wake sc_first_cell)) (sleep_until (not (volume_test_objects_all tv_cell_b (players)))) (sleep 60) (set g_jail_b_finished True) ) ) (script dormant cor_open_a (begin (sleep_until (<= (ai_living_count cell_a_prophets) 0)) (sleep 60) (begin_random (begin (device_group_set jail_a_door_b jail_a_group_a 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_a_door_a jail_a_group_b 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_a_door_c jail_a_group_c 1) (sleep (random_range 5 15)) ) ) (set jail_a_doors_open True) ) ) (script dormant cor_open_b (begin (sleep_until (<= (ai_living_count cell_b_prophets) 0)) (sleep 60) (begin_random (begin (device_group_set jail_b_door_c jail_b_group_a 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_b_door_b jail_b_group_b 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_b_door_a jail_b_group_c 1) (sleep (random_range 5 15)) ) ) (set jail_b_doors_open True) ) ) (script dormant ai_jail_a (begin (data_mine_set_mission_segment "enc_jail_cell_a") (game_save) (sleep 60) (wake sc_cell_a_ent) (wake ai_cell_a_guards) (sleep 15) (sleep_until (volume_test_objects tv_jail_a_ent (players)) 1) (ai_place jail_a_marines) (ai_place jail_a_brute) (ai_place jail_a_jackals) (sleep 30) (wake cor_open_a) (wake jail_a_doors) (sleep_until g_jail_a_finished) (game_save) ) ) (script dormant ai_jail_b (begin (data_mine_set_mission_segment "enc_jail_cell_b") (game_save) (sleep 60) (wake sc_cell_b_ent) (wake ai_cell_b_guards) (sleep 15) (sleep_until (volume_test_objects tv_jail_b_ent (players)) 1) (ai_place jail_b_marines) (ai_place jail_b_brutes) (ai_place jail_b_grunts) (sleep 30) (wake cor_open_b) (wake jail_b_doors) (sleep_until g_jail_b_finished) (game_save) ) ) (script static ai_jail_door_c (begin (if debug (print "door c")) (begin_random (if g_jail_door (begin (ai_place jail_brute_c) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_c) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_c) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_d (begin (if debug (print "door d")) (begin_random (if g_jail_door (begin (ai_place jail_brute_d) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_d) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_d) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_e (begin (if debug (print "door e")) (begin_random (if g_jail_door (begin (ai_place jail_brute_e) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_e) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_e) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_f (begin (if debug (print "door f")) (begin_random (if g_jail_door (begin (ai_place jail_brute_f) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_f) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_f) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_g (begin (if debug (print "door g")) (begin_random (if g_jail_door (begin (ai_place jail_brute_g) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_g) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_g) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_i (begin (if debug (print "door i")) (begin_random (if g_jail_door (begin (ai_place jail_brute_i) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_i) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_i) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_j (begin (if debug (print "door j")) (begin_random (if g_jail_door (begin (ai_place jail_brute_j) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_j) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_j) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_k (begin (if debug (print "door k")) (begin_random (if g_jail_door (begin (ai_place jail_brute_k) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_k) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_k) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_l (begin (if debug (print "door l")) (begin_random (if g_jail_door (begin (ai_place jail_brute_l) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_l) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_l) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_m (begin (if debug (print "door m")) (begin_random (if g_jail_door (begin (ai_place jail_brute_m) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_m) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_m) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_spawner (begin (if debug (print "jail spawner!!!!")) (game_save_no_timeout) (if (difficulty_normal) (begin (begin (set g_jail_spawn_limit 1) (set g_jail_door_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_jail_spawn_limit 1) (set g_jail_door_limit 2) ) ) (if (difficulty_legendary) (begin (begin (set g_jail_spawn_limit 2) (set g_jail_door_limit 2) ) ) void))) (begin_random (if g_jail_spawner (if (and (<= (device_get_position jail_door_c) 0) (not (volume_test_objects tv_jail_door_c (players)))) (begin (ai_jail_door_c) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_d) 0) (not (volume_test_objects tv_jail_door_d (players)))) (begin (ai_jail_door_d) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_e) 0) (not (volume_test_objects tv_jail_door_e (players)))) (begin (ai_jail_door_e) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_f) 0) (not (volume_test_objects tv_jail_door_f (players)))) (begin (ai_jail_door_f) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_g) 0) (not (volume_test_objects tv_jail_door_g (players)))) (begin (ai_jail_door_g) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_i) 0) (not (volume_test_objects tv_jail_door_i (players)))) (begin (ai_jail_door_i) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_j) 0) (not (volume_test_objects tv_jail_door_j (players)))) (begin (ai_jail_door_j) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_k) 0) (not (volume_test_objects tv_jail_door_k (players)))) (begin (ai_jail_door_k) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_l) 0) (not (volume_test_objects tv_jail_door_l (players)))) (begin (ai_jail_door_l) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_m) 0) (not (volume_test_objects tv_jail_door_m (players)))) (begin (ai_jail_door_c) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) ) (set g_jail_spawner True) (set g_jail_spawn_count 0) ) ) (script dormant ai_jail_down_lift (begin (sleep_until (and (volume_test_objects tv_jail_top (players)) (<= (ai_living_count jail_prophets) 2)) 30 (* 30 30)) (data_mine_set_mission_segment "enc_jail_down_lift") (sleep 60) (wake sc_lift_reins) (begin_random (begin (ai_place jail_jackals_down) (sleep_until (volume_test_objects_all tv_jail_top (ai_actors jail_jackals_down)) 30 450) ) (begin (ai_place jail_grunts_down) (sleep_until (volume_test_objects_all tv_jail_top (ai_actors jail_grunts_down)) 30 450) ) ) (ai_place jail_brutes_down) (sleep_until (volume_test_objects_all tv_jail_top (ai_actors jail_brutes_down)) 30 450) (sleep 90) (set g_jail_round_lift_spawned True) (wake sc_jail_clear) ) ) (script dormant ai_prophets_ini_active (begin (sleep_until (>= (ai_combat_status jail_prophets) ai_combat_status_active)) (if debug (print "jail prophets active")) (set g_jail_prophets_ini_active True) (ai_set_orders jail_grunts_ini jail_cov_top) (ai_set_orders jail_jackals_ini jail_cov_top) (sleep_until (<= (ai_living_count jail_prophets) 2)) (ai_jail_spawner) ) ) (script command cs_room_b_brute_ini_a (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to room_b/p0 1) (sleep (random_range 0 15)) (cs_go_to room_b/p1 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_room_b_brute_ini_b (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to room_b/p2 1) (sleep (random_range 0 15)) (cs_go_to room_b/p3 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_room_b_brute_ini_c (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to room_b/p4 1) (sleep (random_range 0 15)) (cs_go_to room_b/p5 1) (sleep (random_range 0 15)) False) ) ) ) (script dormant ai_room_b_buggers (begin (ai_place room_b_buggers) (sleep_until (<= (ai_living_count room_b_buggers) 2)) (if (and (volume_test_objects_all tv_room_b (players)) (= (device_get_position room_b_exit) 0)) (ai_place room_b_buggers)) ) ) (script dormant ai_corridor_b (begin (if (<= (+ (ai_living_count corridor_b_prophets) (ai_living_count corridor_b_covenant)) 8) (ai_place hall_c_elites)) (ai_place hall_c_buggers) (sleep 1) (sleep_until (<= (ai_living_count corridor_b_prophets) 2)) (ai_place hall_c_brute_reins) ) ) (script dormant ai_ext_a_elite_ini (begin (ai_place ext_a_elite_ini) (sleep_until (<= (ai_living_count ext_a_brute_ini) 0)) (ai_migrate ext_a_elite_ini ext_a_watch_elites) ) ) (script dormant ai_ext_a_brute_ini (begin (ai_place ext_a_brute_ini) (sleep_until (<= (ai_living_count ext_a_elite_ini) 0)) (ai_migrate ext_a_brute_ini ext_a_watch_brutes) ) ) (script dormant ai_ext_a_hunters (begin (ai_place ext_a_hunters) (sleep 150) (sleep_until (or (<= (ai_living_count ext_a_prophets) 4) (volume_test_objects tv_ext_a_mid (players)))) (if (<= (+ (ai_living_count ext_a_prophets) (ai_living_count ext_a_covenant)) 6) (ai_place ext_a_brute_door)) ) ) (script dormant ai_ext_a_prophet_migrate (begin (sleep_until (begin (if (<= (ai_living_count ext_a_covenant) 0) (begin (ai_set_orders ext_a_watch_brutes ext_a_prophets_follow) (ai_set_orders ext_a_brute_door ext_a_prophets_follow) (ai_set_orders ext_a_brute_ini ext_a_prophets_follow) (ai_set_orders ext_a_buggers ext_a_prophets_follow) )) (if (<= (ai_living_count ext_a_prophets) 0) (ai_set_orders ext_a_covenant ext_a_covenant_follow)) False) 90) ) ) (script dormant ai_ext_a_snipers (begin (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_a) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_b) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_c) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_d) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) ) ) (script dormant ai_ext_a_fliers (begin (sleep_until (<= (+ (ai_living_count ext_a_prophets) (ai_living_count ext_a_covenant)) 3)) (if (not g_ext_a_fliers) (begin (ai_place ext_a_rangers) (ai_place ext_a_buggers) )) ) ) (script dormant tram_a_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_a_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant tram_b_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_b_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant tram_c_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_c_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant tram_d_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_d_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant ai_garden_a_ini (begin (ai_place garden_a_elites) (ai_place garden_a_grunts) (ai_place garden_a_brute_lt) (ai_place garden_a_brute_rt) (ai_place garden_a_jackal_snipers) ) ) (script dormant ai_garden_a_rangers (begin (sleep_until (<= (+ (ai_living_count garden_a_prophet) (ai_living_count garden_a_covenant)) 5)) (ai_place garden_a_rangers) ) ) (script command cs_garden_a_turret_bk_a (begin (cs_enable_pathfinding_failsafe True) (cs_go_to garden_a_turrets/p0) (cs_deploy_turret garden_a_turrets/p0) ) ) (script command cs_garden_a_turret_bk_b (begin (cs_enable_pathfinding_failsafe True) (cs_go_to garden_a_turrets/p1) (cs_deploy_turret garden_a_turrets/p1) ) ) (script dormant garden_a_tram_b_on (begin (sleep_until (volume_test_objects tv_garden_a_tram_b (players)) 5) (object_destroy garden_tram_b_bk) (sleep 30) (object_create garden_tram_b) ) ) (script command cs_midtower_buggers_hall (begin (cs_abort_on_damage False) (cs_enable_pathfinding_failsafe True) (cs_fly_to midtower/p0) (cs_fly_to midtower/p1) (cs_fly_to midtower/p2) (cs_fly_to midtower/p3) (cs_fly_to midtower/p4) (cs_fly_to midtower/p5) (cs_fly_to midtower/p6) ) ) (script dormant ai_midtower_buggers_rein (begin (sleep_until (or (volume_test_objects tv_midtower_mid (players)) (<= (ai_living_count midtower_prophets) 3))) (if (<= (+ (ai_living_count midtower_prophets) (ai_living_count midtower_covenant)) 4) (ai_place midtower_bugger_rein)) (if debug (print "bugger reinforcements")) ) ) (script dormant ai_midtower_cov_rein (begin (sleep_until (or (volume_test_objects tv_midtower_mid (players)) (<= (ai_living_count midtower_covenant) 1) g_midtower_prophet_rein)) (if (<= (+ (ai_living_count midtower_prophets) (ai_living_count midtower_covenant)) 4) (begin (ai_place midtower_elite_reins) (if debug (print "covenant reinforcements")) (sleep 5) (device_set_position midtower_exit 1) )) ) ) (script dormant ai_midtower_prophets (begin (sleep_until (or (volume_test_objects tv_midtower_bk (players)) (<= (ai_living_count midtower_prophets) 2))) (if (volume_test_objects tv_midtower_bk (players)) (begin (ai_place midtower_brutes) (if (<= (ai_living_count midtower_prophets) 3) (ai_place midtower_jackals)) (set g_midtower_prophet_rein True) (if debug (print "exit prophets")) )) (sleep 1) (if (not g_midtower_prophet_rein) (begin (sleep_until (volume_test_objects tv_midtower_bk (players)) 10 (* 30 15)) (ai_place midtower_brutes) (if (<= (ai_living_count midtower_prophets) 3) (ai_place midtower_jackals)) (set g_midtower_prophet_rein True) (if debug (print "exit prophets")) )) ) ) (script command cs_garden_b_grunts (begin (cs_movement_mode 3) (sleep_until (begin (begin_random (cs_go_to garden_b/p0) (cs_go_to garden_b/p1) (cs_go_to garden_b/p2) (cs_go_to garden_b/p3) (cs_go_to garden_b/p4) (cs_go_to garden_b/p5) (cs_go_to garden_b/p6) (cs_go_to garden_b/p7) (cs_go_to garden_b/p8) (cs_go_to garden_b/p9) (cs_go_to garden_b/p10) (cs_go_to garden_b/p11) (cs_go_to garden_b/p12) (cs_go_to garden_b/p13) (cs_go_to garden_b/p14) ) False) ) ) ) (script command garden_b_brute_berserk (begin (ai_berserk garden_b_brute_ini True) (ai_magically_see garden_b_prophet garden_b_covenant) ) ) (script dormant ai_ext_b_dump (begin (sleep_until g_ext_b_dump 30 (* 30 25)) (sleep_until (or (volume_test_objects tv_ext_b_low (players)) (<= (ai_living_count ext_b_covenant) 0) (<= (ai_living_count ext_b_prophets) 0))) (sleep 60) (if debug (print "--- migrating enemies --- migrating enemies ---")) (ai_migrate ext_b_covenant ext_b_cov_dump) (ai_migrate ext_b_prophets ext_b_prophet_dump) ) ) (script dormant ai_ext_b_reins (begin (sleep_until (or (volume_test_objects tv_ext_b_low (players)) (<= (ai_living_count all_enemies) 4))) (if debug (print "far door covenant")) (ai_place ext_b_grunt_bk_door) (ai_place ext_b_elites_bk_door (pin (- 8 (ai_living_count all_enemies)) 1 3)) (sleep 1) (sleep_until (or (volume_test_objects tv_ext_b_low (players)) (<= (ai_living_count all_enemies) 4))) (if debug (print "lower door brutes")) (ai_place ext_b_brutes_low_door (pin (- 8 (ai_living_count all_enemies)) 1 4)) ) ) (script command cs_ext_b_grunts_low (begin (cs_movement_mode 3) (cs_abort_on_damage True) (sleep_until (begin (begin_random (cs_go_to ext_b/p0) (cs_go_to ext_b/p1) (cs_go_to ext_b/p2) (cs_go_to ext_b/p3) (cs_go_to ext_b/p4) (cs_go_to ext_b/p5) (cs_go_to ext_b/p6) (cs_go_to ext_b/p7) (cs_go_to ext_b/p8) ) False) ) ) ) (script command cs_maus_hall_grunts (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (cs_go_to maus_hall/p0 2) (cs_go_to maus_hall/p2 2) (cs_go_to maus_hall/p4 2) (cs_go_to maus_hall/p5 2) (cs_go_to maus_hall/p6 2) (cs_go_to maus_hall/p7 2) (cs_go_to maus_hall/p8 2) (cs_go_to maus_hall/p9 2) ) False) ) ) ) (script dormant maus_door (begin (sleep_until (begin (if (= (structure_bsp_index) 4) (begin (device_operates_automatically_set maus_bsp_4_door False) ) (if (= (structure_bsp_index) 5) (begin (device_operates_automatically_set maus_bsp_4_door True) ) void)) False) 5) ) ) (script command cs_maus_room_elite_lt (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to maus_room/p0 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p1 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p2 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p3 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_maus_room_elite_rt (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to maus_room/p4 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p5 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p6 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p7 1) (sleep (random_range 0 15)) False) ) ) ) (script dormant ai_maus_room_ini (begin (ai_place maus_room_elite_lt) (ai_place maus_room_elite_rt) (if (<= (ai_living_count all_enemies) 6) (begin (ai_place maus_room_grunt_lt (pin (- 6 (ai_living_count all_enemies)) 0 2)) (ai_place maus_room_grunt_rt (pin (- 6 (ai_living_count all_enemies)) 0 2)) )) (sleep_until (or (volume_test_objects tv_maus_room_bk (players)) (<= (ai_living_count maus_room_covenant) 2))) (ai_place maus_room_lt_elite_reins (pin (- 8 (ai_living_count all_enemies)) 0 1)) (ai_place maus_room_rt_elite_reins (pin (- 8 (ai_living_count all_enemies)) 0 1)) (sleep 1) (ai_place maus_room_lt_grunt_reins (pin (- 6 (ai_living_count all_enemies)) 0 2)) (ai_place maus_room_rt_grunt_reins (pin (- 6 (ai_living_count all_enemies)) 0 2)) ) ) (script dormant ai_maus_bridge_ini (begin (if debug (print "initial bridge")) (if (< (ai_living_count all_enemies) 4) (ai_place maus_bridge_elite_turret 2) (ai_place maus_bridge_elite_turret 1)) (ai_place maus_bridge_elites_ini) (ai_place maus_bridge_brutes_ini (pin (- 10 (ai_living_count all_enemies)) 0 3)) (ai_place maus_bridge_jackals_ini) (sleep_until (or g_maus_bridge_fr (ai_trigger_test "maus_bridge_elites_ini" maus_bridge_elites_ini) (<= (ai_living_count maus_bridge_prophets) 1))) (sleep 1) (if debug (print "bugger reinforcements")) (ai_place maus_bridge_buggers_ini (pin (- 11 (ai_living_count all_enemies)) 0 5)) ) ) (script dormant ai_maus_inner_order_transitions (begin (sleep_until (begin (if (<= (ai_living_count maus_inner_prophets) 0) (begin (ai_vehicle_exit maus_inner_turrets) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location maus_inner_turrets/a) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location maus_inner_turrets/b) True) (sleep 60) (ai_set_orders maus_inner_elites_ini maus_inner_follow) (ai_set_orders maus_inner_turrets maus_inner_follow) )) (if (and (<= (ai_living_count maus_inner_elites_ini) 0) (<= (ai_living_count maus_inner_prophets) 0)) (ai_set_orders maus_inner_hunters_ini maus_inner_follow)) (if (<= (ai_living_count maus_inner_covenant) 0) (ai_set_orders maus_inner_prophets maus_inner_follow)) g_maus_inner_order_trans) 60) ) ) (script dormant ai_maus_inner_brute_reins (begin (sleep_until (<= (ai_living_count maus_inner_brutes_ini) 0)) (sleep 90) (ai_place maus_inner_brutes_rein) (sleep 1) (wake ai_maus_inner_order_transitions) ) ) (script static ai_maus_inner_brute_a (begin (if debug (print "door a")) (if (and (not (volume_test_objects tv_maus_inner_door_a (players))) (= (device_get_position maus_inner_door_a) 0)) (begin (ai_place maus_inner_brutes_a) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_b (begin (if debug (print "door b")) (if (and (not (volume_test_objects tv_maus_inner_door_b (players))) (= (device_get_position maus_inner_door_b) 0)) (begin (ai_place maus_inner_brutes_b) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_c (begin (if debug (print "door c")) (if (and (not (volume_test_objects tv_maus_inner_door_c (players))) (= (device_get_position maus_inner_door_c) 0)) (begin (ai_place maus_inner_brutes_c) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_d (begin (if debug (print "door d")) (if (and (not (volume_test_objects tv_maus_inner_door_d (players))) (= (device_get_position maus_inner_door_d) 0)) (begin (ai_place maus_inner_brutes_d) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_e (begin (if debug (print "door e")) (if (and (not (volume_test_objects tv_maus_inner_door_e (players))) (= (device_get_position maus_inner_door_e) 0)) (begin (ai_place maus_inner_brutes_e) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_f (begin (if debug (print "door f")) (if (and (not (volume_test_objects tv_maus_inner_door_f (players))) (= (device_get_position maus_inner_door_f) 0)) (begin (ai_place maus_inner_brutes_f) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script dormant ai_maus_inner_spawn (begin (if (difficulty_normal) (begin (begin (set g_maus_inner_wave_limit 1) (set g_maus_inner_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_maus_inner_wave_limit 2) (set g_maus_inner_limit 1) ) ) (if (difficulty_legendary) (begin (begin (set g_maus_inner_wave_limit 3) (set g_maus_inner_limit 2) ) ) void))) (sleep_until (begin (set g_maus_inner True) (set g_maus_inner_count 0) (sleep_until (<= (ai_living_count maus_inner_prophets) 1)) (sleep (random_range sleep_lower_bound sleep_upper_bound)) (begin_random (if g_maus_inner (ai_maus_inner_brute_a)) (if g_maus_inner (ai_maus_inner_brute_b)) (if g_maus_inner (ai_maus_inner_brute_c)) (if g_maus_inner (ai_maus_inner_brute_d)) (if g_maus_inner (ai_maus_inner_brute_e)) (if g_maus_inner (ai_maus_inner_brute_f)) ) (sleep (random_range sleep_lower_bound sleep_upper_bound)) (if (= (random_range 0 2) 0) (ai_place maus_inner_buggers_lt) (ai_place maus_inner_buggers_rt)) (sleep 1) (ai_set_orders maus_inner_buggers maus_inner_follow) (set g_maus_inner_wave_count (+ g_maus_inner_wave_count 1)) (if (= g_maus_inner_wave_count g_maus_inner_wave_limit) (begin (set g_maus_inner_wave_pause False) (sleep_until g_maus_inner_wave_pause) )) (if (= g_maus_inner_wave_count (* g_maus_inner_wave_limit 2)) (set g_maus_inner_wave_end True)) g_maus_inner_wave_end) ) ) ) (script dormant ai_maus_inner_elites_final (begin (sleep_until (and (not (volume_test_objects tv_maus_ent_door_a (players))) (<= (device_get_position maus_ent_door_a) 0) (not (volume_test_objects tv_maus_ent_door_b (players))) (<= (device_get_position maus_ent_door_b) 0))) (ai_place maus_inner_elites_ultra) (sleep 45) (sleep_until (and (not (volume_test_objects tv_maus_ent_door_a (players))) (<= (device_get_position maus_ent_door_a) 0) (not (volume_test_objects tv_maus_ent_door_b (players))) (<= (device_get_position maus_ent_door_b) 0))) (ai_place maus_inner_elites_spec) (sleep 45) (sleep_until (and (not (volume_test_objects tv_maus_ent_door_a (players))) (<= (device_get_position maus_ent_door_a) 0) (not (volume_test_objects tv_maus_ent_door_b (players))) (<= (device_get_position maus_ent_door_b) 0))) (ai_place maus_inner_elite_zealot) ) ) (script dormant enc_council_chamber (begin (data_mine_set_mission_segment "enc_council_ini") (if debug (print "initialize council chamber encounters")) (game_save) (object_hide holo_generator False) (device_set_position_immediate council_ped 0.75) (device_set_position council_ped 1) (ai_place council_grunt_ini) (ai_place council_brute_ini) (wake ai_council_brutes_berserk) (sleep 90) (wake sc_council_ini) (sleep 90) (device_one_sided_set council_door_left_a True) (device_one_sided_set council_door_left_b True) (device_one_sided_set council_door_left_c True) (device_one_sided_set council_door_right_a True) (device_one_sided_set council_door_right_b True) (device_one_sided_set council_door_right_c True) (wake ai_council_orders) (sleep_until (<= (ai_living_count council_prophets_floor) 0)) (wake ai_council_floor_spawn) (sleep_until (and (<= (ai_living_count prophets) 0) g_council_over)) (sleep 75) (wake music_07a_01) (wake sc_council_exit) (sleep_until (>= (device_get_position council_exit) 0.8)) (ai_place grand_a_grunts) (sleep_until (volume_test_objects tv_dervish_grand_hall (players)) 10) (data_mine_set_mission_segment "enc_grand_a") (game_save) (ai_place grand_a_brutes) (ai_place grand_a_turret) (if (difficulty_normal) (ai_place ledge_brutes_ini 1) (ai_place ledge_brutes_ini)) (if (difficulty_normal) (ai_place ledge_brutes_honor_ini 1) (ai_place ledge_brutes_honor_ini)) (sleep_until (<= (ai_living_count grand_a_prophets) 2) 30 210) (wake music_07a_02) (wake sc_grand_a_exit) ) ) (script dormant enc_dervish_ledge (begin (data_mine_set_mission_segment "enc_ledge_ini") (if debug (print "initialize dervish ledge encounters")) (game_save) (ai_disposable council_prophets True) (ai_place ledge_jackal_left) (ai_place ledge_jackal_right) (wake ai_dervish_ledge_orders) (sleep_until (volume_test_objects tv_dervish_ledge_fr (players))) (sleep (random_range 15 45)) (sleep_until (or (volume_test_objects tv_dervish_ledge_bk (players)) (<= (ai_living_count dervish_ledge_prophets) 2)) 10) (data_mine_set_mission_segment "enc_ledge_lift") (game_save) (wake ai_ledge_lift) (wake sc_ledge_down) (sleep_until (volume_test_objects tv_dervish_ledge_lower (players))) (game_save) (data_mine_set_mission_segment "enc_ledge_lower") (wake ai_ledge_lower) (set g_music_07a_02 False) ) ) (script dormant enc_corridors_a (begin (data_mine_set_mission_segment "enc_high_hall_a") (if debug (print "initialize corridor a encounters")) (ai_disposable grand_a_prophets True) (ai_disposable dervish_ledge_prophets True) (wake corridor_a_activate) (wake ai_hall_a_prophets) (wake sc_corridor_a_amb) (sleep_until (volume_test_objects tv_hall_b (players)) 5) (data_mine_set_mission_segment "enc_high_hall_b") (wake sc_jail_info) (ai_place hall_b_brutes) (ai_place hall_b_grunts) (ai_place hall_b_grunts_bk) (wake sc_room_a_lift) (sleep_until (volume_test_objects tv_room_a (players)) 1) (data_mine_set_mission_segment "enc_room_a") (game_save) (device_operates_automatically_set room_a_door True) (wake ai_room_a) (wake room_a_door) (sleep_until (volume_test_objects tv_room_a_bot (players)) 10) (wake sc_room_a_down) (sleep_until (volume_test_objects tv_room_a_tube (players))) (cs_run_command_script room_a_prophets cs_room_a_to_jail) (ai_migrate room_a_prophets jail_trash) (erase_cortana) ) ) (script dormant enc_jails (begin (data_mine_set_mission_segment "enc_jail_ini") (if debug (print "initialize jails encounters")) (ai_disposable hall_a_prophets True) (ai_disposable hall_b_prophets True) (device_set_power room_a_lift 0) (device_set_position room_a_lift_effect 1) (device_set_position jail_down 1) (ai_erase room_a_tube_fodder) (ai_place jail_brutes_ini) (ai_place jail_grunts_ini) (ai_place jail_jackals_ini) (wake music_07a_03) (wake ai_prophets_ini_active) (wake sc_jail_down) (sleep_until (and (<= (ai_living_count jail_brutes_ini) 0) (<= (ai_living_count jail_jackals_ini) 0))) (game_save) (if g_jail_prophets_ini_active (sleep_until (<= (ai_living_count jail_prophets) 0)) (sleep_forever ai_prophets_ini_active)) (if (= (random_range 0 2) 0) (wake ai_jail_a) (wake ai_jail_b)) (sleep_until (or g_jail_a_finished g_jail_b_finished)) (ai_jail_spawner) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (if g_jail_a_finished (wake ai_jail_b) (wake ai_jail_a)) (sleep_until (and g_jail_a_finished g_jail_b_finished)) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (wake sc_jail_exit) (ai_jail_spawner) (sleep 1) (wake ai_jail_down_lift) (sleep_until g_jail_round_lift_spawned) (sleep 30) (sleep_until (and (not (volume_test_objects_all tv_jail_top (players))) (not (volume_test_objects_all tv_jail_mid (players))) (not (volume_test_objects_all tv_jail_bot (players))))) (erase_cortana) (set g_music_07a_03 False) ) ) (script dormant enc_corridors_b (begin (data_mine_set_mission_segment "enc_corridors_b") (if debug (print "initialize corridor b encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (set g_jail_exit_reminder True) (if (and (not g_jail_a_finished) (not g_jail_b_finished)) (begin (object_destroy jail_down) (object_create jail_up) (object_create room_b_lift) (device_set_position room_b_lift_effect 1) (sleep 1) (ai_place room_b_marines) )) (ai_disposable jail_prophets True) (wake sc_room_b) (wake grand_b_door) (wake objective_truth_set) (ai_set_orders marines marines_corr_b) (sleep_until (volume_test_objects tv_room_b_start (players)) 5) (pvs_clear) (ai_place room_b_elites) (wake ai_room_b_buggers) (sleep_until (volume_test_objects tv_hall_c (players))) (game_save) (cs_run_command_script marines cs_abort) (wake ai_corridor_b) (wake marine_migration) (sleep_until (volume_test_objects tv_hall_c_bk (players)) 1) (ai_disposable room_b_prophets True) (ai_disposable room_b_covenant True) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (if (<= (ai_living_count corridor_b_prophets) 4) (ai_place hall_c_bugger_reins)) (sleep_until (volume_test_objects tv_hall_d (players))) (wake sc_corridor_b_exit) (ai_place hall_d_elites) (ai_place hall_d_brutes) (if (<= (+ (ai_living_count corridor_b_prophets) (ai_living_count corridor_b_covenant)) 8) (ai_place hall_d_jackals_bk)) (sleep 1) (if (<= (+ (ai_living_count corridor_b_prophets) (ai_living_count corridor_b_covenant)) 8) (ai_place hall_d_jackals_fr)) (sleep_until (volume_test_objects tv_grand_b (players))) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (game_save) (wake music_07a_04) (ai_place grand_b_hunter_a) (ai_place grand_b_hunter_b) (ai_disposable corridor_b_prophets True) (ai_disposable corridor_b_covenant True) (objects_predict (ai_actors ext_a_prophets)) (objects_predict (ai_actors ext_a_covenant)) (wake sc_network) ) ) (script dormant enc_tower_a_ext (begin (data_mine_set_mission_segment "enc_tower_a_exterior") (if debug (print "initialize tower a exterior encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (if (difficulty_legendary) (wake ice_cream_angry)) (ai_disposable corridor_b_prophets True) (ai_disposable corridor_b_covenant True) (wake ai_ext_a_snipers) (ai_place ext_a_watch_brutes) (ai_place ext_a_watch_elites) (wake ai_ext_a_hunters) (wake ai_ext_a_elite_ini) (wake ai_ext_a_brute_ini) (wake ai_ext_a_prophet_migrate) (sleep_until (or (volume_test_objects tv_ext_a_mid (players)) (<= (+ (ai_living_count ext_a_prophets) (ai_living_count ext_a_covenant)) 6)) 10) (ai_disposable grand_b_hunters True) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (wake ai_ext_a_fliers) (sleep_until (volume_test_objects tv_ext_a_exit (players))) (set g_ext_a_fliers True) (ai_place ext_a_brute_bk_door) (sleep_until (volume_test_objects tv_tower_a_ramp (players)) 10) (set g_music_07a_04_alt True) (wake sc_truth_a) (sleep_until (or (volume_test_objects tv_garden_a_tram (players)) (and (<= (ai_living_count ext_a_brutes_bk) 0) (<= (ai_living_count ext_a_buggers_bk) 0))) 10) (sleep 30) (wake sc_in_amber_clad) (wake tram_a_no_save) (sleep 60) (if (not (volume_test_objects tv_tram_a_no_save (players))) (game_save)) (wake music_07a_05) (sleep_until g_sc_ioc_finished) (if (<= (ai_living_count marines) 3) (ai_renew marines)) ) ) (script dormant enc_gardens_a (begin (data_mine_set_mission_segment "enc_gardens_a") (if debug (print "initialize hanging gardens a encounters")) (game_save) (erase_cortana) (ai_disposable ext_a_prophets True) (ai_disposable ext_a_covenant True) (set g_marine_mig_garden_a True) (set g_ioc_reminder True) (wake ai_garden_a_ini) (sleep_until (or (volume_test_objects tv_garden_a_fr_suck (players)) (volume_test_objects tv_garden_a_fr (players))) 5) (if debug (print "garden a fr")) (ai_place garden_a_brute_a) (ai_place garden_a_brute_b) (ai_place garden_a_brute_c) (ai_place garden_a_elite_a) (ai_place garden_a_elite_b) (ai_place garden_a_elite_c) (sleep_until (volume_test_objects tv_garden_a_mid (players))) (if debug (print "garden a mid")) (game_save) (set g_music_07a_05 False) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (wake ai_garden_a_rangers) (sleep_until (volume_test_objects tv_garden_a_bk (players))) (if debug (print "garden a bk")) (game_save) (wake garden_a_tram_b_on) (ai_place garden_a_elites_bk) (ai_place garden_a_grunts_bk (pin (- 8 (ai_living_count all_enemies)) 0 2)) (sleep 1) (ai_place garden_a_brutes_bk) (ai_place garden_a_jackals_bk (pin (- 8 (ai_living_count all_enemies)) 0 2)) ) ) (script dormant ai_midtower_ini (begin (sleep_until (> (device_get_position midtower_ent_door) 0) 10) (ai_place midtower_buggers_hall) ) ) (script dormant enc_mid_tower (begin (data_mine_set_mission_segment "enc_mid_tower") (if debug (print "initialize midspan tower encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable garden_a_prophet True) (ai_disposable garden_a_covenant True) (set g_marine_mig_midtower True) (wake sc_drive_elites) (wake ai_midtower_ini) (sleep_until (volume_test_objects tv_mid_tower_room (players))) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (game_save) (ai_place midtower_elites) (ai_place midtower_buggers_ini) (wake ai_midtower_buggers_rein) (wake ai_midtower_cov_rein) (wake ai_midtower_prophets) (wake music_07a_06) ) ) (script dormant enc_gardens_b (begin (data_mine_set_mission_segment "enc_gardens_b") (if debug (print "initialize hanging gardens b encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (set g_music_07a_06 True) (ai_disposable midtower_prophets True) (ai_disposable midtower_covenant True) (wake sc_gardens_b) (sleep_until (volume_test_objects tv_garden_b_fr (players))) (if debug (print "garden b fr")) (game_save) (ai_place garden_b_grunt_a) (ai_place garden_b_grunt_b) (ai_place garden_b_grunt_c) (ai_place garden_b_brute_ini) (sleep_until (volume_test_objects tv_garden_b_mid (players))) (if debug (print "garden b mid")) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (game_save) (sleep_until (volume_test_objects tv_garden_b_bk (players))) (if debug (print "garden b bk")) (game_save) (wake tram_d_no_save) ) ) (script dormant enc_tower_b_ext (begin (data_mine_set_mission_segment "enc_tower_b_exterior") (if debug (print "initialize tower b exterior encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable garden_b_prophet True) (ai_disposable garden_b_covenant True) (set g_marine_mig_ext_b True) (wake objective_truth_clear) (wake objective_phantom_set) (ai_place ext_b_brute_ramp) (sleep_until (volume_test_objects tv_ext_b (players)) 5) (if debug (print "initial enemies")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place ext_b_elite_a) (ai_place ext_b_brute_a) (ai_place ext_b_grunts_b) (ai_place ext_b_brutes_b) (ai_place ext_b_grunts_low) (ai_place ext_b_brutes_low) (ai_place ext_b_jackal_a) (sleep 1) (wake ai_ext_b_reins) (wake ai_ext_b_dump) (sleep_until (volume_test_objects tv_ext_b_lt (players))) (set g_ext_b_dump True) (if debug (print "placing left covenant")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place ext_b_grunts_lt) (ai_place ext_b_elites_stealth) ) ) (script dormant enc_mausoleum_ext (begin (data_mine_set_mission_segment "enc_maus_grand") (if debug (print "initialize mausoleum exterior encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable ext_b_prophets True) (ai_disposable ext_b_covenant True) (set g_marine_mig_maus True) (wake maus_door) (ai_place maus_hall_grunts) (ai_place maus_hall_elites_stealth) (sleep_until (volume_test_objects tv_maus_room (players)) 5) (data_mine_set_mission_segment "enc_maus_room") (game_save) (cs_run_command_script covenant cs_abort) (ai_set_orders maus_hall_covenant maus_room_cov_follow) (set g_marine_mig_maus_room True) (wake ai_maus_room_ini) (sleep_until (volume_test_objects tv_maus_room_bk (players)) 10) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place maus_room_brute_bk) (ai_place maus_room_jackal_bk_lt) (ai_place maus_room_jackal_bk_rt) (ai_set_orders maus_hall_covenant maus_room_cov_follow) (ai_set_orders maus_room_covenant maus_room_cov_follow) (sleep_until (volume_test_objects tv_maus_bridge (players)) 5) (data_mine_set_mission_segment "enc_maus_bridge") (game_save) (erase_cortana) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_set_orders maus_hall_covenant maus_bridge_cov_screw) (ai_set_orders maus_room_prophet maus_bridge_prophet_screw) (ai_set_orders maus_room_covenant maus_bridge_cov_screw) (sleep_forever ai_maus_room_ini) (ai_disposable maus_hall_covenant True) (wake ai_maus_bridge_ini) (wake sc_catch_truth) (sleep_until (volume_test_objects tv_maus_bridge_fr (players)) 10) (set g_maus_bridge_fr True) (sleep_until (volume_test_objects tv_maus_bridge_mid (players)) 10) (game_save) (if debug (print "bridge reinforcements wave 1")) (ai_place maus_bridge_elite_rein (pin (- 12 (ai_living_count all_enemies)) 1 2)) (sleep 1) (ai_place maus_bridge_grunt_rein (pin (- 10 (ai_living_count all_enemies)) 0 4)) (sleep 1) (ai_place maus_bridge_buggers_ini (pin (- 6 (ai_living_count all_enemies)) 2 5)) (ai_set_orders maus_bridge_buggers_ini maus_bridge_buggers_rein) (sleep_until (volume_test_objects tv_maus_bridge_bk (players)) 10) (if debug (print "bridge reinforcements wave 2")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place maus_bridge_grunt_rein_b (pin (- 8 (ai_living_count all_enemies)) 0 4)) (ai_place maus_bridge_hunters) ) ) (script dormant enc_mausoleum (begin (data_mine_set_mission_segment "enc_mausoleum") (if debug (print "initialize mausoleum encounters")) (game_save) (kill_volume_disable kill_maus) (set g_marine_mig_maus_int True) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable maus_room_prophet True) (ai_disposable maus_room_covenant True) (ai_disposable maus_bridge_prophets True) (ai_disposable maus_bridge_covenant True) (ai_set_orders maus_bridge_covenant maus_ent_collapse) (ai_set_orders maus_bridge_prophets maus_ent_collapse) (ai_place maus_inner_elites_ini) (ai_place maus_inner_brutes_ini) (ai_place maus_inner_buggers_lt) (wake music_07a_07) (wake sc_maus_interior) (sleep 120) (kill_volume_enable kill_maus) (sleep_until (or (volume_test_objects tv_maus_inner_mid (players)) (<= (ai_living_count maus_inner_covenant) 1))) (game_save) (sleep 5) (ai_place maus_inner_hunters_ini) (sleep 1) (wake ai_maus_inner_brute_reins) (sleep_until (and (<= (ai_living_count maus_inner_prophets) 0) (<= (ai_living_count maus_inner_covenant) 0)) 30 (* 30 60 10)) (game_save) (set g_maus_inner_order_trans True) (sc_maus_breather) (data_mine_set_mission_segment "enc_maus_midpoint") (game_save) (wake music_07a_08) (wake ai_maus_inner_elites_final) (set g_music_07a_07 False) (set g_music_07a_08 True) (sleep 60) (game_save) (wake sc_maus_exit) ) ) (script static cutscenes (begin (x08) (sleep 30) (c07_intro) (sleep 30) (c07_intra1) ) ) (script dormant mission_highcharity (begin (cinematic_snap_to_white) (object_hide holo_generator True) (switch_bsp 0) (if (= g_play_cinematics True) (begin (sound_suppress_ambience_update_on_revert) (if (cinematic_skip_start) (begin (if debug (print "x08")) (x08) )) (cinematic_skip_stop) (if (cinematic_skip_start) (begin (if debug (print "c07_intro")) (c07_intro) )) (cinematic_skip_stop) )) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake enc_council_chamber) (wake bullshit) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_job) (wake objective_locate_set) (sleep_until (volume_test_objects tv_dervish_ledge (players)) 5) (wake enc_dervish_ledge) (sleep_until (volume_test_objects tv_corridors_a (players)) 5) (wake enc_corridors_a) (sleep_until (volume_test_objects tv_jails (players)) 5) (wake enc_jails) (sleep_until (volume_test_objects tv_room_a_tube (players)) 5) (wake enc_corridors_b) (sleep_until (volume_test_objects tv_tower_a_ext (players)) 5) (wake enc_tower_a_ext) (sleep_until (volume_test_objects tv_gardens_a (players)) 5) (wake enc_gardens_a) (sleep_until (volume_test_objects tv_mid_tower (players)) 5) (wake enc_mid_tower) (sleep_until (volume_test_objects tv_gardens_b (players)) 5) (wake enc_gardens_b) (sleep_until (volume_test_objects tv_tower_b_ext (players)) 5) (wake enc_tower_b_ext) (sleep_until (volume_test_objects tv_mausoleum_ext (players)) 5) (wake enc_mausoleum_ext) (sleep_until (volume_test_objects tv_mausoleum (players)) 5) (wake enc_mausoleum) ) ) (script static start (begin (wake mission_highcharity) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance human player) (if (> (player_count) 0) (start)) ) ) (script dormant x08_01_predict (begin (sleep 1) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 0) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\pedestal\pedestal 0) (predict_model_section objects\gear\covenant\military\holo_generator\holo_generator 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section objects\weapons\melee\pike\pike 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\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\gravemind 0 False) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) (sleep 3) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 0) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 1) (sleep 4) (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\characters\gravemind\tentacle_capture_masterchief\tentacle_capture_masterchief 0) ) ) (script dormant x08_02_predict (begin (sleep 4) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) (predict_model_section objects\characters\gravemind\tentacle_capture_masterchief\tentacle_capture_masterchief 0) ) ) (script dormant x08_03_predict (begin (sleep 7) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 0) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 1) (sleep 145) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (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\characters\gravemind\tentacle_capture_masterchief\tentacle_capture_masterchief 0) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) ) ) (script dormant x08_04_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_05_predict (begin (sleep 7) (predict_model_section objects\characters\gravemind\floodregret\floodregret 0) (predict_model_section objects\characters\gravemind\floodregret\floodregret 1) (predict_model_section objects\characters\gravemind\floodregret\floodregret 2) (sleep 5) (predict_model_section objects\characters\gravemind\monitor_flood_infected\monitor_flood_infected 0) ) ) (script dormant x08_06a_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_06b_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_06c_predict (begin (sleep 512) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) ) ) (script dormant x08_07_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_08_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_09_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_10_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_11_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant 07_intro_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 16 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 21 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 23 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 24 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 25 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 True) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_model_section scenarios\skies\solo\highcharity\highcharity 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 1) (predict_model_section scenarios\skies\solo\highcharity\highcharity 2) (predict_model_section scenarios\skies\solo\highcharity\highcharity 3) (predict_model_section scenarios\skies\solo\highcharity\highcharity 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 5) (predict_model_section scenarios\skies\solo\highcharity\highcharity 6) (predict_model_section scenarios\skies\solo\highcharity\highcharity 7) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 False) (predict_model_section objects\cinematics\matte_paintings\high_charity_stardust\high_charity_stardust 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\matte_paintings\high_charity_exterior\high_charity_exterior 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) ) ) (script dormant 07_intro_02_predict (begin (sleep 5) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 2) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section scenarios\objects\solo\highcharity\high_planter\high_planter 0) (predict_model_section scenarios\objects\solo\highcharity\high_holo_ped\high_holo_ped 0) (predict_model_section objects\characters\jackal\jackal_scenery\jackal_scenery 0) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 0) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 1) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 2) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 3) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 1) (predict_model_section scenarios\skies\solo\highcharity\highcharity 2) (predict_model_section scenarios\skies\solo\highcharity\highcharity 3) (predict_model_section scenarios\skies\solo\highcharity\highcharity 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 5) (predict_model_section scenarios\skies\solo\highcharity\highcharity 6) (predict_model_section scenarios\skies\solo\highcharity\highcharity 7) (sleep 3) (predict_model_section objects\characters\jackal\jackal 8) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section objects\weapons\melee\pike\pike 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 True) (predict_model_section scenarios\objects\solo\highcharity\high_banner_small\high_banner_small 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 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_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 25) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 1) (sleep 24) (predict_model_section objects\characters\ambient_life\seagull\seagull 0) (sleep 21) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 3) (sleep 54) (predict_model_section objects\characters\jackal\jackal_scenery\jackal_scenery 0) (sleep 75) (predict_model_section scenarios\objects\solo\highcharity\high_planter\high_planter 0) (sleep 17) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_hallway_signs\holo_hallway_signs 0) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (sleep 3) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) ) ) (script dormant 07_intro_03_predict (begin (sleep 5) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 42 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 39 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 12 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section scenarios\objects\solo\highcharity\pedestal\pedestal 0) (predict_model_section objects\cinematics\covenant\holo_cam\holo_cam 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (sleep 176) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 166) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (sleep 167) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 37 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 40 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 5 True) (predict_model_section objects\cinematics\covenant\holo_cam\holo_cam 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_model_section scenarios\objects\solo\highcharity\high_holo_ped\high_holo_ped 0) ) ) (script dormant 07_intro_04_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (sleep 53) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 23 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section objects\cinematics\covenant\holo_cam\holo_cam 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section 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\weapons\rifle\smg\smg 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 37) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 37 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 16 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 5 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 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 scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\solo\highcharity\high_holo_ped\high_holo_ped 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 21) (predict_model_section objects\characters\masterchief\masterchief 4) (predict_model_section objects\characters\masterchief\masterchief 5) (predict_model_section objects\characters\masterchief\masterchief 6) (predict_model_section objects\characters\masterchief\masterchief 7) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 15) (predict_structure_section scenarios\solo\07a_highcharity\high_0 43 False) (sleep 2) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 False) (sleep 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 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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\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (predict_model_section scenarios\objects\special\null\null 0) (sleep 47) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (sleep 11) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 22) (predict_model_section objects\characters\masterchief\masterchief 4) (predict_model_section objects\characters\masterchief\masterchief 5) (predict_model_section objects\characters\masterchief\masterchief 6) (predict_model_section objects\characters\masterchief\masterchief 7) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 False) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 39 False) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_model_section scenarios\objects\solo\highcharity\pedestal\pedestal 0) (sleep 1) (predict_model_section objects\weapons\melee\pike\pike 0) (sleep 1) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (sleep 1) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (sleep 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 23) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 17) (predict_model_section objects\weapons\rifle\smg\smg 2) ) ) (script dormant 07_intra1_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 0) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 1) (predict_model_section objects\characters\grunt\grunt 15) (predict_model_section objects\characters\grunt\grunt 16) (predict_model_section objects\characters\grunt\grunt 17) (predict_model_section objects\characters\grunt\grunt 18) (predict_model_section objects\characters\grunt\grunt 19) (predict_model_section objects\weapons\pistol\plasma_pistol\plasma_pistol 1) (predict_model_section 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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\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_5 19 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (sleep 16) (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\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section 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(predict_model_section objects\weapons\melee\pike\pike 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\characters\monitor\monitor 2) (sleep 110) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (sleep 33) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (sleep 74) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (sleep 28) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 4) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section 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objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 58) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (sleep 11) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\melee\pike\pike 0) ) ) (script dormant 07_intra1_02_predict (begin (sleep 7) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (sleep 72) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 103) (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 8 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\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 100) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section objects\characters\flood_infection\flood_infection 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 71) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (sleep 1) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 8) (predict_model_section objects\characters\flood_infection\flood_infection 1) ) ) (script dormant 07_intra1_03_predict (begin (sleep 5) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\characters\brute\brute 0) (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 3) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\characters\hunter\hunter 0) (predict_model_section objects\characters\hunter\hunter 1) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (predict_model_section objects\characters\bugger\bugger 0) (predict_model_section objects\characters\grunt\grunt 0) (predict_model_section objects\characters\grunt\grunt 1) (predict_model_section objects\characters\grunt\grunt 2) (predict_model_section objects\characters\grunt\grunt 3) (predict_model_section objects\characters\grunt\grunt 4) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 3) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (sleep 100) (predict_structure_section 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scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (sleep 2) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (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\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 16) (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 scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (sleep 17) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (sleep 4) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\characters\brute\brute 0) (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\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\characters\hunter\hunter 0) (predict_model_section objects\characters\hunter\hunter 1) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (predict_model_section objects\characters\bugger\bugger 0) (predict_model_section objects\characters\grunt\grunt 0) (predict_model_section objects\characters\grunt\grunt 1) (predict_model_section objects\characters\grunt\grunt 2) (predict_model_section objects\characters\grunt\grunt 3) (predict_model_section objects\characters\grunt\grunt 4) (predict_model_section objects\characters\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\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section objects\weapons\melee\pike\pike 0) (sleep 3) (predict_model_section objects\characters\flood_infection\flood_infection 2) (sleep 27) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (sleep 18) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 49) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\rifle\smg\smg 1) ) ) (script dormant 07_intra1_04_predict (begin (sleep 5) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 43) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 2) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 12) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (sleep 67) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (sleep 147) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\weapons\rifle\smg\smg 0) (sleep 111) (predict_model_section objects\weapons\rifle\smg\smg 2) ) ) (script static test_halls (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 1) (print "teleporting players...") (object_teleport (player0) halls) (fade_in 0 0 0 60) (sleep 10) (player_enable_input True) ) ) (script static test_jails (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) jails0_tele) (object_teleport (player1) jails1_tele) (sleep_until (volume_test_objects tv_jails (players)) 5) (wake enc_jails) ) ) (script static test_corridors_b (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) corrb0_tele) (object_teleport (player1) corrb1_tele) (sleep 90) (wake enc_corridors_b) (sleep_until (volume_test_objects tv_tower_a_ext (players)) 5) (wake enc_tower_a_ext) (sleep_until (volume_test_objects tv_gardens_a (players)) 5) (wake enc_gardens_a) (sleep_until (volume_test_objects tv_mid_tower (players)) 5) (wake enc_mid_tower) (sleep_until (volume_test_objects tv_gardens_b (players)) 5) (wake enc_gardens_b) (sleep_until (volume_test_objects tv_tower_b_ext (players)) 5) (wake enc_tower_b_ext) (sleep_until (volume_test_objects tv_mausoleum_ext (players)) 5) (wake enc_mausoleum_ext) (sleep_until (volume_test_objects tv_mausoleum (players)) 5) (wake enc_mausoleum) ) ) (script static test_gardens (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 3) (print "teleporting players...") (object_teleport (player0) garden) (fade_in 0 0 0 60) (sleep 10) (player_enable_input True) ) ) (script static test_mausoleum (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 4) (print "teleporting players...") (object_teleport (player0) mausoleum) (fade_in 0 0 0 60) (sleep 10) (player_enable_input True) ) )
परिवर्तित टेक्स्ट
फ़ाइल खोलें
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool debug True) (global bool dialogue True) (global bool g_play_cinematics True) (global short sleep_lower_bound 120) (global short sleep_upper_bound 180) (global bool g_cheiftan False) (global bool g_dervish_ledge_orders False) (global bool g_room_a_door False) (global bool g_sc_ioc_finished False) (global bool g_jail_a_free False) (global bool g_jail_b_free False) (global bool g_jail_a_finished False) (global bool g_jail_b_finished False) (global bool g_marine_mig_garden_a False) (global bool g_marine_mig_midtower False) (global bool g_marine_mig_garden_b False) (global bool g_marine_mig_ext_b False) (global bool g_marine_mig_maus False) (global bool g_marine_mig_maus_room False) (global bool g_marine_mig_maus_int False) (global bool g_music_07a_01 False) (global bool g_music_07a_02 False) (global bool g_music_07a_03 False) (global bool g_music_07a_03_alt False) (global bool g_music_07a_04 False) (global bool g_music_07a_04_alt False) (global bool g_music_07a_05 False) (global bool g_music_07a_06 False) (global bool g_music_07a_07 False) (global bool g_music_07a_07_alt False) (global bool g_music_07a_08 False) (global bool g_council_initial False) (global bool g_council_exit_reminder False) (global bool g_council_reminder_played False) (global bool g_ledge_reminder False) (global short dialogue_pause 7) (global bool g_jail_exit_reminder False) (global bool g_jail_exit_reminder_played False) (global bool g_sc_room_b_done False) (global bool g_corr_b_exit_finished False) (global bool g_ioc_reminder False) (global bool g_ioc_reminder_played False) (global bool g_truth_speaking False) (global bool g_council_over False) (global bool g_council_wave False) (global short g_council_count 0) (global short g_council_limit 0) (global bool g_council_orders False) (global bool g_council_floor_wave False) (global short g_council_floor_wave_count 0) (global short g_council_floor_wave_limit 0) (global bool g_council_upper True) (global short g_council_upper_limit 0) (global short g_council_upper_count 0) (global bool g_ledge_turret_left False) (global bool g_ledge_turret_right False) (global bool g_corridor_a_active False) (global bool g_jail_prophets_ini_active False) (global bool jail_a_doors_open False) (global bool jail_b_doors_open False) (global bool g_jail_door True) (global short g_jail_door_limit 0) (global short g_jail_door_count 0) (global bool g_jail_spawner True) (global short g_jail_spawn_limit 0) (global short g_jail_spawn_count 0) (global bool g_jail_round_lift_spawned False) (global bool g_ext_a_snipers True) (global short g_ext_a_snipers_count 0) (global short g_ext_a_snipers_index 4) (global bool g_ext_a_fliers False) (global bool g_midtower_prophet_rein False) (global bool g_ext_b_dump False) (global bool g_maus_bridge_fr False) (global bool g_maus_inner_order_trans False) (global bool g_maus_inner False) (global bool g_maus_inner_wave_pause True) (global bool g_maus_inner_wave_end False) (global short g_maus_inner_count 0) (global short g_maus_inner_limit 0) (global short g_maus_inner_wave_count 0) (global short g_maus_inner_wave_limit 0) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script command cs_c07_infection (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest c07_infection_a) (cs_go_to_nearest c07_infection_b) ) ) (script static x08_01_predict_stub (begin (wake x08_01_predict) ) ) (script static x08_02_predict_stub (begin (wake x08_02_predict) ) ) (script static x08_03_predict_stub (begin (wake x08_03_predict) ) ) (script static x08_04_predict_stub (begin (wake x08_04_predict) ) ) (script static x08_05_predict_stub (begin (wake x08_05_predict) ) ) (script static x08_06a_predict_stub (begin (wake x08_06a_predict) ) ) (script static x08_06b_predict_stub (begin (wake x08_06b_predict) ) ) (script static x08_06c_predict_stub (begin (wake x08_06c_predict) ) ) (script static x08_07_predict_stub (begin (wake x08_07_predict) ) ) (script static x08_08_predict_stub (begin (wake x08_08_predict) ) ) (script static x08_09_predict_stub (begin (wake x08_09_predict) ) ) (script static x08_10_predict_stub (begin (wake x08_10_predict) ) ) (script static x08_11_predict_stub (begin (wake x08_11_predict) ) ) (script static 07_intro_01_predict_stub (begin (wake 07_intro_01_predict) ) ) (script static 07_intro_02_predict_stub (begin (wake 07_intro_02_predict) ) ) (script static 07_intro_03_predict_stub (begin (wake 07_intro_03_predict) ) ) (script static 07_intro_04_predict_stub (begin (wake 07_intro_04_predict) ) ) (script static 07_intra1_01_predict_stub (begin (wake 07_intra1_01_predict) ) ) (script static 07_intra1_02_predict_stub (begin (wake 07_intra1_02_predict) ) ) (script static 07_intra1_03_predict_stub (begin (wake 07_intra1_03_predict) ) ) (script static 07_intra1_04_predict_stub (begin (wake 07_intra1_04_predict) ) ) (script dormant x08_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\music\x08_01_mus none 1) (print "x08 score 01 start") ) ) (script dormant x08_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_01_fol none 1) (print "x08 foley 01 start") ) ) (script dormant blurry_vision (begin (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sleep 45) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (interpolator_start blurry_vision 0 2) (sleep 30) (fade_out 0 0 0 20) (sleep 20) (interpolator_start blurry_vision 1 0.001) (sleep 25) (fade_in 0 0 0 10) (interpolator_start blurry_vision 0 2) ) ) (script dormant x08_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -90 0 0.0352941 0.278431 0.301961) (cinematic_lighting_set_secondary_light -4 316 0.156863 0.109804 0) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.25) (rasterizer_bloom_override_brightness 0.4) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting gravemind True) (object_uses_cinematic_lighting tentacle_chief True) (object_uses_cinematic_lighting tentacle_capture_01 True) (render_lights_enable_cinematic_shadow True chief head 0.1) ) ) (script static x08_01_setup (begin (object_create_anew chief) (object_create_anew gravemind) (object_create_anew tentacle_chief) (object_create_anew tentacle_capture_01) (object_cinematic_lod chief True) (object_cinematic_lod gravemind True) (object_cinematic_lod tentacle_chief True) (object_cinematic_lod tentacle_capture_01 True) (wake x08_score_01) (wake x08_foley_01) (wake blurry_vision) (wake x08_cinematic_light_01) ) ) (script static x08_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x08_01_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\x08\music\x08_01_mus) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_01_fol) (sleep prediction_offset) (x08_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_01 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_01 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_01 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_01 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_01 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) ) ) (script dormant x08_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_02_fol none 1) (print "x08 foley 02 start") ) ) (script dormant x08_0020_cor (begin (sleep 40) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0020_cor none 1) (cinematic_subtitle x08_0020_cor 2) ) ) (script dormant x08_0030_grv (begin (sleep 134) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0030_grv gravemind 1) (cinematic_subtitle x08_0030_grv 9) ) ) (script static x08_02_setup (begin (wake x08_foley_02) (wake x08_0020_cor) (wake x08_0030_grv) ) ) (script static x08_scene_02 (begin (x08_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_02 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_02 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_02 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_02 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_02 anchor_x08) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x08_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_03_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_03_fol none 1) (print "x08 foley 03 start") ) ) (script dormant x08_0060_mas (begin (sleep 259) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0060_mas chief 1) (cinematic_subtitle x08_0060_mas 3) ) ) (script static x08_03_setup (begin (object_create_anew dervish) (object_create_anew tentacle_capture_02) (object_create_anew tentacle_capture_03) (object_create_anew tentacle_capture_04) (object_cinematic_lod dervish True) (object_cinematic_lod tentacle_capture_02 True) (object_cinematic_lod tentacle_capture_03 True) (object_cinematic_lod tentacle_capture_04 True) (object_uses_cinematic_lighting dervish True) (render_lights_enable_cinematic_shadow True dervish head 0.2) (object_uses_cinematic_lighting tentacle_capture_02 True) (object_uses_cinematic_lighting tentacle_capture_03 True) (object_uses_cinematic_lighting tentacle_capture_04 True) (wake x08_foley_03) (wake x08_0060_mas) ) ) (script static x08_scene_03 (begin (x08_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_03 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_03 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_03 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_03 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_03 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_03 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_03 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_04_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_04_fol none 1) (print "x08 foley 04 start") ) ) (script dormant x08_0070_der (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0070_der dervish 1) (cinematic_subtitle x08_0070_der 2) ) ) (script dormant x08_0080_grv (begin (sleep 20) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0080_grv gravemind 1) (cinematic_subtitle x08_0080_grv 13) ) ) (script dormant x08_0090_grv (begin (sleep 402) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0090_grv gravemind 1) (cinematic_subtitle x08_0090_grv 10) ) ) (script dormant x08_0100_der (begin (sleep 683) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0100_der dervish 1) (cinematic_subtitle x08_0100_der 6) ) ) (script static x08_04_setup (begin (wake x08_foley_04) (wake x08_0070_der) (wake x08_0080_grv) (wake x08_0090_grv) (wake x08_0100_der) ) ) (script static x08_scene_04 (begin (x08_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_04 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_04 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_04 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_04 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_04 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_04 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_04 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_05_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_05_fol none 1) (print "x08 foley 05 start") ) ) (script dormant x08_0110_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0110_grv gravemind 1) (cinematic_subtitle x08_0110_grv 3) ) ) (script dormant x08_0120_grv (begin (sleep 86) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0120_grv gravemind 1) (cinematic_subtitle x08_0120_grv 7) ) ) (script dormant x08_0130_grv (begin (sleep 324) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0130_grv gravemind 1) (cinematic_subtitle x08_0130_grv 6) ) ) (script static x08_05_setup (begin (object_create_anew regret) (object_create_anew 2401) (object_create_anew tentacle_capture_05) (object_cinematic_lod regret True) (object_cinematic_lod 2401 True) (object_cinematic_lod tentacle_capture_05 True) (object_uses_cinematic_lighting regret True) (render_lights_enable_cinematic_shadow True regret head 0.1) (object_uses_cinematic_lighting 2401 True) (object_uses_cinematic_lighting tentacle_capture_05 True) (wake x08_foley_05) (wake x08_0110_grv) (wake x08_0120_grv) (wake x08_0130_grv) ) ) (script static x08_scene_05 (begin (x08_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_05 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_05 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_05 False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_05 False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_05 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_05 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_05 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_05 anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_05 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_06a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06a_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_06a (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06a_fol none 1) (print "x08 foley 06a start") ) ) (script dormant x08_0140_pnt (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0140_pnt 2401 1) (cinematic_subtitle x08_0140_pnt 7) ) ) (script dormant x08_0150_por (begin (sleep 198) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0150_por regret 1) (cinematic_subtitle x08_0150_por 7) ) ) (script static x08_06a_setup (begin (object_destroy gravemind) (wake x08_foley_06a) (wake x08_0140_pnt) (wake x08_0150_por) ) ) (script static x08_scene_06a (begin (x08_06a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_06a none anchor_flag_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_06a False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_06a False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_06a False anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_06a anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_06a anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_06b_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06b_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_06b (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06b_fol none 1) (print "x08 foley 06b start") ) ) (script dormant x08_0180_pnt (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0180_pnt 2401 1) (cinematic_subtitle x08_0180_pnt 3.5) ) ) (script dormant x08_0190_pnt (begin (sleep 105) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0190_pnt 2401 1) (cinematic_subtitle x08_0190_pnt 5) ) ) (script dormant x08_0200_por (begin (sleep 268) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0200_por regret 1) (cinematic_subtitle x08_0200_por 2) ) ) (script dormant x08_0210_por (begin (sleep 343) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0210_por regret 1) (cinematic_subtitle x08_0210_por 4) ) ) (script dormant x08_0220_pnt (begin (sleep 453) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0220_pnt 2401 1) (cinematic_subtitle x08_0220_pnt 8.5) ) ) (script dormant x08_0230_por (begin (sleep 714) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0230_por regret 1) (cinematic_subtitle x08_0230_por 12.5) ) ) (script static x08_06b_setup (begin (wake x08_foley_06b) (wake x08_0180_pnt) (wake x08_0190_pnt) (wake x08_0200_por) (wake x08_0210_por) (wake x08_0220_pnt) (wake x08_0230_por) ) ) (script static x08_scene_06b (begin (x08_06b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_06b none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_06b False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_06b False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_06b False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_06b anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_06b anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_06b anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_06c_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_06c_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_06c (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_06c_fol none 1) (print "x08 foley 06c start") ) ) (script dormant x08_0240_pnt (begin (sleep 351) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0240_pnt 2401 1) (cinematic_subtitle x08_0240_pnt 5.5) ) ) (script static x08_06c_setup (begin (wake x08_foley_06c) (wake x08_0240_pnt) ) ) (script static x08_scene_06c (begin (x08_06c_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_06c none anchor_flag_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_06c False anchor_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_06c False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_06c False anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_06c anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_06c anchor_x08) (sleep (- (camera_time) 10)) (object_create_anew gravemind) (object_uses_cinematic_lighting gravemind True) (sleep (- (camera_time) prediction_offset)) (x08_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_07_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_07_fol none 1) (print "x08 foley 07 start") ) ) (script dormant x08_0250_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0250_grv gravemind 1) (cinematic_subtitle x08_0250_grv 5) ) ) (script dormant x08_0260_grv (begin (sleep 152) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0260_grv gravemind 1) (cinematic_subtitle x08_0260_grv 6) ) ) (script dormant x08_0251_por (begin (sleep 270) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0251_por regret 1) ) ) (script static x08_07_setup (begin (wake x08_foley_07) (wake x08_0250_grv) (wake x08_0260_grv) (wake x08_0251_por) ) ) (script static x08_scene_07 (begin (x08_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_07 none anchor_flag_x08) (custom_animation_relative regret objects\characters\gravemind\floodregret\x08\x08 regret_07 False anchor_x08) (custom_animation_relative 2401 objects\characters\gravemind\monitor_flood_infected\x08\x08 tangent_07 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_07 False anchor_x08) (scenery_animation_start_relative tentacle_capture_05 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven05_07 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_08_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_08_fol none 1) (print "x08 foley 08 start") ) ) (script dormant x08_0270_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0270_grv gravemind 1) (cinematic_subtitle x08_0270_grv 12) ) ) (script dormant x08_0280_grv (begin (sleep 351) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0280_grv gravemind 1) (cinematic_subtitle x08_0280_grv 15) ) ) (script static x08_08_setup (begin (object_destroy tentacle_capture_05) (wake x08_foley_08) (wake x08_0270_grv) (wake x08_0280_grv) ) ) (script static x08_scene_08 (begin (x08_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_08 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_08 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_08 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_08 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_08 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_08 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_08 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_08 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_08 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_09_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_09_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_09 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_09_fol none 1) (print "x08 foley 09 start") ) ) (script static x08_scene_09 (begin (wake x08_foley_09) (object_destroy regret) (object_destroy 2401) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_09 none anchor_flag_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_09 False anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_09 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_09 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_09 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_09 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_10_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_10_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_10 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_10_fol none 1) (print "x08 foley 10 start") ) ) (script dormant x08_0340_mas (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0340_mas chief 1) (cinematic_subtitle x08_0340_mas 5) ) ) (script dormant x08_0350_der (begin (sleep 147) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0350_der dervish 1) (cinematic_subtitle x08_0350_der 6) ) ) (script dormant x08_0360_grv (begin (sleep 323) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0360_grv gravemind 1) (cinematic_subtitle x08_0360_grv 8) ) ) (script dormant x08_0370_grv (begin (sleep 561) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0370_grv gravemind 1) (cinematic_subtitle x08_0370_grv 9) ) ) (script static x08_10_setup (begin (wake x08_foley_10) (wake x08_0340_mas) (wake x08_0350_der) (wake x08_0360_grv) (wake x08_0370_grv) ) ) (script static x08_scene_10 (begin (x08_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_10 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_10 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_10 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_10 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_10 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_10 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_10 anchor_x08) (sleep (- (camera_time) prediction_offset)) (x08_11_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\x08\music\x08_11_mus) (sound_impulse_predict sound\cinematics\07_highcharity\x08\foley\x08_11_fol) (sleep (camera_time)) ) ) (script dormant x08_foley_11 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\foley\x08_11_fol none 1) (print "x08 foley 11 start") ) ) (script dormant x08_score_11 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\x08\music\x08_11_mus none 1) (print "x08 score 11 start") ) ) (script dormant x08_0380_grv (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0380_grv gravemind 1) (cinematic_subtitle x08_0380_grv 7) ) ) (script dormant x08_0390_grv (begin (sleep 207) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\x08_0390_grv gravemind 1) (cinematic_subtitle x08_0390_grv 8.5) ) ) (script dormant x08_teleport_build (begin (sleep 470) (print "effect - teleport build") (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport06) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport06) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport06) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport06) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport05) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport05) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport05) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport05) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport04) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport04) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport04) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport04) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport03) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport03) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport03) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport03) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport02) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport02) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport02) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport02) (sleep 5) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_01 teleport01) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_02 teleport01) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_03 teleport01) (effect_new_on_object_marker effects\objects\characters\gravemind\tentacle_teleport tentacle_capture_04 teleport01) ) ) (script dormant x08_teleport_characters (begin (sleep 470) (print "effect - teleport dervish") (effect_new_on_object_marker effects\gameplay\regret_teleport dervish body) (sleep 5) (print "effect - teleport chief") (effect_new_on_object_marker effects\gameplay\regret_teleport chief body) ) ) (script static x08_11_setup (begin (wake x08_score_11) (wake x08_foley_11) (wake x08_0380_grv) (wake x08_0390_grv) (wake x08_teleport_build) (wake x08_teleport_characters) ) ) (script dormant x08_11_cleanup (begin (object_destroy chief) (object_destroy dervish) (object_destroy gravemind) (object_destroy tentacle_chief) (object_destroy tentacle_arbiter) (object_destroy_containing "tentacle_capture") ) ) (script static x08_scene_11 (begin (x08_11_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x08\x08 x08_11 none anchor_flag_x08) (custom_animation_relative chief objects\characters\masterchief\x08\x08 chief_11 False anchor_x08) (custom_animation_relative dervish objects\characters\dervish\x08\x08 dervish_11 False anchor_x08) (custom_animation_relative gravemind objects\characters\gravemind\x08\x08 gm_mouth_11 False anchor_x08) (scenery_animation_start_relative tentacle_chief objects\characters\gravemind\tentacle_capture_masterchief\x08\x08 tc_mc_11 anchor_x08) (scenery_animation_start_relative tentacle_arbiter objects\characters\gravemind\tentacle_capture_arbiter\x08\x08 tc_arb_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven01_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven02_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_03 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven03_11 anchor_x08) (scenery_animation_start_relative tentacle_capture_04 objects\characters\gravemind\tentacle_capture_driven\x08\x08 tc_driven04_11 anchor_x08) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (wake x08_11_cleanup) (sleep 30) ) ) (script static x08 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name gravemind) (sleep 1) (x08_scene_01) (x08_scene_02) (x08_scene_03) (x08_scene_04) (x08_scene_05) (x08_scene_06a) (x08_scene_06b) (x08_scene_06c) (x08_scene_07) (x08_scene_08) (x08_scene_09) (x08_scene_10) (x08_scene_11) (rasterizer_bloom_override False) ) ) (script dormant c07_intro_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 18 56 0.227451 0.129412 0.223529) (cinematic_lighting_set_secondary_light -26 134 0.196078 0.188235 0.286275) (cinematic_lighting_set_ambient_light 0.180392 0.176471 0.207843) (object_uses_cinematic_lighting delta_halo True) ) ) (script dormant c07_intro_01_problem_actors (begin (print "problem actors") (object_create_anew delta_halo) (object_create_anew matte_substance) (object_create_anew matte_high_charity) (object_create_anew_containing "intro_fleet") (object_create_anew_containing "stardust") ) ) (script static c07_intro_02_problem_actors (begin (print "problem actors") (object_create_anew brute_intro_01) (object_create_anew brute_intro_02) (object_create_anew brute_intro_03) (object_create_anew brute_intro_04) (object_create_anew brute_05) (object_create_anew brute_06) (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew grunt_04) (object_create_anew grunt_05) (object_create_anew jackal_01) (object_create_anew jackal_02) (object_create_anew_containing "intro_pike") (object_create_anew_containing "intro_crowd") (object_cinematic_lod brute_intro_01 True) (object_cinematic_lod brute_intro_02 True) (object_cinematic_lod brute_intro_03 True) (object_cinematic_lod brute_intro_04 True) (object_cinematic_lod brute_05 True) (object_cinematic_lod brute_06 True) (object_cinematic_lod grunt_01 True) (object_cinematic_lod grunt_02 True) (object_cinematic_lod grunt_03 True) (object_cinematic_lod grunt_04 True) (object_cinematic_lod grunt_05 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod jackal_02 True) ) ) (script static c07_intro_01_cleanup (begin (object_destroy delta_halo) (object_destroy matte_substance) (object_destroy matte_high_charity) (object_destroy_containing "fleet") (object_destroy_containing "stardust") ) ) (script static c07_intro_scene_01 (begin (fade_out 0 0 0 0) (wake c07_intro_cinematic_light_01) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (07_intro_01_predict_stub) (wake c07_intro_01_problem_actors) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_01 none anchor_flag_intro_a) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\07_intro\07_intro halo_01 anchor_intro_a) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\07_intro\07_intro high_charity_exterior_01 anchor_intro_a) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\07_intro\07_intro substance_01 anchor_intro_a) (scenery_animation_start_relative stardust_01 objects\cinematics\matte_paintings\high_charity_stardust\07_intro\07_intro stardust01_01 anchor_intro_a) (scenery_animation_start_relative stardust_02 objects\cinematics\matte_paintings\high_charity_stardust\07_intro\07_intro stardust02_01 anchor_intro_a) (sleep 15) (fade_in 0 0 0 60) (sleep (- (camera_time) prediction_offset)) (07_intro_02_predict_stub) (c07_intro_02_problem_actors) (cinematic_screen_effect_start True) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c07_intro_01_cleanup) ) ) (script dormant c07_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_02_fol none 1) (print "c07_intro foley 02 start") ) ) (script dormant c07_1010_pot (begin (sleep 200) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1010_pot none 1) (cinematic_subtitle c07_1010_pot 3) ) ) (script dormant c07_intro_dof_02 (begin (time_code_reset) (cinematic_screen_effect_set_depth_of_field 2 0 0 0 1 1 0) (print "rack focus") (sleep 83) (cinematic_screen_effect_set_depth_of_field 2 0 1 0.5 1 0 0.5) (print "rack focus") (sleep 56) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant lightmap_shadows_on (begin (sleep 141) (print "enable lightmap shadows") (cinematic_lightmap_shadow_enable) ) ) (script dormant c07_intro_cinematic_light_02 (begin (cinematic_lighting_set_primary_light 25 190 0.470588 0.368627 0.541176) (cinematic_lighting_set_secondary_light -36 0 0.160784 0.176471 0.345098) (cinematic_lighting_set_ambient_light 0.105882 0.0941177 0.0784314) (object_uses_cinematic_lighting brute_intro_01 True) (object_uses_cinematic_lighting brute_intro_02 True) (object_uses_cinematic_lighting brute_intro_03 True) (object_uses_cinematic_lighting brute_intro_04 True) (object_uses_cinematic_lighting brute_05 True) (object_uses_cinematic_lighting brute_06 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting grunt_02 True) (object_uses_cinematic_lighting grunt_03 True) (object_uses_cinematic_lighting grunt_04 True) (object_uses_cinematic_lighting grunt_05 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting jackal_02 True) (object_uses_cinematic_lighting intro_pike_01 True) (object_uses_cinematic_lighting intro_pike_02 True) (object_uses_cinematic_lighting intro_pike_03 True) (object_uses_cinematic_lighting intro_pike_04 True) (object_uses_cinematic_lighting intro_pike_05 True) (object_uses_cinematic_lighting intro_pike_06 True) (object_uses_cinematic_lighting intro_crowd_01 True) (object_uses_cinematic_lighting intro_crowd_02 True) (object_uses_cinematic_lighting intro_crowd_03 True) (object_uses_cinematic_lighting intro_crowd_04 True) (object_uses_cinematic_lighting intro_crowd_05 True) (object_uses_cinematic_lighting intro_crowd_06 True) (object_uses_cinematic_lighting intro_crowd_07 True) (object_uses_cinematic_lighting intro_crowd_08 True) (object_uses_cinematic_lighting intro_crowd_09 True) (object_uses_cinematic_lighting intro_crowd_10 True) (object_uses_cinematic_lighting intro_crowd_11 True) (object_uses_cinematic_lighting intro_crowd_12 True) (object_uses_cinematic_lighting intro_crowd_13 True) (object_uses_cinematic_lighting intro_crowd_14 True) ) ) (script static c07_intro_03_problem_actors (begin (print "problem actors") (object_create_anew truth_intro) (object_create_anew mercy_intro) (object_create_anew throne_truth_intro) (object_create_anew throne_mercy_intro) (object_create_anew index_intro) (object_cinematic_lod truth_intro True) (object_cinematic_lod mercy_intro True) (object_cinematic_lod throne_truth_intro True) (object_cinematic_lod throne_mercy_intro True) (object_cinematic_lod index_intro True) (objects_attach truth_intro driver throne_truth_intro driver_cinematic) (objects_attach mercy_intro driver throne_mercy_intro driver_cinematic) ) ) (script static c07_intro_02_setup (begin (wake c07_intro_foley_02) (wake c07_1010_pot) (wake lightmap_shadows_on) (wake c07_intro_dof_02) (wake c07_intro_cinematic_light_02) (if (= legendary (game_difficulty_get_real)) (begin (object_create_anew grunt_card) )) ) ) (script static c07_intro_02_cleanup (begin (object_destroy grunt_03) (object_destroy grunt_04) (object_destroy grunt_05) (object_destroy jackal_01) (object_destroy jackal_02) (object_destroy grunt_card) (object_destroy_containing "intro_crowd") ) ) (script static c07_intro_scene_02 (begin (c07_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_02 none anchor_flag_intro_c) (custom_animation_relative brute_intro_01 objects\characters\brute\07_intro\07_intro brute01_02 False anchor_intro_c) (custom_animation_relative brute_intro_02 objects\characters\brute\07_intro\07_intro brute02_02 False anchor_intro_c) (custom_animation_relative brute_intro_03 objects\characters\brute\07_intro\07_intro brute03_02 False anchor_intro_c) (custom_animation_relative brute_intro_04 objects\characters\brute\07_intro\07_intro brute04_02 False anchor_intro_c) (custom_animation_relative brute_05 objects\characters\brute\07_intro\07_intro brute05_02 False anchor_intro_c) (custom_animation_relative brute_06 objects\characters\brute\07_intro\07_intro brute06_02 False anchor_intro_c) (custom_animation_relative grunt_01 objects\characters\grunt\07_intro\07_intro grunt01_02 False anchor_intro_c) (custom_animation_relative grunt_02 objects\characters\grunt\07_intro\07_intro grunt02_02 False anchor_intro_c) (custom_animation_relative grunt_03 objects\characters\grunt\07_intro\07_intro grunt03_02 False anchor_intro_c) (custom_animation_relative grunt_04 objects\characters\grunt\07_intro\07_intro grunt04_02 False anchor_intro_c) (custom_animation_relative grunt_05 objects\characters\grunt\07_intro\07_intro grunt05_02 False anchor_intro_c) (custom_animation_relative jackal_01 objects\characters\jackal\07_intro\07_intro jackal01_02 False anchor_intro_c) (custom_animation_relative jackal_02 objects\characters\jackal\07_intro\07_intro jackal02_02 False anchor_intro_c) (scenery_animation_start_relative intro_pike_01 objects\weapons\melee\pike\07_intro\07_intro pike01_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_02 objects\weapons\melee\pike\07_intro\07_intro pike02_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_03 objects\weapons\melee\pike\07_intro\07_intro pike03_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_04 objects\weapons\melee\pike\07_intro\07_intro pike04_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_05 objects\weapons\melee\pike\07_intro\07_intro pike05_02 anchor_intro_c) (scenery_animation_start_relative intro_pike_06 objects\weapons\melee\pike\07_intro\07_intro pike06_02 anchor_intro_c) (sleep 5) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_intro_03_predict_stub) (c07_intro_03_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_03_fol) (sleep (camera_time)) (c07_intro_02_cleanup) ) ) (script dormant c07_intro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_03_fol none 1) (print "c07_intro foley 03 start") ) ) (script dormant c07_1020_pot (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1020_pot none 1) (cinematic_subtitle c07_1020_pot 6) (unit_set_emotional_state truth_intro pensive 0.25 0) (print "truth - pensive .25 0") ) ) (script dormant c07_1030_pot (begin (sleep 181) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1030_pot truth_intro 1) (cinematic_subtitle c07_1030_pot 9) (sleep 180) (unit_set_emotional_state truth_intro happy 0.25 90) (print "truth - happy .25 90") ) ) (script dormant c07_1040_pot (begin (sleep 451) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1040_pot truth_intro 1) (cinematic_subtitle c07_1040_pot 6) ) ) (script dormant c07_intro_03_fov (begin (time_code_reset) (sleep 178) (print "change fov") (camera_set_field_of_view 40 0) (time_code_reset) (sleep 166) (print "change fov") (camera_set_field_of_view 50 0) ) ) (script dormant c07_intro_cinematic_light_03 (begin (cinematic_lighting_set_primary_light 44 166 0.317647 0.282353 0.376471) (cinematic_lighting_set_secondary_light -69 348 0.290196 0.227451 0.537255) (cinematic_lighting_set_ambient_light 0.054902 0.0470588 0.0392157) (object_uses_cinematic_lighting truth_intro True) (object_uses_cinematic_lighting mercy_intro True) (object_uses_cinematic_lighting throne_truth_intro True) (object_uses_cinematic_lighting throne_mercy_intro True) (object_uses_cinematic_lighting index_intro True) ) ) (script dormant texture_camera_start (begin (time_code_reset) (sleep 178) (print "texture camera start") (texture_camera_set_object_marker texture_camera marker 50) (object_hide mercy True) (object_hide throne_mercy True) (object_hide brute_intro_01 True) (object_hide brute_intro_02 True) (object_hide brute_intro_03 True) (object_hide brute_intro_04 True) (object_hide brute_05 True) (object_hide brute_06 True) ) ) (script dormant texture_camera_stop (begin (sleep 344) (print "texture camera stop") (texture_camera_off) (object_hide mercy False) (object_hide throne_mercy False) (object_hide brute_intro_01 False) (object_hide brute_intro_02 False) (object_hide brute_intro_03 False) (object_hide brute_intro_04 False) (object_hide brute_05 False) (object_hide brute_06 False) ) ) (script static c07_intro_03_setup (begin (cinematic_lightmap_shadow_disable) (object_create_anew chief_needler) (object_create_anew texture_camera) (object_create_anew holo_cam) (object_cinematic_lod chief_needler True) (object_cinematic_lod holo_cam True) (objects_attach grunt_02 right_hand chief_needler ) (wake c07_intro_foley_03) (wake c07_1020_pot) (wake c07_1030_pot) (wake c07_1040_pot) (wake c07_intro_03_fov) (wake texture_camera_start) (wake texture_camera_stop) (wake c07_intro_cinematic_light_03) ) ) (script static c07_intro_03_cleanup (begin (object_destroy brute_intro_03) (object_destroy brute_intro_04) (object_destroy brute_05) (object_destroy brute_06) ) ) (script static c07_intro_scene_03 (begin (c07_intro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_03 none anchor_flag_intro_c) (custom_animation_relative truth_intro objects\characters\prophet\07_intro\07_intro truth_03 False anchor_intro_c) (custom_animation_relative mercy_intro objects\characters\prophet\07_intro\07_intro mercy_03 False anchor_intro_c) (custom_animation_relative brute_intro_01 objects\characters\brute\07_intro\07_intro brute01_03 False anchor_intro_c) (custom_animation_relative brute_intro_02 objects\characters\brute\07_intro\07_intro brute02_03 False anchor_intro_c) (custom_animation_relative brute_intro_03 objects\characters\brute\07_intro\07_intro brute03_03 False anchor_intro_c) (custom_animation_relative brute_intro_04 objects\characters\brute\07_intro\07_intro brute04_03 False anchor_intro_c) (custom_animation_relative brute_05 objects\characters\brute\07_intro\07_intro brute05_03 False anchor_intro_c) (custom_animation_relative brute_06 objects\characters\brute\07_intro\07_intro brute06_03 False anchor_intro_c) (custom_animation_relative grunt_01 objects\characters\grunt\07_intro\07_intro grunt01_03 False anchor_intro_c) (custom_animation_relative grunt_02 objects\characters\grunt\07_intro\07_intro grunt02_03 False anchor_intro_c) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\07_intro\07_intro tex_camera_03 anchor_intro_c) (scenery_animation_start_relative holo_cam objects\cinematics\covenant\holo_cam\07_intro\07_intro holo_cam_03 anchor_intro_c) (scenery_animation_start_relative index_intro scenarios\objects\forerunner\industrial\index\index_full\07_intro\07_intro index_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_01 objects\weapons\melee\pike\07_intro\07_intro pike01_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_02 objects\weapons\melee\pike\07_intro\07_intro pike02_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_03 objects\weapons\melee\pike\07_intro\07_intro pike03_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_04 objects\weapons\melee\pike\07_intro\07_intro pike04_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_05 objects\weapons\melee\pike\07_intro\07_intro pike05_03 anchor_intro_c) (scenery_animation_start_relative intro_pike_06 objects\weapons\melee\pike\07_intro\07_intro pike06_03 anchor_intro_c) (sleep (- (camera_time) prediction_offset)) (07_intro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_04_fol) (sleep (camera_time)) (c07_intro_03_cleanup) ) ) (script dormant c07_intro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intro\foley\c07_intro_04_fol none 1) (print "c07_intro foley 04 start") ) ) (script dormant c07_1050_pot (begin (sleep 0) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1050_pot truth_intro 1) (cinematic_subtitle c07_1050_pot 5) (unit_set_emotional_state truth_intro happy 0.25 0) (unit_set_emotional_state truth_intro happy 0.5 60) (print "truth - happy .5 60") ) ) (script dormant c07_1060_mas (begin (sleep 217) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1060_mas chief 1) (cinematic_subtitle c07_1060_mas 1) ) ) (script dormant c07_1070_crz (begin (sleep 236) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1070_crz grunt_01 1) (cinematic_subtitle c07_1070_crz 2) (unit_set_emotional_state truth_intro shocked 0.75 0) (print "truth - shocked .75 0") ) ) (script dormant c07_1080_pot (begin (sleep 412) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_1080_pot truth_intro 1) (cinematic_subtitle c07_1080_pot 2) (sleep 30) (unit_set_emotional_state truth_intro arrogant 0.5 30) (print "truth - arrogant .5 30") ) ) (script dormant effect_chief_teleport (begin (print "effect - teleport") (effect_new_on_object_marker effects\gameplay\cinematic_teleport teleport marker) ) ) (script dormant intro_chief_arrival (begin (sleep 142) (print "chief arrival") (custom_animation_relative chief_intro objects\characters\masterchief\07_intro\07_intro chief_04 False anchor_intro_c) ) ) (script dormant needler_attach (begin (time_code_reset) (sleep 230) (objects_detach grunt_02 chief_needler) (print "needler detach") (sleep 80) (objects_attach chief_intro right_hand chief_needler ) (print "needler attach") ) ) (script static c07_intro_04_setup (begin (object_create_anew teleport) (object_create_anew chief_intro) (object_cinematic_lod chief_intro True) (object_uses_cinematic_lighting chief_intro True) (render_lights_enable_cinematic_shadow True chief_intro head 0.4) (wake c07_intro_foley_04) (wake c07_1050_pot) (wake c07_1060_mas) (wake c07_1070_crz) (wake c07_1080_pot) (wake intro_chief_arrival) (wake needler_attach) (wake effect_chief_teleport) ) ) (script static c07_intro_04_cleanup (begin (object_destroy chief_intro) (object_destroy_containing "truth") (object_destroy_containing "mercy") (object_destroy brute_intro_01) (object_destroy brute_intro_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy index_intro) (object_destroy holo_cam) (object_destroy teleport) (object_destroy_containing "intro_pike") (object_destroy chief_needler) ) ) (script static c07_intro_scene_04 (begin (c07_intro_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intro\07_intro 07_intro_04 none anchor_flag_intro_c) (custom_animation_relative truth_intro objects\characters\prophet\07_intro\07_intro truth_04 False anchor_intro_c) (custom_animation_relative mercy_intro objects\characters\prophet\07_intro\07_intro mercy_04 False anchor_intro_c) (custom_animation_relative brute_intro_01 objects\characters\brute\07_intro\07_intro brute01_04 False anchor_intro_c) (custom_animation_relative brute_intro_02 objects\characters\brute\07_intro\07_intro brute02_04 False anchor_intro_c) (custom_animation_relative grunt_01 objects\characters\grunt\07_intro\07_intro grunt01_04 False anchor_intro_c) (custom_animation_relative grunt_02 objects\characters\grunt\07_intro\07_intro grunt02_04 False anchor_intro_c) (scenery_animation_start_relative index_intro scenarios\objects\forerunner\industrial\index\index_full\07_intro\07_intro index_04 anchor_intro_c) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\07_intro\07_intro tex_camera_04 anchor_intro_c) (scenery_animation_start_relative holo_cam objects\cinematics\covenant\holo_cam\07_intro\07_intro holo_cam_04 anchor_intro_c) (scenery_animation_start_relative intro_pike_01 objects\weapons\melee\pike\07_intro\07_intro pike01_04 anchor_intro_c) (scenery_animation_start_relative intro_pike_02 objects\weapons\melee\pike\07_intro\07_intro pike02_04 anchor_intro_c) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c07_intro_04_cleanup) ) ) (script static c07_intro (begin (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain "amb" 0 15) (switch_bsp_by_name high_0) (sleep 1) (c07_intro_scene_01) (sound_class_set_gain "amb" 1 15) (c07_intro_scene_02) (c07_intro_scene_03) (c07_intro_scene_04) ) ) (script dormant c07_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_01_mus none 1) (print "c07_intra1 score 01 start") ) ) (script dormant c07_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_01_fol none 1) (print "c07_intra1 foley 01 start") ) ) (script dormant c07_2010_tar (begin (sleep 128) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2010_tar tartarus 1) (cinematic_subtitle c07_2010_tar 2) ) ) (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 truth True) (object_uses_cinematic_lighting mercy True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) (object_uses_cinematic_lighting throne_truth 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) (object_uses_cinematic_lighting hammer True) (object_uses_cinematic_lighting intra_pike_01 True) (object_uses_cinematic_lighting intra_pike_02 True) ) ) (script dormant hide_pikes (begin (time_code_reset) (sleep 300) (print "hide pikes") (object_hide intra_pike_01 True) (object_hide intra_pike_02 True) ) ) (script dormant show_pikes (begin (sleep 400) (print "show pikes") (object_hide intra_pike_01 False) (object_hide intra_pike_02 False) ) ) (script dormant johnson_emotion (begin (unit_set_emotional_state johnson angry 0.25 0) (sleep 277) (unit_set_emotional_state johnson pain 0.5 30) (print "johnson - pain .5 30") ) ) (script dormant miranda_emotion (begin (unit_set_emotional_state miranda shocked 0.1 0) (sleep 375) (unit_set_emotional_state miranda shocked 0.4 60) (print "miranda - shocked .25 60") ) ) (script static c07_intra1_01_setup (begin (object_create_anew miranda) (object_create_anew johnson) (object_create_anew truth) (object_create_anew mercy) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew monitor) (object_create_anew hammer) (object_create_anew throne_truth) (object_create_anew throne_mercy) (object_create_anew phantom_01) (object_create_anew phantom_02) (object_create_anew phantom_03) (object_create_anew_containing "intra_pike") (object_set_function_variable monitor talking 0 0) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod truth True) (object_cinematic_lod mercy True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_cinematic_lod monitor True) (object_cinematic_lod hammer True) (object_cinematic_lod throne_truth 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) (objects_attach truth driver throne_truth driver_cinematic) (objects_attach mercy driver throne_mercy driver_cinematic) (wake c07_intra1_score_01) (wake c07_intra1_foley_01) (wake c07_2010_tar) (wake johnson_emotion) (wake miranda_emotion) (wake hide_pikes) (wake show_pikes) (wake c07_intra1_cinematic_light_01) ) ) (script static c07_intra1_01_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy brute_01) (object_destroy brute_02) ) ) (script static c07_intra1_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (07_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_01_fol) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\music\c07_intra1_01_mus) (sleep prediction_offset) (c07_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_01 none anchor_flag_intra1) (custom_animation_relative miranda objects\characters\miranda\07_intra1\07_intra1 miranda_01 False anchor_intra1) (custom_animation_relative johnson objects\characters\marine\07_intra1\07_intra1 johnson_01 False anchor_intra1) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_01 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_01 False anchor_intra1) (custom_animation_relative monitor objects\characters\monitor\07_intra1\07_intra1 monitor_01 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_01 False anchor_intra1) (custom_animation_relative brute_01 objects\characters\brute\07_intra1\07_intra1 brute01_01 False anchor_intra1) (custom_animation_relative brute_02 objects\characters\brute\07_intra1\07_intra1 brute02_01 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_01 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_01 False anchor_intra1) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\07_intra1\07_intra1 hammer_01 anchor_intra1) (scenery_animation_start_relative intra_pike_01 objects\weapons\melee\pike\07_intra1\07_intra1 pike01_01 anchor_intra1) (scenery_animation_start_relative intra_pike_02 objects\weapons\melee\pike\07_intra1\07_intra1 pike02_01 anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_01 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_01 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_01 False anchor_intra1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (07_intra1_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_02_fol) (sleep (camera_time)) (c07_intra1_01_cleanup) ) ) (script dormant c07_intra1_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_02_fol none 1) (print "c07_intra1 foley 02 start") ) ) (script dormant c07_2020_pot (begin (sleep 52) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2020_pot truth 1) (cinematic_subtitle c07_2020_pot 4) ) ) (script dormant c07_2030_tar (begin (sleep 163) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2030_tar tartarus 1) (cinematic_subtitle c07_2030_tar 4) (sleep 90) (print "spawn infection-forms") (ai_place c07_infection) ) ) (script dormant c07_intra1_02_fov_01 (begin (sleep 347) (print "fov change: 60 -> 8 over 20 ticks") (camera_set_field_of_view 8 20) ) ) (script static c07_intra1_02_setup (begin (object_cannot_take_damage truth) (object_cannot_take_damage mercy) (object_cannot_take_damage tartarus) (object_cannot_take_damage brute_03) (object_cannot_take_damage brute_04) (object_cannot_take_damage infection_form_01) (object_cannot_take_damage infection_form_02) (object_create_anew infection_form_01) (object_create_anew index) (object_cinematic_lod infection_form_01 True) (object_cinematic_lod index True) (wake c07_intra1_foley_02) (wake c07_2020_pot) (wake c07_2030_tar) (wake c07_intra1_02_fov_01) ) ) (script static c07_intra1_02_cleanup (begin (objects_detach mercy throne_mercy) (object_destroy mercy) (object_hide index True) ) ) (script static c07_intra1_scene_02 (begin (c07_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_02 none anchor_flag_intra1) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_02 False anchor_intra1) (custom_animation_relative mercy objects\characters\prophet\07_intra1\07_intra1 mercy_02 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_02 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_02 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_02 False anchor_intra1) (custom_animation_relative infection_form_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_02 False anchor_intra1) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\07_intra1\07_intra1 hammer_02 anchor_intra1) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\07_intra1\07_intra1 index_02 anchor_intra1) (scenery_animation_start_relative intra_pike_01 objects\weapons\melee\pike\07_intra1\07_intra1 pike01_02 anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_02 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_02 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_02 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_03_fol) (sleep (camera_time)) (c07_intra1_02_cleanup) ) ) (script dormant c07_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_03_fol none 1) (print "c07_intra1 foley 03 start") ) ) (script dormant c07_2040_pom (begin (sleep 295) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2040_pom mercy 1) (cinematic_subtitle c07_2040_pom 4) (unit_set_emotional_state mercy scared 1 30) (print "mercy - scared 1 30") ) ) (script dormant effect_infection_burrow (begin (sleep 302) (print "effect - infection burrow") (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_02 mouth) ) ) (script dormant infection_pop_01 (begin (time_code_reset) (sleep 162) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_01 ) (object_hide infection_form_01 True) (sleep 51) (object_hide infection_form_01 False) (sleep 5) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_01 ) (object_hide infection_form_01 True) ) ) (script dormant infection_pop_02 (begin (sleep 171) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_02 ) (object_hide infection_form_02 True) (sleep 2) (object_hide infection_form_02 False) (sleep 7) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_02 ) (object_hide infection_form_02 True) (sleep 9) (object_hide infection_form_02 False) (sleep 17) (effect_new_on_object_marker effects\objects\characters\flood_infection\body_depleted infection_form_02 ) (object_hide infection_form_02 True) (sleep 10) (object_hide infection_form_02 False) ) ) (script dormant kill_infection_forms (begin (sleep 158) (print "erase infection forms") (ai_erase c07_infection) ) ) (script dormant delete_mercy_throne (begin (sleep 308) (print "destroy mercy's throne") (object_destroy throne_mercy) ) ) (script static c07_intra1_03_setup (begin (object_create_anew mercy_no_crown) (object_create_anew infection_form_02) (object_cinematic_lod mercy_no_crown True) (object_cinematic_lod infection_form_02 True) (object_uses_cinematic_lighting mercy_no_crown True) (object_uses_cinematic_lighting infection_form_02 True) (objects_attach mercy_no_crown driver throne_mercy driver_cinematic) (wake c07_intra1_foley_03) (wake c07_2040_pom) (wake delete_mercy_throne) (wake kill_infection_forms) (wake infection_pop_01) (wake infection_pop_02) (wake effect_infection_burrow) ) ) (script static c07_intra1_03_cleanup (begin (object_destroy infection_form_02) (object_destroy hammer) (object_destroy_containing "intra_pike") ) ) (script static c07_intra1_scene_03 (begin (c07_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_03 none anchor_flag_intra1) (camera_set_field_of_view 60 0) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_03 False anchor_intra1) (custom_animation_relative mercy_no_crown objects\characters\prophet\07_intra1\07_intra1 mercy_03 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_03 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_03 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_03 False anchor_intra1) (custom_animation_relative infection_form_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_03 False anchor_intra1) (custom_animation_relative infection_form_02 objects\characters\flood_infection\07_intra1\07_intra1 infection02_03 False anchor_intra1) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\07_intra1\07_intra1 hammer_03 anchor_intra1) (scenery_animation_start_relative intra_pike_01 objects\weapons\melee\pike\07_intra1\07_intra1 pike01_03 anchor_intra1) (scenery_animation_start_relative intra_pike_02 objects\weapons\melee\pike\07_intra1\07_intra1 pike02_03 anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_03 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_03 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_03 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (07_intra1_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_04_fol) (sleep (camera_time)) (c07_intra1_03_cleanup) ) ) (script dormant c07_intra1_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\07_highcharity\c07_intra1\foley\c07_intra1_04_fol none 1) (print "c07_intra1 foley 04 start") ) ) (script dormant c07_2050_pot (begin (sleep 64) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2050_pot truth 1) (cinematic_subtitle c07_2050_pot 1) ) ) (script dormant c07_2060_pot (begin (sleep 132) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2060_pot truth 1) (cinematic_subtitle c07_2060_pot 3) (sleep 45) (unit_set_emotional_state tartarus pensive 0.5 60) (print "tartarus - shocked .5 60") (unit_set_emotional_state mercy shocked 1 0) (print "mercy - shocked 1 0") ) ) (script dormant c07_2070_pot (begin (sleep 231) (sound_impulse_start sound\dialog\levels\07_highcharity\cinematic\c07_2070_pot truth 1) (cinematic_subtitle c07_2070_pot 2) (unit_set_emotional_state mercy pain 1 60) (print "mercy - pain 1 60") ) ) (script dormant c07_intra1_dof_04 (begin (time_code_reset) (sleep 384) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.5 0.75 0.75 0 0 0 0) (print "rack focus") (sleep 106) (cinematic_screen_effect_set_depth_of_field 0.5 0.75 0 0.5 0 0.75 0.5) (print "rack focus") ) ) (script static c07_intra1_04_setup (begin (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_01 mouth) (object_hide index False) (object_hide infection_form_01 False) (wake c07_intra1_foley_04) (wake c07_2050_pot) (wake c07_2060_pot) (wake c07_2070_pot) (wake c07_intra1_dof_04) (unit_set_emotional_state tartarus shocked 0.5 0) (print "tartarus - shocked .5 0") ) ) (script static c07_intra1_04_cleanup (begin (object_destroy truth) (object_destroy mercy_no_crown) (object_destroy tartarus) (object_destroy brute_03) (object_destroy brute_04) (object_destroy infection_form_01) (object_destroy throne_mercy) (object_destroy phantom_01) (object_destroy phantom_02) (object_destroy phantom_03) (object_destroy index) ) ) (script static c07_intra1_scene_04 (begin (c07_intra1_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\07_intra1\07_intra1 07_intra1_04 none anchor_flag_intra1) (custom_animation_relative truth objects\characters\prophet\07_intra1\07_intra1 truth_04 False anchor_intra1) (custom_animation_relative mercy_no_crown objects\characters\prophet\07_intra1\07_intra1 mercy_04 False anchor_intra1) (custom_animation_relative tartarus objects\characters\brute\07_intra1\07_intra1 tartarus_04 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\07_intra1\07_intra1 brute03_04 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\07_intra1\07_intra1 brute04_04 False anchor_intra1) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\07_intra1\07_intra1 index_04 anchor_intra1) (custom_animation_relative infection_form_01 objects\characters\flood_infection\07_intra1\07_intra1 infection01_04 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom1_04 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom2_04 False anchor_intra1) (custom_animation_relative phantom_03 objects\vehicles\phantom\animations\07_intra1\07_intra1 phantom3_04 False anchor_intra1) (sleep (- (camera_time) 60)) (fade_out 0 0 0 60) (sleep 60) (c07_intra1_04_cleanup) (cinematic_lightmap_shadow_disable) ) ) (script static c07_intra1 (begin (sound_class_set_gain "vehicle" 0.25 1) (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name high_5) (sleep 1) (c07_intra1_scene_01) (c07_intra1_scene_02) (c07_intra1_scene_03) (c07_intra1_scene_04) ) ) (script static test (begin (print "effect - infection burrow") (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_02 mouth) (effect_new_on_object_marker effects\cinematics\07\flood_burrowing infection_form_01 mouth) ) ) (script command cs_jump (begin (cs_jump_to_point 0 5) ) ) (script command cs_abort (begin (sleep 1) ) ) (script command cs_alert (begin (cs_abort_on_alert True) (sleep_forever) ) ) (script command cs_alert_combat (begin (cs_abort_on_alert True) (cs_movement_mode ai_movement_combat) (sleep_forever) ) ) (script static test_rumble (begin (damage_object objects\cinematics\human\inamberclad_to_scale\damage_effects\ioc_flyby (player0) ) ) ) (script static test_ioc (begin (object_create ioc_effect) (sound_impulse_start sound\visual_effects\inamberclad_flyby\slipspace rupture 1) (sound_impulse_start sound\visual_effects\inamberclad_flyby\inamberclad_flyby none 1) (sleep 3) (object_create ioc) (device_set_position_track ioc high_charity_flyby 0) (device_animate_position ioc 1 15 0 0 False) (sleep 30) (object_destroy ioc_effect) (sleep 30) (damage_object objects\cinematics\human\inamberclad_to_scale\damage_effects\ioc_flyby (player0) ) (sleep_until (>= (device_get_position ioc) 1)) (object_destroy ioc) ) ) (script dormant bullshit (begin (sleep_until (= (structure_bsp_index) 3)) (object_destroy_containing "bsp0_crate") (object_destroy_containing "bsp1_crate") (object_destroy_containing "bsp2_crate") (object_destroy_containing "bsp2_body") (sleep 1) (object_create_anew_containing "bsp3_body") (object_create_anew_containing "bsp3_crate") (sleep_until (= (structure_bsp_index) 4)) (object_destroy_containing "bsp3_body") (object_destroy_containing "bsp3_crate") (sleep 1) (object_create_anew_containing "bsp3b_body") (object_create_anew_containing "bsp3b_crate") (sleep_until (= (structure_bsp_index) 5)) (object_destroy_containing "bsp3b_body") (object_destroy_containing "bsp3b_crate") (sleep 1) (object_create_anew_containing "bsp4_body") (object_create_anew_containing "bsp4_crate") ) ) (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) (object_dynamic_simulation_disable (ai_get_object ai_current_actor) True) (unit_set_emotional_state (ai_get_unit ai_current_actor) pensive 0.5 0) (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 command cs_shrink_cortana (begin (cs_enable_dialogue False) (sleep 60) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 (ai_get_object ai_current_actor) effect) (sleep 3) (object_set_scale (ai_get_object ai_current_actor) 0.01 10) (sleep 30) (ai_erase ai_current_actor) ) ) (script dormant ice_cream_angry (begin (sleep_until (volume_test_objects tv_ice_cream (players))) (object_create ice_cream_effect) (object_create ice_cream_head) (ai_place ice_cream_grunt) (sleep 1) (device_set_position ice_cream_effect 1) (ai_set_active_camo ice_cream_grunt True) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head.weapon))) (if debug (print "you're going to get fat!!!!! or dead...")) (if debug (print "because now everyone is angry!!!!")) (ice_cream_flavor_stock 13) ) ) (script dormant music_07a_01 (begin (sleep_until g_music_07a_01) (if debug (print "start music 07a_01")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_01 none 1) (sleep_until (not g_music_07a_01)) (if debug (print "stop music 07a_01")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_01) ) ) (script dormant music_07a_02 (begin (sleep_until g_music_07a_02) (if debug (print "start music 07a_02")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_02 none 1) (sleep_until (not g_music_07a_02)) (if debug (print "stop music 07a_02")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_02) ) ) (script dormant music_07a_03 (begin (sleep_until g_music_07a_03) (if debug (print "start music 07a_03")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_03 none 1) (sleep_until g_music_07a_03_alt) (if debug (print "set music 07a_03 alternate")) (sound_looping_set_alternate scenarios\solo\07a_highcharity\07a_music\07a_03 True) (sleep_until (not g_music_07a_03)) (if debug (print "stop music 07a_03")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_03) ) ) (script dormant music_07a_04 (begin (sleep_until g_music_07a_04) (if debug (print "start music 07a_04")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_04 none 1) (sleep_until g_music_07a_04_alt) (if debug (print "set music 07a_04 alternate")) (sound_looping_set_alternate scenarios\solo\07a_highcharity\07a_music\07a_04 True) (sleep_until (not g_music_07a_04)) (if debug (print "stop music 07a_04")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_04) ) ) (script dormant music_07a_05 (begin (sleep_until g_music_07a_05) (if debug (print "start music 07a_05")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_05 none 1) (sleep_until (not g_music_07a_05)) (if debug (print "stop music 07a_05")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_05) ) ) (script dormant music_07a_06 (begin (sleep_until g_music_07a_06) (if debug (print "start music 07a_06")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_06 none 1) ) ) (script dormant music_07a_07 (begin (sleep_until g_music_07a_07) (if debug (print "start music 07a_07")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_07 none 1) (sleep_until g_music_07a_07_alt) (if debug (print "set music 07a_07 alternate")) (sound_looping_set_alternate scenarios\solo\07a_highcharity\07a_music\07a_07 True) (sleep_until (not g_music_07a_07)) (if debug (print "stop music 07a_07")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_07) ) ) (script dormant music_07a_08 (begin (sleep_until g_music_07a_08) (if debug (print "start music 07a_08")) (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_08 none 1) (sleep_until (not g_music_07a_08)) (if debug (print "stop music 07a_08")) (sound_looping_stop scenarios\solo\07a_highcharity\07a_music\07a_08) ) ) (script dormant chapter_job (begin (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_thanks (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_grudge (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_graves (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_locate_set (begin (sleep 30) (print "new objective set:") (print "locate the prophet of truth and the index.") (objectives_show_up_to 0) ) ) (script dormant objective_locate_clear (begin (print "objective complete:") (print "locate the prophet of truth and the index.") (objectives_finish_up_to 0) ) ) (script dormant objective_rescue_set (begin (sleep 30) (print "new objective set:") (print "rescue the marines being held in the detention-block.") (objectives_show_up_to 1) ) ) (script dormant objective_rescue_clear (begin (print "objective complete:") (print "rescue the marines being held in the detention-block.") (objectives_finish_up_to 1) ) ) (script dormant objective_truth_set (begin (sleep 30) (print "new objective set:") (print "follow the prophet of truth to the far tower.") (objectives_show_up_to 2) ) ) (script dormant objective_truth_clear (begin (print "objective complete:") (print "follow the prophet of truth to the far tower.") (objectives_finish_up_to 2) ) ) (script dormant objective_phantom_set (begin (sleep 30) (print "new objective set:") (print "stop the prophet of truth from boarding his phantom.") (objectives_show_up_to 3) ) ) (script dormant objective_phantom_clear (begin (print "objective complete:") (print "stop the prophet of truth from boarding his phantom.") (objectives_finish_up_to 3) ) ) (script static erase_cortana (begin (if debug (print "erasing cortana...")) (cs_run_command_script cortana cs_shrink_cortana) (sleep 1) ) ) (script static sc_this_way_a (begin (if dialogue (print "cortana: this way, chief!")) (sleep (ai_play_line_on_object none 2000)) (sleep dialogue_pause) ) ) (script static sc_this_way_b (begin (if dialogue (print "cortana: over here, chief!")) (sleep (ai_play_line_on_object none 2010)) (sleep dialogue_pause) ) ) (script static sc_this_way_c (begin (if dialogue (print "cortana: chief! let's go")) (sleep (ai_play_line_on_object none 2020)) (sleep dialogue_pause) ) ) (script static sc_this_way_d (begin (if dialogue (print "cortana: come on, chief!")) (sleep (ai_play_line_on_object none 2030)) (sleep dialogue_pause) ) ) (script static sc_this_way_e (begin (if dialogue (print "cortana: through here!")) (sleep (ai_play_line_on_object none 2040)) (sleep dialogue_pause) ) ) (script static sc_this_way_f (begin (if dialogue (print "cortana: go on through!")) (sleep (ai_play_line_on_object none 2050)) (sleep dialogue_pause) ) ) (script dormant sc_council_ini (begin (if dialogue (print "cortana: brutes!")) (sleep (ai_play_line_on_object none 2070)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: the faster you kill those brutes the better")) (sleep (ai_play_line_on_object none 2100)) (set g_council_initial True) ) ) (script dormant sc_brutes_berserk (begin (if (> (ai_living_count council_brute_ini) 0) (begin (if dialogue (print "cortana: they don't have shield generators, but take them out before...")) (sleep (ai_play_line_on_object none 2080)) (sleep dialogue_pause) )) (if (> (ai_living_count council_brute_ini) 0) (begin (if dialogue (print "cortana: it's berserking!")) (sleep (ai_play_line_on_object none 2090)) )) ) ) (script dormant sc_council_exit_reminder (begin (sleep (* 30 20)) (sleep_until (begin (if (or (volume_test_objects tv_council_bk (players)) (volume_test_objects tv_council_lt_bk (players)) (volume_test_objects tv_council_rt_bk (players))) (begin (if g_council_exit_reminder (sleep_forever)) (if dialogue (print "cortana: they've locked it from below")) (sleep (ai_play_line_on_object none 2130)) (sleep (* dialogue_pause 2)) (if g_council_exit_reminder (sleep_forever)) (if dialogue (print "cortana: there's a door at the other end of the chamber")) (sleep (ai_play_line_on_object none 2120)) (set g_council_reminder_played True) )) (if g_council_reminder_played (begin (set g_council_reminder_played False) (sleep (* 30 30)) )) g_council_exit_reminder) 60) ) ) (script static sc_council_mid (begin (sleep (random_range 15 45)) (if dialogue (print "brute: the demon has infiltrated the council chamber?!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1000_bth council_sound_d 1 1) (sleep 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1000_bth)) (sleep dialogue_pause) (if dialogue (print "brute: protect the hierarchs! seal the exits!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1010_bth council_sound_d 1 1) (sleep 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1010_bth)) (sleep (* dialogue_pause 2)) (if dialogue (print "cortana: oh, i don't think so")) (sleep (ai_play_line_on_object none 2190)) (sleep (* dialogue_pause 4)) ) ) (script dormant sc_council_exit_leave (begin (sleep 150) (if (volume_test_objects tv_council_ext (players)) (begin (if dialogue (print "cortana: don't worry. you can pick me up later")) (sleep (ai_play_line_at_player cortana_0 2180)) )) (erase_cortana) ) ) (script dormant sc_council_exit (begin (sleep (random_range 15 45)) (if dialogue (print "cortana: put me down on one of the pedestals near the door.")) (sleep (ai_play_line_on_object none 2110)) (wake sc_council_exit_reminder) (sleep_until (begin (if (and (> (objects_distance_to_object (players) bsp_0_holo_a) 0) (< (objects_distance_to_object (players) bsp_0_holo_a) 2.5)) (begin (begin (ai_place cortana_0/a) (set g_council_exit_reminder True) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_a effect) ) ) (if (and (> (objects_distance_to_object (players) bsp_0_holo_b) 0) (< (objects_distance_to_object (players) bsp_0_holo_b) 2.5)) (begin (begin (ai_place cortana_0/b) (set g_council_exit_reminder True) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_b effect) ) ) void)) g_council_exit_reminder) 5) (sleep 90) (if dialogue (print "cortana: that prophet - truth - he has the index!")) (if dialogue (print "cortana: you've got to take it back from him!")) (sleep (ai_play_line_at_player cortana_0 2150)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: let me get these doors...")) (sleep (ai_play_line_at_player cortana_0 2140)) (sleep dialogue_pause) (device_closes_automatically_set council_exit False) (device_operates_automatically_set council_exit True) (sleep 1) (device_set_position council_exit 1) (sleep 15) (game_save) (if dialogue (print "cortana: go. it'll be easier to track truth if i stay in the network")) (sleep (ai_play_line_at_player cortana_0 2170)) (sleep dialogue_pause) (set g_music_07a_01 True) (wake sc_council_exit_leave) (sleep_until (volume_test_objects tv_council_hall (players)) 5) (sleep 30) (erase_cortana) (device_closes_automatically_set council_exit True) ) ) (script dormant sc_grand_a_exit (begin (erase_cortana) (sleep 1) (ai_place cortana_0/f) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_f effect) (sleep_until (and (> (objects_distance_to_object (players) bsp_0_holo_f) 0) (< (objects_distance_to_object (players) bsp_0_holo_f) 4))) (set g_music_07a_02 True) (if dialogue (print "cortana: right this way chief!")) (sleep (ai_play_line_at_player cortana_0 2060)) (device_one_sided_set grand_a_exit False) (sleep_until (volume_test_objects tv_dervish_ledge_fr (players))) (sleep 30) (erase_cortana) ) ) (script dormant sc_ledge_chieftan (begin (if g_cheiftan (sleep_forever)) (sleep 30) (if dialogue (print "cortana: watch out for the captain!")) (if dialogue (print "cortana: it's got a brute shot")) (sleep (ai_play_line_on_object none 2200)) (set g_cheiftan True) ) ) (script dormant sc_ledge_down_reminder (begin (sleep 300) (sleep_until (volume_test_objects tv_dervish_ledge_lift (players))) (if g_ledge_reminder (sleep_forever)) (if dialogue (print "cortana: after that stunt on the cairo,")) (if dialogue (print "cortana: i know you're not afraid of heights.")) (sleep (ai_play_line_at_player cortana_0 2240)) (sleep (* dialogue_pause 3)) (sleep 300) (sleep_until (volume_test_objects tv_dervish_ledge_lift (players))) (if g_ledge_reminder (sleep_forever)) (if dialogue (print "cortana: fine, i won't watch")) (if dialogue (print "cortana: meet you at the bottom, ok?")) (sleep (ai_play_line_at_player cortana_0 2250)) (sleep dialogue_pause) ) ) (script dormant sc_ledge_down (begin (sleep_until (and g_cheiftan (<= (ai_living_count dervish_ledge_prophets) 3))) (erase_cortana) (sleep 1) (ai_place cortana_0/i) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 bsp_0_holo_i effect) (sleep 90) (sleep_until (and (not (volume_test_objects tv_dervish_ledge_fr (ai_actors prophets))) (not (volume_test_objects tv_dervish_ledge_bk (ai_actors prophets))))) (set g_dervish_ledge_orders True) (sleep 30) (sleep_until (and (> (objects_distance_to_object (players) bsp_0_holo_i) 0) (< (objects_distance_to_object (players) bsp_0_holo_i) 2))) (if dialogue (print "cortana: truth is moving through the lower-levels of the tower.")) (sleep (ai_play_line_at_player cortana_0 2210)) (sleep dialogue_pause) (if dialogue (print "cortana: i'll reverse this grav-lift. drop down, try to cut him off.")) (sleep (ai_play_line_at_player cortana_0 2220)) (sleep dialogue_pause) (game_save) (device_closes_automatically_set dervish_lift_up False) (device_set_position dervish_lift_up 1) (sleep 30) (object_destroy dervish_lift_up) (object_create dervish_lift_down) (sleep 5) (if dialogue (print "cortana: it's safe really. just step in")) (sleep (ai_play_line_at_player cortana_0 2230)) (sleep dialogue_pause) (wake sc_ledge_down_reminder) (sleep_until (volume_test_objects tv_dervish_ledge_lower (players))) (set g_ledge_reminder True) (erase_cortana) ) ) (script dormant sc_corridor_a_amb (begin (sleep (random_range 15 45)) (if dialogue (print "brute: reinforce all approaches to the holding-pens!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1020_bth corr_a_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1020_bth)) (sleep dialogue_pause) (if dialogue (print "brute: slay the demon on sight!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1030_bth corr_a_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1030_bth)) (sleep (* dialogue_pause 5)) (sleep_until (and (> (objects_distance_to_object (players) grand_b_holo_b) 0) (< (objects_distance_to_object (players) grand_b_holo_b) 5)) 5) (erase_cortana) (sleep 1) (ai_place cortana_grand_b/b) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 grand_b_holo_b effect) (sleep 30) (if dialogue (print "cortana: they're beefing-up their patrols. stay sharp.")) (sleep (ai_play_line_at_player cortana_grand_b 2260)) (game_save_no_timeout) (sleep 30) (device_set_position grand_b_exit 1) (sleep 90) (erase_cortana) (device_closes_automatically_set grand_b_exit True) ) ) (script dormant sc_jail_info (begin (if dialogue (print "cortana: wait a minute... i'm reading marine iff transponders!")) (sleep (ai_play_line_on_object none 2270)) (sleep dialogue_pause) (if dialogue (print "cortana: the signals are originating somewhere below your position.")) (sleep (ai_play_line_on_object none 2280)) (game_save_no_timeout) (ai_place hall_b_jackals) (wake objective_locate_clear) (wake objective_rescue_set) ) ) (script dormant sc_room_a_lift (begin (sleep_until (<= (ai_living_count hall_b_prophets) 3)) (ai_place cortana_corridor_a/o) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 hall_a_holo_o effect) (sleep_until (and (> (objects_distance_to_object (players) hall_a_holo_o) 0) (< (objects_distance_to_object (players) hall_a_holo_o) 4.5))) (if dialogue (print "cortana: there's another lift in the next room")) (sleep (ai_play_line_at_player cortana_corridor_a 2290)) (sleep dialogue_pause) (sleep_until (and g_room_a_door (volume_test_objects tv_room_a (players)))) (erase_cortana) ) ) (script dormant sc_room_a_down (begin (erase_cortana) (sleep 1) (ai_place cortana_room_a/m) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 room_a_holo_m effect) (sleep_until (and (> (objects_distance_to_object (players) jail_down) 0) (< (objects_distance_to_object (players) jail_down) 3.5)) 5) (sleep 15) (if dialogue (print "cortana: here, chief! jump in!")) (sleep (ai_play_line_at_player cortana_room_a 2300)) (ai_place room_a_tube_fodder) (device_set_power room_a_lift 0) (device_set_position room_a_lift_effect 1) (sleep 30) (device_set_position jail_down 1) ) ) (script dormant sc_jail_down (begin (if dialogue (print "cortana: there are two groups of marines in this detention-block.")) (sleep (ai_play_line_on_object none 2310)) (sleep dialogue_pause) (if dialogue (print "cortana: i'll zero their locations - you neutralize the guards... quietly")) (sleep (ai_play_line_on_object none 2320)) (sleep 30) (set g_music_07a_03 True) (game_save_immediate) ) ) (script dormant sc_cell_a_ent (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/h) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_h effect) (sleep 60) (if dialogue (print "cortana: come to middle-level, chief!")) (sleep (ai_play_line_on_object none 2350)) (sleep (* dialogue_pause 3)) (if (or g_jail_a_finished g_jail_b_finished) (begin (if dialogue (print "cortana: more guards! get ready!")) (sleep (ai_play_line_on_object none 2380)) ) (begin (if dialogue (print "cortana: the marines are just inside. careful of the guards.")) (sleep (ai_play_line_on_object none 2360)) )) (sleep_until (and (> (objects_distance_to_object (players) jail_ped_h) 0) (< (objects_distance_to_object (players) jail_ped_h) 3)) 5) (game_save) ) ) (script dormant sc_cell_b_ent (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/n) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_n effect) (sleep 60) (if dialogue (print "cortana: chief! come to the lower level!")) (sleep (ai_play_line_on_object none 2370)) (sleep (* dialogue_pause 3)) (if (or g_jail_a_finished g_jail_b_finished) (begin (if dialogue (print "cortana: more guards! get ready!")) (sleep (ai_play_line_on_object none 2380)) ) (begin (if dialogue (print "cortana: the marines are just inside. careful of the guards.")) (sleep (ai_play_line_on_object none 2360)) )) (sleep_until (and (> (objects_distance_to_object (players) jail_ped_n) 0) (< (objects_distance_to_object (players) jail_ped_n) 3)) 5) (game_save) ) ) (script dormant sc_first_cell (begin (ai_dialogue_enable False) (sleep 90) (if dialogue (print "cortana: listen-up marines. the chief's hunting a prophet,")) (if dialogue (print "cortana: and you're gonna help him kill it.")) (sleep (ai_play_line_at_player cortana_jail 2390)) (sleep dialogue_pause) (set g_music_07a_03_alt True) (if dialogue (print "marine: no sense sticking around here!")) (sleep (ai_play_line_at_player jail_marines 4000)) (sleep dialogue_pause) (if dialogue (print "marine: affirmative!")) (sleep (ai_play_line_at_player jail_marines 4010)) (sleep (* dialogue_pause 5)) (if dialogue (print "cortana: one more group of marines to go")) (sleep (ai_play_line_at_player cortana_jail 2400)) (sleep dialogue_pause) (game_save_no_timeout) (sleep 90) (ai_dialogue_enable True) (erase_cortana) ) ) (script dormant sc_second_cell (begin (sleep 90) (if dialogue (print "marine: good on ya")) (sleep (ai_play_line_at_player jail_marines 4020)) (sleep dialogue_pause) (if dialogue (print "marine: thanks")) (sleep (ai_play_line_at_player jail_marines 4030)) (sleep dialogue_pause) (if dialogue (print "cortana: that's all the marines, chief. good work.")) (sleep (ai_play_line_at_player cortana_jail 2410)) (sleep dialogue_pause) (game_save_no_timeout) (sleep 90) (wake objective_rescue_clear) (erase_cortana) ) ) (script dormant sc_jail_exit (begin (if dialogue (print "cortana: we'll get out of here the same way we came in:")) (if dialogue (print "cortana: the central grav-lift")) (sleep (ai_play_line_on_object none 2420)) ) ) (script dormant sc_lift_reins (begin (if dialogue (print "cortana: hostile reinforcements! coming down the lift!")) (sleep (ai_play_line_on_object none 2430)) ) ) (script dormant sc_jail_clear_reminder (begin (sleep (* 30 20)) (sleep_until (begin (if (or (volume_test_objects tv_jail_top (players)) (volume_test_objects tv_jail_mid (players)) (volume_test_objects tv_jail_bot (players))) (begin (if g_jail_exit_reminder (sleep_forever)) (if dialogue (print "cortana: we've got to get after truth, chief! step into the lift!")) (sleep (ai_play_line_on_object none 2450)) (set g_jail_exit_reminder_played True) )) (if g_jail_exit_reminder_played (begin (set g_jail_exit_reminder_played False) (sleep (* 30 20)) )) g_jail_exit_reminder) 60) ) ) (script command cs_marines_exit (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_enable_targeting True) (cs_shoot True) (cs_go_to jails/exit) ) ) (script dormant sc_jail_clear (begin (if (= (random_range 0 2) 0) (begin (ai_place cortana_jail/a) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_a effect) ) (begin (ai_place cortana_jail/b) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_b effect) )) (sleep 90) (object_destroy jail_down) (device_set_position jail_up_effect 1) (sleep 30) (object_create jail_up) (object_create room_b_lift) (device_set_position room_b_lift_effect 1) (pvs_set_object jail_ped_a) (sleep_until (or (and (> (objects_distance_to_object (players) jail_ped_a) 0) (< (objects_distance_to_object (players) jail_ped_a) 3)) (and (> (objects_distance_to_object (players) jail_ped_b) 0) (< (objects_distance_to_object (players) jail_ped_b) 3))) 5) (if dialogue (print "cortana: the lift is clear. step on in!")) (sleep (ai_play_line_at_player cortana_jail 2440)) (sleep dialogue_pause) (cs_run_command_script marines cs_marines_exit) (wake sc_jail_clear_reminder) ) ) (script dormant sc_room_b (begin (sleep 150) (if dialogue (print "truth: fear not my brothers! the sacred icon is secure!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0140_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0140_pot)) (sleep dialogue_pause) (if dialogue (print "truth: it was tartarus and his brutes who took the icon from the flood!")) (if dialogue (print "truth: for that, they have our thanks!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0150_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0150_pot)) (sleep (* dialogue_pause 4)) (if dialogue (print "cortana: excellent! truth is broadcasting on the move.")) (if dialogue (print "cortana: it'll make him much easier to track")) (sleep (ai_play_line_on_object none 2460)) (set g_sc_room_b_done True) ) ) (script dormant sc_corridor_b_exit (begin (sleep_until (game_safe_to_save)) (if dialogue (print "truth: the elites have failed to protect the prophets,")) (if dialogue (print "truth: and in doing so, put all our lives at risk!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0220_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0220_pot)) (sleep dialogue_pause) (if dialogue (print "truth: let no warrior forget his oath: thou, in faith,")) (if dialogue (print "truth: will keep us safe whilst we find the path!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0240_pot corr_b_sound_i 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0240_pot)) (sleep (* dialogue_pause 4)) (if dialogue (print "cortana: i've got a fix on truth just outside this tower, chief")) (sleep (ai_play_line_on_object none 2470)) (sleep dialogue_pause) (set g_music_07a_04 True) (if dialogue (print "cortana: there's an exit nearby - hurry!")) (sleep (ai_play_line_on_object none 2480)) (sleep (* dialogue_pause 5)) (set g_corr_b_exit_finished True) (game_save_no_timeout) ) ) (script dormant sc_network (begin (sleep_until (or (<= (ai_living_count grand_b_hunters) 0) (volume_test_objects tv_tower_a_ext (players)))) (sleep 30) (sleep_until g_corr_b_exit_finished) (if dialogue (print "truth: with my blessing, the brutes now lead our fleets.")) (if dialogue (print "truth: they ask for your allegiance, and you shall give it!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0230_pot ext_a_sound_g 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0230_pot)) (sleep dialogue_pause) (if dialogue (print "cortana: you wouldn't believe the number of kill systems the")) (if dialogue (print "cortana: covenant are throwing-down around me.")) (sleep (ai_play_line_on_object none 2490)) (sleep (* dialogue_pause 3)) (if dialogue (print "cortana: not to worry - it's pretty sloppy stuff.")) (if dialogue (print "cortana: i guess they never expected a hostile intelligence")) (if dialogue (print "cortana: to penetrate their network from the inside!")) (sleep (ai_play_line_on_object none 2500)) (game_save_no_timeout) ) ) (script dormant in_amber_clad (begin (object_create ioc_effect) (sound_impulse_start sound\visual_effects\inamberclad_flyby\slipspace rupture 1) (sound_impulse_start sound\visual_effects\inamberclad_flyby\inamberclad_flyby none 1) (sleep 3) (object_create ioc) (device_set_position_track ioc high_charity_flyby 0) (device_animate_position ioc 1 15 0 0 False) (sleep 30) (object_destroy ioc_effect) (sleep 30) (damage_object objects\cinematics\human\inamberclad_to_scale\damage_effects\ioc_flyby (player0) ) (sleep_until (>= (device_get_position ioc) 1)) (object_destroy ioc) ) ) (script dormant sc_ioc_reminder (begin (sleep (* 30 10)) (sleep_until (begin (if (volume_test_objects tv_garden_a_tram (players)) (begin (if g_council_exit_reminder (sleep_forever)) (if dialogue (print "cortana: just step into the pad. it'll move you forward automatically.")) (sleep (ai_play_line_at_player cortana_3a 2570)) (set g_ioc_reminder_played True) (sleep 30) )) (if g_ioc_reminder_played (begin (set g_ioc_reminder_played False) (sleep (* 30 20)) )) g_ioc_reminder) 60) ) ) (script dormant sc_truth_a (begin (set g_truth_speaking True) (if dialogue (print "cortana: they covenant just destroyed two of their own ships,")) (if dialogue (print "cortana: and i'm hearing reports of small arms fire throughout their fleet.")) (sleep (ai_play_line_on_object none 2520)) (sleep dialogue_pause) (if dialogue (print "truth: creatures of the covenant: the path is broad,")) (if dialogue (print "truth: and we shall walk it side-by-side!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0180_pot ioc_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0180_pot ioc_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0180_pot ioc_sound_c 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0180_pot)) (sleep dialogue_pause) (set g_truth_speaking False) ) ) (script dormant sc_in_amber_clad (begin (erase_cortana) (sleep 1) (ai_place cortana_3a/tram_a) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 garden_a_holo_a effect) (sleep 120) (sleep_until (and (> (objects_distance_to_object (players) garden_a_holo_a) 0) (< (objects_distance_to_object (players) garden_a_holo_a) 4)) 5) (if dialogue (print "cortana: slip-space rupture!")) (sleep (ai_play_line_at_player cortana_3a 2530)) (sleep dialogue_pause) (set g_music_07a_05 True) (wake in_amber_clad) (if dialogue (print "cortana: it's in amber clad!")) (sleep (ai_play_line_at_player cortana_3a 2531)) (sleep dialogue_pause) (set g_sc_ioc_finished True) (sleep_until (not g_truth_speaking)) (if dialogue (print "truth: be glad! the reward for all your toil, all your sacrifice,")) (if dialogue (print "truth: is near at hand!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0320_pot ioc_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0320_pot ioc_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0320_pot ioc_sound_c 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0320_pot)) (sleep dialogue_pause) (if dialogue (print "cortana: hailing... no response!")) (sleep (ai_play_line_at_player cortana_3a 2540)) (sleep dialogue_pause) (game_save) (sleep_until (>= (device_get_position ioc) 0.9)) (sleep 30) (if dialogue (print "cortana: she's crashed into another tower ahead of our position.")) (if dialogue (print "cortana: i'll keep trying to make contact,")) (if dialogue (print "cortana: but i'm not registering any human vital-signs...")) (sleep (ai_play_line_at_player cortana_3a 2550)) (sleep (* dialogue_pause 10)) (set g_music_07a_04 False) (wake sc_ioc_reminder) (game_save) ) ) (script dormant sc_garden_a_tram_reminder (begin (if dialogue (print "cortana: truth has a big enough lead as it is, chief. get going!")) (sleep (ai_play_line_on_object none 2580)) ) ) (script dormant sc_drive_elites (begin (sleep (random_range 30 90)) (if dialogue (print "truth: at this moment, the councilors gather on halo to see the icon safely placed!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0160_pot midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0160_pot)) (sleep dialogue_pause) (if dialogue (print "brute: rise, pack-brothers! death to the elites!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1040_bth midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1040_bth)) (sleep dialogue_pause) (if dialogue (print "truth: there are those who said this day would never come.")) (if dialogue (print "truth: what have they to say now?")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0310_pot midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0310_pot)) (sleep dialogue_pause) (if dialogue (print "brute: once the towers are cleared, we'll drive them from the lower districts!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_d 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1050_bth midtower_sound_e 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1050_bth)) ) ) (script dormant sc_gardens_b (begin (sleep_until (volume_test_objects tv_sc_gardens_b (players))) (if dialogue (print "truth: i have listened to the oracle, and it confirmed our dearest hope:")) (if dialogue (print "truth: the great journey begins with halo!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0290_pot garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0290_pot)) (sleep dialogue_pause) (if dialogue (print "brute: the elites are falling back to the mausoleum!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1060_bth garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1060_bth)) (sleep dialogue_pause) (if dialogue (print "brute: fools! their arbiter can do nothing for them now!")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_1070_bth garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_1070_bth)) (sleep dialogue_pause) (if dialogue (print "truth: who would doubt the prophets?")) (if dialogue (print "truth: what have we foretold that has not come to pass?")) (sound_impulse_start sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_a 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_b 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_c 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_e 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_f 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_g 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_h 1 1) (sound_impulse_trigger sound\dialog\levels\07_highcharity\mission\l07_0300_pot garden_b_sound_d 1 1) (sleep (sound_impulse_language_time sound\dialog\levels\07_highcharity\mission\l07_0300_pot)) ) ) (script dormant sc_catch_truth (begin (if dialogue (print "cortana: if we're going to catch truth, we'll need to take a short-cut -")) (if dialogue (print "cortana: straight through this mausoleum")) (sleep (ai_play_line_on_object none 2610)) (sleep dialogue_pause) (if dialogue (print "cortana: look on the bright side. for now,")) (if dialogue (print "cortana: they seem much more interested in killing each other")) (sleep (ai_play_line_on_object none 2620)) ) ) (script dormant sc_maus_interior (begin (sleep_until (or (volume_test_objects tv_maus_ent (players)) (>= (device_get_position maus_inner_ent) 0))) (sleep 30) (ai_place cortana_maus/a) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 maus_inner_holo_a effect) (sleep 45) (if dialogue (print "cortana: you might consider sitting this one out")) (sleep (ai_play_line_at_player cortana_maus 2630)) (sleep 30) (set g_music_07a_07 True) (sleep 60) (erase_cortana) ) ) (script static sc_maus_breather (begin (ai_place cortana_maus/j) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 maus_inner_holo_j effect) (sleep_until (and (> (objects_distance_to_object (players) maus_inner_holo_j) 0) (< (objects_distance_to_object (players) maus_inner_holo_j) 6)) 30 (* 30 60 1.5)) (if dialogue (print "cortana: hang on... i'm picking-up two more transponders...")) (sleep (ai_play_line_at_player cortana_maus 2640)) (sleep dialogue_pause) (if dialogue (print "cortana: it's the commander and johnsom!")) (sleep (ai_play_line_at_player cortana_maus 2650)) (sleep dialogue_pause) (if dialogue (print "cortana: they're closing on truth's position, chief!")) (sleep (ai_play_line_at_player cortana_maus 2660)) (sleep dialogue_pause) (if dialogue (print "cortana: they'll need your help!")) (sleep (ai_play_line_at_player cortana_maus 2670)) (set g_music_07a_07_alt True) ) ) (script dormant sc_maus_exit (begin (erase_cortana) (sleep 1) (ai_place cortana_maus/f) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 maus_inner_holo_f effect) (device_one_sided_set maus_inner_exit False) (sleep 1) (sleep_until (and (> (objects_distance_to_object (players) maus_inner_holo_f) 0) (< (objects_distance_to_object (players) maus_inner_holo_f) 7)) 5) (erase_cortana) (if dialogue (print "cortana: this way, chief!")) (sleep (ai_play_line_at_player cortana_maus 2000)) (sleep dialogue_pause) (sleep_until (volume_test_objects tv_game_won (players)) 1) (set g_music_07a_08 False) (sleep 75) (if dialogue (print "cortana: this isn't good. i'm getting confirmed reports of flood")) (if dialogue (print "cortana: leaving in amber clad's wreckage")) (sleep (ai_play_line_on_object none 2590)) (sleep dialogue_pause) (if dialogue (print "cortana: let's get the index, and find a way out of here -")) (if dialogue (print "cortana: before things get really ugly!")) (sleep (ai_play_line_on_object none 2600)) (sleep 30) (cinematic_fade_to_white) (ai_erase_all) (if (= g_play_cinematics True) (begin (if (cinematic_skip_start) (begin (if debug (print "c07_intra_1")) (c07_intra1) )) (cinematic_skip_stop) )) (if debug (print "you win")) (playtest_mission) (game_won) ) ) (script dormant marine_migration (begin (sleep_until (begin (if (= (structure_bsp_index) 2) (begin (begin (if debug (print "migrate into corridor b")) (ai_set_orders marines marines_corr_b) ) ) (if (= (structure_bsp_index) 3) (begin (begin (if debug (print "migrate into exterior a")) (ai_set_orders marines marines_ext_a) ) ) void)) g_marine_mig_garden_a) ) (sleep 30) (if debug (print "migrate into gardens a")) (ai_set_orders marines marines_gardens_a) (sleep_until g_marine_mig_midtower) (sleep_until (begin (if (= (structure_bsp_index) 3) (begin (begin (if debug (print "migrate into mid-tower")) (ai_set_orders marines marines_midtower) ) ) (if (= (structure_bsp_index) 4) (begin (begin (if debug (print "migrate into gardens b")) (ai_set_orders marines marines_gardens_b) ) ) void)) g_marine_mig_ext_b) ) (sleep 30) (if debug (print "migrate into exterior b")) (ai_set_orders marines marines_ext_b) (sleep_until g_marine_mig_maus) (sleep_until (begin (if (= (structure_bsp_index) 4) (begin (begin (if debug (print "migrate into mausoleum halls")) (ai_set_orders marines marines_maus_halls) ) ) (if (= (structure_bsp_index) 5) (begin (begin (if debug (print "migrate into mausoleum room bridge")) (ai_set_orders marines marines_maus_room_bridge) ) ) void)) g_marine_mig_maus_int) ) (sleep 30) (if debug (print "migrate into mausoleum interior")) (ai_set_orders marines marines_maus_int) ) ) (script dormant grand_b_door (begin (sleep_until (begin (if (= (structure_bsp_index) 2) (begin (device_operates_automatically_set grand_b_door True) ) (if (= (structure_bsp_index) 3) (begin (device_operates_automatically_set grand_b_door False) ) void)) False) 1) ) ) (script command cs_council_grunt_a (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p0) (sleep_until (or (volume_test_objects tv_council_door_right_a (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script command cs_council_grunt_b (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p1) (sleep_until (or (volume_test_objects tv_council_door_right_b (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script command cs_council_grunt_c (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p2) (sleep_until (or (volume_test_objects tv_council_door_left_a (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script command cs_council_grunt_d (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to council/p3) (sleep_until (or (volume_test_objects tv_council_door_left_b (players)) (<= (ai_living_count council_brute_ini) 0))) ) ) (script dormant ai_council_brutes_berserk (begin (sleep_until (<= (ai_living_count council_brute_ini) 1) 1) (if (> (ai_living_count council_brute_ini) 0) (begin (ai_set_orders council_brute_ini council_floor_all) (ai_berserk council_brute_ini True) (sleep_until g_council_initial) (wake sc_brutes_berserk) )) ) ) (script static ai_council_left_a (begin (if (and (not (volume_test_objects tv_council_door_left_a (players))) (= (device_get_position council_door_left_a) 0)) (begin (if debug (print "left a")) (ai_place council_lt_brute_a) (ai_place council_lt_grunt_a) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_left_b (begin (if (and (not (volume_test_objects tv_council_door_left_b (players))) (= (device_get_position council_door_left_b) 0)) (begin (if debug (print "left b")) (ai_place council_lt_brute_b) (ai_place council_lt_grunt_b) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_left_c (begin (if (and (not (volume_test_objects tv_council_door_left_c (players))) (= (device_get_position council_door_left_c) 0)) (begin (if debug (print "left c")) (ai_place council_lt_brute_c) (ai_place council_lt_grunt_c) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_right_a (begin (if (and (not (volume_test_objects tv_council_door_right_a (players))) (= (device_get_position council_door_right_a) 0)) (begin (if debug (print "right a")) (ai_place council_rt_brute_a) (ai_place council_rt_grunt_a) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_right_b (begin (if (and (not (volume_test_objects tv_council_door_right_b (players))) (= (device_get_position council_door_right_b) 0)) (begin (if debug (print "right b")) (ai_place council_rt_brute_b) (ai_place council_rt_grunt_b) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_right_c (begin (if (and (not (volume_test_objects tv_council_door_right_c (players))) (= (device_get_position council_door_right_c) 0)) (begin (if debug (print "right c")) (ai_place council_rt_brute_c) (ai_place council_rt_grunt_c) (set g_council_count (+ g_council_count 1)) (if (= g_council_count g_council_limit) (set g_council_wave False)) )) ) ) (script static ai_council_rt_fr (begin (if debug (print "right front")) (begin_random (if g_council_wave (ai_council_left_a)) (if g_council_wave (ai_council_left_b)) (if g_council_wave (ai_council_right_c)) ) ) ) (script static ai_council_rt_bk (begin (if debug (print "right back")) (begin_random (if g_council_wave (ai_council_left_b)) (if g_council_wave (ai_council_left_c)) (if g_council_wave (ai_council_right_a)) ) ) ) (script static ai_council_lt_fr (begin (if debug (print "left front")) (begin_random (if g_council_wave (ai_council_left_c)) (if g_council_wave (ai_council_right_a)) (if g_council_wave (ai_council_right_b)) ) ) ) (script static ai_council_lt_bk (begin (if debug (print "left back")) (begin_random (if g_council_wave (ai_council_left_a)) (if g_council_wave (ai_council_right_b)) (if g_council_wave (ai_council_right_c)) ) ) ) (script static ai_council_fr (begin (if debug (print "front")) (begin_random (if g_council_wave (ai_council_left_a)) (if g_council_wave (ai_council_right_a)) ) ) ) (script static ai_council_bk (begin (if debug (print "back")) (begin_random (if g_council_wave (ai_council_left_c)) (if g_council_wave (ai_council_right_c)) ) ) ) (script dormant ai_council_orders (begin (sleep_until (begin (if (volume_test_objects tv_council_rt_fr (players)) (begin (ai_set_orders council_prophets_floor council_rt_fr) ) (if (volume_test_objects tv_council_rt_bk (players)) (begin (ai_set_orders council_prophets_floor council_rt_bk) ) (if (volume_test_objects tv_council_lt_fr (players)) (begin (ai_set_orders council_prophets_floor council_lt_fr) ) (if (volume_test_objects tv_council_lt_bk (players)) (begin (ai_set_orders council_prophets_floor council_lt_bk) ) void)))) g_council_orders) ) ) ) (script dormant ai_council_upper_migrate (begin (sleep_until (or (<= (ai_living_count council_prophets_floor) 0) (<= (ai_strength council_prophets_upper) 0.4)) 30 (* 30 40)) (sleep 30) (ai_migrate council_prophets_upper council_rt_brute_a) ) ) (script dormant ai_council_upper (begin (sleep_until (<= (ai_living_count council_prophets) 2)) (sleep 120) (begin_random (if g_council_upper (begin (ai_place council_rt_upper_brute_a) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_rt_upper_brute_b) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_rt_upper_brute_c) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_lt_upper_brute_a) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_lt_upper_brute_b) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) (if g_council_upper (begin (ai_place council_lt_upper_brute_c) (set g_council_upper_count (+ g_council_upper_count 1)) (if (= g_council_upper_count g_council_upper_limit) (set g_council_upper False)) )) ) (wake ai_council_upper_migrate) ) ) (script dormant ai_council_floor_spawn (begin (set g_council_wave True) (if (difficulty_normal) (begin (begin (set g_council_floor_wave_limit 1) (set g_council_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_council_floor_wave_limit 1) (set g_council_limit 2) ) ) (if (difficulty_legendary) (begin (begin (set g_council_floor_wave_limit 2) (set g_council_limit 2) ) ) void))) (if (difficulty_normal) (begin (set g_council_upper_limit 1) ) (if (difficulty_heroic) (begin (set g_council_upper_limit 2) ) (if (difficulty_legendary) (begin (set g_council_upper_limit 2) ) void))) (data_mine_set_mission_segment "enc_council_wave_1") (sc_council_mid) (game_save) (sleep 120) (sleep_until (begin (sleep_until (<= (ai_living_count council_prophets_floor) 0)) (game_save) (sleep (random_range sleep_lower_bound sleep_upper_bound)) (if debug (print "begin wave 1")) (set g_council_wave True) (set g_council_count 0) (if (volume_test_objects tv_council_fr (players)) (begin (ai_council_fr) ) (if (volume_test_objects tv_council_rt_fr (players)) (begin (ai_council_rt_fr) ) (if (volume_test_objects tv_council_rt_bk (players)) (begin (ai_council_rt_bk) ) (if (volume_test_objects tv_council_lt_fr (players)) (begin (ai_council_lt_fr) ) (if (volume_test_objects tv_council_lt_bk (players)) (begin (ai_council_lt_bk) ) (if (volume_test_objects tv_council_bk (players)) (begin (ai_council_bk) ) void)))))) (set g_council_floor_wave_count (+ g_council_floor_wave_count 1)) (if (= g_council_floor_wave_count g_council_floor_wave_limit) (set g_council_floor_wave True)) g_council_floor_wave) ) (if debug (print "wave 1 over")) (set g_council_floor_wave False) (set g_council_floor_wave_count 0) (sleep_until (<= (ai_living_count council_prophets_floor) 0)) (sleep 150) (data_mine_set_mission_segment "enc_council_pedestal") (game_save) (sleep 15) (if debug (print "pedestal, sides and upper")) (ai_place council_brute_ped/a) (ai_place council_brute_ped/b) (if (difficulty_legendary) (begin (ai_place council_brute_ped/chief) (wake sc_ledge_chieftan) )) (if (or (difficulty_heroic) (difficulty_legendary)) (begin (ai_place council_rt_grunt_c 1) (ai_place council_lt_grunt_c 1) )) (if (difficulty_legendary) (begin (ai_place council_rt_grunt_b 1) (ai_place council_lt_grunt_b 1) )) (sleep 30) (wake ai_council_upper) (sleep 30) (device_set_position council_ped 0) (sleep 5) (if (or (difficulty_heroic) (difficulty_legendary)) (sleep_until (begin (sleep_until (<= (ai_living_count council_prophets) 0)) (game_save) (data_mine_set_mission_segment "enc_council_wave_2") (sleep (random_range sleep_lower_bound sleep_upper_bound)) (if debug (print "begin wave 2")) (set g_council_wave True) (set g_council_count 0) (if (volume_test_objects tv_council_fr (players)) (begin (ai_council_fr) ) (if (volume_test_objects tv_council_rt_fr (players)) (begin (ai_council_rt_fr) ) (if (volume_test_objects tv_council_rt_bk (players)) (begin (ai_council_rt_bk) ) (if (volume_test_objects tv_council_lt_fr (players)) (begin (ai_council_lt_fr) ) (if (volume_test_objects tv_council_lt_bk (players)) (begin (ai_council_lt_bk) ) (if (volume_test_objects tv_council_bk (players)) (begin (ai_council_bk) ) void)))))) (set g_council_floor_wave_count (+ g_council_floor_wave_count 1)) (if (= g_council_floor_wave_count g_council_floor_wave_limit) (set g_council_floor_wave True)) g_council_floor_wave) )) (print "wave 2 over") (set g_council_floor_wave False) (set g_council_over True) ) ) (script command cs_grand_a_grunt_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to grand_a/p0 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p1 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p2 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p3 2) (sleep (random_range 0 15)) ) ) False) ) ) ) (script command cs_grand_a_grunt_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to grand_a/p4 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p5 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p6 2) (sleep (random_range 0 15)) ) (begin (cs_go_to grand_a/p7 2) (sleep (random_range 0 15)) ) ) False) ) ) ) (script dormant create_ledge_columns (begin (begin_random (begin (object_create ledge_col_a) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_b) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_c) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_d) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_e) (sleep (random_range 45 90)) ) (begin (object_create ledge_col_f) (sleep (random_range 45 90)) ) ) ) ) (script command cs_ledge_jackals_lt (begin (cs_abort_on_alert True) (sleep_until (begin (cs_go_to dervish_ledge/lt_0) (cs_go_to dervish_ledge/lt_1) False) ) ) ) (script command cs_ledge_jackals_rt (begin (cs_abort_on_alert True) (sleep_until (begin (cs_go_to dervish_ledge/rt_0) (cs_go_to dervish_ledge/rt_1) False) ) ) ) (script command cs_ledge_brute_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to dervish_ledge/b1_2) ) ) (script command cs_ledge_brute_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_go_to dervish_ledge/b2_2) ) ) (script command cs_lift_jump (begin (cs_enable_pathfinding_failsafe True) (cs_go_to dervish_ledge/p0) (cs_jump_to_point 0 5) ) ) (script static ledge_fr_orders (begin (ai_set_orders ledge_lift_brute_rt ledge_rt_fr) (ai_set_orders ledge_lift_brute_lt ledge_lt_fr) (ai_set_orders ledge_lift_grunt_rt ledge_minor_rt_fr) (ai_set_orders ledge_lift_grunt_lt ledge_minor_lt_fr) (ai_set_orders ledge_jackal_right ledge_minor_rt_fr) (ai_set_orders ledge_jackal_left ledge_minor_lt_fr) (ai_set_orders ledge_lift_chieftan ledge_chieftan) ) ) (script static ledge_bk_orders (begin (ai_set_orders ledge_lift_brute_rt ledge_rt_bk) (ai_set_orders ledge_lift_brute_lt ledge_lt_bk) (ai_set_orders ledge_lift_grunt_rt ledge_minor_rt_bk) (ai_set_orders ledge_lift_grunt_lt ledge_minor_lt_bk) (ai_set_orders ledge_jackal_right ledge_minor_rt_bk) (ai_set_orders ledge_jackal_left ledge_minor_lt_bk) (ai_set_orders ledge_lift_chieftan ledge_chieftan_lift) ) ) (script dormant ai_dervish_ledge_orders (begin (sleep_until (>= (ai_combat_status dervish_ledge_prophets) ai_combat_status_active)) (sleep_until (begin (if (volume_test_objects tv_dervish_ledge_fr (players)) (begin (begin (sleep (random_range 5 30)) (ledge_fr_orders) ) ) (if (volume_test_objects tv_dervish_ledge_bk (players)) (begin (begin (sleep (random_range 5 30)) (ledge_bk_orders) ) ) (if (volume_test_objects tv_dervish_ledge_lift (players)) (begin (begin (sleep (random_range 5 30)) (ledge_bk_orders) ) ) void))) g_dervish_ledge_orders) ) ) ) (script command cs_ledge_turrets_left (begin (cs_enable_pathfinding_failsafe True) (if (not g_ledge_turret_left) (begin (set g_ledge_turret_left True) (cs_go_to dervish_ledge_turret/deploy_p2) (cs_deploy_turret dervish_ledge_turret/deploy_p2) ) (begin (cs_go_to dervish_ledge_turret/deploy_p3) (cs_deploy_turret dervish_ledge_turret/deploy_p3) )) ) ) (script command cs_ledge_turrets_right (begin (cs_enable_pathfinding_failsafe True) (if (not g_ledge_turret_right) (begin (set g_ledge_turret_right True) (cs_go_to dervish_ledge_turret/deploy_p0) (cs_deploy_turret dervish_ledge_turret/deploy_p0) ) (begin (cs_go_to dervish_ledge_turret/deploy_p1) (cs_deploy_turret dervish_ledge_turret/deploy_p1) )) ) ) (script dormant ai_ledge_lift (begin (ai_place ledge_lift_grunt_lt 2) (ai_place ledge_lift_grunt_rt) (sleep 120) (if (and (<= (ai_living_count dervish_ledge_prophets) 5) (or (difficulty_heroic) (difficulty_legendary)) (not (volume_test_objects tv_dervish_ledge_lift (players)))) (begin (ai_place ledge_lift_grunt_lt) (ai_place ledge_lift_grunt_rt 2) )) (sleep 150) (sleep_until (<= (ai_living_count dervish_ledge_prophets) 6)) (if (or (difficulty_heroic) (difficulty_legendary)) (begin (ai_place ledge_lift_brute_lt) (ai_place ledge_lift_brute_rt) )) (ai_place ledge_lift_chieftan) (sleep_until (and (objects_can_see_object (players) (ai_get_object ledge_lift_chieftan) 45) (volume_test_objects tv_dervish_ledge_lift (ai_get_object ledge_lift_chieftan))) 30 (* 30 20)) (wake sc_ledge_chieftan) (set g_music_07a_01 False) ) ) (script dormant ai_ledge_lower (begin (ai_place ledge_bot_grunts) (ai_place ledge_bot_jackals) ) ) (script command cs_hall_a_jackal_ini_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_a/jackal_patrol_p0 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_a_jackal_patrol (players))) (<= (device_get_position hall_a_jackal_door) 0)) 5) (if (not g_corridor_a_active) (ai_erase ai_current_actor)) ) ) (script command cs_hall_a_jackal_ini_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_a/jackal_patrol_p1 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_a_jackal_patrol (players))) (<= (device_get_position hall_a_jackal_door) 0)) 5) (if (not g_corridor_a_active) (ai_erase ai_current_actor)) ) ) (script command cs_hall_a_jackal_ini_c (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_a/jackal_patrol_p2 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_a_jackal_patrol (players))) (<= (device_get_position hall_a_jackal_door) 0)) 5) (if (not g_corridor_a_active) (ai_erase ai_current_actor)) ) ) (script command cs_hall_a_brute_ini (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to hall_a/b_p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p1 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p2 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p3 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/b_p4 1) (sleep (random_range 0 45)) ) (begin (cs_look True hall_a/look_p0) (sleep (random_range 45 90)) (cs_look False hall_a/look_p0) ) (begin (cs_look True hall_a/look_p1) (sleep (random_range 45 90)) (cs_look False hall_a/look_p1) ) (begin (cs_look True hall_a/look_p2) (sleep (random_range 45 90)) (cs_look False hall_a/look_p2) ) (begin (cs_look True hall_a/look_p3) (sleep (random_range 45 90)) (cs_look False hall_a/look_p3) ) ) False) ) ) ) (script command cs_hall_a_jackal_ini (begin (cs_abort_on_combat_status ai_combat_status_certain) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to hall_a/j_p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/j_p1 1) (begin_random (begin (cs_look True hall_a/look_p0) (sleep (random_range 60 90)) ) (begin (cs_look True hall_a/look_p2) (sleep (random_range 60 90)) ) ) ) (begin (cs_go_to hall_a/j_p2 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/j_p3 1) (begin_random (begin (cs_look True hall_a/look_p1) (sleep (random_range 60 90)) ) (begin (cs_look True hall_a/look_p3) (sleep (random_range 60 90)) ) ) ) (begin (cs_go_to hall_a/j_p4 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_a/j_p5 1) (begin_random (begin (cs_look True hall_a/look_p0) (sleep (random_range 60 90)) ) (begin (cs_look True hall_a/look_p3) (sleep (random_range 60 90)) ) ) ) (begin (cs_go_to hall_a/j_p6 1) (sleep (random_range 0 45)) ) ) False) ) ) ) (script command cs_hall_b_jackal_a (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_b/jackal_p0 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_b_jackal (players))) (<= (device_get_position hall_b_jackal_door) 0)) 5) (device_one_sided_set hall_b_jackal_door True) ) ) (script command cs_hall_b_jackal_b (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_looking True) (cs_enable_pathfinding_failsafe True) (cs_go_to hall_b/jackal_p1 1) (cs_look True hall_a/look_p0) (sleep_until (and (not (volume_test_objects tv_hall_b_jackal (players))) (<= (device_get_position hall_b_jackal_door) 0)) 5) (device_one_sided_set hall_b_jackal_door True) ) ) (script command cs_hall_b_brutes (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to hall_b/p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p1 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p2 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p3 1) (sleep (random_range 0 45)) ) (begin (cs_go_to hall_b/p4 1) (sleep (random_range 0 45)) ) ) False) ) ) ) (script command cs_hall_b_wake_grunts (begin (if g_corridor_a_active (cs_force_combat_status ai_combat_status_alert)) ) ) (script command cs_room_a_brute_ini (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to room_a/p0 1) (sleep (random_range 0 45)) ) (begin (cs_go_to room_a/p1 1) (sleep (random_range 0 45)) ) (begin (cs_look True room_a/look_p0) (sleep (random_range 45 90)) (cs_look False room_a/look_p0) ) (begin (cs_look True room_a/look_p1) (sleep (random_range 45 90)) (cs_look False hall_a/look_p1) ) ) False) ) ) ) (script command cs_room_a_jackal_ini (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_go_to room_a/p4 1) (sleep (random_range 0 45)) ) (begin (cs_go_to room_a/p5 1) (sleep (random_range 0 45)) ) (begin (cs_look True room_a/look_p0) (sleep (random_range 45 90)) ) (begin (cs_look True room_a/look_p1) (sleep (random_range 45 90)) ) ) False) ) ) ) (script command cs_room_a_brutes_bk (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (begin (cs_look True room_a/look_p0) (sleep (random_range 90 150)) ) (begin (cs_look True room_a/look_p2) (sleep (random_range 90 150)) ) (begin (cs_look True room_a/look_p3) (sleep (random_range 90 150)) ) ) False) ) ) ) (script command cs_room_a_to_jail (begin (cs_enable_pathfinding_failsafe True) (cs_go_to room_a/stand_p0) (cs_move_in_direction 0 1 180) ) ) (script dormant room_a_door (begin (sleep_until (> (device_get_position room_a_door) 0) 5) (set g_room_a_door True) (if debug (print "room a door opened")) ) ) (script dormant corridor_a_activate (begin (sleep_until (>= (ai_combat_status hall_a_prophets) ai_combat_status_active)) (set g_corridor_a_active True) (if debug (print "corridor a prophets active")) ) ) (script dormant ai_hall_a_prophets (begin (if debug (print "hall a initial prophets")) (ai_place hall_a_jackal_patrol_ini) (ai_place hall_a_brute_ini) (ai_place hall_a_jackal_ini) (sleep_until (or (<= (ai_living_count hall_a_prophets) 1) (volume_test_objects tv_hall_a_bk (players)))) (game_save) (if g_corridor_a_active (begin (if debug (print "hall a reinforcements")) (ai_place hall_a_brute_rein) (ai_place hall_a_grunt_rein (pin (- 6 (ai_living_count hall_a_prophets)) 0 2)) (sleep 1) (ai_place hall_a_brute_rein_bk) (ai_place hall_a_grunt_rein_bk (pin (- 6 (ai_living_count hall_a_prophets)) 0 2)) )) ) ) (script dormant ai_room_a (begin (ai_place room_a_brutes_ini) (ai_place room_a_jackals_ini) (ai_place room_a_brutes_bk) (sleep_until (or (volume_test_objects tv_room_a_mid (players)) (and (<= (ai_living_count room_a_prophets) 2) (>= (ai_combat_status room_a_prophets) ai_combat_status_active)))) (if (and (>= (ai_combat_status room_a_prophets) ai_combat_status_active) (<= (ai_living_count room_a_prophets) 2)) (begin (ai_place room_a_brutes_a) (ai_place room_a_brutes_c) (sleep 1) (ai_place room_a_grunts_a (pin (- 4 (ai_living_count room_a_prophets)) 0 2)) (ai_place room_a_grunts_c (pin (- 4 (ai_living_count room_a_prophets)) 0 2)) )) (sleep_until (volume_test_objects tv_room_a_bk (players))) (if (and (>= (ai_combat_status room_a_prophets) ai_combat_status_active) (<= (ai_living_count room_a_prophets) 4)) (begin (ai_place room_a_brutes_b) (ai_place room_a_grunts_b (pin (- 4 (ai_living_count room_a_prophets)) 0 2)) )) ) ) (script static test_room_a_to_jail (begin (wake sc_room_a_down) (ai_place room_a_brutes_ini) (ai_place room_a_jackals_ini) (ai_place room_a_brutes_bk) (sleep 150) (cs_run_command_script room_a_prophets cs_room_a_to_jail) ) ) (script command cs_ignore_jail_a_marines (begin (cs_abort_on_damage False) (ai_disregard (ai_actors jail_a_marines) True) (cs_look_player True) (sleep_until g_jail_a_free) ) ) (script command cs_ignore_jail_b_marines (begin (cs_abort_on_damage False) (ai_disregard (ai_actors jail_b_marines) True) (cs_look_player True) (sleep_until g_jail_b_free) ) ) (script command cs_jail_jackal_ini_a (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p0 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p1 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p2 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_b (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p3 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p4 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p5 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_c (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p6 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p7 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p8 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_d (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p9 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p10 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p11 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_e (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p12 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p13 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p14 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_jail_jackal_ini_f (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jail_jackal_patrol/p15 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p16 1) (sleep (random_range 0 15)) (cs_go_to jail_jackal_patrol/p17 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_cell_a_jackal_a (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_a_p0 1) (sleep (random_range 5 45)) (cs_go_to jails/jail_a_p1 1) (sleep (random_range 5 45)) False) ) ) ) (script command cs_cell_a_jackal_b (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_a_p2 1) (sleep (random_range 5 45)) (cs_go_to jails/jail_a_p3 1) (sleep (random_range 5 45)) False) ) ) ) (script command cs_cell_a_brute (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_a_p4 1) (sleep (random_range 5 10)) (cs_go_to jails/jail_a_p5 1) (sleep (random_range 5 10)) False) ) ) ) (script command cs_cell_b_brute (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to jails/jail_b_p0 1) (sleep (random_range 5 10)) (cs_go_to jails/jail_b_p1 1) (sleep (random_range 5 10)) False) ) ) ) (script command cs_jail_a_marine_a (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to jails/jail_a_plasma_rifle) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_a_a True True) (object_destroy jail_a_plasma_rifle) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_a_marine_b (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_a_needler) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_a_b True True) (object_destroy jail_a_needler) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_b_marine_a (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_b_carbine) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_b_a True True) (object_destroy jail_b_carbine) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_b_marine_b (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_b_plasma_rifle) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_b_b True True) (object_destroy jail_b_plasma_rifle) (sleep 15) (cs_stop_custom_animation) ) ) (script command cs_jail_b_marine_c (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to jails/jail_b_plasma_pistol) (sleep 5) (cs_custom_animation objects\characters\marine\marine combat:rifle:idle:2:crouch:idle 0 True) (sleep 15) (unit_add_equipment (ai_get_unit ai_current_actor) jail_b_c True True) (object_destroy jail_b_plasma_pistol) (sleep 15) (cs_stop_custom_animation) ) ) (script dormant ai_cell_a_guards (begin (if debug (print "cell a guards")) (ai_place jail_guard_brute_cell_a) (ai_place jail_guard_jackal_cell_a) (sleep 1) (if g_jail_prophets_ini_active (ai_set_orders jail_cell_outer_guards_a jail_guard_alert_cell_a)) ) ) (script dormant ai_cell_b_guards (begin (if debug (print "cell b guards")) (ai_place jail_guard_brute_cell_b) (ai_place jail_guard_jackal_cell_b) (sleep 1) (if g_jail_prophets_ini_active (ai_set_orders jail_cell_outer_guards_b jail_guard_alert_cell_b)) ) ) (script command cs_lift_grunt_a (begin (cs_enable_pathfinding_failsafe True) (cs_go_to jail_turret/p0) (cs_deploy_turret jail_turret/p0) ) ) (script command cs_lift_grunt_b (begin (cs_enable_pathfinding_failsafe True) (cs_go_to jail_turret/p1) (cs_deploy_turret jail_turret/p1) ) ) (script dormant jail_a_doors (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/p) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_p effect) (sleep_until jail_a_doors_open) (ai_disregard (ai_actors jail_a_marines) False) (ai_set_orders jail_a_marines jail_marines_mid) (set g_jail_a_free True) (sleep 15) (cs_run_command_script jail_a_marines/a cs_jail_a_marine_a) (cs_run_command_script jail_a_marines/b cs_jail_a_marine_b) (if (or g_jail_a_finished g_jail_b_finished) (wake sc_second_cell) (wake sc_first_cell)) (sleep_until (not (volume_test_objects_all tv_cell_a (players)))) (sleep 90) (set g_jail_a_finished True) ) ) (script dormant jail_b_doors (begin (erase_cortana) (sleep 1) (ai_place cortana_jail/q) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 jail_ped_q effect) (sleep_until jail_b_doors_open) (ai_disregard (ai_actors jail_b_marines) False) (ai_set_orders jail_b_marines jail_marines_bot) (set g_jail_b_free True) (sleep 15) (cs_run_command_script jail_b_marines/a cs_jail_b_marine_a) (cs_run_command_script jail_b_marines/b cs_jail_b_marine_b) (cs_run_command_script jail_b_marines/c cs_jail_b_marine_c) (if (or g_jail_a_finished g_jail_b_finished) (wake sc_second_cell) (wake sc_first_cell)) (sleep_until (not (volume_test_objects_all tv_cell_b (players)))) (sleep 60) (set g_jail_b_finished True) ) ) (script dormant cor_open_a (begin (sleep_until (<= (ai_living_count cell_a_prophets) 0)) (sleep 60) (begin_random (begin (device_group_set jail_a_door_b jail_a_group_a 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_a_door_a jail_a_group_b 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_a_door_c jail_a_group_c 1) (sleep (random_range 5 15)) ) ) (set jail_a_doors_open True) ) ) (script dormant cor_open_b (begin (sleep_until (<= (ai_living_count cell_b_prophets) 0)) (sleep 60) (begin_random (begin (device_group_set jail_b_door_c jail_b_group_a 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_b_door_b jail_b_group_b 1) (sleep (random_range 5 15)) ) (begin (device_group_set jail_b_door_a jail_b_group_c 1) (sleep (random_range 5 15)) ) ) (set jail_b_doors_open True) ) ) (script dormant ai_jail_a (begin (data_mine_set_mission_segment "enc_jail_cell_a") (game_save) (sleep 60) (wake sc_cell_a_ent) (wake ai_cell_a_guards) (sleep 15) (sleep_until (volume_test_objects tv_jail_a_ent (players)) 1) (ai_place jail_a_marines) (ai_place jail_a_brute) (ai_place jail_a_jackals) (sleep 30) (wake cor_open_a) (wake jail_a_doors) (sleep_until g_jail_a_finished) (game_save) ) ) (script dormant ai_jail_b (begin (data_mine_set_mission_segment "enc_jail_cell_b") (game_save) (sleep 60) (wake sc_cell_b_ent) (wake ai_cell_b_guards) (sleep 15) (sleep_until (volume_test_objects tv_jail_b_ent (players)) 1) (ai_place jail_b_marines) (ai_place jail_b_brutes) (ai_place jail_b_grunts) (sleep 30) (wake cor_open_b) (wake jail_b_doors) (sleep_until g_jail_b_finished) (game_save) ) ) (script static ai_jail_door_c (begin (if debug (print "door c")) (begin_random (if g_jail_door (begin (ai_place jail_brute_c) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_c) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_c) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_d (begin (if debug (print "door d")) (begin_random (if g_jail_door (begin (ai_place jail_brute_d) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_d) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_d) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_e (begin (if debug (print "door e")) (begin_random (if g_jail_door (begin (ai_place jail_brute_e) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_e) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_e) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_f (begin (if debug (print "door f")) (begin_random (if g_jail_door (begin (ai_place jail_brute_f) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_f) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_f) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_g (begin (if debug (print "door g")) (begin_random (if g_jail_door (begin (ai_place jail_brute_g) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_g) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_g) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_i (begin (if debug (print "door i")) (begin_random (if g_jail_door (begin (ai_place jail_brute_i) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_i) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_i) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_j (begin (if debug (print "door j")) (begin_random (if g_jail_door (begin (ai_place jail_brute_j) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_j) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_j) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_k (begin (if debug (print "door k")) (begin_random (if g_jail_door (begin (ai_place jail_brute_k) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_k) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_k) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_l (begin (if debug (print "door l")) (begin_random (if g_jail_door (begin (ai_place jail_brute_l) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_l) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_l) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_door_m (begin (if debug (print "door m")) (begin_random (if g_jail_door (begin (ai_place jail_brute_m) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_grunt_m) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) (if g_jail_door (begin (ai_place jail_jackal_m) (set g_jail_door_count (+ g_jail_door_count 1)) (if (= g_jail_door_count g_jail_door_limit) (set g_jail_door False)) )) ) (set g_jail_door True) (set g_jail_door_count 0) ) ) (script static ai_jail_spawner (begin (if debug (print "jail spawner!!!!")) (game_save_no_timeout) (if (difficulty_normal) (begin (begin (set g_jail_spawn_limit 1) (set g_jail_door_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_jail_spawn_limit 1) (set g_jail_door_limit 2) ) ) (if (difficulty_legendary) (begin (begin (set g_jail_spawn_limit 2) (set g_jail_door_limit 2) ) ) void))) (begin_random (if g_jail_spawner (if (and (<= (device_get_position jail_door_c) 0) (not (volume_test_objects tv_jail_door_c (players)))) (begin (ai_jail_door_c) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_d) 0) (not (volume_test_objects tv_jail_door_d (players)))) (begin (ai_jail_door_d) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_e) 0) (not (volume_test_objects tv_jail_door_e (players)))) (begin (ai_jail_door_e) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_f) 0) (not (volume_test_objects tv_jail_door_f (players)))) (begin (ai_jail_door_f) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_g) 0) (not (volume_test_objects tv_jail_door_g (players)))) (begin (ai_jail_door_g) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_i) 0) (not (volume_test_objects tv_jail_door_i (players)))) (begin (ai_jail_door_i) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_j) 0) (not (volume_test_objects tv_jail_door_j (players)))) (begin (ai_jail_door_j) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_k) 0) (not (volume_test_objects tv_jail_door_k (players)))) (begin (ai_jail_door_k) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_l) 0) (not (volume_test_objects tv_jail_door_l (players)))) (begin (ai_jail_door_l) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) (if g_jail_spawner (if (and (<= (device_get_position jail_door_m) 0) (not (volume_test_objects tv_jail_door_m (players)))) (begin (ai_jail_door_c) (set g_jail_spawn_count (+ g_jail_spawn_count 1)) (if (= g_jail_spawn_count g_jail_spawn_limit) (set g_jail_spawner False)) ))) ) (set g_jail_spawner True) (set g_jail_spawn_count 0) ) ) (script dormant ai_jail_down_lift (begin (sleep_until (and (volume_test_objects tv_jail_top (players)) (<= (ai_living_count jail_prophets) 2)) 30 (* 30 30)) (data_mine_set_mission_segment "enc_jail_down_lift") (sleep 60) (wake sc_lift_reins) (begin_random (begin (ai_place jail_jackals_down) (sleep_until (volume_test_objects_all tv_jail_top (ai_actors jail_jackals_down)) 30 450) ) (begin (ai_place jail_grunts_down) (sleep_until (volume_test_objects_all tv_jail_top (ai_actors jail_grunts_down)) 30 450) ) ) (ai_place jail_brutes_down) (sleep_until (volume_test_objects_all tv_jail_top (ai_actors jail_brutes_down)) 30 450) (sleep 90) (set g_jail_round_lift_spawned True) (wake sc_jail_clear) ) ) (script dormant ai_prophets_ini_active (begin (sleep_until (>= (ai_combat_status jail_prophets) ai_combat_status_active)) (if debug (print "jail prophets active")) (set g_jail_prophets_ini_active True) (ai_set_orders jail_grunts_ini jail_cov_top) (ai_set_orders jail_jackals_ini jail_cov_top) (sleep_until (<= (ai_living_count jail_prophets) 2)) (ai_jail_spawner) ) ) (script command cs_room_b_brute_ini_a (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to room_b/p0 1) (sleep (random_range 0 15)) (cs_go_to room_b/p1 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_room_b_brute_ini_b (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to room_b/p2 1) (sleep (random_range 0 15)) (cs_go_to room_b/p3 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_room_b_brute_ini_c (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to room_b/p4 1) (sleep (random_range 0 15)) (cs_go_to room_b/p5 1) (sleep (random_range 0 15)) False) ) ) ) (script dormant ai_room_b_buggers (begin (ai_place room_b_buggers) (sleep_until (<= (ai_living_count room_b_buggers) 2)) (if (and (volume_test_objects_all tv_room_b (players)) (= (device_get_position room_b_exit) 0)) (ai_place room_b_buggers)) ) ) (script dormant ai_corridor_b (begin (if (<= (+ (ai_living_count corridor_b_prophets) (ai_living_count corridor_b_covenant)) 8) (ai_place hall_c_elites)) (ai_place hall_c_buggers) (sleep 1) (sleep_until (<= (ai_living_count corridor_b_prophets) 2)) (ai_place hall_c_brute_reins) ) ) (script dormant ai_ext_a_elite_ini (begin (ai_place ext_a_elite_ini) (sleep_until (<= (ai_living_count ext_a_brute_ini) 0)) (ai_migrate ext_a_elite_ini ext_a_watch_elites) ) ) (script dormant ai_ext_a_brute_ini (begin (ai_place ext_a_brute_ini) (sleep_until (<= (ai_living_count ext_a_elite_ini) 0)) (ai_migrate ext_a_brute_ini ext_a_watch_brutes) ) ) (script dormant ai_ext_a_hunters (begin (ai_place ext_a_hunters) (sleep 150) (sleep_until (or (<= (ai_living_count ext_a_prophets) 4) (volume_test_objects tv_ext_a_mid (players)))) (if (<= (+ (ai_living_count ext_a_prophets) (ai_living_count ext_a_covenant)) 6) (ai_place ext_a_brute_door)) ) ) (script dormant ai_ext_a_prophet_migrate (begin (sleep_until (begin (if (<= (ai_living_count ext_a_covenant) 0) (begin (ai_set_orders ext_a_watch_brutes ext_a_prophets_follow) (ai_set_orders ext_a_brute_door ext_a_prophets_follow) (ai_set_orders ext_a_brute_ini ext_a_prophets_follow) (ai_set_orders ext_a_buggers ext_a_prophets_follow) )) (if (<= (ai_living_count ext_a_prophets) 0) (ai_set_orders ext_a_covenant ext_a_covenant_follow)) False) 90) ) ) (script dormant ai_ext_a_snipers (begin (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_a) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_b) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_c) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) (if g_ext_a_snipers (begin (ai_place ext_a_jackal_snipers_d) (set g_ext_a_snipers_count (+ g_ext_a_snipers_count 1)) (if (= g_ext_a_snipers_count g_ext_a_snipers_index) (set g_ext_a_snipers False)) )) ) ) (script dormant ai_ext_a_fliers (begin (sleep_until (<= (+ (ai_living_count ext_a_prophets) (ai_living_count ext_a_covenant)) 3)) (if (not g_ext_a_fliers) (begin (ai_place ext_a_rangers) (ai_place ext_a_buggers) )) ) ) (script dormant tram_a_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_a_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant tram_b_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_b_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant tram_c_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_c_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant tram_d_no_save (begin (sleep_until (begin (if (volume_test_objects tv_tram_d_no_save (players)) (game_save_cancel)) False) 1) ) ) (script dormant ai_garden_a_ini (begin (ai_place garden_a_elites) (ai_place garden_a_grunts) (ai_place garden_a_brute_lt) (ai_place garden_a_brute_rt) (ai_place garden_a_jackal_snipers) ) ) (script dormant ai_garden_a_rangers (begin (sleep_until (<= (+ (ai_living_count garden_a_prophet) (ai_living_count garden_a_covenant)) 5)) (ai_place garden_a_rangers) ) ) (script command cs_garden_a_turret_bk_a (begin (cs_enable_pathfinding_failsafe True) (cs_go_to garden_a_turrets/p0) (cs_deploy_turret garden_a_turrets/p0) ) ) (script command cs_garden_a_turret_bk_b (begin (cs_enable_pathfinding_failsafe True) (cs_go_to garden_a_turrets/p1) (cs_deploy_turret garden_a_turrets/p1) ) ) (script dormant garden_a_tram_b_on (begin (sleep_until (volume_test_objects tv_garden_a_tram_b (players)) 5) (object_destroy garden_tram_b_bk) (sleep 30) (object_create garden_tram_b) ) ) (script command cs_midtower_buggers_hall (begin (cs_abort_on_damage False) (cs_enable_pathfinding_failsafe True) (cs_fly_to midtower/p0) (cs_fly_to midtower/p1) (cs_fly_to midtower/p2) (cs_fly_to midtower/p3) (cs_fly_to midtower/p4) (cs_fly_to midtower/p5) (cs_fly_to midtower/p6) ) ) (script dormant ai_midtower_buggers_rein (begin (sleep_until (or (volume_test_objects tv_midtower_mid (players)) (<= (ai_living_count midtower_prophets) 3))) (if (<= (+ (ai_living_count midtower_prophets) (ai_living_count midtower_covenant)) 4) (ai_place midtower_bugger_rein)) (if debug (print "bugger reinforcements")) ) ) (script dormant ai_midtower_cov_rein (begin (sleep_until (or (volume_test_objects tv_midtower_mid (players)) (<= (ai_living_count midtower_covenant) 1) g_midtower_prophet_rein)) (if (<= (+ (ai_living_count midtower_prophets) (ai_living_count midtower_covenant)) 4) (begin (ai_place midtower_elite_reins) (if debug (print "covenant reinforcements")) (sleep 5) (device_set_position midtower_exit 1) )) ) ) (script dormant ai_midtower_prophets (begin (sleep_until (or (volume_test_objects tv_midtower_bk (players)) (<= (ai_living_count midtower_prophets) 2))) (if (volume_test_objects tv_midtower_bk (players)) (begin (ai_place midtower_brutes) (if (<= (ai_living_count midtower_prophets) 3) (ai_place midtower_jackals)) (set g_midtower_prophet_rein True) (if debug (print "exit prophets")) )) (sleep 1) (if (not g_midtower_prophet_rein) (begin (sleep_until (volume_test_objects tv_midtower_bk (players)) 10 (* 30 15)) (ai_place midtower_brutes) (if (<= (ai_living_count midtower_prophets) 3) (ai_place midtower_jackals)) (set g_midtower_prophet_rein True) (if debug (print "exit prophets")) )) ) ) (script command cs_garden_b_grunts (begin (cs_movement_mode 3) (sleep_until (begin (begin_random (cs_go_to garden_b/p0) (cs_go_to garden_b/p1) (cs_go_to garden_b/p2) (cs_go_to garden_b/p3) (cs_go_to garden_b/p4) (cs_go_to garden_b/p5) (cs_go_to garden_b/p6) (cs_go_to garden_b/p7) (cs_go_to garden_b/p8) (cs_go_to garden_b/p9) (cs_go_to garden_b/p10) (cs_go_to garden_b/p11) (cs_go_to garden_b/p12) (cs_go_to garden_b/p13) (cs_go_to garden_b/p14) ) False) ) ) ) (script command garden_b_brute_berserk (begin (ai_berserk garden_b_brute_ini True) (ai_magically_see garden_b_prophet garden_b_covenant) ) ) (script dormant ai_ext_b_dump (begin (sleep_until g_ext_b_dump 30 (* 30 25)) (sleep_until (or (volume_test_objects tv_ext_b_low (players)) (<= (ai_living_count ext_b_covenant) 0) (<= (ai_living_count ext_b_prophets) 0))) (sleep 60) (if debug (print "--- migrating enemies --- migrating enemies ---")) (ai_migrate ext_b_covenant ext_b_cov_dump) (ai_migrate ext_b_prophets ext_b_prophet_dump) ) ) (script dormant ai_ext_b_reins (begin (sleep_until (or (volume_test_objects tv_ext_b_low (players)) (<= (ai_living_count all_enemies) 4))) (if debug (print "far door covenant")) (ai_place ext_b_grunt_bk_door) (ai_place ext_b_elites_bk_door (pin (- 8 (ai_living_count all_enemies)) 1 3)) (sleep 1) (sleep_until (or (volume_test_objects tv_ext_b_low (players)) (<= (ai_living_count all_enemies) 4))) (if debug (print "lower door brutes")) (ai_place ext_b_brutes_low_door (pin (- 8 (ai_living_count all_enemies)) 1 4)) ) ) (script command cs_ext_b_grunts_low (begin (cs_movement_mode 3) (cs_abort_on_damage True) (sleep_until (begin (begin_random (cs_go_to ext_b/p0) (cs_go_to ext_b/p1) (cs_go_to ext_b/p2) (cs_go_to ext_b/p3) (cs_go_to ext_b/p4) (cs_go_to ext_b/p5) (cs_go_to ext_b/p6) (cs_go_to ext_b/p7) (cs_go_to ext_b/p8) ) False) ) ) ) (script command cs_maus_hall_grunts (begin (cs_movement_mode 3) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (begin_random (cs_go_to maus_hall/p0 2) (cs_go_to maus_hall/p2 2) (cs_go_to maus_hall/p4 2) (cs_go_to maus_hall/p5 2) (cs_go_to maus_hall/p6 2) (cs_go_to maus_hall/p7 2) (cs_go_to maus_hall/p8 2) (cs_go_to maus_hall/p9 2) ) False) ) ) ) (script dormant maus_door (begin (sleep_until (begin (if (= (structure_bsp_index) 4) (begin (device_operates_automatically_set maus_bsp_4_door False) ) (if (= (structure_bsp_index) 5) (begin (device_operates_automatically_set maus_bsp_4_door True) ) void)) False) 5) ) ) (script command cs_maus_room_elite_lt (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to maus_room/p0 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p1 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p2 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p3 1) (sleep (random_range 0 15)) False) ) ) ) (script command cs_maus_room_elite_rt (begin (cs_abort_on_alert True) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to maus_room/p4 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p5 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p6 1) (sleep (random_range 0 15)) (cs_go_to maus_room/p7 1) (sleep (random_range 0 15)) False) ) ) ) (script dormant ai_maus_room_ini (begin (ai_place maus_room_elite_lt) (ai_place maus_room_elite_rt) (if (<= (ai_living_count all_enemies) 6) (begin (ai_place maus_room_grunt_lt (pin (- 6 (ai_living_count all_enemies)) 0 2)) (ai_place maus_room_grunt_rt (pin (- 6 (ai_living_count all_enemies)) 0 2)) )) (sleep_until (or (volume_test_objects tv_maus_room_bk (players)) (<= (ai_living_count maus_room_covenant) 2))) (ai_place maus_room_lt_elite_reins (pin (- 8 (ai_living_count all_enemies)) 0 1)) (ai_place maus_room_rt_elite_reins (pin (- 8 (ai_living_count all_enemies)) 0 1)) (sleep 1) (ai_place maus_room_lt_grunt_reins (pin (- 6 (ai_living_count all_enemies)) 0 2)) (ai_place maus_room_rt_grunt_reins (pin (- 6 (ai_living_count all_enemies)) 0 2)) ) ) (script dormant ai_maus_bridge_ini (begin (if debug (print "initial bridge")) (if (< (ai_living_count all_enemies) 4) (ai_place maus_bridge_elite_turret 2) (ai_place maus_bridge_elite_turret 1)) (ai_place maus_bridge_elites_ini) (ai_place maus_bridge_brutes_ini (pin (- 10 (ai_living_count all_enemies)) 0 3)) (ai_place maus_bridge_jackals_ini) (sleep_until (or g_maus_bridge_fr (ai_trigger_test "maus_bridge_elites_ini" maus_bridge_elites_ini) (<= (ai_living_count maus_bridge_prophets) 1))) (sleep 1) (if debug (print "bugger reinforcements")) (ai_place maus_bridge_buggers_ini (pin (- 11 (ai_living_count all_enemies)) 0 5)) ) ) (script dormant ai_maus_inner_order_transitions (begin (sleep_until (begin (if (<= (ai_living_count maus_inner_prophets) 0) (begin (ai_vehicle_exit maus_inner_turrets) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location maus_inner_turrets/a) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location maus_inner_turrets/b) True) (sleep 60) (ai_set_orders maus_inner_elites_ini maus_inner_follow) (ai_set_orders maus_inner_turrets maus_inner_follow) )) (if (and (<= (ai_living_count maus_inner_elites_ini) 0) (<= (ai_living_count maus_inner_prophets) 0)) (ai_set_orders maus_inner_hunters_ini maus_inner_follow)) (if (<= (ai_living_count maus_inner_covenant) 0) (ai_set_orders maus_inner_prophets maus_inner_follow)) g_maus_inner_order_trans) 60) ) ) (script dormant ai_maus_inner_brute_reins (begin (sleep_until (<= (ai_living_count maus_inner_brutes_ini) 0)) (sleep 90) (ai_place maus_inner_brutes_rein) (sleep 1) (wake ai_maus_inner_order_transitions) ) ) (script static ai_maus_inner_brute_a (begin (if debug (print "door a")) (if (and (not (volume_test_objects tv_maus_inner_door_a (players))) (= (device_get_position maus_inner_door_a) 0)) (begin (ai_place maus_inner_brutes_a) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_b (begin (if debug (print "door b")) (if (and (not (volume_test_objects tv_maus_inner_door_b (players))) (= (device_get_position maus_inner_door_b) 0)) (begin (ai_place maus_inner_brutes_b) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_c (begin (if debug (print "door c")) (if (and (not (volume_test_objects tv_maus_inner_door_c (players))) (= (device_get_position maus_inner_door_c) 0)) (begin (ai_place maus_inner_brutes_c) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_d (begin (if debug (print "door d")) (if (and (not (volume_test_objects tv_maus_inner_door_d (players))) (= (device_get_position maus_inner_door_d) 0)) (begin (ai_place maus_inner_brutes_d) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_e (begin (if debug (print "door e")) (if (and (not (volume_test_objects tv_maus_inner_door_e (players))) (= (device_get_position maus_inner_door_e) 0)) (begin (ai_place maus_inner_brutes_e) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script static ai_maus_inner_brute_f (begin (if debug (print "door f")) (if (and (not (volume_test_objects tv_maus_inner_door_f (players))) (= (device_get_position maus_inner_door_f) 0)) (begin (ai_place maus_inner_brutes_f) (set g_maus_inner_count (+ g_maus_inner_count 1)) (if (= g_maus_inner_count g_maus_inner_limit) (set g_maus_inner False)) )) ) ) (script dormant ai_maus_inner_spawn (begin (if (difficulty_normal) (begin (begin (set g_maus_inner_wave_limit 1) (set g_maus_inner_limit 1) ) ) (if (difficulty_heroic) (begin (begin (set g_maus_inner_wave_limit 2) (set g_maus_inner_limit 1) ) ) (if (difficulty_legendary) (begin (begin (set g_maus_inner_wave_limit 3) (set g_maus_inner_limit 2) ) ) void))) (sleep_until (begin (set g_maus_inner True) (set g_maus_inner_count 0) (sleep_until (<= (ai_living_count maus_inner_prophets) 1)) (sleep (random_range sleep_lower_bound sleep_upper_bound)) (begin_random (if g_maus_inner (ai_maus_inner_brute_a)) (if g_maus_inner (ai_maus_inner_brute_b)) (if g_maus_inner (ai_maus_inner_brute_c)) (if g_maus_inner (ai_maus_inner_brute_d)) (if g_maus_inner (ai_maus_inner_brute_e)) (if g_maus_inner (ai_maus_inner_brute_f)) ) (sleep (random_range sleep_lower_bound sleep_upper_bound)) (if (= (random_range 0 2) 0) (ai_place maus_inner_buggers_lt) (ai_place maus_inner_buggers_rt)) (sleep 1) (ai_set_orders maus_inner_buggers maus_inner_follow) (set g_maus_inner_wave_count (+ g_maus_inner_wave_count 1)) (if (= g_maus_inner_wave_count g_maus_inner_wave_limit) (begin (set g_maus_inner_wave_pause False) (sleep_until g_maus_inner_wave_pause) )) (if (= g_maus_inner_wave_count (* g_maus_inner_wave_limit 2)) (set g_maus_inner_wave_end True)) g_maus_inner_wave_end) ) ) ) (script dormant ai_maus_inner_elites_final (begin (sleep_until (and (not (volume_test_objects tv_maus_ent_door_a (players))) (<= (device_get_position maus_ent_door_a) 0) (not (volume_test_objects tv_maus_ent_door_b (players))) (<= (device_get_position maus_ent_door_b) 0))) (ai_place maus_inner_elites_ultra) (sleep 45) (sleep_until (and (not (volume_test_objects tv_maus_ent_door_a (players))) (<= (device_get_position maus_ent_door_a) 0) (not (volume_test_objects tv_maus_ent_door_b (players))) (<= (device_get_position maus_ent_door_b) 0))) (ai_place maus_inner_elites_spec) (sleep 45) (sleep_until (and (not (volume_test_objects tv_maus_ent_door_a (players))) (<= (device_get_position maus_ent_door_a) 0) (not (volume_test_objects tv_maus_ent_door_b (players))) (<= (device_get_position maus_ent_door_b) 0))) (ai_place maus_inner_elite_zealot) ) ) (script dormant enc_council_chamber (begin (data_mine_set_mission_segment "enc_council_ini") (if debug (print "initialize council chamber encounters")) (game_save) (object_hide holo_generator False) (device_set_position_immediate council_ped 0.75) (device_set_position council_ped 1) (ai_place council_grunt_ini) (ai_place council_brute_ini) (wake ai_council_brutes_berserk) (sleep 90) (wake sc_council_ini) (sleep 90) (device_one_sided_set council_door_left_a True) (device_one_sided_set council_door_left_b True) (device_one_sided_set council_door_left_c True) (device_one_sided_set council_door_right_a True) (device_one_sided_set council_door_right_b True) (device_one_sided_set council_door_right_c True) (wake ai_council_orders) (sleep_until (<= (ai_living_count council_prophets_floor) 0)) (wake ai_council_floor_spawn) (sleep_until (and (<= (ai_living_count prophets) 0) g_council_over)) (sleep 75) (wake music_07a_01) (wake sc_council_exit) (sleep_until (>= (device_get_position council_exit) 0.8)) (ai_place grand_a_grunts) (sleep_until (volume_test_objects tv_dervish_grand_hall (players)) 10) (data_mine_set_mission_segment "enc_grand_a") (game_save) (ai_place grand_a_brutes) (ai_place grand_a_turret) (if (difficulty_normal) (ai_place ledge_brutes_ini 1) (ai_place ledge_brutes_ini)) (if (difficulty_normal) (ai_place ledge_brutes_honor_ini 1) (ai_place ledge_brutes_honor_ini)) (sleep_until (<= (ai_living_count grand_a_prophets) 2) 30 210) (wake music_07a_02) (wake sc_grand_a_exit) ) ) (script dormant enc_dervish_ledge (begin (data_mine_set_mission_segment "enc_ledge_ini") (if debug (print "initialize dervish ledge encounters")) (game_save) (ai_disposable council_prophets True) (ai_place ledge_jackal_left) (ai_place ledge_jackal_right) (wake ai_dervish_ledge_orders) (sleep_until (volume_test_objects tv_dervish_ledge_fr (players))) (sleep (random_range 15 45)) (sleep_until (or (volume_test_objects tv_dervish_ledge_bk (players)) (<= (ai_living_count dervish_ledge_prophets) 2)) 10) (data_mine_set_mission_segment "enc_ledge_lift") (game_save) (wake ai_ledge_lift) (wake sc_ledge_down) (sleep_until (volume_test_objects tv_dervish_ledge_lower (players))) (game_save) (data_mine_set_mission_segment "enc_ledge_lower") (wake ai_ledge_lower) (set g_music_07a_02 False) ) ) (script dormant enc_corridors_a (begin (data_mine_set_mission_segment "enc_high_hall_a") (if debug (print "initialize corridor a encounters")) (ai_disposable grand_a_prophets True) (ai_disposable dervish_ledge_prophets True) (wake corridor_a_activate) (wake ai_hall_a_prophets) (wake sc_corridor_a_amb) (sleep_until (volume_test_objects tv_hall_b (players)) 5) (data_mine_set_mission_segment "enc_high_hall_b") (wake sc_jail_info) (ai_place hall_b_brutes) (ai_place hall_b_grunts) (ai_place hall_b_grunts_bk) (wake sc_room_a_lift) (sleep_until (volume_test_objects tv_room_a (players)) 1) (data_mine_set_mission_segment "enc_room_a") (game_save) (device_operates_automatically_set room_a_door True) (wake ai_room_a) (wake room_a_door) (sleep_until (volume_test_objects tv_room_a_bot (players)) 10) (wake sc_room_a_down) (sleep_until (volume_test_objects tv_room_a_tube (players))) (cs_run_command_script room_a_prophets cs_room_a_to_jail) (ai_migrate room_a_prophets jail_trash) (erase_cortana) ) ) (script dormant enc_jails (begin (data_mine_set_mission_segment "enc_jail_ini") (if debug (print "initialize jails encounters")) (ai_disposable hall_a_prophets True) (ai_disposable hall_b_prophets True) (device_set_power room_a_lift 0) (device_set_position room_a_lift_effect 1) (device_set_position jail_down 1) (ai_erase room_a_tube_fodder) (ai_place jail_brutes_ini) (ai_place jail_grunts_ini) (ai_place jail_jackals_ini) (wake music_07a_03) (wake ai_prophets_ini_active) (wake sc_jail_down) (sleep_until (and (<= (ai_living_count jail_brutes_ini) 0) (<= (ai_living_count jail_jackals_ini) 0))) (game_save) (if g_jail_prophets_ini_active (sleep_until (<= (ai_living_count jail_prophets) 0)) (sleep_forever ai_prophets_ini_active)) (if (= (random_range 0 2) 0) (wake ai_jail_a) (wake ai_jail_b)) (sleep_until (or g_jail_a_finished g_jail_b_finished)) (ai_jail_spawner) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (if g_jail_a_finished (wake ai_jail_b) (wake ai_jail_a)) (sleep_until (and g_jail_a_finished g_jail_b_finished)) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (wake sc_jail_exit) (ai_jail_spawner) (sleep 1) (wake ai_jail_down_lift) (sleep_until g_jail_round_lift_spawned) (sleep 30) (sleep_until (and (not (volume_test_objects_all tv_jail_top (players))) (not (volume_test_objects_all tv_jail_mid (players))) (not (volume_test_objects_all tv_jail_bot (players))))) (erase_cortana) (set g_music_07a_03 False) ) ) (script dormant enc_corridors_b (begin (data_mine_set_mission_segment "enc_corridors_b") (if debug (print "initialize corridor b encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (set g_jail_exit_reminder True) (if (and (not g_jail_a_finished) (not g_jail_b_finished)) (begin (object_destroy jail_down) (object_create jail_up) (object_create room_b_lift) (device_set_position room_b_lift_effect 1) (sleep 1) (ai_place room_b_marines) )) (ai_disposable jail_prophets True) (wake sc_room_b) (wake grand_b_door) (wake objective_truth_set) (ai_set_orders marines marines_corr_b) (sleep_until (volume_test_objects tv_room_b_start (players)) 5) (pvs_clear) (ai_place room_b_elites) (wake ai_room_b_buggers) (sleep_until (volume_test_objects tv_hall_c (players))) (game_save) (cs_run_command_script marines cs_abort) (wake ai_corridor_b) (wake marine_migration) (sleep_until (volume_test_objects tv_hall_c_bk (players)) 1) (ai_disposable room_b_prophets True) (ai_disposable room_b_covenant True) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (if (<= (ai_living_count corridor_b_prophets) 4) (ai_place hall_c_bugger_reins)) (sleep_until (volume_test_objects tv_hall_d (players))) (wake sc_corridor_b_exit) (ai_place hall_d_elites) (ai_place hall_d_brutes) (if (<= (+ (ai_living_count corridor_b_prophets) (ai_living_count corridor_b_covenant)) 8) (ai_place hall_d_jackals_bk)) (sleep 1) (if (<= (+ (ai_living_count corridor_b_prophets) (ai_living_count corridor_b_covenant)) 8) (ai_place hall_d_jackals_fr)) (sleep_until (volume_test_objects tv_grand_b (players))) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (game_save) (wake music_07a_04) (ai_place grand_b_hunter_a) (ai_place grand_b_hunter_b) (ai_disposable corridor_b_prophets True) (ai_disposable corridor_b_covenant True) (objects_predict (ai_actors ext_a_prophets)) (objects_predict (ai_actors ext_a_covenant)) (wake sc_network) ) ) (script dormant enc_tower_a_ext (begin (data_mine_set_mission_segment "enc_tower_a_exterior") (if debug (print "initialize tower a exterior encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (if (difficulty_legendary) (wake ice_cream_angry)) (ai_disposable corridor_b_prophets True) (ai_disposable corridor_b_covenant True) (wake ai_ext_a_snipers) (ai_place ext_a_watch_brutes) (ai_place ext_a_watch_elites) (wake ai_ext_a_hunters) (wake ai_ext_a_elite_ini) (wake ai_ext_a_brute_ini) (wake ai_ext_a_prophet_migrate) (sleep_until (or (volume_test_objects tv_ext_a_mid (players)) (<= (+ (ai_living_count ext_a_prophets) (ai_living_count ext_a_covenant)) 6)) 10) (ai_disposable grand_b_hunters True) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (wake ai_ext_a_fliers) (sleep_until (volume_test_objects tv_ext_a_exit (players))) (set g_ext_a_fliers True) (ai_place ext_a_brute_bk_door) (sleep_until (volume_test_objects tv_tower_a_ramp (players)) 10) (set g_music_07a_04_alt True) (wake sc_truth_a) (sleep_until (or (volume_test_objects tv_garden_a_tram (players)) (and (<= (ai_living_count ext_a_brutes_bk) 0) (<= (ai_living_count ext_a_buggers_bk) 0))) 10) (sleep 30) (wake sc_in_amber_clad) (wake tram_a_no_save) (sleep 60) (if (not (volume_test_objects tv_tram_a_no_save (players))) (game_save)) (wake music_07a_05) (sleep_until g_sc_ioc_finished) (if (<= (ai_living_count marines) 3) (ai_renew marines)) ) ) (script dormant enc_gardens_a (begin (data_mine_set_mission_segment "enc_gardens_a") (if debug (print "initialize hanging gardens a encounters")) (game_save) (erase_cortana) (ai_disposable ext_a_prophets True) (ai_disposable ext_a_covenant True) (set g_marine_mig_garden_a True) (set g_ioc_reminder True) (wake ai_garden_a_ini) (sleep_until (or (volume_test_objects tv_garden_a_fr_suck (players)) (volume_test_objects tv_garden_a_fr (players))) 5) (if debug (print "garden a fr")) (ai_place garden_a_brute_a) (ai_place garden_a_brute_b) (ai_place garden_a_brute_c) (ai_place garden_a_elite_a) (ai_place garden_a_elite_b) (ai_place garden_a_elite_c) (sleep_until (volume_test_objects tv_garden_a_mid (players))) (if debug (print "garden a mid")) (game_save) (set g_music_07a_05 False) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (wake ai_garden_a_rangers) (sleep_until (volume_test_objects tv_garden_a_bk (players))) (if debug (print "garden a bk")) (game_save) (wake garden_a_tram_b_on) (ai_place garden_a_elites_bk) (ai_place garden_a_grunts_bk (pin (- 8 (ai_living_count all_enemies)) 0 2)) (sleep 1) (ai_place garden_a_brutes_bk) (ai_place garden_a_jackals_bk (pin (- 8 (ai_living_count all_enemies)) 0 2)) ) ) (script dormant ai_midtower_ini (begin (sleep_until (> (device_get_position midtower_ent_door) 0) 10) (ai_place midtower_buggers_hall) ) ) (script dormant enc_mid_tower (begin (data_mine_set_mission_segment "enc_mid_tower") (if debug (print "initialize midspan tower encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable garden_a_prophet True) (ai_disposable garden_a_covenant True) (set g_marine_mig_midtower True) (wake sc_drive_elites) (wake ai_midtower_ini) (sleep_until (volume_test_objects tv_mid_tower_room (players))) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (game_save) (ai_place midtower_elites) (ai_place midtower_buggers_ini) (wake ai_midtower_buggers_rein) (wake ai_midtower_cov_rein) (wake ai_midtower_prophets) (wake music_07a_06) ) ) (script dormant enc_gardens_b (begin (data_mine_set_mission_segment "enc_gardens_b") (if debug (print "initialize hanging gardens b encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (set g_music_07a_06 True) (ai_disposable midtower_prophets True) (ai_disposable midtower_covenant True) (wake sc_gardens_b) (sleep_until (volume_test_objects tv_garden_b_fr (players))) (if debug (print "garden b fr")) (game_save) (ai_place garden_b_grunt_a) (ai_place garden_b_grunt_b) (ai_place garden_b_grunt_c) (ai_place garden_b_brute_ini) (sleep_until (volume_test_objects tv_garden_b_mid (players))) (if debug (print "garden b mid")) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (game_save) (sleep_until (volume_test_objects tv_garden_b_bk (players))) (if debug (print "garden b bk")) (game_save) (wake tram_d_no_save) ) ) (script dormant enc_tower_b_ext (begin (data_mine_set_mission_segment "enc_tower_b_exterior") (if debug (print "initialize tower b exterior encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable garden_b_prophet True) (ai_disposable garden_b_covenant True) (set g_marine_mig_ext_b True) (wake objective_truth_clear) (wake objective_phantom_set) (ai_place ext_b_brute_ramp) (sleep_until (volume_test_objects tv_ext_b (players)) 5) (if debug (print "initial enemies")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place ext_b_elite_a) (ai_place ext_b_brute_a) (ai_place ext_b_grunts_b) (ai_place ext_b_brutes_b) (ai_place ext_b_grunts_low) (ai_place ext_b_brutes_low) (ai_place ext_b_jackal_a) (sleep 1) (wake ai_ext_b_reins) (wake ai_ext_b_dump) (sleep_until (volume_test_objects tv_ext_b_lt (players))) (set g_ext_b_dump True) (if debug (print "placing left covenant")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place ext_b_grunts_lt) (ai_place ext_b_elites_stealth) ) ) (script dormant enc_mausoleum_ext (begin (data_mine_set_mission_segment "enc_maus_grand") (if debug (print "initialize mausoleum exterior encounters")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable ext_b_prophets True) (ai_disposable ext_b_covenant True) (set g_marine_mig_maus True) (wake maus_door) (ai_place maus_hall_grunts) (ai_place maus_hall_elites_stealth) (sleep_until (volume_test_objects tv_maus_room (players)) 5) (data_mine_set_mission_segment "enc_maus_room") (game_save) (cs_run_command_script covenant cs_abort) (ai_set_orders maus_hall_covenant maus_room_cov_follow) (set g_marine_mig_maus_room True) (wake ai_maus_room_ini) (sleep_until (volume_test_objects tv_maus_room_bk (players)) 10) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place maus_room_brute_bk) (ai_place maus_room_jackal_bk_lt) (ai_place maus_room_jackal_bk_rt) (ai_set_orders maus_hall_covenant maus_room_cov_follow) (ai_set_orders maus_room_covenant maus_room_cov_follow) (sleep_until (volume_test_objects tv_maus_bridge (players)) 5) (data_mine_set_mission_segment "enc_maus_bridge") (game_save) (erase_cortana) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_set_orders maus_hall_covenant maus_bridge_cov_screw) (ai_set_orders maus_room_prophet maus_bridge_prophet_screw) (ai_set_orders maus_room_covenant maus_bridge_cov_screw) (sleep_forever ai_maus_room_ini) (ai_disposable maus_hall_covenant True) (wake ai_maus_bridge_ini) (wake sc_catch_truth) (sleep_until (volume_test_objects tv_maus_bridge_fr (players)) 10) (set g_maus_bridge_fr True) (sleep_until (volume_test_objects tv_maus_bridge_mid (players)) 10) (game_save) (if debug (print "bridge reinforcements wave 1")) (ai_place maus_bridge_elite_rein (pin (- 12 (ai_living_count all_enemies)) 1 2)) (sleep 1) (ai_place maus_bridge_grunt_rein (pin (- 10 (ai_living_count all_enemies)) 0 4)) (sleep 1) (ai_place maus_bridge_buggers_ini (pin (- 6 (ai_living_count all_enemies)) 2 5)) (ai_set_orders maus_bridge_buggers_ini maus_bridge_buggers_rein) (sleep_until (volume_test_objects tv_maus_bridge_bk (players)) 10) (if debug (print "bridge reinforcements wave 2")) (game_save) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_place maus_bridge_grunt_rein_b (pin (- 8 (ai_living_count all_enemies)) 0 4)) (ai_place maus_bridge_hunters) ) ) (script dormant enc_mausoleum (begin (data_mine_set_mission_segment "enc_mausoleum") (if debug (print "initialize mausoleum encounters")) (game_save) (kill_volume_disable kill_maus) (set g_marine_mig_maus_int True) (if (<= (ai_living_count marines) 3) (ai_renew marines)) (ai_disposable maus_room_prophet True) (ai_disposable maus_room_covenant True) (ai_disposable maus_bridge_prophets True) (ai_disposable maus_bridge_covenant True) (ai_set_orders maus_bridge_covenant maus_ent_collapse) (ai_set_orders maus_bridge_prophets maus_ent_collapse) (ai_place maus_inner_elites_ini) (ai_place maus_inner_brutes_ini) (ai_place maus_inner_buggers_lt) (wake music_07a_07) (wake sc_maus_interior) (sleep 120) (kill_volume_enable kill_maus) (sleep_until (or (volume_test_objects tv_maus_inner_mid (players)) (<= (ai_living_count maus_inner_covenant) 1))) (game_save) (sleep 5) (ai_place maus_inner_hunters_ini) (sleep 1) (wake ai_maus_inner_brute_reins) (sleep_until (and (<= (ai_living_count maus_inner_prophets) 0) (<= (ai_living_count maus_inner_covenant) 0)) 30 (* 30 60 10)) (game_save) (set g_maus_inner_order_trans True) (sc_maus_breather) (data_mine_set_mission_segment "enc_maus_midpoint") (game_save) (wake music_07a_08) (wake ai_maus_inner_elites_final) (set g_music_07a_07 False) (set g_music_07a_08 True) (sleep 60) (game_save) (wake sc_maus_exit) ) ) (script static cutscenes (begin (x08) (sleep 30) (c07_intro) (sleep 30) (c07_intra1) ) ) (script dormant mission_highcharity (begin (cinematic_snap_to_white) (object_hide holo_generator True) (switch_bsp 0) (if (= g_play_cinematics True) (begin (sound_suppress_ambience_update_on_revert) (if (cinematic_skip_start) (begin (if debug (print "x08")) (x08) )) (cinematic_skip_stop) (if (cinematic_skip_start) (begin (if debug (print "c07_intro")) (c07_intro) )) (cinematic_skip_stop) )) (sleep 2) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (wake enc_council_chamber) (wake bullshit) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_job) (wake objective_locate_set) (sleep_until (volume_test_objects tv_dervish_ledge (players)) 5) (wake enc_dervish_ledge) (sleep_until (volume_test_objects tv_corridors_a (players)) 5) (wake enc_corridors_a) (sleep_until (volume_test_objects tv_jails (players)) 5) (wake enc_jails) (sleep_until (volume_test_objects tv_room_a_tube (players)) 5) (wake enc_corridors_b) (sleep_until (volume_test_objects tv_tower_a_ext (players)) 5) (wake enc_tower_a_ext) (sleep_until (volume_test_objects tv_gardens_a (players)) 5) (wake enc_gardens_a) (sleep_until (volume_test_objects tv_mid_tower (players)) 5) (wake enc_mid_tower) (sleep_until (volume_test_objects tv_gardens_b (players)) 5) (wake enc_gardens_b) (sleep_until (volume_test_objects tv_tower_b_ext (players)) 5) (wake enc_tower_b_ext) (sleep_until (volume_test_objects tv_mausoleum_ext (players)) 5) (wake enc_mausoleum_ext) (sleep_until (volume_test_objects tv_mausoleum (players)) 5) (wake enc_mausoleum) ) ) (script static start (begin (wake mission_highcharity) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance human player) (if (> (player_count) 0) (start)) ) ) (script dormant x08_01_predict (begin (sleep 1) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 0) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\pedestal\pedestal 0) (predict_model_section objects\gear\covenant\military\holo_generator\holo_generator 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section objects\weapons\melee\pike\pike 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\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\gravemind 0 False) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) (sleep 3) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 0) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 1) (sleep 4) (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\characters\gravemind\tentacle_capture_masterchief\tentacle_capture_masterchief 0) ) ) (script dormant x08_02_predict (begin (sleep 4) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) (predict_model_section objects\characters\gravemind\tentacle_capture_masterchief\tentacle_capture_masterchief 0) ) ) (script dormant x08_03_predict (begin (sleep 7) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 0) (predict_model_section objects\characters\gravemind\tentacle_capture_driven\tentacle_capture_driven 1) (sleep 145) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (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\characters\gravemind\tentacle_capture_masterchief\tentacle_capture_masterchief 0) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) ) ) (script dormant x08_04_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_05_predict (begin (sleep 7) (predict_model_section objects\characters\gravemind\floodregret\floodregret 0) (predict_model_section objects\characters\gravemind\floodregret\floodregret 1) (predict_model_section objects\characters\gravemind\floodregret\floodregret 2) (sleep 5) (predict_model_section objects\characters\gravemind\monitor_flood_infected\monitor_flood_infected 0) ) ) (script dormant x08_06a_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_06b_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_06c_predict (begin (sleep 512) (predict_model_section objects\characters\gravemind\gravemind 0) (predict_model_section objects\characters\gravemind\gravemind 1) ) ) (script dormant x08_07_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_08_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_09_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_10_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x08_11_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant 07_intro_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 16 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 21 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 23 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 24 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 25 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 True) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_model_section scenarios\skies\solo\highcharity\highcharity 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 1) (predict_model_section scenarios\skies\solo\highcharity\highcharity 2) (predict_model_section scenarios\skies\solo\highcharity\highcharity 3) (predict_model_section scenarios\skies\solo\highcharity\highcharity 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 5) (predict_model_section scenarios\skies\solo\highcharity\highcharity 6) (predict_model_section scenarios\skies\solo\highcharity\highcharity 7) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 False) (predict_model_section objects\cinematics\matte_paintings\high_charity_stardust\high_charity_stardust 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\matte_paintings\high_charity_exterior\high_charity_exterior 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) ) ) (script dormant 07_intro_02_predict (begin (sleep 5) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 2) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section scenarios\objects\solo\highcharity\high_planter\high_planter 0) (predict_model_section scenarios\objects\solo\highcharity\high_holo_ped\high_holo_ped 0) (predict_model_section objects\characters\jackal\jackal_scenery\jackal_scenery 0) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 0) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 1) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 2) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 3) (predict_model_section objects\characters\grunt\grunt_scenery\grunt_scenery 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 0) (predict_model_section scenarios\skies\solo\highcharity\highcharity 1) (predict_model_section scenarios\skies\solo\highcharity\highcharity 2) (predict_model_section scenarios\skies\solo\highcharity\highcharity 3) (predict_model_section scenarios\skies\solo\highcharity\highcharity 4) (predict_model_section scenarios\skies\solo\highcharity\highcharity 5) (predict_model_section scenarios\skies\solo\highcharity\highcharity 6) (predict_model_section scenarios\skies\solo\highcharity\highcharity 7) (sleep 3) (predict_model_section objects\characters\jackal\jackal 8) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section objects\weapons\melee\pike\pike 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 True) (predict_model_section scenarios\objects\solo\highcharity\high_banner_small\high_banner_small 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 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_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 25) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 1) (sleep 24) (predict_model_section objects\characters\ambient_life\seagull\seagull 0) (sleep 21) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 3) (sleep 54) (predict_model_section objects\characters\jackal\jackal_scenery\jackal_scenery 0) (sleep 75) (predict_model_section scenarios\objects\solo\highcharity\high_planter\high_planter 0) (sleep 17) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_hallway_signs\holo_hallway_signs 0) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (sleep 3) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) ) ) (script dormant 07_intro_03_predict (begin (sleep 5) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 42 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 39 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 12 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 29 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 5 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section scenarios\objects\solo\highcharity\pedestal\pedestal 0) (predict_model_section objects\cinematics\covenant\holo_cam\holo_cam 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (sleep 176) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 166) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (sleep 167) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 22 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 37 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 40 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 5 True) (predict_model_section objects\cinematics\covenant\holo_cam\holo_cam 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_model_section scenarios\objects\solo\highcharity\high_holo_ped\high_holo_ped 0) ) ) (script dormant 07_intro_04_predict (begin (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (sleep 53) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 23 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 1 True) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section objects\cinematics\covenant\holo_cam\holo_cam 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section 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\weapons\rifle\smg\smg 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 37) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 41 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 37 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 16 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 5 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 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 scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section scenarios\objects\special\null\null 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\objects\solo\highcharity\high_holo_ped\high_holo_ped 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 21) (predict_model_section objects\characters\masterchief\masterchief 4) (predict_model_section objects\characters\masterchief\masterchief 5) (predict_model_section objects\characters\masterchief\masterchief 6) (predict_model_section objects\characters\masterchief\masterchief 7) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 15) (predict_structure_section scenarios\solo\07a_highcharity\high_0 43 False) (sleep 2) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 False) (sleep 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 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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\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_banner\high_banner 0) (predict_model_section scenarios\objects\special\null\null 0) (sleep 47) (predict_model_section objects\weapons\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (sleep 11) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 22) (predict_model_section objects\characters\masterchief\masterchief 4) (predict_model_section objects\characters\masterchief\masterchief 5) (predict_model_section objects\characters\masterchief\masterchief 6) (predict_model_section objects\characters\masterchief\masterchief 7) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 False) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 34 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 39 False) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_0 3 True) (predict_model_section scenarios\objects\solo\highcharity\pedestal\pedestal 0) (sleep 1) (predict_model_section objects\weapons\melee\pike\pike 0) (sleep 1) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (sleep 1) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (sleep 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 23) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 17) (predict_model_section objects\weapons\rifle\smg\smg 2) ) ) (script dormant 07_intra1_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\high_small_door\high_small_door 0) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 0) (predict_model_section objects\weapons\pistol\needler\fp_needler\fp_needler 1) (predict_model_section objects\characters\grunt\grunt 15) (predict_model_section objects\characters\grunt\grunt 16) (predict_model_section objects\characters\grunt\grunt 17) (predict_model_section objects\characters\grunt\grunt 18) (predict_model_section objects\characters\grunt\grunt 19) (predict_model_section objects\weapons\pistol\plasma_pistol\plasma_pistol 1) (predict_model_section 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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\pistol\needler\needler 4) (predict_model_section objects\weapons\pistol\needler\needler 5) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 2) (predict_structure_section scenarios\solo\07a_highcharity\high_5 19 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 1 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 4 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 5 True) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (sleep 16) (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\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section 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(predict_model_section objects\weapons\melee\pike\pike 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\characters\monitor\monitor 2) (sleep 110) (predict_structure_section scenarios\solo\07a_highcharity\high_5 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 10 True) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (sleep 33) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (sleep 74) (predict_structure_section scenarios\solo\07a_highcharity\high_5 2 True) (sleep 28) (predict_structure_section scenarios\solo\07a_highcharity\high_5 12 True) (sleep 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 4) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section 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objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 58) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (sleep 11) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 3) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\melee\pike\pike 0) ) ) (script dormant 07_intra1_02_predict (begin (sleep 7) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (sleep 72) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 103) (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 8 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\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 100) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section objects\characters\flood_infection\flood_infection 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\characters\prophet\prophet 4) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 71) (predict_structure_section scenarios\solo\07a_highcharity\high_5 3 True) (sleep 1) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 8) (predict_model_section objects\characters\flood_infection\flood_infection 1) ) ) (script dormant 07_intra1_03_predict (begin (sleep 5) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\characters\brute\brute 0) (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 3) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\characters\hunter\hunter 0) (predict_model_section objects\characters\hunter\hunter 1) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (predict_model_section objects\characters\bugger\bugger 0) (predict_model_section objects\characters\grunt\grunt 0) (predict_model_section objects\characters\grunt\grunt 1) (predict_model_section objects\characters\grunt\grunt 2) (predict_model_section objects\characters\grunt\grunt 3) (predict_model_section objects\characters\grunt\grunt 4) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 3) (predict_model_section objects\characters\prophet\prophet 0) (predict_model_section objects\characters\prophet\prophet 1) (predict_model_section objects\characters\prophet\prophet 3) (sleep 100) (predict_structure_section 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scenarios\solo\07a_highcharity\high_5 12 True) (predict_model_section objects\characters\flood_infection\flood_infection 2) (predict_model_section scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (sleep 9) (predict_structure_section scenarios\solo\07a_highcharity\high_5 11 True) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_5 7 True) (sleep 2) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (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\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 16) (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 scenarios\objects\solo\highcharity\high_door_grand\high_door_grand 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_5 0 True) (sleep 17) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (sleep 4) (predict_model_section objects\gear\covenant\military\crate_space_a\crate_space_a 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\characters\brute\brute 0) (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\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section objects\characters\hunter\hunter 0) (predict_model_section objects\characters\hunter\hunter 1) (predict_model_section objects\characters\elite\elite 11) (predict_model_section objects\characters\elite\elite 12) (predict_model_section objects\characters\bugger\bugger 0) (predict_model_section objects\characters\grunt\grunt 0) (predict_model_section objects\characters\grunt\grunt 1) (predict_model_section objects\characters\grunt\grunt 2) (predict_model_section objects\characters\grunt\grunt 3) (predict_model_section objects\characters\grunt\grunt 4) (predict_model_section objects\characters\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\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (predict_model_section objects\weapons\melee\pike\pike 0) (sleep 3) (predict_model_section objects\characters\flood_infection\flood_infection 2) (sleep 27) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (sleep 18) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 49) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\weapons\rifle\smg\smg 1) ) ) (script dormant 07_intra1_04_predict (begin (sleep 5) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section scenarios\objects\forerunner\industrial\index\index_full\index_full 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 43) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 2) (predict_model_section objects\characters\prophet\prophet 11) (predict_model_section objects\characters\prophet\prophet 12) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 10) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\weapons\rifle\smg\smg 1) (sleep 12) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (sleep 67) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (sleep 147) (predict_structure_section scenarios\solo\07a_highcharity\high_5 18 False) (predict_structure_section scenarios\solo\07a_highcharity\high_5 14 True) (predict_model_section objects\characters\brute\brute 27) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 30) (predict_model_section objects\characters\brute\brute 31) (predict_model_section objects\characters\brute\brute 32) (predict_model_section objects\characters\brute\brute 38) (predict_model_section objects\characters\brute\brute 41) (predict_model_section scenarios\objects\special\cooke_cutter_1x1\cooke_cutter_1x1 0) (predict_model_section objects\weapons\rifle\smg\smg 0) (sleep 111) (predict_model_section objects\weapons\rifle\smg\smg 2) ) ) (script static test_halls (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 1) (print "teleporting players...") (object_teleport (player0) halls) (fade_in 0 0 0 60) (sleep 10) (player_enable_input True) ) ) (script static test_jails (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) jails0_tele) (object_teleport (player1) jails1_tele) (sleep_until (volume_test_objects tv_jails (players)) 5) (wake enc_jails) ) ) (script static test_corridors_b (begin (switch_bsp 2) (sleep 1) (object_teleport (player0) corrb0_tele) (object_teleport (player1) corrb1_tele) (sleep 90) (wake enc_corridors_b) (sleep_until (volume_test_objects tv_tower_a_ext (players)) 5) (wake enc_tower_a_ext) (sleep_until (volume_test_objects tv_gardens_a (players)) 5) (wake enc_gardens_a) (sleep_until (volume_test_objects tv_mid_tower (players)) 5) (wake enc_mid_tower) (sleep_until (volume_test_objects tv_gardens_b (players)) 5) (wake enc_gardens_b) (sleep_until (volume_test_objects tv_tower_b_ext (players)) 5) (wake enc_tower_b_ext) (sleep_until (volume_test_objects tv_mausoleum_ext (players)) 5) (wake enc_mausoleum_ext) (sleep_until (volume_test_objects tv_mausoleum (players)) 5) (wake enc_mausoleum) ) ) (script static test_gardens (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 3) (print "teleporting players...") (object_teleport (player0) garden) (fade_in 0 0 0 60) (sleep 10) (player_enable_input True) ) ) (script static test_mausoleum (begin (fade_out 0 0 0 0) (sleep 1) (player_enable_input False) (print "switching bsp...") (sleep 15) (switch_bsp 4) (print "teleporting players...") (object_teleport (player0) mausoleum) (fade_in 0 0 0 60) (sleep 10) (player_enable_input True) ) )
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