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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global int delay_blink (* 30 3))
(global int delay_blink (* 30 3))
(global int delay_dawdle (* 30 10))
(global int delay_dawdle (* 30 10))
(global int delay_tutorial (* 30 15))
(global int delay_tutorial (* 30 15))
(global int delay_prompt (* 30 10))
(global int delay_prompt (* 30 10))
(global int delay_witness (* 30 5))
(global int delay_witness (* 30 5))
(global int delay_wait (* 30 10))
(global int delay_wait (* 30 10))
(global int delay_late (* 30 45))
(global int delay_late (* 30 45))
(global int delay_lost (* 30 60))
(global int delay_lost (* 30 60))
(global bool mark_bsp0 False)
(global bool mark_bsp0 False)
(global bool mark_bsp1 False)
(global bool mark_bsp1 False)
(global bool mark_bsp2 False)
(global bool mark_bsp2 False)
(global bool mark_bsp3 False)
(global bool mark_bsp3 False)
(global bool mark_bsp4 False)
(global bool mark_bsp4 False)
(global bool mark_bsp5 False)
(global bool mark_bsp5 False)
(global bool gbl_1st_waves False)
(global bool gbl_1st_waves False)
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global short seconds 30)
(global short seconds 30)
(global bool mark_1st_waves_end False)
(global bool mark_1st_waves_end False)
(global bool mark_bomb2_objective False)
(global bool mark_bomb2_objective False)
(global bool mark_1st_blast False)
(global bool mark_1st_blast False)
(global short timer_flavor 0)
(global short timer_flavor 0)
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(global short global_flavor_delay (* 20
seconds
))
(global short global_flavor_delay (* 20
prediction_offset
))
(global bool mark_flavor_disable False)
(global bool mark_flavor_disable False)
(global bool mark_flavor_vacuum False)
(global bool mark_flavor_vacuum False)
(global bool mark_flavor_brace False)
(global bool mark_flavor_brace False)
(global bool mark_flavor_gun False)
(global bool mark_flavor_gun False)
(global bool mark_flavor_dck False)
(global bool mark_flavor_dck False)
(global bool mark_flavor_trm1 False)
(global bool mark_flavor_trm1 False)
(global bool mark_flavor_atr1 False)
(global bool mark_flavor_atr1 False)
(global bool mark_flavor_bay2 False)
(global bool mark_flavor_bay2 False)
(global bool mark_flavor_bay1 False)
(global bool mark_flavor_bay1 False)
(global bool mark_flavor_atr2 False)
(global bool mark_flavor_atr2 False)
(global bool mark_flavor_1st False)
(global bool mark_flavor_1st False)
(global bool mark_flavor_board False)
(global bool mark_flavor_board False)
(global bool mark_flavor_bomb False)
(global bool mark_flavor_bomb False)
(global bool mark_flavor_init False)
(global bool mark_flavor_init False)
(global bool mark_flavor_megg False)
(global bool mark_flavor_megg False)
(global bool mark_flavor_safe_cycle False)
(global bool mark_flavor_safe_cycle False)
(global short counter_flavor_brace 0)
(global short counter_flavor_brace 0)
(global short counter_flavor_gun 0)
(global short counter_flavor_gun 0)
(global short counter_flavor_dck 0)
(global short counter_flavor_dck 0)
(global short counter_flavor_atr2 0)
(global short counter_flavor_atr2 0)
(global short counter_flavor_atr1 0)
(global short counter_flavor_atr1 0)
(global short counter_flavor_1st 0)
(global short counter_flavor_1st 0)
(global short counter_flavor_init 0)
(global short counter_flavor_init 0)
(global short counter_flavor_board_safe 0)
(global short counter_flavor_board_safe 0)
(global short counter_flavor_board 0)
(global short counter_flavor_board 0)
(global short counter_flavor_bomb_safe 0)
(global short counter_flavor_bomb_safe 0)
(global short counter_flavor_bomb 0)
(global short counter_flavor_bomb 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 ĀaĀ button to reset!")
(print "press the ĀaĀ button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static x02_01_predict_stub
(script static x02_01_predict_stub
(begin
(begin
(wake x02_01_predict)
(wake x02_01_predict)
)
)
)
)
(script static x02_02_predict_stub
(script static x02_02_predict_stub
(begin
(begin
(wake x02_02_predict)
(wake x02_02_predict)
)
)
)
)
(script static x02_03_predict_stub
(script static x02_03_predict_stub
(begin
(begin
(wake x02_03_predict)
(wake x02_03_predict)
)
)
)
)
(script static x02_04a_predict_stub
(script static x02_04a_predict_stub
(begin
(begin
(wake x02_04a_predict)
(wake x02_04a_predict)
)
)
)
)
(script static x02_04b_predict_stub
(script static x02_04b_predict_stub
(begin
(begin
(wake x02_04b_predict)
(wake x02_04b_predict)
)
)
)
)
(script static x02_05_predict_stub
(script static x02_05_predict_stub
(begin
(begin
(wake x02_05_predict)
(wake x02_05_predict)
)
)
)
)
(script static x02_06_predict_stub
(script static x02_06_predict_stub
(begin
(begin
(wake x02_06_predict)
(wake x02_06_predict)
)
)
)
)
(script static x02_07_predict_stub
(script static x02_07_predict_stub
(begin
(begin
(wake x02_07_predict)
(wake x02_07_predict)
)
)
)
)
(script static x02_08_predict_stub
(script static x02_08_predict_stub
(begin
(begin
(wake x02_08_predict)
(wake x02_08_predict)
)
)
)
)
(script static x02_09_predict_stub
(script static x02_09_predict_stub
(begin
(begin
(wake x02_09_predict)
(wake x02_09_predict)
)
)
)
)
(script static x02_10_predict_stub
(script static x02_10_predict_stub
(begin
(begin
(wake x02_10_predict)
(wake x02_10_predict)
)
)
)
)
(script static 01_outro_01_predict_stub
(script static 01_outro_01_predict_stub
(begin
(begin
(wake 01_outro_01_predict)
(wake 01_outro_01_predict)
)
)
)
)
(script static 01_outro_02_predict_stub
(script static 01_outro_02_predict_stub
(begin
(begin
(wake 01_outro_02_predict)
(wake 01_outro_02_predict)
)
)
)
)
(script static 01_outro_03_predict_stub
(script static 01_outro_03_predict_stub
(begin
(begin
(wake 01_outro_03_predict)
(wake 01_outro_03_predict)
)
)
)
)
(script static 01_outro_04_predict_stub
(script static 01_outro_04_predict_stub
(begin
(begin
(wake 01_outro_04_predict)
(wake 01_outro_04_predict)
)
)
)
)
(script static 01_outro_05_predict_stub
(script static 01_outro_05_predict_stub
(begin
(begin
(wake 01_outro_05_predict)
(wake 01_outro_05_predict)
)
)
)
)
(script static 01_outro_06_predict_stub
(script static 01_outro_06_predict_stub
(begin
(begin
(wake 01_outro_06_predict)
(wake 01_outro_06_predict)
)
)
)
)
(script static 01_outro_07_predict_stub
(script static 01_outro_07_predict_stub
(begin
(begin
(wake 01_outro_07_predict)
(wake 01_outro_07_predict)
)
)
)
)
(script static 01_outro_08_predict_stub
(script static 01_outro_08_predict_stub
(begin
(begin
(wake 01_outro_08_predict)
(wake 01_outro_08_predict)
)
)
)
)
(script static 01_outro_09_predict_stub
(script static 01_outro_09_predict_stub
(begin
(begin
(wake 01_outro_09_predict)
(wake 01_outro_09_predict)
)
)
)
)
(script static 01_outro_10_predict_stub
(script static 01_outro_10_predict_stub
(begin
(begin
(wake 01_outro_10_predict)
(wake 01_outro_10_predict)
)
)
)
)
(script dormant x02_score_01
(script dormant x02_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_01_mus none 1)
(sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_01_mus none 1)
(print "x02 score 01 start")
(print "x02 score 01 start")
)
)
)
)
(script dormant x02_foley_01
(script dormant x02_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01_fol none 1)
(sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01_fol none 1)
(print "x02 foley 01 start")
(print "x02 foley 01 start")
)
)
)
)
(script dormant x02_0010_mas
(script dormant x02_0010_mas
(begin
(begin
(sleep 20)
(sleep 20)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0010_mas chief_x02_01 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0010_mas chief_x02_01 1)
(cinematic_subtitle x02_0010_mas 2)
(cinematic_subtitle x02_0010_mas 2)
)
)
)
)
(script dormant x02_0020_jon
(script dormant x02_0020_jon
(begin
(begin
(sleep 80)
(sleep 80)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0020_jon johnson_x02_01 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0020_jon johnson_x02_01 1)
(cinematic_subtitle x02_0020_jon 2.5)
(cinematic_subtitle x02_0020_jon 2.5)
(unit_set_emotional_state johnson_x02_01 annoyed 0.75 10)
(unit_set_emotional_state johnson_x02_01 annoyed 0.75 10)
(print "johnson - annoyed .75 15")
(print "johnson - annoyed .75 15")
)
)
)
)
(script dormant x02_0030_jon
(script dormant x02_0030_jon
(begin
(begin
(sleep 181)
(sleep 181)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0030_jon johnson_x02_01 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0030_jon johnson_x02_01 1)
(cinematic_subtitle x02_0030_jon 2.5)
(cinematic_subtitle x02_0030_jon 2.5)
)
)
)
)
(script dormant x02_0040_jon
(script dormant x02_0040_jon
(begin
(begin
(sleep 270)
(sleep 270)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0040_jon johnson_x02_01 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0040_jon johnson_x02_01 1)
(cinematic_subtitle x02_0040_jon 2)
(cinematic_subtitle x02_0040_jon 2)
(unit_set_emotional_state johnson_x02_01 happy 0.75 30)
(unit_set_emotional_state johnson_x02_01 happy 0.75 30)
(print "johnson - happy .75 30")
(print "johnson - happy .75 30")
)
)
)
)
(script dormant x02_0050_jon
(script dormant x02_0050_jon
(begin
(begin
(sleep 333)
(sleep 333)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0050_jon johnson_x02_01 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0050_jon johnson_x02_01 1)
(cinematic_subtitle x02_0050_jon 2)
(cinematic_subtitle x02_0050_jon 2)
(sleep 10)
(sleep 10)
(unit_set_emotional_state johnson_x02_01 pensive 1 60)
(unit_set_emotional_state johnson_x02_01 pensive 1 60)
(print "johnson - pensive 1 60")
(print "johnson - pensive 1 60")
)
)
)
)
(script dormant x02_01_dof
(script dormant x02_01_dof
(begin
(begin
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 0.85 0 0 0 0.5 0.5 0)
(cinematic_screen_effect_set_depth_of_field 0.85 0 0 0 0.5 0.5 0)
(print "rack focus")
(print "rack focus")
(sleep 164)
(sleep 164)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
(sleep 104)
(sleep 104)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.5 0.5 0)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.5 0.5 0)
(print "rack focus")
(print "rack focus")
(sleep 147)
(sleep 147)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant cinematic_lighting_x02_01
(script dormant cinematic_lighting_x02_01
(begin
(begin
(cinematic_lighting_set_primary_light 67 208 0.458824 0.407843 0.34902)
(cinematic_lighting_set_primary_light 67 208 0.458824 0.407843 0.34902)
(cinematic_lighting_set_secondary_light 45 120 0.215686 0.207843 0.25098)
(cinematic_lighting_set_secondary_light 45 120 0.215686 0.207843 0.25098)
(cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529)
(cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529)
(object_uses_cinematic_lighting chief_x02_01 True)
(object_uses_cinematic_lighting chief_x02_01 True)
(object_uses_cinematic_lighting johnson_x02_01 True)
(object_uses_cinematic_lighting johnson_x02_01 True)
(object_uses_cinematic_lighting marine_x02_01 True)
(object_uses_cinematic_lighting marine_x02_01 True)
(object_uses_cinematic_lighting marine_x02_02 True)
(object_uses_cinematic_lighting marine_x02_02 True)
(object_uses_cinematic_lighting marine_x02_03 True)
(object_uses_cinematic_lighting marine_x02_03 True)
(object_uses_cinematic_lighting marine_x02_04 True)
(object_uses_cinematic_lighting marine_x02_04 True)
(object_uses_cinematic_lighting marine_x02_05 True)
(object_uses_cinematic_lighting marine_x02_05 True)
(object_uses_cinematic_lighting marine_x02_06 True)
(object_uses_cinematic_lighting marine_x02_06 True)
(object_uses_cinematic_lighting marine_x02_07 True)
(object_uses_cinematic_lighting marine_x02_07 True)
(object_uses_cinematic_lighting marine_x02_08 True)
(object_uses_cinematic_lighting marine_x02_08 True)
(object_uses_cinematic_lighting marine_door_01 True)
(object_uses_cinematic_lighting marine_door_01 True)
(object_uses_cinematic_lighting marine_door_02 True)
(object_uses_cinematic_lighting marine_door_02 True)
(object_uses_cinematic_lighting johnson_hat True)
(object_uses_cinematic_lighting johnson_hat True)
(object_uses_cinematic_lighting x02_drone_01 True)
(object_uses_cinematic_lighting x02_drone_01 True)
(object_uses_cinematic_lighting x02_drone_02 True)
(object_uses_cinematic_lighting x02_drone_02 True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.75)
(rasterizer_bloom_override_threshold 0.75)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
)
)
)
)
(script static x02_02_problem_actors
(script static x02_02_problem_actors
(begin
(begin
(print "problem actors")
(print "problem actors")
(object_create_anew dervish)
(object_create_anew dervish)
(object_create_anew tartarus)
(object_create_anew tartarus)
(object_create_anew brute_01)
(object_create_anew brute_01)
(object_create_anew brute_02)
(object_create_anew brute_02)
(object_cinematic_lod dervish True)
(object_cinematic_lod dervish True)
(object_cinematic_lod tartarus True)
(object_cinematic_lod tartarus True)
(object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_02 True)
(object_cinematic_lod brute_02 True)
)
)
)
)
(script dormant x02_hum_crowd_01a
(script dormant x02_hum_crowd_01a
(begin
(begin
(print "first marine crowd")
(print "first marine crowd")
(custom_animation_loop marine_x02_05 objects\characters\marine\x02\x02 marine_whistle_loop False)
(custom_animation_loop marine_x02_05 objects\characters\marine\x02\x02 marine_whistle_loop False)
(custom_animation_loop marine_x02_04 objects\characters\marine\x02\x02 marine_fist_loop False)
(custom_animation_loop marine_x02_04 objects\characters\marine\x02\x02 marine_fist_loop False)
(custom_animation_loop marine_x02_01 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_01 objects\characters\marine\x02\x02 marine_clapping_loop False)
(sleep 5)
(sleep 5)
(custom_animation_loop marine_x02_02 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_02 objects\characters\marine\x02\x02 marine_clapping_loop False)
(sleep 10)
(sleep 10)
(custom_animation_loop marine_x02_03 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_03 objects\characters\marine\x02\x02 marine_clapping_loop False)
(sleep 10)
(sleep 10)
(custom_animation_loop marine_x02_06 objects\characters\marine\x02\x02 marine_whistle_loop False)
(custom_animation_loop marine_x02_06 objects\characters\marine\x02\x02 marine_whistle_loop False)
(sleep 10)
(sleep 10)
(custom_animation_loop marine_x02_07 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_07 objects\characters\marine\x02\x02 marine_clapping_loop False)
(sleep 10)
(sleep 10)
(custom_animation_loop marine_x02_08 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_08 objects\characters\marine\x02\x02 marine_clapping_loop False)
)
)
)
)
(script dormant x02_hum_crowd_01b
(script dormant x02_hum_crowd_01b
(begin
(begin
(sleep 268)
(sleep 268)
(print "second marine crowd")
(print "second marine crowd")
(object_destroy marine_x02_01)
(object_destroy marine_x02_01)
(object_destroy marine_x02_02)
(object_destroy marine_x02_02)
(object_destroy marine_x02_03)
(object_destroy marine_x02_03)
(object_destroy marine_x02_04)
(object_destroy marine_x02_04)
(object_destroy marine_x02_05)
(object_destroy marine_x02_05)
(object_create_anew marine_x02_09)
(object_create_anew marine_x02_09)
(object_create_anew marine_x02_10)
(object_create_anew marine_x02_10)
(object_create_anew marine_x02_11)
(object_create_anew marine_x02_11)
(object_create_anew marine_x02_12)
(object_create_anew marine_x02_12)
(object_uses_cinematic_lighting marine_x02_09 True)
(object_uses_cinematic_lighting marine_x02_09 True)
(object_uses_cinematic_lighting marine_x02_10 True)
(object_uses_cinematic_lighting marine_x02_10 True)
(object_uses_cinematic_lighting marine_x02_11 True)
(object_uses_cinematic_lighting marine_x02_11 True)
(object_uses_cinematic_lighting marine_x02_12 True)
(object_uses_cinematic_lighting marine_x02_12 True)
(custom_animation_loop marine_x02_09 objects\characters\marine\x02\x02 marine_whistle_loop False)
(custom_animation_loop marine_x02_09 objects\characters\marine\x02\x02 marine_whistle_loop False)
(custom_animation_loop marine_x02_10 objects\characters\marine\x02\x02 marine_fist_loop False)
(custom_animation_loop marine_x02_10 objects\characters\marine\x02\x02 marine_fist_loop False)
(custom_animation_loop marine_x02_11 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_11 objects\characters\marine\x02\x02 marine_clapping_loop False)
(sleep 10)
(sleep 10)
(custom_animation_loop marine_x02_12 objects\characters\marine\x02\x02 marine_clapping_loop False)
(custom_animation_loop marine_x02_12 objects\characters\marine\x02\x02 marine_clapping_loop False)
)
)
)
)
(script dormant open_bridge_door
(script dormant open_bridge_door
(begin
(begin
(sleep 417)
(sleep 417)
(print "open bridge door")
(print "open bridge door")
(device_set_position x02_bridge_door 1)
(device_set_position x02_bridge_door 1)
)
)
)
)
(script static x02_01_setup
(script static x02_01_setup
(begin
(begin
(object_destroy_type_mask 2052)
(object_destroy_type_mask 2052)
(object_destroy offending_light)
(object_destroy offending_light)
(object_create_anew chief_x02_01)
(object_create_anew chief_x02_01)
(object_create_anew johnson_x02_01)
(object_create_anew johnson_x02_01)
(object_create_anew johnson_hat)
(object_create_anew johnson_hat)
(object_set_permutation johnson_x02_01 helmet )
(object_set_permutation johnson_x02_01 helmet )
(object_create_anew marine_door_01)
(object_create_anew marine_door_01)
(object_create_anew marine_door_02)
(object_create_anew marine_door_02)
(object_set_permutation marine_door_01 head smith)
(object_set_permutation marine_door_01 head smith)
(object_set_permutation marine_door_02 head perez)
(object_set_permutation marine_door_02 head perez)
(object_create_anew marine_x02_01)
(object_create_anew marine_x02_01)
(object_create_anew marine_x02_02)
(object_create_anew marine_x02_02)
(object_create_anew marine_x02_03)
(object_create_anew marine_x02_03)
(object_create_anew marine_x02_04)
(object_create_anew marine_x02_04)
(object_create_anew marine_x02_05)
(object_create_anew marine_x02_05)
(object_create_anew marine_x02_06)
(object_create_anew marine_x02_06)
(object_create_anew marine_x02_07)
(object_create_anew marine_x02_07)
(object_create_anew marine_x02_08)
(object_create_anew marine_x02_08)
(object_create_anew x02_drone_01)
(object_create_anew x02_drone_01)
(object_create_anew x02_drone_02)
(object_create_anew x02_drone_02)
(object_cinematic_lod chief_x02_01 True)
(object_cinematic_lod chief_x02_01 True)
(object_cinematic_lod johnson_x02_01 True)
(object_cinematic_lod johnson_x02_01 True)
(object_cinematic_lod marine_x02_01 True)
(object_cinematic_lod marine_x02_01 True)
(object_cinematic_lod marine_x02_02 True)
(object_cinematic_lod marine_x02_02 True)
(object_cinematic_lod marine_x02_03 True)
(object_cinematic_lod marine_x02_03 True)
(object_cinematic_lod marine_x02_04 True)
(object_cinematic_lod marine_x02_04 True)
(object_cinematic_lod marine_x02_05 True)
(object_cinematic_lod marine_x02_05 True)
(object_cinematic_lod marine_x02_06 True)
(object_cinematic_lod marine_x02_06 True)
(object_cinematic_lod marine_x02_07 True)
(object_cinematic_lod marine_x02_07 True)
(object_cinematic_lod marine_x02_08 True)
(object_cinematic_lod marine_x02_08 True)
(wake x02_score_01)
(wake x02_score_01)
(wake x02_foley_01)
(wake x02_foley_01)
(wake x02_0010_mas)
(wake x02_0010_mas)
(wake x02_0020_jon)
(wake x02_0020_jon)
(wake x02_0030_jon)
(wake x02_0030_jon)
(wake x02_0040_jon)
(wake x02_0040_jon)
(wake x02_0050_jon)
(wake x02_0050_jon)
(wake x02_hum_crowd_01a)
(wake x02_hum_crowd_01a)
(wake x02_hum_crowd_01b)
(wake x02_hum_crowd_01b)
(wake x02_01_dof)
(wake x02_01_dof)
(wake cinematic_lighting_x02_01)
(wake cinematic_lighting_x02_01)
(wake open_bridge_door)
(wake open_bridge_door)
)
)
)
)
(script static x02_01_cleanup
(script static x02_01_cleanup
(begin
(begin
(object_destroy chief_x02_01)
(object_destroy chief_x02_01)
(object_destroy johnson_x02_01)
(object_destroy johnson_x02_01)
(object_destroy_containing "marine_x02")
(object_destroy_containing "marine_x02")
(object_destroy_containing "marine_door")
(object_destroy_containing "marine_door")
(object_destroy_containing "drone")
(object_destroy_containing "drone")
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
)
)
)
)
(script static x02_scene_01
(script static x02_scene_01
(begin
(begin
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(x02_01_predict_stub)
(x02_01_predict_stub)
(sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_01_mus)
(sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_01_mus)
(sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol)
(sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol)
Copia
Copiato
Copia
Copiato
(sleep
prediction
_offset)
(sleep
sound
_offset)
(x02_01_setup)
(x02_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_01 none anchor_flag_x02_01)
(camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_01 none anchor_flag_x02_01)
(custom_animation_relative chief_x02_01 objects\characters\masterchief\x02\x02 chief_01 False anchor_x02_01)
(custom_animation_relative chief_x02_01 objects\characters\masterchief\x02\x02 chief_01 False anchor_x02_01)
(custom_animation_relative johnson_x02_01 objects\characters\marine\x02\x02 johnson_01 False anchor_x02_01)
(custom_animation_relative johnson_x02_01 objects\characters\marine\x02\x02 johnson_01 False anchor_x02_01)
(custom_animation_relative marine_door_01 objects\characters\marine\x02\x02 marine02_01 False anchor_x02_01)
(custom_animation_relative marine_door_01 objects\characters\marine\x02\x02 marine02_01 False anchor_x02_01)
(custom_animation_relative marine_door_02 objects\characters\marine\x02\x02 marine04_01 False anchor_x02_01)
(custom_animation_relative marine_door_02 objects\characters\marine\x02\x02 marine04_01 False anchor_x02_01)
(scenery_animation_start_relative johnson_hat objects\characters\marine\dress_cap\x02\x02 dress_cap_01 anchor_x02_01)
(scenery_animation_start_relative johnson_hat objects\characters\marine\dress_cap\x02\x02 dress_cap_01 anchor_x02_01)
(scenery_animation_start_relative x02_drone_01 objects\cinematics\news_drone\x02\x02 news_drone01_01 anchor_x02_01)
(scenery_animation_start_relative x02_drone_01 objects\cinematics\news_drone\x02\x02 news_drone01_01 anchor_x02_01)
(scenery_animation_start_relative x02_drone_02 objects\cinematics\news_drone\x02\x02 news_drone02_01 anchor_x02_01)
(scenery_animation_start_relative x02_drone_02 objects\cinematics\news_drone\x02\x02 news_drone02_01 anchor_x02_01)
(sleep 20)
(sleep 20)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
Copia
Copiato
Copia
Copiato
(sleep (- (camera_time)
sound_offset
))
(sleep (- (camera_time)
gbl_1st_waves
))
(sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol)
(sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(x02_02_problem_actors)
(x02_02_problem_actors)
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(x02_01_cleanup)
(x02_01_cleanup)
)
)
)
)
(script dormant x02_foley_02
(script dormant x02_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01b_fol none 1)
(sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01b_fol none 1)
(print "x02 foley 02 start")
(print "x02 foley 02 start")
)
)
)
)
(script dormant x02_0070_gch
(script dormant x02_0070_gch
(begin
(begin
(sleep 386)
(sleep 386)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0070_gch none 1)
(sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0070_gch none 1)
(cinematic_subtitle x02_0070_gch 2)
(cinematic_subtitle x02_0070_gch 2)
)
)
)
)
(script dormant x02_fov_02
(script dormant x02_fov_02
(begin
(begin
(sleep 384)
(sleep 384)
(camera_set_field_of_view 30 0)
(camera_set_field_of_view 30 0)
(print "fov change: 60 -> 30 over 0 ticks")
(print "fov change: 60 -> 30 over 0 ticks")
(sleep 71)
(sleep 71)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(print "fov change: 30 -> 60 over 0 ticks")
(print "fov change: 30 -> 60 over 0 ticks")
)
)
)
)
(script dormant cinematic_lighting_x02_02
(script dormant cinematic_lighting_x02_02
(begin
(begin
(cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588)
(cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588)
(cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961)
(cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961)
(cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804)
(cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting tartarus True)
(object_uses_cinematic_lighting tartarus True)
(object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting grunt_01 True)
(object_uses_cinematic_lighting grunt_01 True)
(object_uses_cinematic_lighting grunt_02 True)
(object_uses_cinematic_lighting grunt_02 True)
(object_uses_cinematic_lighting grunt_03 True)
(object_uses_cinematic_lighting grunt_03 True)
(object_uses_cinematic_lighting jackal_01 True)
(object_uses_cinematic_lighting jackal_01 True)
(object_uses_cinematic_lighting hammer True)
(object_uses_cinematic_lighting hammer True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_threshold 0.3)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
)
)
)
)
(script dormant place_cov_crowd_01a
(script dormant place_cov_crowd_01a
(begin
(begin
(sleep 60)
(sleep 60)
(print "place crowd 01a")
(print "place crowd 01a")
(object_create_anew_containing "cov_crowd_01a")
(object_create_anew_containing "cov_crowd_01a")
(object_create_anew problem_guard)
(object_create_anew problem_guard)
(object_uses_cinematic_lighting cov_crowd_01a_01 True)
(object_uses_cinematic_lighting cov_crowd_01a_01 True)
(object_uses_cinematic_lighting cov_crowd_01a_02 True)
(object_uses_cinematic_lighting cov_crowd_01a_02 True)
(object_uses_cinematic_lighting cov_crowd_01a_03 True)
(object_uses_cinematic_lighting cov_crowd_01a_03 True)
(object_uses_cinematic_lighting cov_crowd_01a_04 True)
(object_uses_cinematic_lighting cov_crowd_01a_04 True)
(object_uses_cinematic_lighting cov_crowd_01a_05 True)
(object_uses_cinematic_lighting cov_crowd_01a_05 True)
(object_uses_cinematic_lighting cov_crowd_01a_06 True)
(object_uses_cinematic_lighting cov_crowd_01a_06 True)
(object_uses_cinematic_lighting cov_crowd_01a_07 True)
(object_uses_cinematic_lighting cov_crowd_01a_07 True)
(object_uses_cinematic_lighting cov_crowd_01a_08 True)
(object_uses_cinematic_lighting cov_crowd_01a_08 True)
(object_uses_cinematic_lighting cov_crowd_01a_09 True)
(object_uses_cinematic_lighting cov_crowd_01a_09 True)
(object_uses_cinematic_lighting cov_crowd_01a_10 True)
(object_uses_cinematic_lighting cov_crowd_01a_10 True)
(object_uses_cinematic_lighting cov_crowd_01a_11 True)
(object_uses_cinematic_lighting cov_crowd_01a_11 True)
(object_uses_cinematic_lighting cov_crowd_01a_12 True)
(object_uses_cinematic_lighting cov_crowd_01a_12 True)
(object_uses_cinematic_lighting cov_crowd_01a_13 True)
(object_uses_cinematic_lighting cov_crowd_01a_13 True)
(object_uses_cinematic_lighting cov_crowd_01a_14 True)
(object_uses_cinematic_lighting cov_crowd_01a_14 True)
(object_uses_cinematic_lighting cov_crowd_01a_15 True)
(object_uses_cinematic_lighting cov_crowd_01a_15 True)
(object_uses_cinematic_lighting cov_crowd_01a_16 True)
(object_uses_cinematic_lighting cov_crowd_01a_16 True)
(object_uses_cinematic_lighting cov_crowd_01a_17 True)
(object_uses_cinematic_lighting cov_crowd_01a_17 True)
(object_uses_cinematic_lighting cov_crowd_01a_18 True)
(object_uses_cinematic_lighting cov_crowd_01a_18 True)
(object_uses_cinematic_lighting cov_crowd_01a_19 True)
(object_uses_cinematic_lighting cov_crowd_01a_19 True)
(object_uses_cinematic_lighting cov_crowd_01a_20 True)
(object_uses_cinematic_lighting cov_crowd_01a_20 True)
(object_uses_cinematic_lighting cov_crowd_01a_21 True)
(object_uses_cinematic_lighting cov_crowd_01a_21 True)
(object_uses_cinematic_lighting cov_crowd_01a_22 True)
(object_uses_cinematic_lighting cov_crowd_01a_22 True)
(object_uses_cinematic_lighting cov_crowd_01a_23 True)
(object_uses_cinematic_lighting cov_crowd_01a_23 True)
(object_uses_cinematic_lighting cov_crowd_01a_24 True)
(object_uses_cinematic_lighting cov_crowd_01a_24 True)
(object_uses_cinematic_lighting cov_crowd_01a_25 True)
(object_uses_cinematic_lighting cov_crowd_01a_25 True)
(object_uses_cinematic_lighting cov_crowd_01a_26 True)
(object_uses_cinematic_lighting cov_crowd_01a_26 True)
(object_uses_cinematic_lighting cov_crowd_01a_27 True)
(object_uses_cinematic_lighting cov_crowd_01a_27 True)
(object_uses_cinematic_lighting cov_crowd_01a_28 True)
(object_uses_cinematic_lighting cov_crowd_01a_28 True)
(object_uses_cinematic_lighting cov_crowd_01a_29 True)
(object_uses_cinematic_lighting cov_crowd_01a_29 True)
(object_uses_cinematic_lighting cov_crowd_01a_30 True)
(object_uses_cinematic_lighting cov_crowd_01a_30 True)
(object_uses_cinematic_lighting cov_crowd_01a_31 True)
(object_uses_cinematic_lighting cov_crowd_01a_31 True)
(object_uses_cinematic_lighting cov_crowd_01a_32 True)
(object_uses_cinematic_lighting cov_crowd_01a_32 True)
(object_uses_cinematic_lighting cov_crowd_01a_33 True)
(object_uses_cinematic_lighting cov_crowd_01a_33 True)
(object_uses_cinematic_lighting problem_guard True)
(object_uses_cinematic_lighting problem_guard True)
)
)
)
)
(script dormant place_cov_crowd_01b
(script dormant place_cov_crowd_01b
(begin
(begin
(sleep 249)
(sleep 249)
(print "place crowd 01b")
(print "place crowd 01b")
(object_destroy_containing "cov_crowd_01a")
(object_destroy_containing "cov_crowd_01a")
(object_destroy problem_guard)
(object_destroy problem_guard)
(object_create_anew_containing "cov_crowd_01b")
(object_create_anew_containing "cov_crowd_01b")
(object_uses_cinematic_lighting cov_crowd_01b_01 True)
(object_uses_cinematic_lighting cov_crowd_01b_01 True)
(object_uses_cinematic_lighting cov_crowd_01b_03 True)
(object_uses_cinematic_lighting cov_crowd_01b_03 True)
(object_uses_cinematic_lighting cov_crowd_01b_04 True)
(object_uses_cinematic_lighting cov_crowd_01b_04 True)
(object_uses_cinematic_lighting cov_crowd_01b_05 True)
(object_uses_cinematic_lighting cov_crowd_01b_05 True)
(object_uses_cinematic_lighting cov_crowd_01b_06 True)
(object_uses_cinematic_lighting cov_crowd_01b_06 True)
(object_uses_cinematic_lighting cov_crowd_01b_07 True)
(object_uses_cinematic_lighting cov_crowd_01b_07 True)
(object_uses_cinematic_lighting cov_crowd_01b_08 True)
(object_uses_cinematic_lighting cov_crowd_01b_08 True)
(object_uses_cinematic_lighting cov_crowd_01b_09 True)
(object_uses_cinematic_lighting cov_crowd_01b_09 True)
(object_uses_cinematic_lighting cov_crowd_01b_10 True)
(object_uses_cinematic_lighting cov_crowd_01b_10 True)
(object_uses_cinematic_lighting cov_crowd_01b_11 True)
(object_uses_cinematic_lighting cov_crowd_01b_11 True)
(object_uses_cinematic_lighting cov_crowd_01b_12 True)
(object_uses_cinematic_lighting cov_crowd_01b_12 True)
(object_uses_cinematic_lighting cov_crowd_01b_13 True)
(object_uses_cinematic_lighting cov_crowd_01b_13 True)
(object_uses_cinematic_lighting cov_crowd_01b_14 True)
(object_uses_cinematic_lighting cov_crowd_01b_14 True)
(object_uses_cinematic_lighting cov_crowd_01b_15 True)
(object_uses_cinematic_lighting cov_crowd_01b_15 True)
(object_uses_cinematic_lighting cov_crowd_01b_16 True)
(object_uses_cinematic_lighting cov_crowd_01b_16 True)
)
)
)
)
(script dormant place_cov_crowd_01c
(script dormant place_cov_crowd_01c
(begin
(begin
(sleep 384)
(sleep 384)
(print "place crowd 01c")
(print "place crowd 01c")
(object_destroy_containing "cov_crowd_01b")
(object_destroy_containing "cov_crowd_01b")
(object_create_anew_containing "cov_crowd_01c")
(object_create_anew_containing "cov_crowd_01c")
(object_uses_cinematic_lighting cov_crowd_01c_01 True)
(object_uses_cinematic_lighting cov_crowd_01c_01 True)
(object_uses_cinematic_lighting cov_crowd_01c_02 True)
(object_uses_cinematic_lighting cov_crowd_01c_02 True)
(object_uses_cinematic_lighting cov_crowd_01c_03 True)
(object_uses_cinematic_lighting cov_crowd_01c_03 True)
(object_uses_cinematic_lighting cov_crowd_01c_04 True)
(object_uses_cinematic_lighting cov_crowd_01c_04 True)
(object_uses_cinematic_lighting cov_crowd_01c_05 True)
(object_uses_cinematic_lighting cov_crowd_01c_05 True)
)
)
)
)
(script dormant place_cov_crowd_01d
(script dormant place_cov_crowd_01d
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 610)
(sleep 610)
(print "place crowd 01d")
(print "place crowd 01d")
(object_destroy_containing "cov_crowd_01c")
(object_destroy_containing "cov_crowd_01c")
(object_create_anew_containing "cov_crowd_01d")
(object_create_anew_containing "cov_crowd_01d")
(object_uses_cinematic_lighting cov_crowd_01d_01 True)
(object_uses_cinematic_lighting cov_crowd_01d_01 True)
(object_uses_cinematic_lighting cov_crowd_01d_02 True)
(object_uses_cinematic_lighting cov_crowd_01d_02 True)
(object_uses_cinematic_lighting cov_crowd_01d_03 True)
(object_uses_cinematic_lighting cov_crowd_01d_03 True)
(object_uses_cinematic_lighting cov_crowd_01d_04 True)
(object_uses_cinematic_lighting cov_crowd_01d_04 True)
(object_uses_cinematic_lighting cov_crowd_01d_05 True)
(object_uses_cinematic_lighting cov_crowd_01d_05 True)
(object_uses_cinematic_lighting cov_crowd_01d_06 True)
(object_uses_cinematic_lighting cov_crowd_01d_06 True)
(object_uses_cinematic_lighting cov_crowd_01d_07 True)
(object_uses_cinematic_lighting cov_crowd_01d_07 True)
Copia
Copiato
Copia
Copiato
(object_uses_
cinemat
(object_uses_
c
Diff salvati
Testo originale
Apri file
(global string data_mine_mission_segment "") (global int delay_blink (* 30 3)) (global int delay_dawdle (* 30 10)) (global int delay_tutorial (* 30 15)) (global int delay_prompt (* 30 10)) (global int delay_witness (* 30 5)) (global int delay_wait (* 30 10)) (global int delay_late (* 30 45)) (global int delay_lost (* 30 60)) (global bool mark_bsp0 False) (global bool mark_bsp1 False) (global bool mark_bsp2 False) (global bool mark_bsp3 False) (global bool mark_bsp4 False) (global bool mark_bsp5 False) (global bool gbl_1st_waves False) (global short sound_offset 15) (global short prediction_offset 45) (global short seconds 30) (global bool mark_1st_waves_end False) (global bool mark_bomb2_objective False) (global bool mark_1st_blast False) (global short timer_flavor 0) (global short global_flavor_delay (* 20 seconds)) (global bool mark_flavor_disable False) (global bool mark_flavor_vacuum False) (global bool mark_flavor_brace False) (global bool mark_flavor_gun False) (global bool mark_flavor_dck False) (global bool mark_flavor_trm1 False) (global bool mark_flavor_atr1 False) (global bool mark_flavor_bay2 False) (global bool mark_flavor_bay1 False) (global bool mark_flavor_atr2 False) (global bool mark_flavor_1st False) (global bool mark_flavor_board False) (global bool mark_flavor_bomb False) (global bool mark_flavor_init False) (global bool mark_flavor_megg False) (global bool mark_flavor_safe_cycle False) (global short counter_flavor_brace 0) (global short counter_flavor_gun 0) (global short counter_flavor_dck 0) (global short counter_flavor_atr2 0) (global short counter_flavor_atr1 0) (global short counter_flavor_1st 0) (global short counter_flavor_init 0) (global short counter_flavor_board_safe 0) (global short counter_flavor_board 0) (global short counter_flavor_bomb_safe 0) (global short counter_flavor_bomb 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 ĀaĀ button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static x02_01_predict_stub (begin (wake x02_01_predict) ) ) (script static x02_02_predict_stub (begin (wake x02_02_predict) ) ) (script static x02_03_predict_stub (begin (wake x02_03_predict) ) ) (script static x02_04a_predict_stub (begin (wake x02_04a_predict) ) ) (script static x02_04b_predict_stub (begin (wake x02_04b_predict) ) ) (script static x02_05_predict_stub (begin (wake x02_05_predict) ) ) (script static x02_06_predict_stub (begin (wake x02_06_predict) ) ) (script static x02_07_predict_stub (begin (wake x02_07_predict) ) ) (script static x02_08_predict_stub (begin (wake x02_08_predict) ) ) (script static x02_09_predict_stub (begin (wake x02_09_predict) ) ) (script static x02_10_predict_stub (begin (wake x02_10_predict) ) ) (script static 01_outro_01_predict_stub (begin (wake 01_outro_01_predict) ) ) (script static 01_outro_02_predict_stub (begin (wake 01_outro_02_predict) ) ) (script static 01_outro_03_predict_stub (begin (wake 01_outro_03_predict) ) ) (script static 01_outro_04_predict_stub (begin (wake 01_outro_04_predict) ) ) (script static 01_outro_05_predict_stub (begin (wake 01_outro_05_predict) ) ) (script static 01_outro_06_predict_stub (begin (wake 01_outro_06_predict) ) ) (script static 01_outro_07_predict_stub (begin (wake 01_outro_07_predict) ) ) (script static 01_outro_08_predict_stub (begin (wake 01_outro_08_predict) ) ) (script static 01_outro_09_predict_stub (begin (wake 01_outro_09_predict) ) ) (script static 01_outro_10_predict_stub (begin (wake 01_outro_10_predict) ) ) (script dormant x02_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_01_mus none 1) (print "x02 score 01 start") ) ) (script dormant x02_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01_fol none 1) (print "x02 foley 01 start") ) ) (script dormant x02_0010_mas (begin (sleep 20) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0010_mas chief_x02_01 1) (cinematic_subtitle x02_0010_mas 2) ) ) (script dormant x02_0020_jon (begin (sleep 80) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0020_jon johnson_x02_01 1) (cinematic_subtitle x02_0020_jon 2.5) (unit_set_emotional_state johnson_x02_01 annoyed 0.75 10) (print "johnson - annoyed .75 15") ) ) (script dormant x02_0030_jon (begin (sleep 181) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0030_jon johnson_x02_01 1) (cinematic_subtitle x02_0030_jon 2.5) ) ) (script dormant x02_0040_jon (begin (sleep 270) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0040_jon johnson_x02_01 1) (cinematic_subtitle x02_0040_jon 2) (unit_set_emotional_state johnson_x02_01 happy 0.75 30) (print "johnson - happy .75 30") ) ) (script dormant x02_0050_jon (begin (sleep 333) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0050_jon johnson_x02_01 1) (cinematic_subtitle x02_0050_jon 2) (sleep 10) (unit_set_emotional_state johnson_x02_01 pensive 1 60) (print "johnson - pensive 1 60") ) ) (script dormant x02_01_dof (begin (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.85 0 0 0 0.5 0.5 0) (print "rack focus") (sleep 164) (cinematic_screen_effect_stop) (print "rack focus stop") (sleep 104) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.5 0.5 0) (print "rack focus") (sleep 147) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant cinematic_lighting_x02_01 (begin (cinematic_lighting_set_primary_light 67 208 0.458824 0.407843 0.34902) (cinematic_lighting_set_secondary_light 45 120 0.215686 0.207843 0.25098) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (object_uses_cinematic_lighting chief_x02_01 True) (object_uses_cinematic_lighting johnson_x02_01 True) (object_uses_cinematic_lighting marine_x02_01 True) (object_uses_cinematic_lighting marine_x02_02 True) (object_uses_cinematic_lighting marine_x02_03 True) (object_uses_cinematic_lighting marine_x02_04 True) (object_uses_cinematic_lighting marine_x02_05 True) (object_uses_cinematic_lighting marine_x02_06 True) (object_uses_cinematic_lighting marine_x02_07 True) (object_uses_cinematic_lighting marine_x02_08 True) (object_uses_cinematic_lighting marine_door_01 True) (object_uses_cinematic_lighting marine_door_02 True) (object_uses_cinematic_lighting johnson_hat True) (object_uses_cinematic_lighting x02_drone_01 True) (object_uses_cinematic_lighting x02_drone_02 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script static x02_02_problem_actors (begin (print "problem actors") (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_cinematic_lod dervish True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) ) ) (script dormant x02_hum_crowd_01a (begin (print "first marine crowd") (custom_animation_loop marine_x02_05 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_x02_04 objects\characters\marine\x02\x02 marine_fist_loop False) (custom_animation_loop marine_x02_01 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 5) (custom_animation_loop marine_x02_02 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_03 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_06 objects\characters\marine\x02\x02 marine_whistle_loop False) (sleep 10) (custom_animation_loop marine_x02_07 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_08 objects\characters\marine\x02\x02 marine_clapping_loop False) ) ) (script dormant x02_hum_crowd_01b (begin (sleep 268) (print "second marine crowd") (object_destroy marine_x02_01) (object_destroy marine_x02_02) (object_destroy marine_x02_03) (object_destroy marine_x02_04) (object_destroy marine_x02_05) (object_create_anew marine_x02_09) (object_create_anew marine_x02_10) (object_create_anew marine_x02_11) (object_create_anew marine_x02_12) (object_uses_cinematic_lighting marine_x02_09 True) (object_uses_cinematic_lighting marine_x02_10 True) (object_uses_cinematic_lighting marine_x02_11 True) (object_uses_cinematic_lighting marine_x02_12 True) (custom_animation_loop marine_x02_09 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_x02_10 objects\characters\marine\x02\x02 marine_fist_loop False) (custom_animation_loop marine_x02_11 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_12 objects\characters\marine\x02\x02 marine_clapping_loop False) ) ) (script dormant open_bridge_door (begin (sleep 417) (print "open bridge door") (device_set_position x02_bridge_door 1) ) ) (script static x02_01_setup (begin (object_destroy_type_mask 2052) (object_destroy offending_light) (object_create_anew chief_x02_01) (object_create_anew johnson_x02_01) (object_create_anew johnson_hat) (object_set_permutation johnson_x02_01 helmet ) (object_create_anew marine_door_01) (object_create_anew marine_door_02) (object_set_permutation marine_door_01 head smith) (object_set_permutation marine_door_02 head perez) (object_create_anew marine_x02_01) (object_create_anew marine_x02_02) (object_create_anew marine_x02_03) (object_create_anew marine_x02_04) (object_create_anew marine_x02_05) (object_create_anew marine_x02_06) (object_create_anew marine_x02_07) (object_create_anew marine_x02_08) (object_create_anew x02_drone_01) (object_create_anew x02_drone_02) (object_cinematic_lod chief_x02_01 True) (object_cinematic_lod johnson_x02_01 True) (object_cinematic_lod marine_x02_01 True) (object_cinematic_lod marine_x02_02 True) (object_cinematic_lod marine_x02_03 True) (object_cinematic_lod marine_x02_04 True) (object_cinematic_lod marine_x02_05 True) (object_cinematic_lod marine_x02_06 True) (object_cinematic_lod marine_x02_07 True) (object_cinematic_lod marine_x02_08 True) (wake x02_score_01) (wake x02_foley_01) (wake x02_0010_mas) (wake x02_0020_jon) (wake x02_0030_jon) (wake x02_0040_jon) (wake x02_0050_jon) (wake x02_hum_crowd_01a) (wake x02_hum_crowd_01b) (wake x02_01_dof) (wake cinematic_lighting_x02_01) (wake open_bridge_door) ) ) (script static x02_01_cleanup (begin (object_destroy chief_x02_01) (object_destroy johnson_x02_01) (object_destroy_containing "marine_x02") (object_destroy_containing "marine_door") (object_destroy_containing "drone") (cinematic_screen_effect_stop) ) ) (script static x02_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x02_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_01_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol) (sleep prediction_offset) (x02_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_01 none anchor_flag_x02_01) (custom_animation_relative chief_x02_01 objects\characters\masterchief\x02\x02 chief_01 False anchor_x02_01) (custom_animation_relative johnson_x02_01 objects\characters\marine\x02\x02 johnson_01 False anchor_x02_01) (custom_animation_relative marine_door_01 objects\characters\marine\x02\x02 marine02_01 False anchor_x02_01) (custom_animation_relative marine_door_02 objects\characters\marine\x02\x02 marine04_01 False anchor_x02_01) (scenery_animation_start_relative johnson_hat objects\characters\marine\dress_cap\x02\x02 dress_cap_01 anchor_x02_01) (scenery_animation_start_relative x02_drone_01 objects\cinematics\news_drone\x02\x02 news_drone01_01 anchor_x02_01) (scenery_animation_start_relative x02_drone_02 objects\cinematics\news_drone\x02\x02 news_drone02_01 anchor_x02_01) (sleep 20) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol) (sleep (- (camera_time) 15)) (x02_02_problem_actors) (fade_out 1 1 1 15) (sleep 15) (x02_01_cleanup) ) ) (script dormant x02_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01b_fol none 1) (print "x02 foley 02 start") ) ) (script dormant x02_0070_gch (begin (sleep 386) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0070_gch none 1) (cinematic_subtitle x02_0070_gch 2) ) ) (script dormant x02_fov_02 (begin (sleep 384) (camera_set_field_of_view 30 0) (print "fov change: 60 -> 30 over 0 ticks") (sleep 71) (camera_set_field_of_view 60 0) (print "fov change: 30 -> 60 over 0 ticks") ) ) (script dormant cinematic_lighting_x02_02 (begin (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting grunt_02 True) (object_uses_cinematic_lighting grunt_03 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting hammer True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant place_cov_crowd_01a (begin (sleep 60) (print "place crowd 01a") (object_create_anew_containing "cov_crowd_01a") (object_create_anew problem_guard) (object_uses_cinematic_lighting cov_crowd_01a_01 True) (object_uses_cinematic_lighting cov_crowd_01a_02 True) (object_uses_cinematic_lighting cov_crowd_01a_03 True) (object_uses_cinematic_lighting cov_crowd_01a_04 True) (object_uses_cinematic_lighting cov_crowd_01a_05 True) (object_uses_cinematic_lighting cov_crowd_01a_06 True) (object_uses_cinematic_lighting cov_crowd_01a_07 True) (object_uses_cinematic_lighting cov_crowd_01a_08 True) (object_uses_cinematic_lighting cov_crowd_01a_09 True) (object_uses_cinematic_lighting cov_crowd_01a_10 True) (object_uses_cinematic_lighting cov_crowd_01a_11 True) (object_uses_cinematic_lighting cov_crowd_01a_12 True) (object_uses_cinematic_lighting cov_crowd_01a_13 True) (object_uses_cinematic_lighting cov_crowd_01a_14 True) (object_uses_cinematic_lighting cov_crowd_01a_15 True) (object_uses_cinematic_lighting cov_crowd_01a_16 True) (object_uses_cinematic_lighting cov_crowd_01a_17 True) (object_uses_cinematic_lighting cov_crowd_01a_18 True) (object_uses_cinematic_lighting cov_crowd_01a_19 True) (object_uses_cinematic_lighting cov_crowd_01a_20 True) (object_uses_cinematic_lighting cov_crowd_01a_21 True) (object_uses_cinematic_lighting cov_crowd_01a_22 True) (object_uses_cinematic_lighting cov_crowd_01a_23 True) (object_uses_cinematic_lighting cov_crowd_01a_24 True) (object_uses_cinematic_lighting cov_crowd_01a_25 True) (object_uses_cinematic_lighting cov_crowd_01a_26 True) (object_uses_cinematic_lighting cov_crowd_01a_27 True) (object_uses_cinematic_lighting cov_crowd_01a_28 True) (object_uses_cinematic_lighting cov_crowd_01a_29 True) (object_uses_cinematic_lighting cov_crowd_01a_30 True) (object_uses_cinematic_lighting cov_crowd_01a_31 True) (object_uses_cinematic_lighting cov_crowd_01a_32 True) (object_uses_cinematic_lighting cov_crowd_01a_33 True) (object_uses_cinematic_lighting problem_guard True) ) ) (script dormant place_cov_crowd_01b (begin (sleep 249) (print "place crowd 01b") (object_destroy_containing "cov_crowd_01a") (object_destroy problem_guard) (object_create_anew_containing "cov_crowd_01b") (object_uses_cinematic_lighting cov_crowd_01b_01 True) (object_uses_cinematic_lighting cov_crowd_01b_03 True) (object_uses_cinematic_lighting cov_crowd_01b_04 True) (object_uses_cinematic_lighting cov_crowd_01b_05 True) (object_uses_cinematic_lighting cov_crowd_01b_06 True) (object_uses_cinematic_lighting cov_crowd_01b_07 True) (object_uses_cinematic_lighting cov_crowd_01b_08 True) (object_uses_cinematic_lighting cov_crowd_01b_09 True) (object_uses_cinematic_lighting cov_crowd_01b_10 True) (object_uses_cinematic_lighting cov_crowd_01b_11 True) (object_uses_cinematic_lighting cov_crowd_01b_12 True) (object_uses_cinematic_lighting cov_crowd_01b_13 True) (object_uses_cinematic_lighting cov_crowd_01b_14 True) (object_uses_cinematic_lighting cov_crowd_01b_15 True) (object_uses_cinematic_lighting cov_crowd_01b_16 True) ) ) (script dormant place_cov_crowd_01c (begin (sleep 384) (print "place crowd 01c") (object_destroy_containing "cov_crowd_01b") (object_create_anew_containing "cov_crowd_01c") (object_uses_cinematic_lighting cov_crowd_01c_01 True) (object_uses_cinematic_lighting cov_crowd_01c_02 True) (object_uses_cinematic_lighting cov_crowd_01c_03 True) (object_uses_cinematic_lighting cov_crowd_01c_04 True) (object_uses_cinematic_lighting cov_crowd_01c_05 True) ) ) (script dormant place_cov_crowd_01d (begin (time_code_reset) (sleep 610) (print "place crowd 01d") (object_destroy_containing "cov_crowd_01c") (object_create_anew_containing "cov_crowd_01d") (object_uses_cinematic_lighting cov_crowd_01d_01 True) (object_uses_cinematic_lighting cov_crowd_01d_02 True) (object_uses_cinematic_lighting cov_crowd_01d_03 True) (object_uses_cinematic_lighting cov_crowd_01d_04 True) (object_uses_cinematic_lighting cov_crowd_01d_05 True) (object_uses_cinematic_lighting cov_crowd_01d_06 True) (object_uses_cinematic_lighting cov_crowd_01d_07 True) (object_uses_cinematic_lighting cov_crowd_01d_08 True) (object_uses_cinematic_lighting cov_crowd_01d_09 True) (object_uses_cinematic_lighting cov_crowd_01d_10 True) (object_uses_cinematic_lighting cov_crowd_01d_11 True) (object_uses_cinematic_lighting cov_crowd_01d_12 True) (object_uses_cinematic_lighting cov_crowd_01d_13 True) (object_uses_cinematic_lighting cov_crowd_01d_14 True) (object_uses_cinematic_lighting cov_crowd_01d_15 True) (object_uses_cinematic_lighting cov_crowd_01d_16 True) (object_uses_cinematic_lighting cov_crowd_01d_17 True) (object_uses_cinematic_lighting cov_crowd_01d_18 True) (object_uses_cinematic_lighting cov_crowd_01d_19 True) (object_uses_cinematic_lighting cov_crowd_01d_20 True) (object_uses_cinematic_lighting cov_crowd_01d_21 True) ) ) (script dormant place_cov_crowd_distant (begin (sleep 456) (print "place crowd distant") (object_create_anew_containing "x02_crowd_distant") ) ) (script dormant activate_manacles (begin (sleep 666) (print "activate manacle") (object_set_function_variable x02_manacle_01 manacle_on 0 1) (sleep 20) (object_set_function_variable x02_manacle_02 manacle_on 0 1) ) ) (script dormant create_columns (begin (object_create_anew x02_column_01) (object_create_anew x02_column_06) (sleep 30) (object_create_anew x02_column_02) (object_create_anew x02_column_05) (sleep 30) (object_create_anew x02_column_03) (object_create_anew x02_column_04) ) ) (script static x02_02_setup (begin (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew jackal_01) (object_create_anew hammer) (object_create_anew_containing "x02_manacle") (object_cinematic_lod grunt_01 True) (object_cinematic_lod grunt_02 True) (object_cinematic_lod grunt_03 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod hammer True) (wake x02_foley_02) (wake x02_0070_gch) (wake x02_fov_02) (wake place_cov_crowd_01a) (wake place_cov_crowd_01b) (wake place_cov_crowd_01c) (wake place_cov_crowd_01d) (wake place_cov_crowd_distant) (wake create_columns) (wake activate_manacles) (wake cinematic_lighting_x02_02) (device_set_position x02_door_02 1) ) ) (script static x02_02_cleanup (begin (object_destroy brute_01) (object_destroy brute_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy grunt_03) (object_destroy jackal_01) (object_destroy hammer) (object_destroy_containing "cov_crowd_01") (object_destroy_containing "crowd_distant") ) ) (script static x02_scene_02 (begin (x02_02_predict_stub) (x02_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_02 none anchor_flag_x02_02) (custom_animation_relative dervish objects\characters\dervish\x02\x02 dervish_02 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_02 False anchor_x02_02) (custom_animation_relative brute_01 objects\characters\brute\x02\x02 brute01_02 False anchor_x02_02) (custom_animation_relative brute_02 objects\characters\brute\x02\x02 brute02_02 False anchor_x02_02) (custom_animation_relative grunt_01 objects\characters\grunt\x02\x02 grunt01_02 False anchor_x02_02) (custom_animation_relative grunt_02 objects\characters\grunt\x02\x02 grunt02_02 False anchor_x02_02) (custom_animation_relative grunt_03 objects\characters\grunt\x02\x02 grunt03_02 False anchor_x02_02) (custom_animation_relative jackal_01 objects\characters\jackal\x02\x02 jackal01_02 False anchor_x02_02) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x02\x02 hammer_02 anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_02 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_02 anchor_x02_02) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x02_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_02_fol) (sleep (camera_time)) (x02_02_cleanup) ) ) (script dormant x02_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_02_fol none 1) (print "x02 foley 03 start") ) ) (script dormant x02_0090_tar (begin (sleep 40) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0090_tar tartarus 1) (cinematic_subtitle x02_0090_tar 2) ) ) (script dormant x02_0100_der (begin (sleep 106) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0100_der dervish 1) (cinematic_subtitle x02_0100_der 3.5) ) ) (script dormant x02_0110_tar (begin (sleep 213) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0110_tar tartarus 1) (cinematic_subtitle x02_0110_tar 1.5) (unit_set_emotional_state tartarus inquisitive 1 60) (print "tartarus - inquisitive 1 60") ) ) (script dormant effect_beam_01_start (begin (sleep 297) (print "effect - beam 01 start") (object_create beam_start_01) ) ) (script dormant effect_beams (begin (sleep 378) (print "effect - beam 01") (object_create beam_01) (sleep 69) (print "effect - beam 02") (object_create beam_02) ) ) (script dormant place_cov_crowd_02 (begin (sleep 480) (print "place crowd 02") (object_create_anew_containing "cov_crowd_02") (object_uses_cinematic_lighting cov_crowd_02_01 True) (object_uses_cinematic_lighting cov_crowd_02_02 True) (object_uses_cinematic_lighting cov_crowd_02_03 True) (object_uses_cinematic_lighting cov_crowd_02_04 True) (object_uses_cinematic_lighting cov_crowd_02_05 True) (object_uses_cinematic_lighting cov_crowd_02_06 True) (object_uses_cinematic_lighting cov_crowd_02_07 True) (object_uses_cinematic_lighting cov_crowd_02_08 True) (object_uses_cinematic_lighting cov_crowd_02_09 True) (object_uses_cinematic_lighting cov_crowd_02_10 True) (object_uses_cinematic_lighting cov_crowd_02_11 True) (object_uses_cinematic_lighting cov_crowd_02_12 True) (object_uses_cinematic_lighting cov_crowd_02_13 True) (object_uses_cinematic_lighting cov_crowd_02_14 True) (object_uses_cinematic_lighting cov_crowd_02_15 True) (object_uses_cinematic_lighting cov_crowd_02_16 True) (object_uses_cinematic_lighting cov_crowd_02_17 True) (object_uses_cinematic_lighting cov_crowd_02_18 True) (object_uses_cinematic_lighting cov_crowd_02_19 True) ) ) (script static x02_03_setup (begin (wake x02_foley_03) (wake x02_0090_tar) (wake x02_0100_der) (wake x02_0110_tar) (wake effect_beam_01_start) (wake effect_beams) (wake place_cov_crowd_02) ) ) (script static x02_scene_03_cleanup (begin (object_destroy_containing "beam") (object_destroy_containing "cov_crowd_02") ) ) (script static x02_scene_03 (begin (x02_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_03 none anchor_flag_x02_02) (custom_animation_relative dervish objects\characters\dervish\x02\x02 dervish_03 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_03 False anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_03 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_03 anchor_x02_02) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_scene_03_cleanup) ) ) (script dormant x02_foley_04a (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_03_fol none 1) (print "x02 foley 04a start") ) ) (script dormant x02_0140_lhd (begin (sleep 300) (unit_set_emotional_state hood_x02 happy 0.25 30) (print "hood - happy .25 30") (sleep 41) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0140_lhd hood_x02 1) (cinematic_subtitle x02_0140_lhd 2) ) ) (script dormant marine_whisper (begin (sleep 413) (print "marine whisper") (sound_impulse_start sound\ambience\earthcity\whisper marine_01 1) ) ) (script dormant x02_0150_lhd (begin (sleep 430) (unit_set_emotional_state hood_x02 angry 0.25 60) (print "hood - angry .25 60") (sleep 50) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0150_lhd hood_x02 1) (cinematic_subtitle x02_0150_lhd 1.5) ) ) (script dormant x02_0160_cor (begin (unit_set_emotional_state cortana_x02 angry 0.15 0) (print "cortana - angry .15 0") (sleep 524) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0160_cor cortana_x02 1) (cinematic_subtitle x02_0160_cor 3) ) ) (script dormant effect_cortana_on (begin (sleep 521) (print "cortana_on") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off x02_cortana_stand holo_effect) ) ) (script dormant cinematic_lighting_x02_04a (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 True) (object_uses_cinematic_lighting johnson_x02 True) (object_uses_cinematic_lighting hood_x02 True) (object_uses_cinematic_lighting miranda_x02 True) (object_uses_cinematic_lighting cortana_x02 True) (object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_03 True) (object_uses_cinematic_lighting marine_04 True) (object_uses_cinematic_lighting marine_plant_01 True) (object_uses_cinematic_lighting marine_plant_02 True) (object_uses_cinematic_lighting marine_plant_03 True) (object_uses_cinematic_lighting marine_plant_04 True) (object_uses_cinematic_lighting marine_plant_05 True) (object_uses_cinematic_lighting marine_plant_06 True) (object_uses_cinematic_lighting marine_plant_07 True) (object_uses_cinematic_lighting x02_cortana_stand True) (object_uses_cinematic_lighting x02_medal_tray True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x02_marine_crowd_01 (begin (sleep 0) (print "create marine crowd 02") (object_create_anew_containing "x02_marine_prop_01a") (sleep 10) (object_create_anew_containing "x02_marine_prop_01b") (object_uses_cinematic_lighting x02_marine_prop_01a_01 True) (object_uses_cinematic_lighting x02_marine_prop_01b_02 True) (object_uses_cinematic_lighting x02_marine_prop_01a_03 True) (object_uses_cinematic_lighting x02_marine_prop_01b_04 True) (object_uses_cinematic_lighting x02_marine_prop_01a_05 True) (object_uses_cinematic_lighting x02_marine_prop_01a_06 True) (object_uses_cinematic_lighting x02_marine_prop_01a_07 True) (object_uses_cinematic_lighting x02_marine_prop_01b_08 True) (object_uses_cinematic_lighting x02_marine_prop_01a_09 True) (object_uses_cinematic_lighting x02_marine_prop_01b_10 True) (object_uses_cinematic_lighting x02_marine_prop_01a_11 True) (object_uses_cinematic_lighting x02_marine_prop_01b_12 True) (object_uses_cinematic_lighting x02_marine_prop_01a_13 True) (object_uses_cinematic_lighting x02_marine_prop_01b_14 True) (object_uses_cinematic_lighting x02_marine_prop_01a_15 True) (object_uses_cinematic_lighting x02_marine_prop_01b_16 True) ) ) (script dormant x02_marine_crowd_02 (begin (sleep 0) (print "create marine crowd 02") (object_create_anew_containing "x02_marine_prop_02a") (sleep 5) (object_create_anew_containing "x02_marine_prop_02b") (sleep 10) (object_create_anew_containing "x02_marine_prop_02c") (object_uses_cinematic_lighting x02_marine_prop_02a_01 True) (object_uses_cinematic_lighting x02_marine_prop_02b_02 True) (object_uses_cinematic_lighting x02_marine_prop_02c_03 True) (object_uses_cinematic_lighting x02_marine_prop_02a_05 True) (object_uses_cinematic_lighting x02_marine_prop_02b_06 True) (object_uses_cinematic_lighting x02_marine_prop_02c_07 True) (object_uses_cinematic_lighting x02_marine_prop_02a_08 True) (object_uses_cinematic_lighting x02_marine_prop_02b_09 True) (object_uses_cinematic_lighting x02_marine_prop_02c_10 True) (object_uses_cinematic_lighting x02_marine_prop_02a_11 True) (object_uses_cinematic_lighting x02_marine_prop_02b_12 True) (object_uses_cinematic_lighting x02_marine_prop_02c_13 True) (object_uses_cinematic_lighting x02_marine_prop_02a_14 True) (object_uses_cinematic_lighting x02_marine_prop_02b_16 True) (object_uses_cinematic_lighting x02_marine_prop_02c_17 True) (object_uses_cinematic_lighting x02_marine_prop_02a_18 True) (object_uses_cinematic_lighting x02_marine_prop_02b_19 True) (object_uses_cinematic_lighting x02_marine_prop_02c_20 True) (object_uses_cinematic_lighting x02_marine_prop_02a_21 True) (object_uses_cinematic_lighting x02_marine_prop_02b_22 True) (object_uses_cinematic_lighting x02_marine_prop_02c_23 True) (object_uses_cinematic_lighting x02_marine_prop_02a_24 True) (object_uses_cinematic_lighting x02_marine_prop_02b_25 True) (object_uses_cinematic_lighting x02_marine_prop_02c_26 True) (object_uses_cinematic_lighting x02_marine_prop_02a_27 True) (object_uses_cinematic_lighting x02_marine_prop_02b_28 True) (object_uses_cinematic_lighting x02_marine_prop_02c_29 True) (object_uses_cinematic_lighting x02_marine_prop_02a_30 True) (object_uses_cinematic_lighting x02_marine_prop_02b_31 True) (object_uses_cinematic_lighting x02_marine_prop_02c_32 True) ) ) (script static x02_04a_setup (begin (object_create_anew chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew marine_plant_01) (object_create_anew marine_plant_02) (object_create_anew marine_plant_03) (object_create_anew marine_plant_04) (object_create_anew marine_plant_05) (object_create_anew marine_plant_06) (object_create_anew marine_plant_07) (object_set_permutation marine_01 head perez) (object_set_permutation marine_02 head smith) (object_set_permutation marine_03 head walter) (object_set_permutation marine_04 head dion) (object_create_anew x02_cortana_stand) (object_create_anew x02_medal_tray) (object_create_anew x02_unsc_logo) (object_cinematic_lod chief_x02 True) (object_cinematic_lod hood_x02 True) (object_cinematic_lod cortana_x02 True) (object_cinematic_lod miranda_x02 True) (object_cinematic_lod johnson_x02 True) (object_cinematic_lod marine_01 True) (object_cinematic_lod marine_02 True) (object_cinematic_lod marine_03 True) (object_cinematic_lod marine_04 True) (object_cinematic_lod marine_plant_01 True) (object_cinematic_lod marine_plant_02 True) (object_cinematic_lod marine_plant_03 True) (object_cinematic_lod marine_plant_04 True) (object_cinematic_lod marine_plant_05 True) (object_cinematic_lod marine_plant_06 True) (object_cinematic_lod marine_plant_07 True) (wake x02_foley_04a) (wake x02_0140_lhd) (wake marine_whisper) (wake x02_0150_lhd) (wake x02_0160_cor) (wake x02_marine_crowd_01) (wake x02_marine_crowd_02) (wake effect_cortana_on) (wake cinematic_lighting_x02_04a) ) ) (script static x02_scene_04a_cleanup (begin (object_destroy marine_05) (object_destroy marine_06) (object_destroy marine_07) (object_destroy marine_08) (object_destroy_containing "x02_marine_prop_01") (object_destroy_containing "x02_marine_prop_02") (object_destroy_containing "marine_plant") ) ) (script static x02_scene_04a (begin (cinematic_lightmap_shadow_enable) (x02_04a_predict_stub) (x02_04a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_04a none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_04a False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_04a False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_04a False anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 miranda_04a False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_04a False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_04a False anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 marine02_04a False anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 marine03_04a False anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 marine04_04a False anchor_x02_01) (custom_animation_loop marine_plant_01 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_02 objects\characters\marine\x02\x02 marine_fist_loop False) (custom_animation_loop marine_plant_03 objects\characters\marine\x02\x02 marine_clapping_loop False) (custom_animation_loop marine_plant_04 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_05 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_06 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_07 objects\characters\marine\x02\x02 marine_fist_loop False) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_04a anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 medal_tray_04a anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 unsc_logo_04a anchor_x02_01) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x02_04b_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_04_fol) (sleep (camera_time)) (x02_scene_04a_cleanup) ) ) (script dormant x02_foley_04b (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_04_fol none 1) (print "x02 foley 04b start") ) ) (script dormant x02_0170_lhd (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0170_lhd hood_x02 1) (cinematic_subtitle x02_0170_lhd 3) ) ) (script dormant x02_0180_cor (begin (sleep 10) (unit_set_emotional_state cortana_x02 angry 0.25 0) (sleep 117) (unit_set_emotional_state cortana_x02 happy 0.25 60) (print "cortana - happy .15 60") (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0180_cor cortana_x02 1) (cinematic_subtitle x02_0180_cor 1) ) ) (script dormant x02_0190_mas (begin (sleep 194) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0190_mas chief_x02 1) (cinematic_subtitle x02_0190_mas 1) ) ) (script dormant x02_0200_jon (begin (sleep 189) (unit_set_emotional_state johnson_x02 arrogant 1 0) (print "johnson - amorous 1 0") (sleep 5) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0200_jon johnson_x02 1) (cinematic_subtitle x02_0200_jon 1) (sleep 30) (unit_set_emotional_state johnson_x02 annoyed 0.5 30) (print "johnson - annoyed .5 30") (sleep 40) (unit_set_emotional_state johnson_x02 pensive 1 5) (print "johnson - pensive 1 5") ) ) (script dormant x02_0210_lhd (begin (sleep 255) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0210_lhd hood_x02 1) (cinematic_subtitle x02_0210_lhd 1) ) ) (script dormant x02_0220_lhd (begin (sleep 293) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0220_lhd hood_x02 1) (cinematic_subtitle x02_0220_lhd 5) ) ) (script dormant x02_0230_lhd (begin (sleep 435) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0230_lhd hood_x02 1) (cinematic_subtitle x02_0230_lhd 3) ) ) (script dormant cinematic_lighting_x02_04b (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting medal_01 True) (object_uses_cinematic_lighting medal_02 True) (object_uses_cinematic_lighting medal_03 True) ) ) (script static x02_04b_setup (begin (object_create_anew_containing "medal") (wake x02_foley_04b) (wake x02_0170_lhd) (wake x02_0180_cor) (wake x02_0190_mas) (wake x02_0200_jon) (wake x02_0210_lhd) (wake x02_0220_lhd) (wake x02_0230_lhd) ) ) (script static x02_scene_04b (begin (x02_04b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_04b none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_04b False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_04b False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_04b False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_04b False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_04b False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_04b anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 medal_tray_04b anchor_x02_01) (scenery_animation_start_relative medal_01 objects\cinematics\human\medals\colonial_cross\x02\x02 cross1_04b anchor_x02_01) (scenery_animation_start_relative medal_02 objects\cinematics\human\medals\colonial_cross\x02\x02 cross2_04b anchor_x02_01) (scenery_animation_start_relative medal_03 objects\cinematics\human\medals\colonial_cross\x02\x02 cross3_04b anchor_x02_01) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_05_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_05_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) ) ) (script dormant x02_score_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_05_mus none 1) (print "x02 score 05 start") ) ) (script dormant x02_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_05_fol none 1) (print "x02 foley 05 start") ) ) (script dormant x02_0240_tar (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0240_tar tartarus 1) (cinematic_subtitle x02_0240_tar 3) ) ) (script dormant x02_0250_tar (begin (sleep 88) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0250_tar tartarus 1) (cinematic_subtitle x02_0250_tar 3) ) ) (script dormant x02_0270_tar (begin (sleep 245) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0270_tar tartarus 1) (cinematic_subtitle x02_0270_tar 2) (effect_new_on_object_marker effects\cinematics\02\charred_smoke_medium dervish head) ) ) (script dormant effect_body_smoke (begin (sleep 0) (print "effect - body smoke") (effect_new_on_object_marker effects\cinematics\02\charred_smoke_medium dervish head) ) ) (script dormant cinematic_lighting_x02_05 (begin (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting grunt_02 True) (object_uses_cinematic_lighting grunt_03 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting jackal_02 True) (object_uses_cinematic_lighting hunter_01 True) (object_uses_cinematic_lighting hunter_02 True) (object_uses_cinematic_lighting hunter_03 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script static x02_05_setup (begin (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew jackal_01) (object_create_anew jackal_02) (object_create_anew hunter_01) (object_create_anew hunter_02) (object_create_anew hunter_03) (object_cinematic_lod dervish True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod grunt_01 True) (object_cinematic_lod grunt_02 True) (object_cinematic_lod grunt_03 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod jackal_02 True) (object_cinematic_lod hunter_01 True) (object_cinematic_lod hunter_02 True) (object_cinematic_lod hunter_03 True) (object_set_function_variable dervish elite_burnt 0 0) (wake x02_score_05) (wake x02_foley_05) (wake x02_0240_tar) (wake x02_0250_tar) (wake x02_0270_tar) (wake effect_body_smoke) (wake cinematic_lighting_x02_05) ) ) (script static x02_05_cleanup (begin (object_destroy dervish) (object_destroy brute_01) (object_destroy brute_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy grunt_03) (object_destroy jackal_01) (object_destroy jackal_02) (object_destroy hunter_01) (object_destroy hunter_02) (object_destroy hunter_03) ) ) (script static x02_scene_05 (begin (cinematic_lightmap_shadow_disable) (x02_05_predict_stub) (x02_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_05 none anchor_flag_x02_02) (custom_animation_relative dervish objects\characters\dervish\x02\x02 dervish_05 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_05 False anchor_x02_02) (custom_animation_relative brute_01 objects\characters\brute\x02\x02 brute01_05 False anchor_x02_02) (custom_animation_relative brute_02 objects\characters\brute\x02\x02 brute02_05 False anchor_x02_02) (custom_animation_relative grunt_01 objects\characters\grunt\x02\x02 grunt01_05 False anchor_x02_02) (custom_animation_relative grunt_02 objects\characters\grunt\x02\x02 grunt02_05 False anchor_x02_02) (custom_animation_relative grunt_03 objects\characters\grunt\x02\x02 grunt03_05 False anchor_x02_02) (custom_animation_relative jackal_01 objects\characters\jackal\x02\x02 jackal01_05 False anchor_x02_02) (custom_animation_relative jackal_02 objects\characters\jackal\x02\x02 jackal02_05 False anchor_x02_02) (custom_animation_relative hunter_01 objects\characters\hunter\x02\x02 hunter01_05 False anchor_x02_02) (custom_animation_relative hunter_02 objects\characters\hunter\x02\x02 hunter02_05 False anchor_x02_02) (custom_animation_relative hunter_03 objects\characters\hunter\x02\x02 hunter03_05 False anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_05 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_05 anchor_x02_02) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_06_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_05_cleanup) ) ) (script dormant x02_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_06_fol none 1) (print "x02 foley 06 start") ) ) (script dormant x02_0280_lhd (begin (sleep 165) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0280_lhd hood_x02 1) (cinematic_subtitle x02_0280_lhd 2) (unit_set_emotional_state miranda_x02 pensive 0.25 0) (print "miranda - pensive .25 0") ) ) (script dormant x02_0290_lhd (begin (sleep 217) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0290_lhd hood_x02 1) (cinematic_subtitle x02_0290_lhd 4.5) ) ) (script dormant x02_0300_lhd (begin (sleep 356) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0300_lhd hood_x02 1) (cinematic_subtitle x02_0300_lhd 6.5) ) ) (script dormant x02_0310_lhd (begin (sleep 556) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0310_lhd hood_x02 1) (cinematic_subtitle x02_0310_lhd 2.5) (unit_set_emotional_state miranda_x02 shocked 0.25 60) (print "miranda - shocked .25 60") ) ) (script dormant cinematic_lighting_x02_06 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 True) (object_uses_cinematic_lighting johnson_x02 True) (object_uses_cinematic_lighting hood_x02 True) (object_uses_cinematic_lighting miranda_x02 True) (object_uses_cinematic_lighting cortana_x02 True) (object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_03 True) (object_uses_cinematic_lighting marine_04 True) (object_uses_cinematic_lighting medal_01 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x02_marine_crowd_03 (begin (sleep 0) (print "create marine crowd 02") (object_create_anew_containing "x02_marine_prop_03") (object_uses_cinematic_lighting x02_marine_prop_03_01 True) (object_uses_cinematic_lighting x02_marine_prop_03_02 True) (object_uses_cinematic_lighting x02_marine_prop_03_03 True) (object_uses_cinematic_lighting x02_marine_prop_03_04 True) (object_uses_cinematic_lighting x02_marine_prop_03_05 True) (object_uses_cinematic_lighting x02_marine_prop_03_06 True) (object_uses_cinematic_lighting x02_marine_prop_03_07 True) (object_uses_cinematic_lighting x02_marine_prop_03_08 True) (object_uses_cinematic_lighting x02_marine_prop_03_09 True) (object_uses_cinematic_lighting x02_marine_prop_03_10 True) (object_uses_cinematic_lighting x02_marine_prop_03_11 True) (object_uses_cinematic_lighting x02_marine_prop_03_12 True) (object_uses_cinematic_lighting x02_marine_prop_03_13 True) (object_uses_cinematic_lighting x02_marine_prop_03_14 True) (object_uses_cinematic_lighting x02_marine_prop_03_16 True) (object_uses_cinematic_lighting x02_marine_prop_03_17 True) (object_uses_cinematic_lighting x02_marine_prop_03_18 True) (object_uses_cinematic_lighting x02_marine_prop_03_19 True) (object_uses_cinematic_lighting x02_marine_prop_03_20 True) (object_uses_cinematic_lighting x02_marine_prop_03_21 True) (object_uses_cinematic_lighting x02_marine_prop_03_22 True) (object_uses_cinematic_lighting x02_marine_prop_03_23 True) (object_uses_cinematic_lighting x02_marine_prop_03_24 True) (object_uses_cinematic_lighting x02_marine_prop_03_25 True) (object_uses_cinematic_lighting x02_marine_prop_03_26 True) (object_uses_cinematic_lighting x02_marine_prop_03_27 True) (object_uses_cinematic_lighting x02_marine_prop_03_28 True) (object_uses_cinematic_lighting x02_marine_prop_03_29 True) (object_uses_cinematic_lighting x02_marine_prop_03_30 True) (object_uses_cinematic_lighting x02_marine_prop_03_31 True) (object_uses_cinematic_lighting x02_marine_prop_03_32 True) (object_uses_cinematic_lighting x02_marine_prop_03_33 True) (object_uses_cinematic_lighting x02_marine_prop_03_34 True) (object_uses_cinematic_lighting x02_marine_prop_03_35 True) ) ) (script static x02_06_setup (begin (object_create_anew chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew medal_01) (object_cinematic_lod chief_x02 True) (object_cinematic_lod hood_x02 True) (object_cinematic_lod cortana_x02 True) (object_cinematic_lod miranda_x02 True) (object_cinematic_lod johnson_x02 True) (object_cinematic_lod marine_01 True) (object_cinematic_lod marine_02 True) (object_cinematic_lod marine_03 True) (object_cinematic_lod marine_04 True) (object_cinematic_lod medal_01 True) (object_set_permutation marine_01 head perez) (object_set_permutation marine_02 head smith) (object_set_permutation marine_03 head walter) (object_set_permutation marine_04 head dion) (wake x02_marine_crowd_03) (wake x02_foley_06) (wake x02_0280_lhd) (wake x02_0290_lhd) (wake x02_0300_lhd) (wake x02_0310_lhd) (wake cinematic_lighting_x02_06) ) ) (script static x02_06_cleanup (begin (object_hide marine_01 True) (object_destroy_containing "medal") (object_destroy_containing "x02_marine_prop_03") ) ) (script static x02_scene_06 (begin (cinematic_lightmap_shadow_enable) (x02_06_predict_stub) (x02_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_06 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_06 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_06 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_06 False anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 miranda_06 False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_06 False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_06 False anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 marine02_06 False anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 marine03_06 False anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 marine04_06 False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_06 anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 medal_tray_06 anchor_x02_01) (scenery_animation_start_relative medal_01 objects\cinematics\human\medals\colonial_cross\x02\x02 cross1_06 anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 unsc_logo_06 anchor_x02_01) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_08_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_07_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_06_cleanup) ) ) (script dormant x02_score_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_08_mus none 1) (print "x02 score 08 start") ) ) (script dormant x02_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_07_fol none 1) (print "x02 foley 07 start") ) ) (script dormant x02_0320_der (begin (sleep 540) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0320_der none 1) (cinematic_subtitle x02_0320_der 4) ) ) (script dormant x02_07_dof_01 (begin (sleep 80) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.5 1 1 0 0 0 0) (print "rack focus") (sleep 70) (cinematic_screen_effect_set_depth_of_field 1.5 1 0 0.5 0 1 0.5) (print "rack focus") (sleep 80) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant effect_helmet_smoke (begin (sleep 0) (print "effect - helmet smoke") (effect_new_on_object_marker effects\cinematics\02\charred_smoke_small x02_elite_helmet head) ) ) (script dormant effect_brand (begin (sleep 425) (effect_new_on_object_marker effects\objects\cinematics\branding_iron\branding_iron_burn branding_iron_01 ) (print "ouch") ) ) (script dormant cinematic_lighting_x02_07 (begin (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish_nude True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting x02_elite_helmet True) (object_uses_cinematic_lighting branding_iron_01 True) (object_uses_cinematic_lighting branding_iron_02 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant backup_brand (begin (sleep 231) (scenery_animation_start_relative branding_iron_02 objects\cinematics\covenant\branding_iron\x02\x02 branding_iron01_07 anchor_x02_02) ) ) (script dormant delete_brand (begin (sleep 363) (print "destroy branding-iron") (object_destroy branding_iron_01) ) ) (script dormant emotion_tartarus_07 (begin (sleep 180) (unit_set_emotional_state tartarus pensive 1 0) (print "tartarus - pensive 1 0") (sleep 63) (unit_set_emotional_state tartarus amorous 1 30) (print "tartaurs - amorous 1 30") ) ) (script static x02_07_setup (begin (object_create_anew dervish_nude) (object_create_anew tartarus) (object_create_anew x02_elite_helmet) (object_create_anew branding_iron_01) (object_create_anew branding_iron_02) (object_create_anew_containing "cov_crowd_02") (wake delete_brand) (object_cinematic_lod dervish_nude True) (object_cinematic_lod tartarus True) (object_cinematic_lod branding_iron_01 True) (object_cinematic_lod branding_iron_02 True) (wake x02_foley_07) (wake x02_0320_der) (wake effect_helmet_smoke) (wake backup_brand) (wake effect_brand) (wake cinematic_lighting_x02_07) (wake emotion_tartarus_07) ) ) (script static x02_07_cleanup (begin (object_destroy dervish_nude) (object_destroy tartarus) (object_destroy_containing "cov_crowd_02") (object_destroy x02_elite_helmet) (object_destroy_containing "branding") (object_destroy_containing "x02_column") (object_destroy_containing "x02_manacle") (object_destroy_containing "x02_dervish_lift") ) ) (script static x02_scene_07 (begin (cinematic_lightmap_shadow_disable) (x02_07_predict_stub) (x02_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_07 none anchor_flag_x02_02) (custom_animation_relative dervish_nude objects\characters\dervish\x02_alt\x02_alt dervish_07 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_07 False anchor_x02_02) (scenery_animation_start_relative x02_elite_helmet objects\cinematics\covenant\elite_helmet_charred\elite_helmet_charred helmet_charred_07 anchor_x02_02) (scenery_animation_start_relative branding_iron_01 objects\cinematics\covenant\branding_iron\x02\x02 branding_iron02_07 anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_07 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_07 anchor_x02_02) (sleep 5) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_08_fol) (wake x02_score_08) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_07_cleanup) ) ) (script dormant x02_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_08_fol none 1) (print "x02 foley 08 start") ) ) (script dormant x02_0330_cor (begin (sleep 1) (unit_set_emotional_state hood_x02 shocked 0.25 0) (unit_set_emotional_state cortana_x02 angry 0.5 0) (sleep 71) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0330_cor cortana_x02 1) (cinematic_subtitle x02_0330_cor 3) ) ) (script dormant x02_0340_lhd (begin (unit_set_emotional_state hood_x02 angry 0.5 15) (print "hood - angry .5 15") (sleep 150) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0340_lhd hood_x02 1) (cinematic_subtitle x02_0340_lhd 1) ) ) (script dormant x02_0350_cor (begin (sleep 180) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0350_cor cortana_x02 1) (cinematic_subtitle x02_0350_cor 4) ) ) (script dormant x02_0360_ahp (begin (sleep 311) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\x02_0360_ahp none 1 radio_default) (cinematic_subtitle x02_0360_ahp 3) ) ) (script dormant x02_0370_lhd (begin (unit_set_emotional_state hood_x02 pensive 0.5 15) (print "hood - pensive .5 15") (unit_set_emotional_state miranda_x02 shocked 0.15 0) (sleep 415) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0370_lhd hood_x02 1) (cinematic_subtitle x02_0370_lhd 4) ) ) (script dormant x02_0380_lhd (begin (sleep 548) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0380_lhd hood_x02 1) (cinematic_subtitle x02_0380_lhd 2.5) (sleep 75) (unit_set_emotional_state miranda_x02 angry 0.5 15) (print "miranda - angry .5 15") ) ) (script dormant x02_0390_mir (begin (sleep 632) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0390_mir miranda_x02 1) (cinematic_subtitle x02_0390_mir 1) ) ) (script dormant x02_0400_lhd (begin (sleep 676) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0400_lhd hood_x02 1) (cinematic_subtitle x02_0400_lhd 4) ) ) (script dormant x02_0405_cor (begin (sleep 793) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0405_cor cortana_x02 1) (cinematic_subtitle x02_0405_cor 1) ) ) (script dormant x02_0410_lhd (begin (sleep 825) (unit_set_emotional_state hood_x02 annoyed 0.75 60) (print "hood - annoyed .75 60") (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0410_lhd hood_x02 1) (cinematic_subtitle x02_0410_lhd 5) ) ) (script dormant effect_cortana_off (begin (sleep 809) (print "cortana off") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off x02_cortana_stand holo_effect) ) ) (script dormant cinematic_lighting_x02_08 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 True) (object_uses_cinematic_lighting johnson_x02 True) (object_uses_cinematic_lighting hood_x02 True) (object_uses_cinematic_lighting miranda_x02 True) (object_uses_cinematic_lighting cortana_x02 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_03 True) (object_uses_cinematic_lighting marine_04 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script static x02_08_setup (begin (object_create chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew x02_tactical_display) (object_cinematic_lod chief_x02 True) (object_cinematic_lod hood_x02 True) (object_cinematic_lod cortana_x02 True) (object_cinematic_lod miranda_x02 True) (object_cinematic_lod johnson_x02 True) (object_cinematic_lod marine_02 True) (object_cinematic_lod marine_03 True) (object_cinematic_lod marine_04 True) (object_set_permutation marine_02 head smith) (object_set_permutation marine_03 head walter) (object_set_permutation marine_04 head dion) (wake x02_foley_08) (wake x02_0330_cor) (wake x02_0340_lhd) (wake x02_0350_cor) (wake x02_0360_ahp) (wake x02_0370_lhd) (wake x02_0380_lhd) (wake x02_0390_mir) (wake x02_0400_lhd) (wake x02_0405_cor) (wake x02_0410_lhd) (wake effect_cortana_off) (wake cinematic_lighting_x02_08) ) ) (script static x02_scene_08_cleanup (begin (object_destroy miranda_x02) (object_destroy cortana_x02) (object_destroy marine_02) (object_destroy marine_03) (object_destroy marine_04) ) ) (script static x02_scene_08 (begin (cinematic_lightmap_shadow_enable) (x02_08_predict_stub) (x02_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_08 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_08 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_08 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_08 False anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 miranda_08 False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_08 False anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 marine02_08 False anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 marine03_08 False anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 marine04_08 False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_08 anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 unsc_logo_08 anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 display_large_08 anchor_x02_01) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (x02_09_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_09_fol) (sleep (camera_time)) (x02_scene_08_cleanup) ) ) (script command cs_x02_panic_01 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p0) (cs_look True x02_look/p0) (sleep 60) (cs_go_to x02_run/p1) (cs_look True x02_look/p1) False) ) ) ) (script command cs_x02_panic_02 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p2) (cs_look True x02_look/p2) (sleep 60) (cs_go_to x02_run/p3) (cs_look True x02_look/p3) False) ) ) ) (script command cs_x02_panic_03 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p0) (cs_look True x02_look/p0) (sleep 60) (cs_go_to x02_run/p2) (cs_look True x02_look/p2) False) ) ) ) (script command cs_x02_panic_04 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p3) (cs_look True x02_look/p3) (sleep 60) (cs_go_to x02_run/p1) (cs_look True x02_look/p1) False) ) ) ) (script dormant x02_foley_09 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_09_fol none 1) (print "x02 foley 09 start") ) ) (script dormant x02_0420_to1 (begin (sleep 107) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0420_to1 none 1) (cinematic_subtitle x02_0420_to1 1.5) (unit_set_emotional_state marine_01 annoyed 0.5 0) (unit_set_emotional_state marine_01 pensive 0.5 0) (sleep 45) (unit_set_emotional_state marine_01 annoyed 1 10) ) ) (script dormant x02_0430_to1 (begin (sleep 159) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0430_to1 marine_01 1) (cinematic_subtitle x02_0430_to1 1.5) (sleep 10) (unit_set_emotional_state marine_01 shocked 0.25 0) (print "marine_01 - shocked .5 0") ) ) (script dormant x02_0440_lhd (begin (sleep 208) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0440_lhd hood_x02 1) (cinematic_subtitle x02_0440_lhd 5) ) ) (script dormant x02_0450_lhd (begin (sleep 367) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0450_lhd hood_x02 1) (cinematic_subtitle x02_0450_lhd 3) ) ) (script dormant x02_0460_mas (begin (sleep 462) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0460_mas chief_x02 1) (cinematic_subtitle x02_0460_mas 1) ) ) (script dormant x02_0480_mas (begin (sleep 497) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0480_mas chief_x02 1) (cinematic_subtitle x02_0480_mas 1) ) ) (script dormant x02_0490_jon (begin (sleep 529) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0490_jon johnson_x02 1) (cinematic_subtitle x02_0490_jon 2) ) ) (script dormant cinematic_lighting_x02_09 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x02_fov_09_01 (begin (sleep 166) (camera_set_field_of_view 23 10) (print "fov change: 60 -> 23 over 10 ticks") ) ) (script dormant x02_fov_09_02 (begin (sleep 206) (camera_set_field_of_view 60 0) (print "fov change: 23 -> 60 over 0 ticks") ) ) (script static place_x02_ai (begin (ai_place x02_panic_01) (ai_place x02_panic_02) (ai_place x02_panic_03) (ai_place x02_panic_04) ) ) (script dormant x02_09_setup (begin (object_hide marine_01 False) (wake x02_foley_09) (wake x02_0420_to1) (wake x02_0430_to1) (wake x02_0440_lhd) (wake x02_0450_lhd) (wake x02_0460_mas) (wake x02_0480_mas) (wake x02_0490_jon) (place_x02_ai) (wake x02_fov_09_01) (wake x02_fov_09_02) (wake cinematic_lighting_x02_09) ) ) (script static x02_scene_09 (begin (wake x02_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_09 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_09 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_09 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_09 False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_09 False anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 display_large_09 anchor_x02_01) (sleep (- (camera_time) prediction_offset)) (x02_10_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_10_fol) (sleep (camera_time)) (object_destroy marine_01) ) ) (script dormant x02_foley_10 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_10_fol none 1) (print "x02 foley 10 start") ) ) (script dormant cinematic_lighting_x02_10 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting poa_x02 True) (object_uses_cinematic_lighting fighter_x02_01 True) (object_uses_cinematic_lighting fighter_x02_02 True) (object_uses_cinematic_lighting fighter_x02_03 True) (object_uses_cinematic_lighting fighter_x02_04 True) (object_uses_cinematic_lighting fighter_x02_05 True) (object_uses_cinematic_lighting fighter_x02_06 True) (object_uses_cinematic_lighting fighter_x02_07 True) (object_uses_cinematic_lighting fighter_x02_08 True) ) ) (script dormant fighters_unhide (begin (sleep 5) (print "fighters unhide") (object_hide fighter_x02_01 False) (object_hide fighter_x02_02 False) (object_hide fighter_x02_03 False) (object_hide fighter_x02_04 False) (object_hide fighter_x02_05 False) (object_hide fighter_x02_06 False) (object_hide fighter_x02_07 False) (object_hide fighter_x02_08 False) ) ) (script static x02_10_setup (begin (object_create poa_x02) (object_create fighter_x02_01) (object_create fighter_x02_02) (object_create fighter_x02_03) (object_create fighter_x02_04) (object_create fighter_x02_05) (object_create fighter_x02_06) (object_create fighter_x02_07) (object_create fighter_x02_08) (object_cinematic_lod poa_x02 True) (object_cinematic_lod fighter_x02_01 True) (object_cinematic_lod fighter_x02_02 True) (object_cinematic_lod fighter_x02_03 True) (object_cinematic_lod fighter_x02_04 True) (object_cinematic_lod fighter_x02_05 True) (object_cinematic_lod fighter_x02_06 True) (object_cinematic_lod fighter_x02_07 True) (object_cinematic_lod fighter_x02_08 True) (object_hide fighter_x02_01 True) (object_hide fighter_x02_02 True) (object_hide fighter_x02_03 True) (object_hide fighter_x02_04 True) (object_hide fighter_x02_05 True) (object_hide fighter_x02_06 True) (object_hide fighter_x02_07 True) (object_hide fighter_x02_08 True) (wake x02_foley_10) (wake fighters_unhide) (wake cinematic_lighting_x02_10) ) ) (script static x02_scene_10_cleanup (begin (object_destroy chief_x02) (object_destroy johnson_x02) (object_destroy hood_x02) (object_destroy x02_cortana_stand) (object_destroy x02_tactical_display) (object_destroy poa_x02) (object_destroy_containing "fighter_x02") ) ) (script static x02_scene_10 (begin (x02_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_10 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_10 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_10 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_10 False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_10 anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 display_large_10 anchor_x02_01) (scenery_animation_start_relative poa_x02 objects\cinematics\human\pillarofautumn\x02\x02 poa_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_01 objects\vehicles\longsword\x02\x02 longsword01_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_02 objects\vehicles\longsword\x02\x02 longsword02_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_03 objects\vehicles\longsword\x02\x02 longsword03_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_04 objects\vehicles\longsword\x02\x02 longsword04_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_05 objects\vehicles\longsword\x02\x02 longsword05_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_06 objects\vehicles\longsword\x02\x02 longsword06_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_07 objects\vehicles\longsword\x02\x02 longsword07_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_08 objects\vehicles\longsword\x02\x02 longsword08_10 anchor_x02_01) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_scene_10_cleanup) (sleep 30) ) ) (script static x02 (begin (texture_cache_flush) (geometry_cache_flush) (cinematic_enable_ambience_details False) (sound_class_set_gain "device_machinery" 0 15) (switch_bsp_by_name 01_bsp_0) (sleep 1) (x02_scene_01) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_02) (x02_scene_03) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_04a) (x02_scene_04b) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_05) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_06) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_07) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_08) (x02_scene_09) (x02_scene_10) (sound_class_set_gain "device_machinery" 1 15) (rasterizer_bloom_override False) ) ) (script dormant c01_outro_score_01 (begin (sleep 259) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\music\c01_outro_01_mus none 1) (print "c01_outro score 01 start") ) ) (script dormant c01_outro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_01_fol none 1) (print "c01_outro foley 01 start") ) ) (script dormant c01_9010_cor (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9010_cor cortana 1) (cinematic_subtitle c01_9010_cor 2) ) ) (script dormant c01_9050_mas (begin (sleep 311) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9050_mas chief 1) (cinematic_subtitle c01_9050_mas 2) ) ) (script dormant c01_9060_cor (begin (sleep 349) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9060_cor none 1) (cinematic_subtitle c01_9060_cor 2) ) ) (script dormant c01_9070_mir (begin (sleep 393) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9070_mir none 1 radio_default) (cinematic_subtitle c01_9070_mir 2) ) ) (script dormant cinematic_lighting_outro_01 (begin (cinematic_lighting_set_primary_light 33 188 0.388235 0.380392 0.372549) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting cortana True) (object_uses_cinematic_lighting pickle True) (object_uses_cinematic_lighting outro_cortana_stand True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant effects_cortana_transfer (begin (sleep 125) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base marker) (sleep 20) (effect_new_on_object_marker effects\objects\characters\masterchief\data_transfer chief right_hand) ) ) (script static test (begin (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base marker) ) ) (script dormant bomb_deactivate (begin (sleep 284) (print "bomb deactivate") (object_set_function_variable pickle flare 0 1) ) ) (script static c01_outro_02_problem_actors (begin (print "problem actors") (object_create_anew miranda) (object_create_anew johnson) (object_create_anew iac_bridge_outro_01) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod iac_bridge_outro_01 True) ) ) (script dormant upload_cortana (begin (time_code_reset) (sleep 135) (print "upload cortana") (object_destroy cortana) ) ) (script static c01_outro_01_setup (begin (object_create_anew chief) (object_create_anew cortana) (object_create_anew pickle) (object_create_anew outro_cortana_stand) (object_create_anew outro_cortana_base) (object_destroy_containing "outro_crate") (object_cinematic_lod chief True) (object_cinematic_lod cortana True) (object_cinematic_lod pickle True) (object_cinematic_lod outro_cortana_stand True) (wake c01_outro_score_01) (wake c01_outro_foley_01) (wake c01_9010_cor) (wake c01_9050_mas) (wake c01_9060_cor) (wake c01_9070_mir) (wake effects_cortana_transfer) (wake upload_cortana) (wake bomb_deactivate) (wake cinematic_lighting_outro_01) ) ) (script static c01_outro_01_cleanup (begin (object_destroy outro_cortana_stand) (object_destroy outro_cortana_base) ) ) (script static c01_outro_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) (x02_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\music\c01_outro_01_mus) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_01_fol) (sleep prediction_offset) (c01_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_01 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_01 False anchor_outro1) (custom_animation_relative cortana objects\characters\cortana\01_outro\01_outro cortana_01 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_01 anchor_outro1) (scenery_animation_start_relative outro_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\01_outro\01_outro cortana_stand_01 anchor_outro1) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base marker) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (01_outro_02_predict_stub) (c01_outro_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_02_fol) (sleep (camera_time)) (c01_outro_01_cleanup) ) ) (script dormant c01_outro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_02_fol none 1) (print "c01_outro foley 02 start") ) ) (script dormant c01_9080_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9080_mir miranda 1) (cinematic_subtitle c01_9080_mir 3) (sleep 1) (unit_set_emotional_state miranda pain 0.25 0) (unit_set_emotional_state hood annoyed 0.5 0) ) ) (script dormant c01_9090_lhd (begin (sleep 113) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9090_lhd hood 1) (cinematic_subtitle c01_9090_lhd 4) ) ) (script dormant c01_9100_mas (begin (sleep 227) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9100_mas none 1 radio_default) (cinematic_subtitle c01_9100_mas 1) ) ) (script dormant c01_9110_mas (begin (sleep 250) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9110_mas chief 1) (cinematic_subtitle c01_9110_mas 1) ) ) (script dormant c01_9120_lhd (begin (sleep 290) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9120_lhd hood 1) (cinematic_subtitle c01_9120_lhd 2) ) ) (script dormant c01_9130_mas (begin (sleep 343) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9130_mas none 1 radio_default) (cinematic_subtitle c01_9130_mas 2) (sleep 77) (unit_set_emotional_state hood happy 0.25 90) (print "hood - happy .25 90") ) ) (script dormant c01_9140_lhd (begin (sleep 436) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9140_lhd hood 1) (cinematic_subtitle c01_9140_lhd 1) ) ) (script dormant cinematic_lighting_bridges_01a (begin (time_code_reset) (print "light miranda") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting iac_bridge_outro_01 True) ) ) (script dormant cinematic_lighting_bridges_01b (begin (sleep 111) (print "light hood") (cinematic_lighting_set_primary_light -21 102 0.368627 0.333333 0.258824) (cinematic_lighting_set_secondary_light 13 294 0.192157 0.2 0.243137) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting cairo_bridge True) ) ) (script dormant cinematic_lighting_chief_01 (begin (sleep 240) (print "light chief") (cinematic_lighting_set_primary_light -12 294 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting pickle True) ) ) (script dormant cinematic_lighting_bridges_02 (begin (sleep 288) (print "light hood") (cinematic_lighting_set_primary_light -21 102 0.368627 0.333333 0.258824) (cinematic_lighting_set_secondary_light 13 294 0.192157 0.2 0.243137) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) ) ) (script static c01_outro_02_setup (begin (object_create_anew hood) (object_create_anew cairo_bridge) (object_cinematic_lod hood True) (object_cinematic_lod cairo_bridge True) (wake c01_outro_foley_02) (wake c01_9080_mir) (wake c01_9090_lhd) (wake c01_9100_mas) (wake c01_9110_mas) (wake c01_9120_lhd) (wake c01_9130_mas) (wake c01_9140_lhd) (wake cinematic_lighting_bridges_01a) (wake cinematic_lighting_bridges_01b) (wake cinematic_lighting_chief_01) (wake cinematic_lighting_bridges_02) ) ) (script static c01_outro_02_cleanup (begin (object_destroy hood) (object_destroy miranda) (object_destroy johnson) (object_destroy iac_bridge_outro_01) (object_destroy cairo_bridge) ) ) (script static c01_outro_scene_02 (begin (pvs_set_object anchor_outro1) (c01_outro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_02 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_02 False anchor_outro1) (custom_animation_relative miranda objects\characters\miranda\01_outro\01_outro miranda_02 False anchor_outro1) (custom_animation_relative johnson objects\characters\marine\01_outro\01_outro johnson_02 False anchor_outro1) (custom_animation_relative hood objects\characters\lord_hood\01_outro\01_outro hood_02 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_02 anchor_outro1) (scenery_animation_start_relative iac_bridge_outro_01 objects\cinematics\human\inamberclad_bridge\01_outro\01_outro iac_bridge_02 anchor_outro1) (scenery_animation_start_relative cairo_bridge objects\cinematics\human\cairo_bridge\01_outro\01_outro cairo_bridge_02 anchor_outro1) (sleep (- (camera_time) prediction_offset)) (01_outro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_03_fol) (sleep (camera_time)) (c01_outro_02_cleanup) ) ) (script dormant c01_outro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_03_fol none 1) (print "c01_outro foley 03 start") ) ) (script dormant doors_outro_03 (begin (device_set_position outro_door_01 1) (sleep 360) (device_group_change_only_once_more_set outro_door_01 False) (device_set_position outro_door_01 0) ) ) (script dormant outro_sparks_03 (begin (sleep 101) (object_create_anew_containing "sparks_backward") (objects_attach pickle sparks01 sparks_backward_01 marker) (objects_attach pickle sparks03 sparks_backward_02 marker) (objects_attach pickle sparks04 sparks_backward_03 marker) (objects_attach pickle sparks07 sparks_backward_04 marker) (objects_attach pickle sparks08 sparks_backward_05 marker) (sleep 36) (object_destroy_containing "sparks_backward") (sleep 25) (object_create_anew_containing "sparks_backward") (objects_attach pickle sparks01 sparks_backward_01 marker) (objects_attach pickle sparks03 sparks_backward_02 marker) (objects_attach pickle sparks04 sparks_backward_03 marker) (objects_attach pickle sparks07 sparks_backward_04 marker) (objects_attach pickle sparks08 sparks_backward_05 marker) ) ) (script dormant cinematic_lighting_chief_02 (begin (print "light chief") (cinematic_lighting_set_primary_light 33 188 0.388235 0.380392 0.372549) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting outro_elevator True) ) ) (script static c01_outro_03_setup (begin (wake c01_outro_foley_03) (object_create_anew outro_elevator) (object_cinematic_lod outro_elevator True) (wake doors_outro_03) (wake outro_sparks_03) (wake cinematic_lighting_chief_02) ) ) (script static c01_outro_03_cleanup (begin (object_destroy_containing "sparks_backward") ) ) (script static c01_outro_scene_03 (begin (c01_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_03 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_03 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_03 anchor_outro1) (scenery_animation_start_relative outro_elevator objects\cinematics\human\ss_elevator\01_outro\01_outro elevator_03 anchor_outro1) (sleep (- (camera_time) prediction_offset)) (01_outro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_04_fol) (sleep (camera_time)) (c01_outro_03_cleanup) ) ) (script dormant c01_outro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_04_fol none 1) (print "c01_outro foley 04 start") ) ) (script dormant c01_9150_cor (begin (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9150_cor none 1) (cinematic_subtitle c01_9150_cor 2) ) ) (script dormant c01_9160_mas (begin (sleep 108) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9160_mas chief 1) (cinematic_subtitle c01_9160_mas 2) ) ) (script dormant c01_9170_cor (begin (sleep 154) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9170_cor none 1) (cinematic_subtitle c01_9170_cor 2) ) ) (script dormant c01_9180_cor (begin (sleep 217) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9180_cor none 1) (cinematic_subtitle c01_9180_cor 1) ) ) (script dormant c01_outro_shake_04_01 (begin (time_code_reset) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (player_effect_stop 1) ) ) (script dormant c01_outro_shake_04_02 (begin (sleep 105) (print "shake") (player_effect_set_max_rotation 0 0.35 0.35) (player_effect_start 0.25 0) (sleep 93) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c01_outro_shake_04_03 (begin (sleep 227) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 2) (sleep 45) (player_effect_stop 0) (print "shake stop") ) ) (script dormant outro_sparks_03_04 (begin (object_create_anew_containing "sparks_forward") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 490) (object_destroy_containing "sparks_forward") ) ) (script dormant doors_outro_04 (begin (sleep 300) (device_set_position outro_door_02 1) (sleep 150) (device_group_change_only_once_more_set outro_door_02 False) (device_set_position outro_door_02 0) ) ) (script dormant create_bloom_quad (begin (time_code_reset) (sleep 273) (print "create bloom quad") (object_create_anew bloom_quad) ) ) (script dormant top_light (begin (sleep 105) (print "delete top light") (objects_detach outro_elevator elevator_light_top) (object_destroy elevator_light_top) ) ) (script dormant bottom_light (begin (sleep 198) (print "create bottom light") (object_create_anew elevator_light_bottom) (objects_attach outro_elevator light_red02 elevator_light_bottom ) ) ) (script static c01_outro_04_setup (begin (render_lights_enable_cinematic_shadow True chief head 0.4) (object_create_anew matte_earth) (object_create_anew elevator_light_top) (object_create_anew elevator_light_flash) (objects_attach outro_elevator light_red01 elevator_light_top ) (wake c01_outro_foley_04) (wake c01_9150_cor) (wake c01_9160_mas) (wake c01_9170_cor) (wake c01_9180_cor) (wake doors_outro_04) (wake outro_sparks_03_04) (wake create_bloom_quad) (wake top_light) (wake bottom_light) (wake c01_outro_shake_04_01) (wake c01_outro_shake_04_02) (wake c01_outro_shake_04_03) ) ) (script static c01_outro_04_cleanup (begin (objects_detach outro_elevator elevator_light_bottom) (object_destroy_containing "elevator") (object_destroy bloom_quad) ) ) (script static c01_outro_scene_04 (begin (c01_outro_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_04 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_04 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_04 anchor_outro1) (scenery_animation_start_relative outro_elevator objects\cinematics\human\ss_elevator\01_outro\01_outro elevator_04 anchor_outro1) (sleep (- (camera_time) prediction_offset)) (01_outro_05_predict_stub) (object_create_anew outro_fleet) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_05_fol) (sleep (camera_time)) (c01_outro_04_cleanup) ) ) (script dormant c01_outro_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_05_fol none 1) (print "c01_outro foley 05 start") ) ) (script dormant c01_9190_cor (begin (sleep 293) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9190_cor none 1) (cinematic_subtitle c01_9190_cor 2) ) ) (script dormant c01_9200_cor (begin (sleep 355) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9200_cor none 1) (cinematic_subtitle c01_9200_cor 1) ) ) (script dormant c01_9210_mas (begin (sleep 412) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9210_mas chief 1) (cinematic_subtitle c01_9210_mas 1) (object_create_anew outro_fleet) ) ) (script dormant c01_outro_shake_05_01 (begin (time_code_reset) (sleep 470) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant cinematic_lighting_bay_01 (begin (print "light bay") (cinematic_lighting_set_primary_light 81 88 0.360784 0.372549 0.462745) (cinematic_lighting_set_secondary_light 0 0 0.160784 0.152941 0.211765) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting outro_fighter_01 True) (object_uses_cinematic_lighting outro_fighter_02 True) (object_uses_cinematic_lighting outro_seraph True) ) ) (script dormant lever (begin (sleep 240) (device_set_position outro_lever 1) ) ) (script dormant airlock (begin (sleep 470) (device_set_position outro_door_03 1) ) ) (script static c01_outro_05_setup (begin (object_create_anew outro_fighter_01) (object_create_anew outro_fighter_02) (object_create_anew outro_seraph) (object_cinematic_lod outro_fighter_01 True) (object_cinematic_lod outro_fighter_02 True) (object_cinematic_lod outro_seraph True) (object_cinematic_visibility outro_fighter_01 True) (object_cinematic_visibility outro_fighter_02 True) (object_cinematic_visibility outro_seraph True) (wake lever) (wake airlock) (wake c01_outro_foley_05) (wake c01_9190_cor) (wake c01_9200_cor) (wake c01_9210_mas) (wake c01_outro_shake_05_01) (wake cinematic_lighting_bay_01) ) ) (script static c01_outro_05_cleanup (begin (object_destroy outro_fighter_01) (object_destroy outro_fighter_02) (object_destroy outro_seraph) ) ) (script static c01_outro_scene_05 (begin (c01_outro_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_05 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_05 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_05 anchor_outro1) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_outro\01_outro earth_matte_05 anchor_outro1) (scenery_animation_start_relative outro_fighter_01 objects\vehicles\longsword\01_outro\01_outro longsword01_05 anchor_outro1) (scenery_animation_start_relative outro_fighter_02 objects\vehicles\longsword\01_outro\01_outro longsword02_05 anchor_outro1) (scenery_animation_start_relative outro_seraph scenarios\objects\vehicles\c_seraph\c_seraph 01_outro_05 anchor_outro1) (sleep (- (camera_time) prediction_offset)) (01_outro_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\music\c01_outro_06_mus) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_06_fol) (sleep (camera_time)) (c01_outro_05_cleanup) ) ) (script dormant c01_outro_music_06 (begin (sleep 233) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\music\c01_outro_06_mus none 1) (print "c01_outro music 06 start") ) ) (script dormant c01_outro_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_06_fol none 1) (print "c01_outro foley 06 start") ) ) (script dormant c01_outro_shake_06_01 (begin (sleep 243) (player_effect_stop 2) (print "shake stop") ) ) (script dormant cinematic_lighting_bay_02 (begin (print "light bay 02") (cinematic_lighting_set_primary_light -12 294 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant final_sparks (begin (time_code_reset) (sleep 132) (print "sparks start") (object_create_anew_containing "sparks_forward") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 8) (object_destroy_containing "sparks_forward") (print "sparks stop") (sleep 22) (object_create_anew_containing "sparks_forward") (print "sparks start") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 5) (object_destroy_containing "sparks_forward") (print "sparks stop") (sleep 29) (object_create_anew_containing "sparks_forward") (print "sparks start") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 50) (object_destroy_containing "sparks_forward") (print "sparks stop") ) ) (script dormant destroy_fleet (begin (sleep 150) (print "destroy fleet") (object_destroy outro_fleet) ) ) (script static c01_outro_06_setup (begin (object_create_anew airlock_debris_01) (object_create_anew airlock_debris_02) (wake c01_outro_music_06) (wake c01_outro_foley_06) (wake c01_outro_shake_06_01) (wake cinematic_lighting_bay_02) (wake final_sparks) (wake destroy_fleet) ) ) (script static c01_outro_06_cleanup (begin (object_destroy matte_earth) (object_destroy pickle) (object_destroy_containing "airlock_debris") ) ) (script static c01_outro_scene_06 (begin (c01_outro_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_06 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_06 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_06 anchor_outro1) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_outro\01_outro earth_matte_06 anchor_outro1) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_07_fol) (sleep (camera_time)) (fade_out 0 0 0 0) (sleep 69) (c01_outro_06_cleanup) ) ) (script dormant c01_outro_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_07_fol none 1) (print "c01_outro foley 07 start") ) ) (script dormant effect_covenant_beams (begin (sleep 338) (object_destroy carrier_02) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery ) (sleep 40) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery ) (sleep 59) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery ) ) ) (script dormant effect_poa_explosions (begin (sleep 444) (print "effect - poa explosion large") (effect_new_on_object_marker effects\cinematics\01_outro\poa_hit_small poa explosion02) ) ) (script dormant cinematic_lighting_outro_07 (begin (cinematic_lighting_set_primary_light -5 314 0.32549 0.27451 0.243137) (cinematic_lighting_set_secondary_light 19 170 0.145098 0.14902 0.313726) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting pickle2 True) (object_uses_cinematic_lighting carrier_01 True) (object_uses_cinematic_lighting carrier_02 True) (object_uses_cinematic_lighting fighter_01 True) (object_uses_cinematic_lighting fighter_02 True) (object_uses_cinematic_lighting poa True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant cinematic_lighting_poa_reverse (begin (time_code_reset) (sleep 491) (print "light poa reverse") (cinematic_lighting_set_primary_light -68 122 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static c01_outro_07_setup (begin (render_lights_enable_cinematic_shadow False chief head 0.4) (object_create_anew pickle2) (object_create_anew carrier_01) (object_create_anew carrier_02) (object_create_anew fighter_01) (object_create_anew fighter_02) (object_create_anew poa) (object_create_anew covenant_battery) (object_create_anew matte_africa) (object_cinematic_lod pickle2 True) (object_cinematic_lod carrier_01 True) (object_cinematic_lod carrier_02 True) (object_cinematic_lod fighter_01 True) (object_cinematic_lod fighter_02 True) (object_cinematic_lod poa True) (object_cinematic_lod covenant_battery True) (object_cinematic_lod matte_africa True) (object_set_function_variable pickle2 flare 0 1) (wake c01_outro_foley_07) (wake effect_covenant_beams) (wake effect_poa_explosions) (wake cinematic_lighting_outro_07) (wake cinematic_lighting_poa_reverse) (effect_new_on_object_marker effects\cinematics\01_outro\poa_flaming_debris poa flaming_debris) ) ) (script static c01_outro_07_cleanup (begin (object_destroy poa) ) ) (script static c01_outro_scene_07 (begin (01_outro_07_predict_stub) (c01_outro_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_07 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_07 False anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_07 anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship01_07 anchor_outro2) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship02_07 anchor_outro2) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_outro\01_outro longsword01_07 anchor_outro2) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_outro\01_outro longsword02_07 anchor_outro2) (scenery_animation_start_relative poa objects\cinematics\human\pillarofautumn\01_outro\01_outro poa_07 anchor_outro2) (scenery_animation_start_relative covenant_battery objects\cinematics\texture_camera\01_outro\01_outro texture_camera_07 anchor_outro2) (scenery_animation_start_relative matte_africa objects\cinematics\matte_paintings\africa_space\01_outro\01_outro africa_space_07 anchor_outro2) (fade_in 0 0 0 30) (sleep (- (camera_time) prediction_offset)) (01_outro_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_08_fol) (sleep (camera_time)) (c01_outro_07_cleanup) ) ) (script dormant c01_outro_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_08_fol none 1) (print "c01_outro foley 08 start") ) ) (script dormant effect_cluster_bombs (begin (sleep 120) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster01) (sleep 5) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster03) (sleep 5) (sleep 4) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster05) (sleep 4) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster06) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster07) (sleep 3) ) ) (script dormant effect_interior_blast (begin (sleep 195) (print "interior blast") (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb blast_base marker) ) ) (script dormant x02_08_dof (begin (time_code_reset) (sleep 455) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 5 0 0 0 1 1 0) (print "rack focus") (time_code_reset) (sleep 116) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant bomb_reactivate (begin (sleep 630) (print "bomb reactivate") (object_set_function_variable pickle2 flare 1 0) ) ) (script dormant cinematic_lighting_scene_08 (begin (print "light scene 08") (cinematic_lighting_set_primary_light -5 314 0.32549 0.27451 0.243137) (cinematic_lighting_set_secondary_light 19 170 0.145098 0.14902 0.313726) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_carrier_int (begin (time_code_reset) (sleep 199) (print "light carrier interior") (cinematic_lighting_set_primary_light 63 356 0.305882 0.262745 0.380392) (cinematic_lighting_set_secondary_light 9 220 0.0784314 0.0784314 0.160784) (cinematic_lighting_set_ambient_light 0.0235294 0.027451 0.0588235) ) ) (script dormant save_framerate_08 (begin (sleep 199) (print "hide carrier, africa matte") (object_hide carrier_01 True) (object_hide matte_africa True) ) ) (script static c01_outro_08_setup (begin (object_create matte_carrier_core) (object_create matte_carrier_side) (object_create matte_carrier_hull) (object_create_anew blast_base) (object_cinematic_visibility blast_base True) (object_cinematic_lod matte_carrier_core True) (object_cinematic_lod matte_carrier_side True) (object_cinematic_lod matte_carrier_hull True) (wake c01_outro_foley_08) (wake effect_cluster_bombs) (wake save_framerate_08) (wake effect_interior_blast) (wake bomb_reactivate) (wake x02_08_dof) (wake cinematic_lighting_scene_08) (wake cinematic_light_carrier_int) ) ) (script static c01_outro_08_cleanup (begin (object_destroy matte_carrier_core) (object_destroy matte_carrier_side) (object_destroy fighter_01) (object_destroy fighter_02) (object_destroy covenant_battery) (object_destroy blast_base) ) ) (script static c01_outro_scene_08 (begin (c01_outro_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_08 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_08 False anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_08 anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship01_08 anchor_outro2) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_outro\01_outro longsword01_08 anchor_outro2) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_outro\01_outro longsword02_08 anchor_outro2) (scenery_animation_start_relative covenant_battery objects\cinematics\texture_camera\01_outro\01_outro texture_camera_08 anchor_outro2) (scenery_animation_start_relative matte_carrier_core objects\cinematics\matte_paintings\cruiser_interior_core\01_outro\01_outro cruiser_core_08 anchor_outro2) (scenery_animation_start_relative matte_carrier_side objects\cinematics\matte_paintings\cruiser_interior_side\01_outro\01_outro cruiser_side_08 anchor_outro2) (scenery_animation_start_relative matte_carrier_hull objects\cinematics\matte_paintings\cruiser_interior_up\01_outro\01_outro cruiser_up_08 anchor_outro2) (sleep (- (camera_time) prediction_offset)) (01_outro_09_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_09_fol) (sleep (camera_time)) (c01_outro_08_cleanup) ) ) (script dormant c01_outro_foley_09 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_09_fol none 1) (print "c01_outro foley 09 start") ) ) (script dormant cinematic_lighting_scene_09 (begin (print "light scene 09") (cinematic_lighting_set_primary_light -12 2 0.352941 0.109804 0.756863) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static c01_outro_09_setup (begin (wake c01_outro_foley_09) (wake cinematic_lighting_scene_09) (object_hide matte_africa False) (print "unhide africa matte") ) ) (script static c01_outro_09_cleanup (begin (object_destroy pickle2) (object_destroy matte_carrier_hull) (object_destroy matte_africa) ) ) (script static c01_outro_scene_09 (begin (c01_outro_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_09 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_09 False anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_09 anchor_outro2) (scenery_animation_start_relative matte_carrier_hull objects\cinematics\matte_paintings\cruiser_interior_up\01_outro\01_outro cruiser_up_09 anchor_outro2) (scenery_animation_start_relative matte_africa objects\cinematics\matte_paintings\africa_space\01_outro\01_outro africa_space_09 anchor_outro2) (sleep (- (camera_time) prediction_offset)) (01_outro_10_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_10_fol) (sleep (camera_time)) (c01_outro_09_cleanup) ) ) (script dormant c01_outro_foley_10 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_10_fol none 1) (print "c01_outro foley 10 start") ) ) (script dormant c01_9220_jon (begin (sleep 375) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9220_jon johnson 1) (cinematic_subtitle c01_9220_jon 1) ) ) (script dormant c01_9230_jon (begin (sleep 415) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9230_jon johnson 1) (cinematic_subtitle c01_9230_jon 1) (unit_set_emotional_state johnson happy 0.75 90) (print "johnson - happy .75 90") (sleep 41) (unit_set_emotional_state miranda happy 0.25 60) (print "miranda - happy .25 60") ) ) (script dormant c01_9240_mir (begin (sleep 461) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9240_mir miranda 1) (cinematic_subtitle c01_9240_mir 2) ) ) (script dormant c01_9250_mir (begin (sleep 536) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9250_mir none 1) (cinematic_subtitle c01_9250_mir 2) ) ) (script dormant carrier_explosion_tiny (begin (sleep 15) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion01) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion02) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion03) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion04) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion05) (sleep 2) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion06) (sleep 2) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion07) ) ) (script dormant carrier_explosion_medium (begin (sleep 20) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion01) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion02) (sleep 10) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion03) ) ) (script dormant carrier_explosion_large (begin (sleep 50) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_major_explosion carrier_01 major_explosion) ) ) (script dormant white_flash (begin (sleep 185) (print "white flash") (fade_out 1 1 1 15) (sleep 30) (object_hide miranda False) (object_hide johnson False) (object_hide iac False) (object_hide iac_bridge_outro_02 False) (object_hide matte_africa_coast False) (print "unhide miranda, johnson, iac") (fade_in 1 1 1 15) ) ) (script dormant effect_africa_explosions (begin (sleep 522) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion1) (sleep 20) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion2) (sleep 15) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion3) (sleep 25) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion4) ) ) (script dormant cinematic_lighting_outro_10 (begin (cinematic_lighting_set_primary_light -68 122 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_lighting_iac_ext_01 (begin (time_code_reset) (sleep 198) (print "light iac exterior") (cinematic_lighting_set_primary_light 6 0 0.47451 0.423529 0.392157) (cinematic_lighting_set_secondary_light 45 116 0.0784314 0.0745098 0.101961) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0470588) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting iac_bridge_outro_02 True) ) ) (script dormant cinematic_lighting_iac_interior (begin (sleep 338) (print "light iac interior") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant cinematic_lighting_iac_ext_02 (begin (sleep 502) (print "light iac exterior") (cinematic_lighting_set_primary_light 6 0 0.47451 0.423529 0.392157) (cinematic_lighting_set_secondary_light 45 116 0.0784314 0.0745098 0.101961) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0470588) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant emotion_10 (begin (sleep 226) (unit_set_emotional_state miranda angry 0.25 0) (unit_set_emotional_state johnson pensive 0.5 0) ) ) (script dormant save_framerate_10 (begin (object_hide carrier_01 False) (print "unhide carrier") (object_hide miranda True) (object_hide johnson True) (object_hide iac True) (object_hide iac_bridge_outro_02 True) (object_hide matte_africa_coast True) (print "hide miranda, johnson, iac") ) ) (script static c01_outro_10_setup (begin (object_create_anew miranda) (object_create_anew johnson) (object_create_anew iac) (object_create_anew iac_bridge_outro_02) (object_create_anew matte_africa_coast) (object_cinematic_lod iac True) (object_cinematic_lod iac_bridge_outro_02 True) (wake c01_outro_foley_10) (wake c01_9220_jon) (wake c01_9230_jon) (wake c01_9240_mir) (wake c01_9250_mir) (wake save_framerate_10) (wake carrier_explosion_tiny) (wake carrier_explosion_medium) (wake carrier_explosion_large) (wake white_flash) (wake effect_africa_explosions) (wake cinematic_lighting_outro_10) (wake cinematic_lighting_iac_ext_01) (wake cinematic_lighting_iac_interior) (wake cinematic_lighting_iac_ext_02) (wake emotion_10) ) ) (script static c01_outro_10_cleanup (begin (object_destroy chief) (object_destroy miranda) (object_destroy johnson) (object_destroy carrier_01) (object_destroy_containing "iac") (object_destroy_containing "matte") ) ) (script static c01_outro_scene_10 (begin (c01_outro_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_10 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_10 False anchor_outro2) (custom_animation_relative miranda objects\characters\miranda\01_outro\01_outro miranda_10 False anchor_outro2) (custom_animation_relative johnson objects\characters\marine\01_outro\01_outro johnson_10 False anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship01_10 anchor_outro2) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\01_outro\01_outro iac_10 anchor_outro2) (scenery_animation_start_relative iac_bridge_outro_02 objects\cinematics\human\inamberclad_bridge\01_outro\01_outro iac_bridge_10 anchor_outro2) (scenery_animation_start_relative matte_africa_coast objects\cinematics\matte_paintings\africa_coast\01_outro\01_outro africa_coast_10 anchor_outro2) (sleep (- (camera_time) 30)) (fade_out 0 0 0 30) (sleep 30) (c01_outro_10_cleanup) (sleep 30) ) ) (script static c01_outro (begin (texture_cache_flush) (geometry_cache_flush) (cinematic_enable_ambience_details False) (sound_class_set_gain "huge_ass" 0 30) (switch_bsp_by_name 01_bsp_3) (sleep 1) (c01_outro_scene_01) (c01_outro_scene_02) (c01_outro_scene_03) (c01_outro_scene_04) (c01_outro_scene_05) (c01_outro_scene_06) (switch_bsp_by_name 01outro_bsp) (sleep 1) (c01_outro_scene_07) (c01_outro_scene_08) (c01_outro_scene_09) (c01_outro_scene_10) (rasterizer_bloom_override False) ) ) (script dormant megg_check (begin (if (not (difficulty_legendary)) (sleep_forever)) (if (game_is_cooperative) (sleep_forever)) (if (not (ice_cream_flavor_available 3)) (sleep_forever)) (sleep_until (if (< (object_get_shield (player0) ) 1) (begin (begin (print "oops") (sleep_forever) False) ) (if mark_flavor_gun (begin (begin (set mark_flavor_megg True) True) ) False)) 1) ) ) (script dormant ice_cream_check (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create yorick) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon)) 1) (ice_cream_flavor_stock 3) (print "blam") ) ) (script static save_cutscene (begin (data_mine_set_mission_segment "01b_cutscene") ) ) (script static save_1st_start (begin (game_save) (data_mine_set_mission_segment "01b_1st_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_1st_wv4 (begin (game_save) (data_mine_set_mission_segment "01b_1st_wv4") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_1st_wv5_end (begin (game_save) (data_mine_set_mission_segment "01b_1st_wv5_end") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_atr2_start (begin (game_save) (data_mine_set_mission_segment "01b_atr2_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_atr2_mid (begin (game_save) (data_mine_set_mission_segment "01b_atr2_mid") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_bay1_start (begin (game_save) (data_mine_set_mission_segment "01b_bay1_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_bay1_mid (begin (game_save) (data_mine_set_mission_segment "01b_bay1_mid") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_bay2_start (begin (game_save) (data_mine_set_mission_segment "01b_bay2_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script dormant save_bay2_retreat (begin (sleep_until (volume_test_objects tv_bay2_hall (players))) (game_save) (data_mine_set_mission_segment "01b_bay2_retreat") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_bay2_mid (begin (game_save) (data_mine_set_mission_segment "01b_bay2_mid") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script dormant save_bay2_fnl (begin (sleep_until (= (ai_living_count bay2_cov_fnl) 0) 1) (game_save) (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script dormant save_arm_start (begin (sleep_until (= (ai_living_count arm_cov_stl) 0) 1) (game_save) (data_mine_set_mission_segment "01b_arm_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script dormant save_atr1_start (begin (game_save) (data_mine_set_mission_segment "01b_atr1_start") (set timer_flavor (max timer_flavor (* 10 seconds))) (sleep_until (and (<= (ai_living_count atr1_cov_fbalcony) 1) (<= (ai_living_count atr1_cov_bbalcony) 1) (volume_test_objects tv_arm_save (players))) 1) (game_save) (set timer_flavor (max timer_flavor (* 10 seconds))) (sleep_until (and (= (ai_living_count atr1_cov_fbalcony) 0) (= (ai_living_count atr1_cov_bbalcony) 0) (= (ai_living_count atr1_cov_sec_front) 0) (volume_test_objects tv_arm_save (players))) 1) (game_save) (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_trm1_start (begin (game_save) (data_mine_set_mission_segment "01b_trm1_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_dck_start (begin (game_save) (data_mine_set_mission_segment "01b_dck_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_elv_start (begin (game_save) (data_mine_set_mission_segment "01b_elv_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_lvr_start (begin (game_save) (data_mine_set_mission_segment "01b_lvr_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script static save_gun_start (begin (game_save) (data_mine_set_mission_segment "01b_gun_start") (set timer_flavor (max timer_flavor (* 10 seconds))) ) ) (script dormant title_1st (begin (cinematic_show_letterbox True) (hud_cinematic_fade 0 0.5) (sleep 30) (cinematic_set_title title_1st) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant title_bay2 (begin (cinematic_show_letterbox True) (hud_cinematic_fade 0 0.5) (sleep 30) (cinematic_set_title title_bay2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant title_dck (begin (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_06 none 1) (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_dck) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant title_gun (begin (cinematic_show_letterbox True) (hud_cinematic_fade 0 0.5) (sleep 30) (cinematic_set_title title_gun) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static timer_flavor_set (begin (random_range (* 15 seconds) (* 30 seconds)) ) ) (script static timer_flavor_set_long (begin (random_range (* 45 seconds) (* 60 seconds)) ) ) (script static flavor_stop (begin (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2300_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2310_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2320_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2330_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2100_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2250_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2220_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2190_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2170_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2060_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2080_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2160_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2230_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2210_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2030_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2000_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2010_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2400_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0570_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2580_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2590_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2600_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2610_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2630_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2640_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2650_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2660_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2340_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2350_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2360_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2370_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2380_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2390_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2480_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2490_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2500_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2510_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2520_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2530_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2540_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2200_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2110_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2120_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2130_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2240_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2140_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2260_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2150_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2010_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2000_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2020_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2030_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2040_lhd) ) ) (script dormant flavor_mission (begin (sleep_until (if mark_flavor_disable (begin (begin (flavor_stop) (ai_dialogue_enable False) (sleep_until (not mark_flavor_disable) 1) (sleep (* 5 seconds)) (ai_dialogue_enable True) (set timer_flavor (max timer_flavor (* 5 seconds))) False) ) (if mark_flavor_vacuum (begin False) (if (> timer_flavor 0) (begin (begin (set timer_flavor (- timer_flavor 1)) False) ) (if mark_flavor_brace (begin (begin (if (= counter_flavor_brace 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2300_lhd none 1 ) ) (if (= counter_flavor_brace 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2310_lhd none 1 ) ) (if (= counter_flavor_brace 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2320_lhd none 1 ) ) (if (= counter_flavor_brace 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2330_lhd none 1 ) ) (if True (begin (set counter_flavor_brace 0) ) void))))) (sleep (random_range (* 3 seconds) (* 7 seconds))) (damage_players effects\scenarios\objects\solo\spacestation\boarding_craft_shake) (print "klang!") (sound_impulse_start sound\ambience\spacestation\docking_clangs\docking_stereo none 1) (sleep (sound_impulse_language_time sound\ambience\spacestation\docking_clangs\docking_stereo)) (set counter_flavor_brace (+ counter_flavor_brace 1)) (set timer_flavor (timer_flavor_set)) (set mark_flavor_brace False) False) ) (if mark_flavor_dck (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2100_lhd none 1 ) (set mark_flavor_dck False) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_trm1 (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2250_lhd none 1 ) (set mark_flavor_trm1 False) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_atr1 (begin (begin (if (= counter_flavor_atr1 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2220_lhd none 1 ) ) (if (= counter_flavor_atr1 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2190_lhd none 1 ) ) (if (= counter_flavor_atr1 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2170_lhd none 1 ) ) (if True (begin (set mark_flavor_atr1 False) ) void)))) (set counter_flavor_atr1 (+ counter_flavor_atr1 1)) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_bay2 (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2060_lhd none 1 ) (set mark_flavor_bay2 False) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_bay1 (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2080_lhd none 1 ) (set mark_flavor_bay1 False) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_atr2 (begin (begin (if (= counter_flavor_atr2 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2160_lhd none 1 ) ) (if (= counter_flavor_atr2 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2230_lhd none 1 ) ) (if (= counter_flavor_atr2 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2210_lhd none 1 ) ) (if (= counter_flavor_atr2 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2030_lhd none 1 ) ) (if True (begin (set mark_flavor_atr2 False) ) void))))) (set counter_flavor_atr2 (+ counter_flavor_atr2 1)) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_1st (begin (begin (if (= counter_flavor_1st 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2000_lhd none 1 ) ) (if (= counter_flavor_1st 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2010_lhd none 1 ) ) (if True (begin (set mark_flavor_1st False) ) void))) (set counter_flavor_1st (+ counter_flavor_1st 1)) (set timer_flavor (timer_flavor_set)) False) ) (if mark_flavor_megg (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2400_lhd none 1 ) (set mark_flavor_megg False) (set timer_flavor (timer_flavor_set)) False) ) (if (and mark_flavor_bomb (game_safe_to_save)) (begin (begin (if (not mark_flavor_safe_cycle) (begin (set mark_flavor_safe_cycle True) ) (if (= counter_flavor_bomb_safe 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0570_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2580_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2590_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2600_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2610_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2630_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 6) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2640_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 7) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2650_cor none 1 radio_default) ) (if (= counter_flavor_bomb_safe 8) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2660_cor none 1 radio_default) ) (if True (begin (set counter_flavor_bomb_safe 0) ) void))))))))))) (set counter_flavor_bomb_safe (+ counter_flavor_bomb_safe 1)) (set timer_flavor (timer_flavor_set_long)) False) ) (if mark_flavor_bomb (begin (begin (if (= counter_flavor_bomb 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2340_lhd none 1 ) ) (if (= counter_flavor_bomb 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2350_lhd none 1 ) ) (if (= counter_flavor_bomb 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2360_lhd none 1 ) ) (if (= counter_flavor_bomb 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2370_lhd none 1 ) ) (if (= counter_flavor_bomb 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2380_lhd none 1 ) ) (if (= counter_flavor_bomb 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2390_lhd none 1 ) ) (if True (begin (set mark_flavor_bomb False) ) void))))))) (set counter_flavor_bomb (+ counter_flavor_bomb 1)) (set timer_flavor (timer_flavor_set)) (set mark_flavor_safe_cycle False) False) ) (if (and mark_flavor_board (game_safe_to_save)) (begin (begin (if (not mark_flavor_safe_cycle) (begin (set mark_flavor_safe_cycle True) ) (if (= counter_flavor_board_safe 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2480_lhd none 1 radio_default) ) (if (= counter_flavor_board_safe 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2490_lhd none 1 radio_default) ) (if (= counter_flavor_board_safe 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2500_lhd none 1 radio_default) ) (if (= counter_flavor_board_safe 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2510_lhd none 1 radio_default) ) (if (= counter_flavor_board_safe 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2520_lhd none 1 radio_default) ) (if (= counter_flavor_board_safe 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2530_lhd none 1 radio_default) ) (if (= counter_flavor_board_safe 6) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2540_lhd none 1 radio_default) ) (if True (begin (set counter_flavor_board_safe 0) ) void))))))))) (set counter_flavor_board_safe (+ counter_flavor_board_safe 1)) (set timer_flavor (timer_flavor_set_long)) False) ) (if mark_flavor_board (begin (begin (if (= counter_flavor_board 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2200_lhd none 1 ) ) (if (= counter_flavor_board 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2110_lhd none 1 ) ) (if (= counter_flavor_board 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2120_lhd none 1 ) ) (if (= counter_flavor_board 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2130_lhd none 1 ) ) (if (= counter_flavor_board 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2240_lhd none 1 ) ) (if (= counter_flavor_board 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2140_lhd none 1 ) ) (if (= counter_flavor_board 6) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2260_lhd none 1 ) ) (if (= counter_flavor_board 7) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2150_lhd none 1 ) ) (if True (begin (set mark_flavor_board False) ) void))))))))) (set counter_flavor_board (+ counter_flavor_board 1)) (set timer_flavor (timer_flavor_set)) (set mark_flavor_safe_cycle False) False) ) (if mark_flavor_init (begin (begin (if (= counter_flavor_init 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2010_lhd none 1 ) ) (if (= counter_flavor_init 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2000_lhd none 1 ) ) (if (= counter_flavor_init 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2020_lhd none 1 ) ) (if (= counter_flavor_init 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2030_lhd none 1 ) ) (if (= counter_flavor_init 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2040_lhd none 1 ) ) (if True (begin (set mark_flavor_init False) ) void)))))) (set counter_flavor_init (+ counter_flavor_init 1)) (set timer_flavor (timer_flavor_set)) False) ) (if True (begin False) False)))))))))))))))))) 1) ) ) (script command cs_clear (begin (sleep 1) ) ) (script command cs_1st_hichief (begin (cs_approach_player 1.5 10 10) ) ) (script command cs_weapons (begin (sleep (random_range 90 180)) ) ) (script dormant 1st_tram (begin (pvs_set_object tram) (object_create_anew 1st_tram_wall_1) (object_create_anew 1st_tram_wall_2) (device_set_position_immediate tram 1) (device_set_position_immediate 1st_door_tram 1) (sleep 1) (pvs_clear) (ai_place 1st_hum_tram) (object_set_permutation (ai_get_object 1st_hum_johnson) helmet ) (sleep 30) (device_set_position tram 0) (sleep 360) (device_set_position 1st_door_tram 0) (sleep 90) (ai_erase 1st_hum_tram) (object_destroy 1st_tram_wall_1) (object_destroy 1st_tram_wall_2) (object_destroy tram) ) ) (script command cs_1st_fieldoffire (begin (cs_aim_object True 1st_door_blast) (sleep_forever) ) ) (script command cs_1st_johnson_deploy (begin (cs_face_object True 1st_door_blast) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\marine combat:missile:point True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep 30) (cs_deploy_turret 1st_turrets/1st_turrets_balcony) ) ) (script static 1st_malta (begin (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_01 none 1) (sleep 30) (print "how's it going, malta?") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0080_jon (ai_get_object 1st_hum_johnson) 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0080_jon)) (sleep 7) (print "standby...") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0090_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0090_mm1)) (sound_impulse_start_effect sound\ambience\spacestation\docking_clangs\docking_mono none 1 radio_default) (sleep 5) (print "they're latched!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0100_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0100_mm1)) (print "(grunts and snarls)") (print "check your targets, watch the crossfire!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0120_mm1 none 1 radio_default) (sleep (- (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0120_mm1) 60)) (object_create_anew 1st_craft) (device_set_position_immediate 1st_craft 1) (device_set_position 1st_craft 0) (sleep 65) (print "they're in standard formation: little bastards up front, big ones in back. good luck, cairo!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0130_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0130_mm1)) (sleep_until (<= (device_get_position 1st_craft) 0.1) 1) (print "klang!") (damage_players effects\scenarios\objects\solo\spacestation\boarding_craft_shake) (sound_impulse_start sound\ambience\spacestation\docking_clangs\docking_stereo none 1) (sleep (sound_impulse_language_time sound\ambience\spacestation\docking_clangs\docking_stereo)) (sound_looping_start sound\ambience\spacestation\ss_behind_bulkhead\ss_behind_bulkhead 1st_door_blast 1) ) ) (script dormant 1st_waves (begin (effect_new_on_object_marker effects\scenarios\solo\spacestation\door_charging 1st_door_blast ) (sleep 240) (object_type_predict objects\characters\elite\elite) (object_type_predict objects\characters\grunt\grunt) (sleep 30) (ai_place 1st_cov_wv1) (sleep 30) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_1) (sound_impulse_start sound\visual_effects\explosion_medium_metal_bits 1st_door_blast 1) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_2) (sleep 1) (sound_looping_stop sound\ambience\spacestation\ss_behind_bulkhead\ss_behind_bulkhead) (object_damage_damage_section 1st_door_blast main 1) (sleep 3) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_1) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_2) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_02 none 1) (cs_run_command_script 1st_hum cs_clear) (sleep 2) (set mark_1st_blast True) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (ai_place 1st_cov_wv2) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (ai_place 1st_cov_wv3) (object_destroy 1st_door_top) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (save_1st_wv4) (sleep 60) (ai_place 1st_cov_wv4) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (set mark_1st_waves_end True) (save_1st_wv5_end) ) ) (script static 1st_waves_end (begin (if mark_1st_waves_end True False) ) ) (script dormant 1st_mission (begin (print "1st") (set mark_flavor_init True) (ai_place 1st_hum) (ai_cannot_die 1st_hum_johnson True) (sleep_until (volume_test_objects tv_1st_hallb (players)) 10) (ai_set_orders 1st_hum 1st_hum_halla) (device_set_position bigrack_bsp0a_5 1) (sleep 15) (device_set_position bigrack_bsp0a_6 1) (sleep_until (volume_test_objects tv_1st_halla (players)) 10) (ai_set_orders 1st_hum_floor 1st_hum_floor) (ai_set_orders 1st_hum_balcony 1st_hum_balcony) (ai_set_orders 1st_hum_johnson 1st_hum_balcony_stairs) (set mark_flavor_disable True) (1st_malta) (sleep_until (volume_test_objects tv_1st_all (players)) 10) (cs_run_command_script 1st_hum_johnson cs_1st_johnson_deploy) (sleep 45) (print "field of fire on that bulkhead!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0070_jon (ai_get_object 1st_hum_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0070_jon)) (cs_queue_command_script 1st_hum cs_1st_fieldoffire) (sleep 30) (wake title_1st) (sleep 30) (save_1st_start) (wake 1st_waves) (print "soon as that door opens...") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0180_jon (ai_get_object 1st_hum_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0180_jon)) (print "let 'em have it.") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0190_jon (ai_get_object 1st_hum_johnson) 1) (objectives_show_up_to 0) (sleep 30) (set mark_flavor_disable False) (wake megg_check) (sleep_until (and mark_1st_blast (volume_test_objects tv_1st_exit (players))) 10) (sleep_forever 1st_waves) (set mark_1st_waves_end True) (set mark_flavor_init False) (set mark_flavor_atr2 True) (set mark_flavor_board True) (ai_place 1st_cov_hall) (ai_place 1st_hum_stairs) (sleep_until (volume_test_objects tv_atr2_security_r (players)) 1) (ai_disposable 1st_cov True) (sleep_until (volume_test_objects tv_atr2_lstair (players)) 1) (ai_disposable 1st_hum True) (sleep_until (= (structure_bsp_index) 2) 10) (ai_erase 1st_cov) ) ) (script dormant atr2_mission (begin (print "atr2") (sleep_until (volume_test_objects tv_atr2_security_r (players)) 1) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_02) (save_atr2_start) (ai_disposable 1st_cov True) (ai_place atr2_hum) (print "hum bunker behind window") (sleep 5) (ai_place atr2_cov_floor) (print "covenant harass below") (sleep_until (or (volume_test_objects tv_atr2_lstair (players)) (volume_test_objects tv_atr2_floor_front (players)) (< (ai_strength atr2_cov) 0.35)) 1) (print "cov assault left stair") (print "hum repel assault") (print "cov guard hall") (if (< (ai_living_count atr2_cov) 7) (ai_place atr2_cov_lstair) (begin (ai_place atr2_cov_lstair_elt) (ai_place atr2_cov_lstair_rear_elt) )) (sleep_until (volume_test_objects tv_atr2_floor_front (players)) 1) (set mark_flavor_brace True) (print "hum take atrium floor") (ai_place atr2_cov_bbalcony_grt) (sleep_until (volume_test_objects tv_atr2_floor_mid (players)) 1) (save_atr2_mid) (print "cov retreat to atrium back") (print "cov guard back balcony") (print "cov are reenforced") (if (< (ai_living_count atr2_cov) 7) (ai_place atr2_cov_fnl) (ai_place atr2_cov_fnl_elt)) (if (< (ai_living_count atr2_cov) 7) (ai_place atr2_cov_re)) (device_set_position atr2_door_re 1) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_01) (sleep_until (= (structure_bsp_index) 2) 10) (set mark_flavor_atr2 False) (set mark_flavor_bay1 True) (ai_disposable atr2_cov True) (ai_disposable atr2_hum True) (ai_erase atr2_cov_re) (ai_erase atr2_cov_floor) ) ) (script command cs_lookat_malta (begin (cs_force_combat_status 2) (cs_face_object True malta) (cs_go_to bay1/window 1) (sleep_forever) ) ) (script static bay1_malta (begin (print "boarder effect") (object_damage_damage_section malta default 0.4) (cs_run_command_script bay1_hum cs_lookat_malta) (sleep 120) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "hey...check it out! the malta's already driven off its boarders?!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0200_cky (ai_get_object bay1_hum) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0200_cky)) (sleep_until (objects_can_see_object (players) malta 35) 1 60) (print "malta, what is your status, over?") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0210_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0210_cor)) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "i don't believe it! they're retreating! we won!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0220_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0220_mm1)) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "explosions!") (object_damage_damage_section malta default 0.4) (sleep 120) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "boom!") (object_damage_damage_section malta default 1) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_03 none 1) (sleep 60) (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0221_cky (ai_get_object bay1_hum) 1) (sleep 90) (damage_players effects\damage_effects\spacestation_shockwave) ) ) (script dormant bay1_mission (begin (print "bay1") (object_create_anew bay1_boarding_door) (sleep_until (volume_test_objects tv_bay1_stairs (players)) 1) (save_bay1_start) (sleep 5) (ai_place bay1_hum) (ai_place bay1_cov_floor) (ai_place bay1_cov_catwalk) (print "hum bunker below") (print "covenant turrets above") (print "covenant infantry below") (sleep_until (<= (ai_living_count bay1_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay1_cov_floor_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay1_cov) 2) (<= (ai_fighting_count bay1_cov) 1)) 10) (ai_place bay1_cov_wv2) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) (sleep_until (< (ai_living_count bay1_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay1_cov_wv2_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay1_cov) 2) (<= (ai_fighting_count bay1_cov) 1)) 10) (ai_place bay1_cov_wv3) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) (sleep_until (<= (ai_living_count bay1_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay1_cov_wv3_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay1_cov) 2) (<= (ai_fighting_count bay1_cov) 1)) 10) (if (not (difficulty_normal)) (begin (ai_place bay1_cov_wv4) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) )) (sleep_until (<= (ai_living_count bay1_cov) 4) 10) (if (difficulty_legendary) (begin (sleep (* 15 seconds)) (ai_place bay1_cov_wv5) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) )) (set mark_flavor_disable True) (sleep_until (<= (ai_living_count bay1_cov) 1) 10) (sleep_until (<= (ai_living_count bay1_cov) 0) 10 900) (sleep_until (<= (ai_fighting_count bay1_cov) 0) 10) (bay1_malta) (save_bay1_mid) (cs_run_command_script bay1_hum cs_clear) (set mark_flavor_disable False) (set mark_flavor_bay1 False) (set mark_flavor_bay2 True) (ai_place bay1_cov_fnl) (effect_new effects\objects\weapons\grenade\plasma_grenade\detonation.effect bay1_blast_flag_1) (damage_new objects\weapons\grenade\plasma_grenade\damage_effects\plasma_grenade_explosion.damage_effect bay1_blast_flag_1) (sleep 2) (effect_new effects\objects\weapons\grenade\plasma_grenade\detonation.effect bay1_blast_flag_2) (damage_new objects\weapons\grenade\plasma_grenade\damage_effects\plasma_grenade_explosion.damage_effect bay1_blast_flag_2) (object_destroy bay1_door_exit) (set mark_flavor_brace True) (sleep_until (volume_test_objects tv_bay2_hall (players)) 1) (ai_disposable bay1_cov True) (sleep_until (= (structure_bsp_index) 0) 10) (ai_erase bay1_cov) ) ) (script command cs_lookat_athens (begin (cs_force_combat_status 2) (cs_face_object True athens) (cs_go_to bay2/window 1) (sleep_forever) ) ) (script static bay2_athens (begin (print "boarder effect") (object_damage_damage_section athens default 0.4) (cs_run_command_script bay1_hum cs_lookat_athens) (sleep 120) (sleep_until (objects_can_see_object (players) athens 25) 1 120) (print "uh-oh. they're leaving the athens!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0230_cky none 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0230_cky)) (sleep_until (objects_can_see_object (players) athens 25) 1 120) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_04 none 1) (print "explosions!") (sleep 45) (object_damage_damage_section athens default 0.4) (sleep_until (objects_can_see_object (players) athens 25) 1 120) (print "boom!") (object_damage_damage_section athens default 1) (sleep 90) (damage_players effects\damage_effects\spacestation_shockwave) (print "cortana, assessment!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0260_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0260_lhd)) (print "that explosion came from inside the athens - same as the malta. the covenant must have brought something with them. a bomb.") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0270_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0270_cor)) (print "then they sure as hell brought one here. chief, find it!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0280_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0280_lhd)) (objectives_finish_up_to 0) (objectives_show_up_to 1) ) ) (script dormant bay2_mission (begin (print "bay2") (object_create_anew bay2_boarding_door) (sleep_until (volume_test_objects tv_bay2_hall (players)) 1) (save_bay2_start) (ai_place bay2_hum) (ai_place bay2_cov_floor) (ai_place bay2_cov_catwalk) (print "hum bunker below") (print "covenant turrets above") (print "covenant infantry below") (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay2_cov_floor_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay2_cov) 2) (<= (ai_fighting_count bay2_cov) 1)) 10) (ai_place bay2_cov_wv2) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (if (difficulty_normal) (wake save_bay2_retreat)) (object_create_anew bay2_boarding_door) (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay2_cov_wv2_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay2_cov) 2) (<= (ai_fighting_count bay2_cov) 1)) 10) (ai_place bay2_cov_wv3) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (object_create_anew bay2_boarding_door) (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay2_cov_wv3_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay2_cov) 2) (<= (ai_fighting_count bay2_cov) 1)) 10) (if (not (difficulty_normal)) (begin (ai_place bay2_cov_wv4) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (object_create_anew bay2_boarding_door) )) (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_legendary) (begin (sleep (* 10 seconds)) (ai_place bay2_cov_wv5) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (object_create_anew bay2_boarding_door) )) (set mark_flavor_disable True) (sleep_until (= (ai_living_count bay2_cov_catwalk) 0) 10) (sleep_until (<= (ai_living_count bay2_cov) 1) 10) (sleep_until (<= (ai_living_count bay2_cov) 0) 10 900) (sleep_until (<= (ai_fighting_count bay2_cov) 0) 10) (bay2_athens) (save_bay2_mid) (wake title_bay2) (set mark_flavor_disable False) (set mark_flavor_board False) (set mark_flavor_bay2 False) (set mark_flavor_bomb True) (ai_place bay2_cov_fnl) (device_operates_automatically_set bay2_door_exit_1 True) (device_operates_automatically_set bay2_door_exit_2 True) (wake save_bay2_fnl) (sleep_until (= (structure_bsp_index) 0) 1) (device_set_position_immediate bay2_door_exit_1 0) (device_set_position_immediate bay2_door_exit_2 0) (device_operates_automatically_set bay2_door_exit_1 False) (device_operates_automatically_set bay2_door_exit_2 False) (ai_erase bay2_cov) (ai_erase bay2_hum) (ai_erase bay1_hum) ) ) (script command cs_arm_guns_grate (begin (cs_enable_targeting True) (cs_go_to arm/guns) (sleep_forever) ) ) (script dormant arm_mission (begin (print "arm") (sleep 5) (ai_place arm_cov_stl) (wake save_arm_start) (sleep_until (volume_test_objects tv_arm_start (players)) 1) (sleep 3) (ai_place arm_hum_guns) (ai_cannot_die arm_hum_guns True) (ai_place arm_cov_elt) (ai_cannot_die arm_cov_elt True) (set mark_flavor_disable True) (sleep_until (volume_test_objects tv_arm_stairs (players)) 1) (if (and (difficulty_legendary) (game_is_cooperative)) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3400_gun (ai_get_object arm_hum_guns) 1) ) (if (game_is_cooperative) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3390_gun (ai_get_object arm_hum_guns) 1) ) (if (difficulty_legendary) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3420_gun (ai_get_object arm_hum_guns) 1) ) (if (difficulty_heroic) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3410_gun (ai_get_object arm_hum_guns) 1) ) (if True (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3380_gun (ai_get_object arm_hum_guns) 1) ) void))))) (sleep 60) (device_operates_automatically_set arm_door_charger_1 True) (device_operates_automatically_set arm_door_charger_2 True) (sleep_until (or (>= (device_get_position arm_door_charger_1) 0.1) (>= (device_get_position arm_door_charger_2) 0.1)) 1 150) (if (and (difficulty_legendary) (game_is_cooperative) (> (real_random_range 0 1) 0.9)) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3450_gun (ai_get_object arm_hum_guns) 1) ) (if True (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3430_gun (ai_get_object arm_hum_guns) 1) ) void)) (sleep_until (or (>= (device_get_position arm_door_charger_1) 0.3) (>= (device_get_position arm_door_charger_2) 0.3)) 1 (+ (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3450_gun) (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3430_gun))) (ai_cannot_die arm_hum_guns False) (ai_cannot_die arm_cov_elt False) (ai_kill arm_hum_guns) (sleep_until (or (= (ai_living_count arm_cov) 0) (volume_test_objects tv_atr1_floor (players))) 1) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_05 none 1) (set mark_flavor_disable False) (set mark_flavor_atr1 True) ) ) (script command cs_atr1_turret_fbalcony (begin (cs_deploy_turret atr1_turrets/fbalcony) (damage_new effects\damage_effects\glass_breaker fbalcony_flag) ) ) (script command cs_atr1_turret_bbalcony (begin (cs_deploy_turret atr1_turrets/bbalcony) (damage_new effects\damage_effects\glass_breaker bbalcony_flag) ) ) (script dormant atr1_mission (begin (print "atr1") (sleep_until (volume_test_objects tv_atr1_floor (players)) 1) (wake save_atr1_start) (sleep 15) (ai_place atr1_cov_fbalcony) (ai_place atr1_cov_bbalcony) (ai_place atr1_cov_sec_front) (set mark_flavor_brace True) (sleep_until (volume_test_objects tv_atr1_mid (players)) 1) (ai_place atr1_cov_stairs_front) (sleep_until (or (< (ai_strength atr1_cov_stairs) 0.25) (volume_test_objects tv_atr1_stairs (players))) 1) (if (< (ai_living_count atr1_cov) 6) (ai_place atr1_cov_stairs_back) (ai_place atr1_cov_stairs_back_elt)) (sleep_until (volume_test_objects tv_atr1_sec (players)) 1) (if (< (ai_living_count atr1_cov) 6) (ai_place atr1_cov_sec_back) (ai_place atr1_cov_sec_back_elt)) (sleep_until (or (= (ai_living_count atr1_cov_sec_back) 0) (volume_test_objects tv_trm1_floor (players))) 1) (set mark_flavor_atr1 False) (set mark_flavor_trm1 True) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_05) (sleep_until (volume_test_objects tv_trm1_floor (players)) 1) (sleep_forever save_atr1_start) (ai_disposable atr1_cov True) (sleep_until (= (structure_bsp_index) 3) 10) (ai_erase atr1_cov) ) ) (script command cs_trm1_bunker (begin (cs_enable_moving False) (cs_crouch True) (sleep_forever) ) ) (script command cs_trm1_lookat_player_crouch (begin (cs_enable_moving False) (cs_crouch True) (cs_face_player True) (sleep_forever) ) ) (script command cs_trm1_lookat_miranda_crouch (begin (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object trm1_hum_miranda)) (sleep_forever) ) ) (script command cs_trm1_lookat_johnson_crouch (begin (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object trm1_hum_johnson)) (sleep_forever) ) ) (script static trm1_tomyship (begin (cs_run_command_script trm1_hum_johnson cs_trm1_lookat_player_crouch) (print "c'mon, chief! this way!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0290_jon none 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0290_jon)) (sleep_until (and (< (objects_distance_to_object (players) (ai_get_object trm1_hum_miranda)) 3) (objects_can_see_object (players) (ai_get_object trm1_hum_miranda) 25)) 1 120) (cs_run_command_script trm1_hum_miranda cs_trm1_lookat_player_crouch) (print "i was almost on-board when they showed up.") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0300_mir (ai_get_object trm1_hum_miranda) 1) (sleep 30) (cs_run_command_script trm1_hum_johnson cs_trm1_lookat_miranda_crouch) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0300_mir)) (print "don't worry, ma'am. we'll get 'em!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0310_jon (ai_get_object trm1_hum_johnson) 1) (sleep 30) (cs_run_command_script trm1_hum_miranda cs_trm1_lookat_johnson_crouch) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0310_jon)) (cs_run_command_script trm1_hum_johnson cs_clear) (sleep 30) (cs_run_command_script trm1_hum_miranda cs_clear) ) ) (script command cs_trm1_approach (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_approach (player0) 2 6 3) (sleep_forever) ) ) (script command cs_trm1_moveto_alock (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to trm1/alock) ) ) (script command cs_trm1_moveto_alock_miranda (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to trm1/alock_miranda) ) ) (script command cs_trm1_moveto_alock_johnson (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to trm1/alock_johnson) ) ) (script command cs_trm1_moveto_alock_block (begin (cs_go_to trm1/alock_block) ) ) (script command cs_trm1_lookat_block (begin (cs_enable_moving False) (cs_face_object True (ai_get_object trm1_hum_block_mar)) (sleep_forever) ) ) (script command cs_trm1_lookat_player (begin (cs_enable_moving False) (cs_face_player True) (sleep_forever) ) ) (script command cs_trm1_lookat_miranda (begin (cs_enable_moving False) (cs_face_object True (ai_get_object trm1_hum_miranda)) (sleep_forever) ) ) (script command cs_trm1_lookat_johnson (begin (cs_enable_moving False) (cs_face_object True (ai_get_object trm1_hum_johnson)) (sleep_forever) ) ) (script dormant trm1_bugproblem (begin (cs_run_command_script trm1_hum_block_mar cs_trm1_approach) (cs_run_command_script trm1_hum_miranda cs_trm1_approach) (cs_run_command_script trm1_hum_johnson cs_trm1_approach) (sleep 30) (sleep_until (< (objects_distance_to_object (players) (ai_get_object trm1_hum_miranda)) 2) 1 120) (print "thanks, chief. i owe you one. take me now!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0380_mir (ai_get_object trm1_hum_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0380_mir)) (sleep_until (volume_test_objects tv_trm1_block (players)) 1 180) (sleep_until (objects_can_see_object (players) (ai_get_object trm1_hum_johnson) 40) 1 90) (if (< (objects_distance_to_object (players) (ai_get_object trm1_hum_johnson)) 4) (begin (print "get going. i'll cover the commander!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0370_jon (ai_get_object trm1_hum_johnson) 1) )) (cs_run_command_script trm1_hum_miranda cs_clear) (cs_run_command_script trm1_hum_johnson cs_clear) ) ) (script dormant trm1_cleanup (begin (sleep 90) (sleep_until (and (volume_test_objects_all tv_trm1_start (players)) (= (device_get_position trm1_door_exit) 0) (> (player_count) 0)) 1) (ai_erase atr1_cov_bbalcony) (ai_erase atr1_cov_fbalcony) (ai_erase atr1_cov_stairs) ) ) (script dormant trm1_mission (begin (print "trm1") (sleep_until (volume_test_objects tv_trm1_floor (players)) 1) (set mark_flavor_disable True) (object_create trm1_tram) (save_trm1_start) (ai_place trm1_hum_alock) (object_set_permutation (ai_get_object trm1_hum_johnson) helmet ) (ai_cannot_die trm1_hum_johnson True) (ai_cannot_die trm1_hum_miranda True) (cs_run_command_script trm1_hum_johnson cs_trm1_bunker) (cs_run_command_script trm1_hum_miranda cs_trm1_bunker) (ai_place trm1_cov_alock) (sleep_until (volume_test_objects tv_trm1_start (players)) 1) (wake trm1_cleanup) (trm1_tomyship) (sleep_until (or (volume_test_objects tv_trm1_alock (players)) (= (ai_living_count trm1_cov_alock) 0)) 1) (ai_set_orders trm1_hum_block trm1_hum_block) (sleep_until (= (ai_living_count trm1_cov_alock) 0) 1) (wake trm1_bugproblem) (set mark_flavor_disable False) (sleep_until (volume_test_objects tv_trm1_block (players)) 1) (ai_place trm1_cov_block) (ai_magically_see_object trm1_cov_block (player0) ) (ai_magically_see_object trm1_cov_block (player1) ) (sleep_until (volume_test_objects tv_dck_mid (players)) 1) (ai_set_orders trm1_hum_alock trm1_hum_iac) (ai_disposable trm1_cov_alock True) (ai_disposable trm1_cov_block True) (ai_disposable trm1_hum_alock True) (ai_disposable trm1_hum_block True) (sleep_until (= (structure_bsp_index) 3) 10) (ai_erase trm1_cov_alock) (ai_erase trm1_cov_block) (ai_erase trm1_hum_alock) (ai_erase trm1_hum_block) ) ) (script dormant dck_hog (begin (object_create_anew dck_hog) (object_create_anew dck_hog_rail) (objects_attach dck_hog_rail rail dck_hog ) (device_set_position_track dck_hog_rail track:rail 0) (device_animate_position dck_hog_rail 1 20 0 0 True) (sleep (* 200 seconds)) (object_destroy dck_hog) (object_destroy dck_hog_rail) ) ) (script static dck_setusup (begin (print "sir! boarders have breached the fire-control center. they have a bomb!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0390_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0390_cor)) (print "can you defuse it?") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0400_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0400_lhd)) (print "yes...but i'll need the chief's help to make contact with the detonator.") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0410_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0410_cor)) (print "chief, get to the bomb. double-time! cortana, prioritize targets, and fire-at-will!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0450_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0450_lhd)) ) ) (script dormant dck_mission (begin (print "dck") (sleep_until (volume_test_objects tv_dck_start (players)) 1) (set mark_flavor_trm1 False) (set mark_flavor_dck True) (sleep_until (and (volume_test_objects_all tv_dck_start (players)) (> (player_count) 0)) 1 90) (volume_teleport_players_not_inside tv_dck_start dck_enter_flag) (object_create dck_wall_enter) (device_set_position dck_door_arm_1 0) (save_dck_start) (wake title_dck) (sleep 45) (device_set_position dck_door_arm_2 1) (sound_impulse_start sound\visual_effects\ss_airlock\airlock none 1) (sleep 45) (physics_set_gravity 0.75) (set_global_sound_environment 1 1 0 0 1200 5) (set mark_flavor_vacuum True) (ai_place dck_cov_enter_elt) (ai_place dck_cov_arm1_elt) (sleep_until (volume_test_objects tv_dck_arm1_back (players)) 1) (wake dck_hog) (sleep_until (or (volume_test_objects tv_dck_mid (players)) (<= (ai_strength dck_cov) 0.3)) 1) (ai_place dck_cov_arm2) (ai_magically_see_object dck_cov_arm2 (player0) ) (ai_magically_see_object dck_cov_arm2 (player1) ) (set mark_flavor_disable True) (sleep 150) (dck_setusup) (set mark_flavor_disable False) (sleep_until (= (structure_bsp_index) 3) 10) (ai_erase dck_cov) ) ) (script dormant elv_goinloud (begin (sleep_forever dck_setusup) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0390_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0400_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0410_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0450_lhd) (set mark_flavor_disable True) (print "first echelon, you're with me. blanket those cruisers - take 'em out one-by-one. second echelon, keep those carriers busy!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0470_ahp none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0470_ahp)) (sleep 15) (print "registering all hostile vessels inside the kill-zone. thirteen cruisers, two assault-carriers. i'm going loud!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0460_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0460_cor)) (sleep_until (objects_can_see_flag (players) macgun_flag 25) 1 120) (device_set_power macgun 1) (device_set_power gun_loader 1) (set mark_flavor_disable False) (save_elv_start) ) ) (script static elv_elevator_test (begin (> (device_get_position elv_elevator) 0.8) ) ) (script static elv_elevator_down (begin (volume_test_objects_all tv_elevator (players)) ) ) (script dormant elv_mission (begin (print "elv") (sleep_until (= (structure_bsp_index) 3) 1) (object_type_predict objects\characters\marine\marine) (object_type_predict objects\characters\bugger\bugger) (set_global_sound_environment 1 1 1 1 8000 0) (physics_set_gravity 1) (sound_impulse_start sound\visual_effects\ss_airlock\airlock_repressurize none 1) (set mark_flavor_vacuum False) (device_operates_automatically_set bsp3_door_backward False) (device_operates_automatically_set bsp3_door_backward_2 False) (device_operates_automatically_set bsp3_door_forward True) (objects_attach elv_elevator control_1 elv_elevator_control_1 ) (objects_attach elv_elevator control_2 elv_elevator_control_2 ) (save_elv_start) (wake elv_goinloud) (ai_place elv_hum_mar) (sleep_until (volume_test_objects tv_elv_start (players)) 1) (ai_place elv_cov_top) (sleep 30) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_07 none 1) (sleep_until (<= (ai_strength elv_cov) 0.35) 10) (object_type_predict objects\characters\grunt\grunt) (object_type_predict objects\characters\elite\elite) (sleep 15) (ai_place elv_cov_elevator) (sleep 5) (device_set_position lvr_door_enter_1 1) (device_set_power elv_elevator_control_1 1) (device_set_power elv_elevator_control_2 1) (sleep_until (= (device_get_position lvr_door_enter_1) 1) 1) (sleep_until (volume_test_objects_all tv_elevator (ai_actors elv_cov_elevator)) 1 (* 20 seconds)) (device_set_position elv_elevator 1) (sleep_until (> (device_group_get elv_elevator_position) 0) 1 (* 120 seconds)) (device_set_position elv_elevator 0) (device_set_power elv_elevator_control_1 0) (device_set_power elv_elevator_control_2 0) (sleep_until (volume_test_objects_all tv_lvr_enter (players)) 1) (ai_disposable elv_cov True) (ai_disposable elv_hum_mar True) ) ) (script dormant lvr_carrier_flyby (begin (object_create carrier_01) (effect_new_on_object_marker effects\scenery\solids\human_fleet_ships_attack_carrier carrier_01 bow) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\spacestation\spacestation capital_ship_01 flyby) (sound_impulse_start sound\ambience\spacestation\cap_ship_flyover lvr_flyby_flag 1) (sleep 330) (damage_players effects\damage_effects\carrier_flyby) (sleep_until (= (scenery_get_animation_time carrier_01) 0) 1) (object_destroy carrier_01) ) ) (script dormant lvr_carriers (begin (set mark_flavor_disable True) (print "the carriers are breaking-through, sir! they're heading straight for the cairo!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0500_ahp none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0500_ahp)) (sleep 7) (print "cortana, concentrate your fire on the first carrier! admiral, do what you can against the second!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0510_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0510_lhd)) (sleep 8) (print "everyone form-up! follow my lead!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0520_ahp none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0520_ahp)) (set mark_flavor_disable False) (save_lvr_start) (sleep_until (volume_test_objects tv_lvr_back (players)) 1 (* 15 seconds)) (set mark_flavor_disable True) (print "the first carrier completely ignored us, sir - blew through the malta's debris-field, and headed straight for earth!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0530_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0530_cor)) (set mark_flavor_disable False) ) ) (script dormant lvr_mission (begin (print "lvr") (sleep_until (and (volume_test_objects_all tv_lvr_enter (players)) (> (player_count) 0)) 1) (object_create lvr_wall_enter) (device_set_position lvr_door_enter_1 0) (wake lvr_carriers) (sleep_until (= (device_get_position lvr_door_enter_1) 0) 1) (ai_erase elv_cov_top) (sleep_until (game_safe_to_save) 1 150) (save_lvr_start) (sleep 30) (ai_place lvr_cov_wv1) (wake lvr_carrier_flyby) (device_set_position lvr_door_enter_2 1) (device_set_power lvr_airlock_blower 1) (sound_impulse_start sound\visual_effects\ss_airlock\airlock none 1) (sleep 30) (physics_set_gravity 0.75) (set mark_flavor_vacuum True) (biped_ragdoll lvr_body_1) (biped_ragdoll lvr_body_2) (sleep 60) (set_global_sound_environment 1 1 0 0 1200 5) (device_set_power lvr_airlock_blower 0) (sleep_until (volume_test_objects tv_lvr_back (players)) 1) (if (not (difficulty_normal)) (ai_place lvr_cov_wv2)) (sleep_until (< (objects_distance_to_object (players) gun_elevator_door_top) 4) 1) (device_operates_automatically_set gun_elevator_door_top True) (device_set_position_immediate gun_elevator 0.1) (device_set_position gun_elevator 0) (sleep_until (and (volume_test_objects_all tv_gun_elevator (players)) (> (player_count) 0)) 1) (object_create gun_wall_enter) (sleep_forever lvr_carriers) (set mark_flavor_disable True) (device_set_position gun_elevator 1) (ai_disposable gun_cov True) (physics_set_gravity 1) (set_global_sound_environment 1 1 1 1 8000 0) (set mark_flavor_vacuum False) (sleep 30) (sound_impulse_start sound\visual_effects\ss_airlock\airlock_repressurize none 1) (sleep 30) (print "there's quite a lot of elites in here, you may need to get creative.") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_4000_cor none 1 radio_default) (sleep (- (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_4000_cor) 60)) (wake title_gun) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_08 none 1) (set mark_flavor_disable False) (ai_erase lvr_cov) ) ) (script command cs_expand_cortana (begin (object_cannot_take_damage (ai_get_object ai_current_actor)) (object_set_scale (ai_get_object ai_current_actor) 0.01 1) (ai_disregard (ai_get_object ai_current_actor) True) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\teleport_in (ai_get_object ai_current_actor) body) (sleep 1) (object_set_scale (ai_get_object ai_current_actor) 0.4 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\teleport_out (ai_get_object ai_current_actor) body) (sleep 3) (object_set_scale (ai_get_object ai_current_actor) 0.01 20) (sleep 30) (ai_erase ai_current_actor) ) ) (script dormant gun_flyby (begin (object_create carrier_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\spacestation\spacestation capital_ship_02 anchor_outro1) (effect_new_on_object_marker effects\scenery\solids\human_fleet_ships_attack_carrier carrier_02 bow) (sleep 330) (damage_players effects\damage_effects\carrier_flyby) (sleep_until (= (scenery_get_animation_time carrier_02) 0) 1) (object_destroy carrier_02) ) ) (script static gun_mission (begin (print "gun") (object_type_predict objects\characters\grunt\grunt) (object_type_predict objects\characters\elite\elite) (sleep_until (and (volume_test_objects_all tv_elv_enter (players)) (> (player_count) 0)) 1) (set mark_flavor_dck False) (set mark_flavor_gun True) (object_create gun_wall_enter) (save_gun_start) (ai_place gun_cov) (ai_place gun_hum_mar) (wake gun_flyby) (sleep_until (<= (ai_living_count gun_cov) 4) 1) (sound_looping_set_alternate scenarios\solo\01b_spacestation\01b_music\01b_08 True) (set mark_flavor_vacuum True) (sleep_until (= (ai_living_count gun_cov) 0) 1) (set mark_flavor_bomb False) (set mark_flavor_disable True) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_08) (sleep 150) (sleep_until (< (objects_distance_to_object (players) pickle) 4) 1 150) (set mark_bomb2_objective True) ) ) (script static load_bsp0a (begin (object_create_anew rack_bsp0a_1_smg_1) (objects_attach rack_bsp0a_1 smg_1 rack_bsp0a_1_smg_1 ) (object_create_anew rack_bsp0a_1_smg_2) (objects_attach rack_bsp0a_1 smg_2 rack_bsp0a_1_smg_2 ) (object_create_anew rack_bsp0a_2_br_1) (objects_attach rack_bsp0a_2 br_2 rack_bsp0a_2_br_1 ) (object_create_anew rack_bsp0a_2_br_2) (objects_attach rack_bsp0a_2 br_3 rack_bsp0a_2_br_2 ) (object_create_anew rack_bsp0a_3_smg_1) (objects_attach rack_bsp0a_3 smg_1 rack_bsp0a_3_smg_1 ) (object_create_anew rack_bsp0a_3_smg_2) (objects_attach rack_bsp0a_3 smg_2 rack_bsp0a_3_smg_2 ) (object_create_anew rack_bsp0a_4_br_1) (objects_attach rack_bsp0a_4 br_2 rack_bsp0a_4_br_1 ) (object_create_anew rack_bsp0a_4_br_2) (objects_attach rack_bsp0a_4 br_4 rack_bsp0a_4_br_2 ) (object_create_anew rack_bsp0a_5_smg_1) (objects_attach rack_bsp0a_5 smg_1 rack_bsp0a_5_smg_1 ) (object_create_anew rack_bsp0a_5_smg_2) (objects_attach rack_bsp0a_5 smg_3 rack_bsp0a_5_smg_2 ) (object_create_anew rack_bsp0a_5_smg_3) (objects_attach rack_bsp0a_5 smg_4 rack_bsp0a_5_smg_3 ) (object_create_anew rack_bsp0a_6_br_1) (objects_attach rack_bsp0a_6 br_1 rack_bsp0a_6_br_1 ) (object_create_anew rack_bsp0a_6_br_2) (objects_attach rack_bsp0a_6 br_2 rack_bsp0a_6_br_2 ) (object_create_anew rack_bsp0a_6_br_3) (objects_attach rack_bsp0a_6 br_4 rack_bsp0a_6_br_3 ) (object_create_anew bigrack_bsp0a_5_smg_1) (objects_attach bigrack_bsp0a_5 gun_r_01 bigrack_bsp0a_5_smg_1 ) (object_create_anew bigrack_bsp0a_5_smg_2) (objects_attach bigrack_bsp0a_5 gun_r_03 bigrack_bsp0a_5_smg_2 ) (object_create_anew bigrack_bsp0a_5_smg_3) (objects_attach bigrack_bsp0a_5 gun_l_02 bigrack_bsp0a_5_smg_3 ) (object_create_anew bigrack_bsp0a_6_smg_1) (objects_attach bigrack_bsp0a_6 gun_l_02 bigrack_bsp0a_6_smg_1 ) (object_create_anew bigrack_bsp0a_6_smg_2) (objects_attach bigrack_bsp0a_6 gun_r_03 bigrack_bsp0a_6_smg_2 ) ) ) (script static load_bsp2 (begin (object_create_anew rack_bsp2_1_smg_1) (objects_attach rack_bsp2_1 smg_1 rack_bsp2_1_smg_1 ) (object_create_anew rack_bsp2_1_smg_2) (objects_attach rack_bsp2_1 smg_2 rack_bsp2_1_smg_2 ) (object_create_anew rack_bsp2_1_smg_3) (objects_attach rack_bsp2_1 smg_3 rack_bsp2_1_smg_3 ) ) ) (script static load_bsp0b (begin (object_create_anew rack_bsp0b_1_br_1) (objects_attach rack_bsp0b_1 br_1 rack_bsp0b_1_br_1 ) (object_create_anew rack_bsp0b_1_br_2) (objects_attach rack_bsp0b_1 br_3 rack_bsp0b_1_br_2 ) (object_create_anew rack_bsp0b_2_smg_1) (objects_attach rack_bsp0b_2 smg_2 rack_bsp0b_2_smg_1 ) (object_create_anew rack_bsp0b_2_smg_2) (objects_attach rack_bsp0b_2 smg_4 rack_bsp0b_2_smg_2 ) (object_create_anew bigrack_bsp0b_1_br_1) (objects_attach bigrack_bsp0b_1 gun_l_01 bigrack_bsp0b_1_br_1 ) (object_create_anew bigrack_bsp0b_1_br_2) (objects_attach bigrack_bsp0b_1 gun_r_02 bigrack_bsp0b_1_br_2 ) (object_create_anew bigrack_bsp0b_2_br_1) (objects_attach bigrack_bsp0b_2 gun_l_03 bigrack_bsp0b_2_br_1 ) (object_create_anew bigrack_bsp0b_3_br_1) (objects_attach bigrack_bsp0b_3 gun_l_02 bigrack_bsp0b_3_br_1 ) (object_create_anew bigrack_bsp0b_3_br_2) (objects_attach bigrack_bsp0b_3 gun_r_01 bigrack_bsp0b_3_br_2 ) (object_create_anew bigrack_bsp0b_4_br_1) (objects_attach bigrack_bsp0b_4 gun_r_02 bigrack_bsp0b_4_br_1 ) (object_create_anew bigrack_bsp0b_5_smg_1) (objects_attach bigrack_bsp0b_5 gun_r_01 bigrack_bsp0b_5_smg_1 ) (object_create_anew bigrack_bsp0b_6_smg_1) (objects_attach bigrack_bsp0b_6 gun_l_03 bigrack_bsp0b_6_smg_1 ) (object_create_anew bigrack_bsp0b_6_smg_2) (objects_attach bigrack_bsp0b_6 gun_r_02 bigrack_bsp0b_6_smg_2 ) (object_create_anew bigrack_bsp0b_7_smg_1) (objects_attach bigrack_bsp0b_7 gun_r_03 bigrack_bsp0b_7_smg_1 ) (object_create_anew bigrack_bsp0b_8_smg_1) (objects_attach bigrack_bsp0b_8 gun_l_01 bigrack_bsp0b_8_smg_1 ) (object_create_anew atr1_elevator) ) ) (script static load_bsp3 (begin (object_create_anew rack_bsp3_1_br_1) (objects_attach rack_bsp3_1 br_1 rack_bsp3_1_br_1 ) (object_create_anew rack_bsp3_1_br_2) (objects_attach rack_bsp3_1 br_3 rack_bsp3_1_br_2 ) (object_create_anew rack_bsp3_2_smg_1) (objects_attach rack_bsp3_2 smg_2 rack_bsp3_2_smg_1 ) (object_create_anew rack_bsp3_2_smg_2) (objects_attach rack_bsp3_2 smg_4 rack_bsp3_2_smg_2 ) (object_create_anew rack_bsp3_4_br_1) (objects_attach rack_bsp3_4 br_2 rack_bsp3_4_br_1 ) (object_create_anew rack_bsp3_4_br_2) (objects_attach rack_bsp3_4 br_2 rack_bsp3_4_br_2 ) (object_create_anew rack_bsp3_5_smg_1) (objects_attach rack_bsp3_5 smg_3 rack_bsp3_5_smg_1 ) ) ) (script static mission_start (begin (print "01b spacestation") (print "designer - jaime") (print "env. artsits - paul, dave") ) ) (script static mission_setup (begin (objectives_clear) (game_can_use_flashlights False) (ai_allegiance player human) (ai_allegiance covenant prophet) (ai_allegiance prophet covenant) (device_set_position_immediate macgun 0) (device_set_position_immediate gun_loader 0) (device_set_power macgun 0) (device_set_power gun_loader 0) (object_create malta) (object_create athens) ) ) (script startup mission_spacestation (begin (if (= (player_count) 0) (sleep_forever)) (cinematic_snap_to_white) (save_cutscene) (if (cinematic_skip_start) (begin (cinematic_stash_players) (x02) (cinematic_unstash_players) )) (cinematic_skip_stop) (object_type_predict scenarios\objects\solo\spacestation\ss_tram_car\ss_tram_car) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (mission_start) (mission_setup) (load_bsp0a) (wake flavor_mission) (wake 1st_mission) (wake atr2_mission) (wake 1st_tram) (sleep 1) (cinematic_fade_from_white) (sleep_until (= (structure_bsp_index) 2) 1) (load_bsp2) (device_operates_automatically_set bsp2_door_forward True) (wake bay1_mission) (wake bay2_mission) (sleep_until (= (structure_bsp_index) 0) 1) (load_bsp0b) (wake ice_cream_check) (wake arm_mission) (wake atr1_mission) (wake trm1_mission) (wake dck_mission) (sleep_until (= (structure_bsp_index) 3) 1) (load_bsp3) (wake elv_mission) (wake lvr_mission) (gun_mission) (playtest_mission) (save_cutscene) (cinematic_fade_to_white) (device_set_power gun_loader 0) (device_set_power macgun 0) (sleep 45) (if (cinematic_skip_start) (begin (cinematic_stash_players) (c01_outro) (cinematic_unstash_players) )) (cinematic_skip_stop) (game_won) ) ) (script static cheat_atr2 (begin (switch_bsp 0) (object_teleport (player0) atr2_flag) ) ) (script static cheat_bay1 (begin (switch_bsp 2) (object_teleport (player0) bay1_flag) ) ) (script static cheat_bay2 (begin (switch_bsp 2) (object_teleport (player0) bay2_flag) ) ) (script static cheat_arm (begin (switch_bsp 0) (object_teleport (player0) arm_flag) ) ) (script static cheat_atr1 (begin (switch_bsp 0) (wake mission_spacestation) (object_teleport (player0) atr1_flag) ) ) (script static cheat_trm1 (begin (switch_bsp 0) (wake mission_spacestation) (object_teleport (player0) trm1_flag) ) ) (script static cheat_elv (begin (switch_bsp 3) (wake mission_spacestation) (wake mission_spacestation) (object_teleport (player0) elv_flag) ) ) (script static cheat_lvr (begin (switch_bsp 3) (wake mission_spacestation) (wake mission_spacestation) (object_teleport (player0) lvr_flag) ) ) (script static cheat_gun (begin (switch_bsp 3) (wake mission_spacestation) (wake mission_spacestation) (object_teleport (player0) gun_flag) ) ) (script dormant x02_01_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 0 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 6 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 24 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 26 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 59 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 61 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 75 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 85 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 92 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 95 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 97 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 98 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 101 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 102 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 32 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 104 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 106 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 69 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 89 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 91 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 86 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 15 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 12 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 11 False) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_prop\ss_prop 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 87 False) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 100 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 28 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 29 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 30 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 31 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 33 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 34 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 35 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 96 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 103 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 110 True) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\weapons\rifle\smg\smg 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\spacestation\ss_gun_rack_slim\ss_gun_rack_slim 0) (predict_model_section objects\gear\human\military\case_ap_turret\case_ap_turret 0) (predict_model_section objects\gear\human\military\crate_packing_giant\crate_packing_giant 2) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack\ss_gun_rack 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 34 True) (predict_model_section scenarios\objects\solo\spacestation\ss_furniture\chair_sofa\chair_sofa 0) (predict_model_section objects\gear\human\military\case\case 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 87 False) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 33 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\objects\solo\spacestation\ss_internet_kiosk\ss_internet_kiosk 0) (predict_model_section objects\gear\human\military\case_ap_turret\case_ap_turret 0) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack\ss_gun_rack 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (sleep 7) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 74) (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\cinematics\news_drone\news_drone 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (sleep 156) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 73 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 107 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 89 False) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 51) (predict_model_section objects\characters\marine\marine 44) (predict_model_section objects\characters\marine\marine 39) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack_slim\ss_gun_rack_slim 0) (sleep 10) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 63 True) (sleep 4) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 63 True) (sleep 90) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 101 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 12 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 15 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 53 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 47 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 48 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 56 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 62 True) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 50) (predict_model_section objects\characters\marine\marine 40) (predict_model_section objects\characters\marine\marine 41) (predict_model_section scenarios\objects\solo\spacestation\ss_internet_kiosk\ss_internet_kiosk 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_tram\ss_door_tram 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 26 False) (sleep 13) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 72 False) (sleep 20) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 5 False) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (sleep 57) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 32 True) (sleep 57) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 55) (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\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section 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 objects\weapons\melee\gravity_hammer\gravity_hammer 0) ) ) (script dormant x02_02_predict (begin (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 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 True) (sleep 8) (sleep 49) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 32) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (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 scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 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 objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (sleep 149) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 55) (predict_model_section objects\characters\jackal\jackal 8) (sleep 87) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (sleep 64) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (sleep 1) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (sleep 1) (predict_model_section objects\cinematics\covenant\crowds\crowd_front_a\crowd_front_a 0) (predict_model_section objects\cinematics\covenant\crowds\crowd_front_b\crowd_front_b 0) (predict_model_section objects\cinematics\covenant\crowds\crowd_front_c\crowd_front_c 0) (sleep 154) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 12 True) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\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 28) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (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 objects\cinematics\covenant\manacles\manacles 0) (sleep 10) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 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_door\high_door 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (sleep 89) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) ) ) (script dormant x02_03_predict (begin (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (sleep 131) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 79) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (sleep 50) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 20 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 28 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 scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section objects\weapons\fixed\h_turret_mp\h_turret_mp 0) (predict_model_section objects\weapons\fixed\plasma_cannon\plasma_cannon 0) (predict_model_section objects\weapons\fixed\plasma_cannon\plasma_cannon 1) (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\marine\marine 0) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 2) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 7) (predict_model_section objects\characters\marine\marine 8) (sleep 36) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 84) (predict_structure_section scenarios\solo\07a_highcharity\high_0 18 True) (sleep 3) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (sleep 25) (predict_structure_section scenarios\solo\07a_highcharity\high_0 12 True) (sleep 6) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (sleep 57) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (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\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (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\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (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\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section objects\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (predict_model_section objects\characters\marine\marine 62) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) ) ) (script dormant x02_04a_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (sleep 20) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_model_section objects\characters\marine\marine 74) (sleep 19) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (sleep 106) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (sleep 10) (predict_model_section objects\characters\marine\marine 62) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\cinematics\human\medals\medal_tray\medal_tray 0) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (sleep 18) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 34) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (sleep 34) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (sleep 66) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\medals\medal_tray\medal_tray 0) (sleep 160) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (sleep 95) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) ) ) (script dormant x02_04b_predict (begin (sleep 4) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (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\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\characters\marine\marine 72) (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\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section objects\cinematics\human\medals\colonial_cross\colonial_cross 0) (sleep 81) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (sleep 36) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (sleep 66) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (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\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_model_section objects\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section objects\cinematics\human\medals\colonial_cross\colonial_cross 0) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (sleep 107) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (sleep 124) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (sleep 13) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 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) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 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 objects\cinematics\covenant\manacles\manacles 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) ) ) (script dormant x02_05_predict (begin (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 True) (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 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (sleep 14) (predict_model_section objects\characters\hunter\hunter 4) (predict_model_section objects\characters\hunter\hunter 5) (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) (sleep 59) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 129) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (sleep 36) (predict_model_section objects\characters\brute\brute 28) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 3) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 1) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (sleep 1) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (sleep 7) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 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\marine\marine 67) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 74) (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\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section objects\cinematics\human\medals\colonial_cross\colonial_cross 0) ) ) (script dormant x02_06_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (sleep 7) (sleep 27) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 29) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 8) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (sleep 41) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (sleep 101) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 14) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (sleep 5) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (sleep 98) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 131) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (sleep 2) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 2) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (sleep 20) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (sleep 8) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 13) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (sleep 118) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 18 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 20 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 28 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 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 scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section objects\weapons\fixed\h_turret_mp\h_turret_mp 0) (predict_model_section objects\characters\marine\marine 0) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 2) (predict_model_section objects\characters\marine\marine 7) (predict_model_section objects\characters\marine\marine 8) (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\cinematics\covenant\branding_iron\branding_iron 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section objects\cinematics\covenant\elite_helmet_charred\elite_helmet_charred 0) (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) ) ) (script dormant x02_07_predict (begin (sleep 2) (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 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 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 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (sleep 9) (predict_model_section objects\characters\dervish\dervish 11) (predict_model_section objects\characters\dervish\dervish 12) (predict_model_section objects\characters\dervish\dervish 13) (sleep 71) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (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\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (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 objects\cinematics\covenant\manacles\manacles 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section 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(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 objects\characters\dervish\dervish 11) (predict_model_section objects\characters\dervish\dervish 12) (predict_model_section objects\characters\dervish\dervish 13) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (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 objects\cinematics\covenant\manacles\manacles 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 75) (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) (sleep 62) (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\characters\jackal\jackal_scenery\jackal_scenery 0) (sleep 76) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (sleep 55) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 12 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 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\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) ) ) (script dormant x02_08_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (sleep 70) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (sleep 78) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (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) (sleep 30) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_model_section objects\characters\marine\marine 65) (sleep 128) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (sleep 107) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 55) (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\marine\marine 74) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (sleep 117) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (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) (sleep 33) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 106) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) ) ) (script dormant x02_09_predict (begin (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (sleep 155) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 50) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 32) (predict_model_section objects\characters\marine\marine 19) (sleep 15) (predict_model_section objects\characters\marine\marine 37) (sleep 3) (predict_model_section objects\characters\marine\marine 52) (sleep 1) (predict_model_section objects\characters\marine\marine 71) (sleep 6) (predict_model_section objects\characters\marine\marine 71) (sleep 19) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 52) (sleep 8) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (sleep 149) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_model_section objects\characters\marine\marine 32) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 63) (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\marine\marine 74) (predict_model_section objects\characters\marine\marine 19) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 100) (predict_model_section objects\characters\marine\marine 35) (sleep 67) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 10) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 25) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\cinematics\human\pillarofautumn\pillarofautumn 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 52) ) ) (script dormant x02_10_predict (begin (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (sleep 6) (predict_model_section objects\vehicles\longsword\longsword 1) (sleep 5) (predict_model_section objects\characters\marine\marine 73) (sleep 8) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 50) (sleep 14) (predict_model_section objects\characters\marine\marine 35) (sleep 78) (predict_model_section objects\vehicles\longsword\longsword 1) ) ) (script dormant 01_outro_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\objects\solo\spacestation\ss_prop\ss_prop 0) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section 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(predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) ) ) (script dormant 01_outro_02_predict (begin (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) 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scenarios\solo\01b_spacestation\01_bsp_3 39 False) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 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\spacestation\ss_elevator_light\ss_elevator_light 0) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 1) (predict_model_section objects\gear\human\industrial\crate_multi_single\crate_multi_single 0) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 50) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 41) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 12) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 76) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 41 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 43 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 37 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 42 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 12 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 73) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 True) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 False) (sleep 2) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) (sleep 1) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 26) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 41 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 12 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 29) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) ) ) (script dormant 01_outro_05_predict (begin (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 3) (predict_model_section objects\vehicles\longsword\longsword 1) (predict_model_section scenarios\objects\vehicles\c_seraph\c_seraph 0) (sleep 197) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (sleep 123) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (predict_model_section objects\cinematics\matte_paintings\earth_space\earth_space 0) ) ) (script dormant 01_outro_06_predict (begin (sleep 2) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 210) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 38) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (sleep 2) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (sleep 50) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (sleep 8) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 4 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 9 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (sleep 12) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 28 False) (sleep 23) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 19 False) (sleep 34) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 10 False) ) ) (script dormant 01_outro_07_predict (begin (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01outro_bsp 0 False) (predict_model_section objects\vehicles\longsword\longsword 1) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 0) (predict_model_section objects\cinematics\matte_paintings\africa_space\africa_space 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\cinematics\human\pillarofautumn\pillarofautumn 0) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 311) (predict_model_section objects\cinematics\matte_paintings\africa_space\africa_space 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 193) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 67) (predict_model_section objects\vehicles\longsword\longsword 1) ) ) (script dormant 01_outro_08_predict (begin (sleep 4) (predict_model_section objects\vehicles\longsword\longsword 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 3) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_up\cruiser_interior_up 0) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_core\cruiser_interior_core 0) (sleep 301) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_side\cruiser_interior_side 0) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_core\cruiser_interior_core 0) (sleep 266) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_up\cruiser_interior_up 0) ) ) (script dormant 01_outro_09_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\africa_space\africa_space 0) ) ) (script dormant 01_outro_10_predict (begin (sleep 3) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 198) (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\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 17) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section objects\cinematics\matte_paintings\africa_coast\africa_coast 0) (sleep 123) (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\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 164) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section objects\cinematics\matte_paintings\africa_coast\africa_coast 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) )
Testo modificato
Apri file
(global string data_mine_mission_segment "") (global int delay_blink (* 30 3)) (global int delay_dawdle (* 30 10)) (global int delay_tutorial (* 30 15)) (global int delay_prompt (* 30 10)) (global int delay_witness (* 30 5)) (global int delay_wait (* 30 10)) (global int delay_late (* 30 45)) (global int delay_lost (* 30 60)) (global bool mark_bsp0 False) (global bool mark_bsp1 False) (global bool mark_bsp2 False) (global bool mark_bsp3 False) (global bool mark_bsp4 False) (global bool mark_bsp5 False) (global bool gbl_1st_waves False) (global short sound_offset 15) (global short prediction_offset 45) (global short seconds 30) (global bool mark_1st_waves_end False) (global bool mark_bomb2_objective False) (global bool mark_1st_blast False) (global short timer_flavor 0) (global short global_flavor_delay (* 20 prediction_offset)) (global bool mark_flavor_disable False) (global bool mark_flavor_vacuum False) (global bool mark_flavor_brace False) (global bool mark_flavor_gun False) (global bool mark_flavor_dck False) (global bool mark_flavor_trm1 False) (global bool mark_flavor_atr1 False) (global bool mark_flavor_bay2 False) (global bool mark_flavor_bay1 False) (global bool mark_flavor_atr2 False) (global bool mark_flavor_1st False) (global bool mark_flavor_board False) (global bool mark_flavor_bomb False) (global bool mark_flavor_init False) (global bool mark_flavor_megg False) (global bool mark_flavor_safe_cycle False) (global short counter_flavor_brace 0) (global short counter_flavor_gun 0) (global short counter_flavor_dck 0) (global short counter_flavor_atr2 0) (global short counter_flavor_atr1 0) (global short counter_flavor_1st 0) (global short counter_flavor_init 0) (global short counter_flavor_board_safe 0) (global short counter_flavor_board 0) (global short counter_flavor_bomb_safe 0) (global short counter_flavor_bomb 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 ĀaĀ button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static x02_01_predict_stub (begin (wake x02_01_predict) ) ) (script static x02_02_predict_stub (begin (wake x02_02_predict) ) ) (script static x02_03_predict_stub (begin (wake x02_03_predict) ) ) (script static x02_04a_predict_stub (begin (wake x02_04a_predict) ) ) (script static x02_04b_predict_stub (begin (wake x02_04b_predict) ) ) (script static x02_05_predict_stub (begin (wake x02_05_predict) ) ) (script static x02_06_predict_stub (begin (wake x02_06_predict) ) ) (script static x02_07_predict_stub (begin (wake x02_07_predict) ) ) (script static x02_08_predict_stub (begin (wake x02_08_predict) ) ) (script static x02_09_predict_stub (begin (wake x02_09_predict) ) ) (script static x02_10_predict_stub (begin (wake x02_10_predict) ) ) (script static 01_outro_01_predict_stub (begin (wake 01_outro_01_predict) ) ) (script static 01_outro_02_predict_stub (begin (wake 01_outro_02_predict) ) ) (script static 01_outro_03_predict_stub (begin (wake 01_outro_03_predict) ) ) (script static 01_outro_04_predict_stub (begin (wake 01_outro_04_predict) ) ) (script static 01_outro_05_predict_stub (begin (wake 01_outro_05_predict) ) ) (script static 01_outro_06_predict_stub (begin (wake 01_outro_06_predict) ) ) (script static 01_outro_07_predict_stub (begin (wake 01_outro_07_predict) ) ) (script static 01_outro_08_predict_stub (begin (wake 01_outro_08_predict) ) ) (script static 01_outro_09_predict_stub (begin (wake 01_outro_09_predict) ) ) (script static 01_outro_10_predict_stub (begin (wake 01_outro_10_predict) ) ) (script dormant x02_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_01_mus none 1) (print "x02 score 01 start") ) ) (script dormant x02_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01_fol none 1) (print "x02 foley 01 start") ) ) (script dormant x02_0010_mas (begin (sleep 20) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0010_mas chief_x02_01 1) (cinematic_subtitle x02_0010_mas 2) ) ) (script dormant x02_0020_jon (begin (sleep 80) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0020_jon johnson_x02_01 1) (cinematic_subtitle x02_0020_jon 2.5) (unit_set_emotional_state johnson_x02_01 annoyed 0.75 10) (print "johnson - annoyed .75 15") ) ) (script dormant x02_0030_jon (begin (sleep 181) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0030_jon johnson_x02_01 1) (cinematic_subtitle x02_0030_jon 2.5) ) ) (script dormant x02_0040_jon (begin (sleep 270) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0040_jon johnson_x02_01 1) (cinematic_subtitle x02_0040_jon 2) (unit_set_emotional_state johnson_x02_01 happy 0.75 30) (print "johnson - happy .75 30") ) ) (script dormant x02_0050_jon (begin (sleep 333) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0050_jon johnson_x02_01 1) (cinematic_subtitle x02_0050_jon 2) (sleep 10) (unit_set_emotional_state johnson_x02_01 pensive 1 60) (print "johnson - pensive 1 60") ) ) (script dormant x02_01_dof (begin (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.85 0 0 0 0.5 0.5 0) (print "rack focus") (sleep 164) (cinematic_screen_effect_stop) (print "rack focus stop") (sleep 104) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 0.5 0.5 0) (print "rack focus") (sleep 147) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant cinematic_lighting_x02_01 (begin (cinematic_lighting_set_primary_light 67 208 0.458824 0.407843 0.34902) (cinematic_lighting_set_secondary_light 45 120 0.215686 0.207843 0.25098) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (object_uses_cinematic_lighting chief_x02_01 True) (object_uses_cinematic_lighting johnson_x02_01 True) (object_uses_cinematic_lighting marine_x02_01 True) (object_uses_cinematic_lighting marine_x02_02 True) (object_uses_cinematic_lighting marine_x02_03 True) (object_uses_cinematic_lighting marine_x02_04 True) (object_uses_cinematic_lighting marine_x02_05 True) (object_uses_cinematic_lighting marine_x02_06 True) (object_uses_cinematic_lighting marine_x02_07 True) (object_uses_cinematic_lighting marine_x02_08 True) (object_uses_cinematic_lighting marine_door_01 True) (object_uses_cinematic_lighting marine_door_02 True) (object_uses_cinematic_lighting johnson_hat True) (object_uses_cinematic_lighting x02_drone_01 True) (object_uses_cinematic_lighting x02_drone_02 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script static x02_02_problem_actors (begin (print "problem actors") (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_cinematic_lod dervish True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) ) ) (script dormant x02_hum_crowd_01a (begin (print "first marine crowd") (custom_animation_loop marine_x02_05 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_x02_04 objects\characters\marine\x02\x02 marine_fist_loop False) (custom_animation_loop marine_x02_01 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 5) (custom_animation_loop marine_x02_02 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_03 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_06 objects\characters\marine\x02\x02 marine_whistle_loop False) (sleep 10) (custom_animation_loop marine_x02_07 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_08 objects\characters\marine\x02\x02 marine_clapping_loop False) ) ) (script dormant x02_hum_crowd_01b (begin (sleep 268) (print "second marine crowd") (object_destroy marine_x02_01) (object_destroy marine_x02_02) (object_destroy marine_x02_03) (object_destroy marine_x02_04) (object_destroy marine_x02_05) (object_create_anew marine_x02_09) (object_create_anew marine_x02_10) (object_create_anew marine_x02_11) (object_create_anew marine_x02_12) (object_uses_cinematic_lighting marine_x02_09 True) (object_uses_cinematic_lighting marine_x02_10 True) (object_uses_cinematic_lighting marine_x02_11 True) (object_uses_cinematic_lighting marine_x02_12 True) (custom_animation_loop marine_x02_09 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_x02_10 objects\characters\marine\x02\x02 marine_fist_loop False) (custom_animation_loop marine_x02_11 objects\characters\marine\x02\x02 marine_clapping_loop False) (sleep 10) (custom_animation_loop marine_x02_12 objects\characters\marine\x02\x02 marine_clapping_loop False) ) ) (script dormant open_bridge_door (begin (sleep 417) (print "open bridge door") (device_set_position x02_bridge_door 1) ) ) (script static x02_01_setup (begin (object_destroy_type_mask 2052) (object_destroy offending_light) (object_create_anew chief_x02_01) (object_create_anew johnson_x02_01) (object_create_anew johnson_hat) (object_set_permutation johnson_x02_01 helmet ) (object_create_anew marine_door_01) (object_create_anew marine_door_02) (object_set_permutation marine_door_01 head smith) (object_set_permutation marine_door_02 head perez) (object_create_anew marine_x02_01) (object_create_anew marine_x02_02) (object_create_anew marine_x02_03) (object_create_anew marine_x02_04) (object_create_anew marine_x02_05) (object_create_anew marine_x02_06) (object_create_anew marine_x02_07) (object_create_anew marine_x02_08) (object_create_anew x02_drone_01) (object_create_anew x02_drone_02) (object_cinematic_lod chief_x02_01 True) (object_cinematic_lod johnson_x02_01 True) (object_cinematic_lod marine_x02_01 True) (object_cinematic_lod marine_x02_02 True) (object_cinematic_lod marine_x02_03 True) (object_cinematic_lod marine_x02_04 True) (object_cinematic_lod marine_x02_05 True) (object_cinematic_lod marine_x02_06 True) (object_cinematic_lod marine_x02_07 True) (object_cinematic_lod marine_x02_08 True) (wake x02_score_01) (wake x02_foley_01) (wake x02_0010_mas) (wake x02_0020_jon) (wake x02_0030_jon) (wake x02_0040_jon) (wake x02_0050_jon) (wake x02_hum_crowd_01a) (wake x02_hum_crowd_01b) (wake x02_01_dof) (wake cinematic_lighting_x02_01) (wake open_bridge_door) ) ) (script static x02_01_cleanup (begin (object_destroy chief_x02_01) (object_destroy johnson_x02_01) (object_destroy_containing "marine_x02") (object_destroy_containing "marine_door") (object_destroy_containing "drone") (cinematic_screen_effect_stop) ) ) (script static x02_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x02_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_01_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol) (sleep sound_offset) (x02_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_01 none anchor_flag_x02_01) (custom_animation_relative chief_x02_01 objects\characters\masterchief\x02\x02 chief_01 False anchor_x02_01) (custom_animation_relative johnson_x02_01 objects\characters\marine\x02\x02 johnson_01 False anchor_x02_01) (custom_animation_relative marine_door_01 objects\characters\marine\x02\x02 marine02_01 False anchor_x02_01) (custom_animation_relative marine_door_02 objects\characters\marine\x02\x02 marine04_01 False anchor_x02_01) (scenery_animation_start_relative johnson_hat objects\characters\marine\dress_cap\x02\x02 dress_cap_01 anchor_x02_01) (scenery_animation_start_relative x02_drone_01 objects\cinematics\news_drone\x02\x02 news_drone01_01 anchor_x02_01) (scenery_animation_start_relative x02_drone_02 objects\cinematics\news_drone\x02\x02 news_drone02_01 anchor_x02_01) (sleep 20) (fade_in 1 1 1 15) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol) (sleep (- (camera_time) 15)) (x02_02_problem_actors) (fade_out 1 1 1 15) (sleep 15) (x02_01_cleanup) ) ) (script dormant x02_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01b_fol none 1) (print "x02 foley 02 start") ) ) (script dormant x02_0070_gch (begin (sleep 386) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0070_gch none 1) (cinematic_subtitle x02_0070_gch 2) ) ) (script dormant x02_fov_02 (begin (sleep 384) (camera_set_field_of_view 30 0) (print "fov change: 60 -> 30 over 0 ticks") (sleep 71) (camera_set_field_of_view 60 0) (print "fov change: 30 -> 60 over 0 ticks") ) ) (script dormant cinematic_lighting_x02_02 (begin (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting grunt_02 True) (object_uses_cinematic_lighting grunt_03 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting hammer True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant place_cov_crowd_01a (begin (sleep 60) (print "place crowd 01a") (object_create_anew_containing "cov_crowd_01a") (object_create_anew problem_guard) (object_uses_cinematic_lighting cov_crowd_01a_01 True) (object_uses_cinematic_lighting cov_crowd_01a_02 True) (object_uses_cinematic_lighting cov_crowd_01a_03 True) (object_uses_cinematic_lighting cov_crowd_01a_04 True) (object_uses_cinematic_lighting cov_crowd_01a_05 True) (object_uses_cinematic_lighting cov_crowd_01a_06 True) (object_uses_cinematic_lighting cov_crowd_01a_07 True) (object_uses_cinematic_lighting cov_crowd_01a_08 True) (object_uses_cinematic_lighting cov_crowd_01a_09 True) (object_uses_cinematic_lighting cov_crowd_01a_10 True) (object_uses_cinematic_lighting cov_crowd_01a_11 True) (object_uses_cinematic_lighting cov_crowd_01a_12 True) (object_uses_cinematic_lighting cov_crowd_01a_13 True) (object_uses_cinematic_lighting cov_crowd_01a_14 True) (object_uses_cinematic_lighting cov_crowd_01a_15 True) (object_uses_cinematic_lighting cov_crowd_01a_16 True) (object_uses_cinematic_lighting cov_crowd_01a_17 True) (object_uses_cinematic_lighting cov_crowd_01a_18 True) (object_uses_cinematic_lighting cov_crowd_01a_19 True) (object_uses_cinematic_lighting cov_crowd_01a_20 True) (object_uses_cinematic_lighting cov_crowd_01a_21 True) (object_uses_cinematic_lighting cov_crowd_01a_22 True) (object_uses_cinematic_lighting cov_crowd_01a_23 True) (object_uses_cinematic_lighting cov_crowd_01a_24 True) (object_uses_cinematic_lighting cov_crowd_01a_25 True) (object_uses_cinematic_lighting cov_crowd_01a_26 True) (object_uses_cinematic_lighting cov_crowd_01a_27 True) (object_uses_cinematic_lighting cov_crowd_01a_28 True) (object_uses_cinematic_lighting cov_crowd_01a_29 True) (object_uses_cinematic_lighting cov_crowd_01a_30 True) (object_uses_cinematic_lighting cov_crowd_01a_31 True) (object_uses_cinematic_lighting cov_crowd_01a_32 True) (object_uses_cinematic_lighting cov_crowd_01a_33 True) (object_uses_cinematic_lighting problem_guard True) ) ) (script dormant place_cov_crowd_01b (begin (sleep 249) (print "place crowd 01b") (object_destroy_containing "cov_crowd_01a") (object_destroy problem_guard) (object_create_anew_containing "cov_crowd_01b") (object_uses_cinematic_lighting cov_crowd_01b_01 True) (object_uses_cinematic_lighting cov_crowd_01b_03 True) (object_uses_cinematic_lighting cov_crowd_01b_04 True) (object_uses_cinematic_lighting cov_crowd_01b_05 True) (object_uses_cinematic_lighting cov_crowd_01b_06 True) (object_uses_cinematic_lighting cov_crowd_01b_07 True) (object_uses_cinematic_lighting cov_crowd_01b_08 True) (object_uses_cinematic_lighting cov_crowd_01b_09 True) (object_uses_cinematic_lighting cov_crowd_01b_10 True) (object_uses_cinematic_lighting cov_crowd_01b_11 True) (object_uses_cinematic_lighting cov_crowd_01b_12 True) (object_uses_cinematic_lighting cov_crowd_01b_13 True) (object_uses_cinematic_lighting cov_crowd_01b_14 True) (object_uses_cinematic_lighting cov_crowd_01b_15 True) (object_uses_cinematic_lighting cov_crowd_01b_16 True) ) ) (script dormant place_cov_crowd_01c (begin (sleep 384) (print "place crowd 01c") (object_destroy_containing "cov_crowd_01b") (object_create_anew_containing "cov_crowd_01c") (object_uses_cinematic_lighting cov_crowd_01c_01 True) (object_uses_cinematic_lighting cov_crowd_01c_02 True) (object_uses_cinematic_lighting cov_crowd_01c_03 True) (object_uses_cinematic_lighting cov_crowd_01c_04 True) (object_uses_cinematic_lighting cov_crowd_01c_05 True) ) ) (script dormant place_cov_crowd_01d (begin (time_code_reset) (sleep 610) (print "place crowd 01d") (object_destroy_containing "cov_crowd_01c") (object_create_anew_containing "cov_crowd_01d") (object_uses_cinematic_lighting cov_crowd_01d_01 True) (object_uses_cinematic_lighting cov_crowd_01d_02 True) (object_uses_cinematic_lighting cov_crowd_01d_03 True) (object_uses_cinematic_lighting cov_crowd_01d_04 True) (object_uses_cinematic_lighting cov_crowd_01d_05 True) (object_uses_cinematic_lighting cov_crowd_01d_06 True) (object_uses_cinematic_lighting cov_crowd_01d_07 True) (object_uses_cinematic_lighting cov_crowd_01d_08 True) (object_uses_cinematic_lighting cov_crowd_01d_09 True) (object_uses_cinematic_lighting cov_crowd_01d_10 True) (object_uses_cinematic_lighting cov_crowd_01d_11 True) (object_uses_cinematic_lighting cov_crowd_01d_12 True) (object_uses_cinematic_lighting cov_crowd_01d_13 True) (object_uses_cinematic_lighting cov_crowd_01d_14 True) (object_uses_cinematic_lighting cov_crowd_01d_15 True) (object_uses_cinematic_lighting cov_crowd_01d_16 True) (object_uses_cinematic_lighting cov_crowd_01d_17 True) (object_uses_cinematic_lighting cov_crowd_01d_18 True) (object_uses_cinematic_lighting cov_crowd_01d_19 True) (object_uses_cinematic_lighting cov_crowd_01d_20 True) (object_uses_cinematic_lighting cov_crowd_01d_21 True) ) ) (script dormant place_cov_crowd_distant (begin (sleep 456) (print "place crowd distant") (object_create_anew_containing "x02_crowd_distant") ) ) (script dormant activate_manacles (begin (sleep 666) (print "activate manacle") (object_set_function_variable x02_manacle_01 manacle_on 0 1) (sleep 20) (object_set_function_variable x02_manacle_02 manacle_on 0 1) ) ) (script dormant create_columns (begin (object_create_anew x02_column_01) (object_create_anew x02_column_06) (sleep 30) (object_create_anew x02_column_02) (object_create_anew x02_column_05) (sleep 30) (object_create_anew x02_column_03) (object_create_anew x02_column_04) ) ) (script static x02_02_setup (begin (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew jackal_01) (object_create_anew hammer) (object_create_anew_containing "x02_manacle") (object_cinematic_lod grunt_01 True) (object_cinematic_lod grunt_02 True) (object_cinematic_lod grunt_03 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod hammer True) (wake x02_foley_02) (wake x02_0070_gch) (wake x02_fov_02) (wake place_cov_crowd_01a) (wake place_cov_crowd_01b) (wake place_cov_crowd_01c) (wake place_cov_crowd_01d) (wake place_cov_crowd_distant) (wake create_columns) (wake activate_manacles) (wake cinematic_lighting_x02_02) (device_set_position x02_door_02 1) ) ) (script static x02_02_cleanup (begin (object_destroy brute_01) (object_destroy brute_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy grunt_03) (object_destroy jackal_01) (object_destroy hammer) (object_destroy_containing "cov_crowd_01") (object_destroy_containing "crowd_distant") ) ) (script static x02_scene_02 (begin (x02_02_predict_stub) (x02_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_02 none anchor_flag_x02_02) (custom_animation_relative dervish objects\characters\dervish\x02\x02 dervish_02 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_02 False anchor_x02_02) (custom_animation_relative brute_01 objects\characters\brute\x02\x02 brute01_02 False anchor_x02_02) (custom_animation_relative brute_02 objects\characters\brute\x02\x02 brute02_02 False anchor_x02_02) (custom_animation_relative grunt_01 objects\characters\grunt\x02\x02 grunt01_02 False anchor_x02_02) (custom_animation_relative grunt_02 objects\characters\grunt\x02\x02 grunt02_02 False anchor_x02_02) (custom_animation_relative grunt_03 objects\characters\grunt\x02\x02 grunt03_02 False anchor_x02_02) (custom_animation_relative jackal_01 objects\characters\jackal\x02\x02 jackal01_02 False anchor_x02_02) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x02\x02 hammer_02 anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_02 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_02 anchor_x02_02) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (x02_03_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_02_fol) (sleep (camera_time)) (x02_02_cleanup) ) ) (script dormant x02_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_02_fol none 1) (print "x02 foley 03 start") ) ) (script dormant x02_0090_tar (begin (sleep 40) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0090_tar tartarus 1) (cinematic_subtitle x02_0090_tar 2) ) ) (script dormant x02_0100_der (begin (sleep 106) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0100_der dervish 1) (cinematic_subtitle x02_0100_der 3.5) ) ) (script dormant x02_0110_tar (begin (sleep 213) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0110_tar tartarus 1) (cinematic_subtitle x02_0110_tar 1.5) (unit_set_emotional_state tartarus inquisitive 1 60) (print "tartarus - inquisitive 1 60") ) ) (script dormant effect_beam_01_start (begin (sleep 297) (print "effect - beam 01 start") (object_create beam_start_01) ) ) (script dormant effect_beams (begin (sleep 378) (print "effect - beam 01") (object_create beam_01) (sleep 69) (print "effect - beam 02") (object_create beam_02) ) ) (script dormant place_cov_crowd_02 (begin (sleep 480) (print "place crowd 02") (object_create_anew_containing "cov_crowd_02") (object_uses_cinematic_lighting cov_crowd_02_01 True) (object_uses_cinematic_lighting cov_crowd_02_02 True) (object_uses_cinematic_lighting cov_crowd_02_03 True) (object_uses_cinematic_lighting cov_crowd_02_04 True) (object_uses_cinematic_lighting cov_crowd_02_05 True) (object_uses_cinematic_lighting cov_crowd_02_06 True) (object_uses_cinematic_lighting cov_crowd_02_07 True) (object_uses_cinematic_lighting cov_crowd_02_08 True) (object_uses_cinematic_lighting cov_crowd_02_09 True) (object_uses_cinematic_lighting cov_crowd_02_10 True) (object_uses_cinematic_lighting cov_crowd_02_11 True) (object_uses_cinematic_lighting cov_crowd_02_12 True) (object_uses_cinematic_lighting cov_crowd_02_13 True) (object_uses_cinematic_lighting cov_crowd_02_14 True) (object_uses_cinematic_lighting cov_crowd_02_15 True) (object_uses_cinematic_lighting cov_crowd_02_16 True) (object_uses_cinematic_lighting cov_crowd_02_17 True) (object_uses_cinematic_lighting cov_crowd_02_18 True) (object_uses_cinematic_lighting cov_crowd_02_19 True) ) ) (script static x02_03_setup (begin (wake x02_foley_03) (wake x02_0090_tar) (wake x02_0100_der) (wake x02_0110_tar) (wake effect_beam_01_start) (wake effect_beams) (wake place_cov_crowd_02) ) ) (script static x02_scene_03_cleanup (begin (object_destroy_containing "beam") (object_destroy_containing "cov_crowd_02") ) ) (script static x02_scene_03 (begin (x02_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_03 none anchor_flag_x02_02) (custom_animation_relative dervish objects\characters\dervish\x02\x02 dervish_03 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_03 False anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_03 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_03 anchor_x02_02) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_scene_03_cleanup) ) ) (script dormant x02_foley_04a (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_03_fol none 1) (print "x02 foley 04a start") ) ) (script dormant x02_0140_lhd (begin (sleep 300) (unit_set_emotional_state hood_x02 happy 0.25 30) (print "hood - happy .25 30") (sleep 41) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0140_lhd hood_x02 1) (cinematic_subtitle x02_0140_lhd 2) ) ) (script dormant marine_whisper (begin (sleep 413) (print "marine whisper") (sound_impulse_start sound\ambience\earthcity\whisper marine_01 1) ) ) (script dormant x02_0150_lhd (begin (sleep 430) (unit_set_emotional_state hood_x02 angry 0.25 60) (print "hood - angry .25 60") (sleep 50) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0150_lhd hood_x02 1) (cinematic_subtitle x02_0150_lhd 1.5) ) ) (script dormant x02_0160_cor (begin (unit_set_emotional_state cortana_x02 angry 0.15 0) (print "cortana - angry .15 0") (sleep 524) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0160_cor cortana_x02 1) (cinematic_subtitle x02_0160_cor 3) ) ) (script dormant effect_cortana_on (begin (sleep 521) (print "cortana_on") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off x02_cortana_stand holo_effect) ) ) (script dormant cinematic_lighting_x02_04a (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 True) (object_uses_cinematic_lighting johnson_x02 True) (object_uses_cinematic_lighting hood_x02 True) (object_uses_cinematic_lighting miranda_x02 True) (object_uses_cinematic_lighting cortana_x02 True) (object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_03 True) (object_uses_cinematic_lighting marine_04 True) (object_uses_cinematic_lighting marine_plant_01 True) (object_uses_cinematic_lighting marine_plant_02 True) (object_uses_cinematic_lighting marine_plant_03 True) (object_uses_cinematic_lighting marine_plant_04 True) (object_uses_cinematic_lighting marine_plant_05 True) (object_uses_cinematic_lighting marine_plant_06 True) (object_uses_cinematic_lighting marine_plant_07 True) (object_uses_cinematic_lighting x02_cortana_stand True) (object_uses_cinematic_lighting x02_medal_tray True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x02_marine_crowd_01 (begin (sleep 0) (print "create marine crowd 02") (object_create_anew_containing "x02_marine_prop_01a") (sleep 10) (object_create_anew_containing "x02_marine_prop_01b") (object_uses_cinematic_lighting x02_marine_prop_01a_01 True) (object_uses_cinematic_lighting x02_marine_prop_01b_02 True) (object_uses_cinematic_lighting x02_marine_prop_01a_03 True) (object_uses_cinematic_lighting x02_marine_prop_01b_04 True) (object_uses_cinematic_lighting x02_marine_prop_01a_05 True) (object_uses_cinematic_lighting x02_marine_prop_01a_06 True) (object_uses_cinematic_lighting x02_marine_prop_01a_07 True) (object_uses_cinematic_lighting x02_marine_prop_01b_08 True) (object_uses_cinematic_lighting x02_marine_prop_01a_09 True) (object_uses_cinematic_lighting x02_marine_prop_01b_10 True) (object_uses_cinematic_lighting x02_marine_prop_01a_11 True) (object_uses_cinematic_lighting x02_marine_prop_01b_12 True) (object_uses_cinematic_lighting x02_marine_prop_01a_13 True) (object_uses_cinematic_lighting x02_marine_prop_01b_14 True) (object_uses_cinematic_lighting x02_marine_prop_01a_15 True) (object_uses_cinematic_lighting x02_marine_prop_01b_16 True) ) ) (script dormant x02_marine_crowd_02 (begin (sleep 0) (print "create marine crowd 02") (object_create_anew_containing "x02_marine_prop_02a") (sleep 5) (object_create_anew_containing "x02_marine_prop_02b") (sleep 10) (object_create_anew_containing "x02_marine_prop_02c") (object_uses_cinematic_lighting x02_marine_prop_02a_01 True) (object_uses_cinematic_lighting x02_marine_prop_02b_02 True) (object_uses_cinematic_lighting x02_marine_prop_02c_03 True) (object_uses_cinematic_lighting x02_marine_prop_02a_05 True) (object_uses_cinematic_lighting x02_marine_prop_02b_06 True) (object_uses_cinematic_lighting x02_marine_prop_02c_07 True) (object_uses_cinematic_lighting x02_marine_prop_02a_08 True) (object_uses_cinematic_lighting x02_marine_prop_02b_09 True) (object_uses_cinematic_lighting x02_marine_prop_02c_10 True) (object_uses_cinematic_lighting x02_marine_prop_02a_11 True) (object_uses_cinematic_lighting x02_marine_prop_02b_12 True) (object_uses_cinematic_lighting x02_marine_prop_02c_13 True) (object_uses_cinematic_lighting x02_marine_prop_02a_14 True) (object_uses_cinematic_lighting x02_marine_prop_02b_16 True) (object_uses_cinematic_lighting x02_marine_prop_02c_17 True) (object_uses_cinematic_lighting x02_marine_prop_02a_18 True) (object_uses_cinematic_lighting x02_marine_prop_02b_19 True) (object_uses_cinematic_lighting x02_marine_prop_02c_20 True) (object_uses_cinematic_lighting x02_marine_prop_02a_21 True) (object_uses_cinematic_lighting x02_marine_prop_02b_22 True) (object_uses_cinematic_lighting x02_marine_prop_02c_23 True) (object_uses_cinematic_lighting x02_marine_prop_02a_24 True) (object_uses_cinematic_lighting x02_marine_prop_02b_25 True) (object_uses_cinematic_lighting x02_marine_prop_02c_26 True) (object_uses_cinematic_lighting x02_marine_prop_02a_27 True) (object_uses_cinematic_lighting x02_marine_prop_02b_28 True) (object_uses_cinematic_lighting x02_marine_prop_02c_29 True) (object_uses_cinematic_lighting x02_marine_prop_02a_30 True) (object_uses_cinematic_lighting x02_marine_prop_02b_31 True) (object_uses_cinematic_lighting x02_marine_prop_02c_32 True) ) ) (script static x02_04a_setup (begin (object_create_anew chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew marine_plant_01) (object_create_anew marine_plant_02) (object_create_anew marine_plant_03) (object_create_anew marine_plant_04) (object_create_anew marine_plant_05) (object_create_anew marine_plant_06) (object_create_anew marine_plant_07) (object_set_permutation marine_01 head perez) (object_set_permutation marine_02 head smith) (object_set_permutation marine_03 head walter) (object_set_permutation marine_04 head dion) (object_create_anew x02_cortana_stand) (object_create_anew x02_medal_tray) (object_create_anew x02_unsc_logo) (object_cinematic_lod chief_x02 True) (object_cinematic_lod hood_x02 True) (object_cinematic_lod cortana_x02 True) (object_cinematic_lod miranda_x02 True) (object_cinematic_lod johnson_x02 True) (object_cinematic_lod marine_01 True) (object_cinematic_lod marine_02 True) (object_cinematic_lod marine_03 True) (object_cinematic_lod marine_04 True) (object_cinematic_lod marine_plant_01 True) (object_cinematic_lod marine_plant_02 True) (object_cinematic_lod marine_plant_03 True) (object_cinematic_lod marine_plant_04 True) (object_cinematic_lod marine_plant_05 True) (object_cinematic_lod marine_plant_06 True) (object_cinematic_lod marine_plant_07 True) (wake x02_foley_04a) (wake x02_0140_lhd) (wake marine_whisper) (wake x02_0150_lhd) (wake x02_0160_cor) (wake x02_marine_crowd_01) (wake x02_marine_crowd_02) (wake effect_cortana_on) (wake cinematic_lighting_x02_04a) ) ) (script static x02_scene_04a_cleanup (begin (object_destroy marine_05) (object_destroy marine_06) (object_destroy marine_07) (object_destroy marine_08) (object_destroy_containing "x02_marine_prop_01") (object_destroy_containing "x02_marine_prop_02") (object_destroy_containing "marine_plant") ) ) (script static x02_scene_04a (begin (cinematic_lightmap_shadow_enable) (x02_04a_predict_stub) (x02_04a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_04a none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_04a False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_04a False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_04a False anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 miranda_04a False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_04a False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_04a False anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 marine02_04a False anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 marine03_04a False anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 marine04_04a False anchor_x02_01) (custom_animation_loop marine_plant_01 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_02 objects\characters\marine\x02\x02 marine_fist_loop False) (custom_animation_loop marine_plant_03 objects\characters\marine\x02\x02 marine_clapping_loop False) (custom_animation_loop marine_plant_04 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_05 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_06 objects\characters\marine\x02\x02 marine_whistle_loop False) (custom_animation_loop marine_plant_07 objects\characters\marine\x02\x02 marine_fist_loop False) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_04a anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 medal_tray_04a anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 unsc_logo_04a anchor_x02_01) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (x02_04b_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_04_fol) (sleep (camera_time)) (x02_scene_04a_cleanup) ) ) (script dormant x02_foley_04b (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_04_fol none 1) (print "x02 foley 04b start") ) ) (script dormant x02_0170_lhd (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0170_lhd hood_x02 1) (cinematic_subtitle x02_0170_lhd 3) ) ) (script dormant x02_0180_cor (begin (sleep 10) (unit_set_emotional_state cortana_x02 angry 0.25 0) (sleep 117) (unit_set_emotional_state cortana_x02 happy 0.25 60) (print "cortana - happy .15 60") (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0180_cor cortana_x02 1) (cinematic_subtitle x02_0180_cor 1) ) ) (script dormant x02_0190_mas (begin (sleep 194) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0190_mas chief_x02 1) (cinematic_subtitle x02_0190_mas 1) ) ) (script dormant x02_0200_jon (begin (sleep 189) (unit_set_emotional_state johnson_x02 arrogant 1 0) (print "johnson - amorous 1 0") (sleep 5) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0200_jon johnson_x02 1) (cinematic_subtitle x02_0200_jon 1) (sleep 30) (unit_set_emotional_state johnson_x02 annoyed 0.5 30) (print "johnson - annoyed .5 30") (sleep 40) (unit_set_emotional_state johnson_x02 pensive 1 5) (print "johnson - pensive 1 5") ) ) (script dormant x02_0210_lhd (begin (sleep 255) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0210_lhd hood_x02 1) (cinematic_subtitle x02_0210_lhd 1) ) ) (script dormant x02_0220_lhd (begin (sleep 293) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0220_lhd hood_x02 1) (cinematic_subtitle x02_0220_lhd 5) ) ) (script dormant x02_0230_lhd (begin (sleep 435) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0230_lhd hood_x02 1) (cinematic_subtitle x02_0230_lhd 3) ) ) (script dormant cinematic_lighting_x02_04b (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting medal_01 True) (object_uses_cinematic_lighting medal_02 True) (object_uses_cinematic_lighting medal_03 True) ) ) (script static x02_04b_setup (begin (object_create_anew_containing "medal") (cinematic_set_near_clip_distance 0.043) (print "setting near clip distance to .043") (wake x02_foley_04b) (wake x02_0170_lhd) (wake x02_0180_cor) (wake x02_0190_mas) (wake x02_0200_jon) (wake x02_0210_lhd) (wake x02_0220_lhd) (wake x02_0230_lhd) ) ) (script static x02_scene_04b (begin (x02_04b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_04b none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_04b False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_04b False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_04b False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_04b False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_04b False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_04b anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 medal_tray_04b anchor_x02_01) (scenery_animation_start_relative medal_01 objects\cinematics\human\medals\colonial_cross\x02\x02 cross1_04b anchor_x02_01) (scenery_animation_start_relative medal_02 objects\cinematics\human\medals\colonial_cross\x02\x02 cross2_04b anchor_x02_01) (scenery_animation_start_relative medal_03 objects\cinematics\human\medals\colonial_cross\x02\x02 cross3_04b anchor_x02_01) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_05_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_05_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) ) ) (script dormant x02_score_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_05_mus none 1) (print "x02 score 05 start") ) ) (script dormant x02_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_05_fol none 1) (print "x02 foley 05 start") ) ) (script dormant x02_0240_tar (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0240_tar tartarus 1) (cinematic_subtitle x02_0240_tar 3) ) ) (script dormant x02_0250_tar (begin (sleep 88) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0250_tar tartarus 1) (cinematic_subtitle x02_0250_tar 3) ) ) (script dormant x02_0270_tar (begin (sleep 245) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0270_tar tartarus 1) (cinematic_subtitle x02_0270_tar 2) (effect_new_on_object_marker effects\cinematics\02\charred_smoke_medium dervish head) ) ) (script dormant effect_body_smoke (begin (sleep 0) (print "effect - body smoke") (effect_new_on_object_marker effects\cinematics\02\charred_smoke_medium dervish head) ) ) (script dormant cinematic_lighting_x02_05 (begin (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting grunt_02 True) (object_uses_cinematic_lighting grunt_03 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting jackal_02 True) (object_uses_cinematic_lighting hunter_01 True) (object_uses_cinematic_lighting hunter_02 True) (object_uses_cinematic_lighting hunter_03 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script static x02_05_setup (begin (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew jackal_01) (object_create_anew jackal_02) (object_create_anew hunter_01) (object_create_anew hunter_02) (object_create_anew hunter_03) (object_cinematic_lod dervish True) (object_cinematic_lod tartarus True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod grunt_01 True) (object_cinematic_lod grunt_02 True) (object_cinematic_lod grunt_03 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod jackal_02 True) (object_cinematic_lod hunter_01 True) (object_cinematic_lod hunter_02 True) (object_cinematic_lod hunter_03 True) (object_set_function_variable dervish elite_burnt 0 0) (cinematic_set_near_clip_distance 0.06) (print "resetting near clip distance to .06") (wake x02_score_05) (wake x02_foley_05) (wake x02_0240_tar) (wake x02_0250_tar) (wake x02_0270_tar) (wake effect_body_smoke) (wake cinematic_lighting_x02_05) ) ) (script static x02_05_cleanup (begin (object_destroy dervish) (object_destroy brute_01) (object_destroy brute_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy grunt_03) (object_destroy jackal_01) (object_destroy jackal_02) (object_destroy hunter_01) (object_destroy hunter_02) (object_destroy hunter_03) ) ) (script static x02_scene_05 (begin (cinematic_lightmap_shadow_disable) (x02_05_predict_stub) (x02_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_05 none anchor_flag_x02_02) (custom_animation_relative dervish objects\characters\dervish\x02\x02 dervish_05 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_05 False anchor_x02_02) (custom_animation_relative brute_01 objects\characters\brute\x02\x02 brute01_05 False anchor_x02_02) (custom_animation_relative brute_02 objects\characters\brute\x02\x02 brute02_05 False anchor_x02_02) (custom_animation_relative grunt_01 objects\characters\grunt\x02\x02 grunt01_05 False anchor_x02_02) (custom_animation_relative grunt_02 objects\characters\grunt\x02\x02 grunt02_05 False anchor_x02_02) (custom_animation_relative grunt_03 objects\characters\grunt\x02\x02 grunt03_05 False anchor_x02_02) (custom_animation_relative jackal_01 objects\characters\jackal\x02\x02 jackal01_05 False anchor_x02_02) (custom_animation_relative jackal_02 objects\characters\jackal\x02\x02 jackal02_05 False anchor_x02_02) (custom_animation_relative hunter_01 objects\characters\hunter\x02\x02 hunter01_05 False anchor_x02_02) (custom_animation_relative hunter_02 objects\characters\hunter\x02\x02 hunter02_05 False anchor_x02_02) (custom_animation_relative hunter_03 objects\characters\hunter\x02\x02 hunter03_05 False anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_05 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_05 anchor_x02_02) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_06_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_05_cleanup) ) ) (script dormant x02_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_06_fol none 1) (print "x02 foley 06 start") ) ) (script dormant x02_0280_lhd (begin (sleep 165) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0280_lhd hood_x02 1) (cinematic_subtitle x02_0280_lhd 2) (unit_set_emotional_state miranda_x02 pensive 0.25 0) (print "miranda - pensive .25 0") ) ) (script dormant x02_0290_lhd (begin (sleep 217) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0290_lhd hood_x02 1) (cinematic_subtitle x02_0290_lhd 4.5) ) ) (script dormant x02_0300_lhd (begin (sleep 356) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0300_lhd hood_x02 1) (cinematic_subtitle x02_0300_lhd 6.5) ) ) (script dormant x02_0310_lhd (begin (sleep 556) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0310_lhd hood_x02 1) (cinematic_subtitle x02_0310_lhd 2.5) (unit_set_emotional_state miranda_x02 shocked 0.25 60) (print "miranda - shocked .25 60") ) ) (script dormant cinematic_lighting_x02_06 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 True) (object_uses_cinematic_lighting johnson_x02 True) (object_uses_cinematic_lighting hood_x02 True) (object_uses_cinematic_lighting miranda_x02 True) (object_uses_cinematic_lighting cortana_x02 True) (object_uses_cinematic_lighting marine_01 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_03 True) (object_uses_cinematic_lighting marine_04 True) (object_uses_cinematic_lighting medal_01 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x02_marine_crowd_03 (begin (sleep 0) (print "create marine crowd 02") (object_create_anew_containing "x02_marine_prop_03") (object_uses_cinematic_lighting x02_marine_prop_03_01 True) (object_uses_cinematic_lighting x02_marine_prop_03_02 True) (object_uses_cinematic_lighting x02_marine_prop_03_03 True) (object_uses_cinematic_lighting x02_marine_prop_03_04 True) (object_uses_cinematic_lighting x02_marine_prop_03_05 True) (object_uses_cinematic_lighting x02_marine_prop_03_06 True) (object_uses_cinematic_lighting x02_marine_prop_03_07 True) (object_uses_cinematic_lighting x02_marine_prop_03_08 True) (object_uses_cinematic_lighting x02_marine_prop_03_09 True) (object_uses_cinematic_lighting x02_marine_prop_03_10 True) (object_uses_cinematic_lighting x02_marine_prop_03_11 True) (object_uses_cinematic_lighting x02_marine_prop_03_12 True) (object_uses_cinematic_lighting x02_marine_prop_03_13 True) (object_uses_cinematic_lighting x02_marine_prop_03_14 True) (object_uses_cinematic_lighting x02_marine_prop_03_16 True) (object_uses_cinematic_lighting x02_marine_prop_03_17 True) (object_uses_cinematic_lighting x02_marine_prop_03_18 True) (object_uses_cinematic_lighting x02_marine_prop_03_19 True) (object_uses_cinematic_lighting x02_marine_prop_03_20 True) (object_uses_cinematic_lighting x02_marine_prop_03_21 True) (object_uses_cinematic_lighting x02_marine_prop_03_22 True) (object_uses_cinematic_lighting x02_marine_prop_03_23 True) (object_uses_cinematic_lighting x02_marine_prop_03_24 True) (object_uses_cinematic_lighting x02_marine_prop_03_25 True) (object_uses_cinematic_lighting x02_marine_prop_03_26 True) (object_uses_cinematic_lighting x02_marine_prop_03_27 True) (object_uses_cinematic_lighting x02_marine_prop_03_28 True) (object_uses_cinematic_lighting x02_marine_prop_03_29 True) (object_uses_cinematic_lighting x02_marine_prop_03_30 True) (object_uses_cinematic_lighting x02_marine_prop_03_31 True) (object_uses_cinematic_lighting x02_marine_prop_03_32 True) (object_uses_cinematic_lighting x02_marine_prop_03_33 True) (object_uses_cinematic_lighting x02_marine_prop_03_34 True) (object_uses_cinematic_lighting x02_marine_prop_03_35 True) ) ) (script static x02_06_setup (begin (object_create_anew chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew medal_01) (object_cinematic_lod chief_x02 True) (object_cinematic_lod hood_x02 True) (object_cinematic_lod cortana_x02 True) (object_cinematic_lod miranda_x02 True) (object_cinematic_lod johnson_x02 True) (object_cinematic_lod marine_01 True) (object_cinematic_lod marine_02 True) (object_cinematic_lod marine_03 True) (object_cinematic_lod marine_04 True) (object_cinematic_lod medal_01 True) (object_set_permutation marine_01 head perez) (object_set_permutation marine_02 head smith) (object_set_permutation marine_03 head walter) (object_set_permutation marine_04 head dion) (wake x02_marine_crowd_03) (wake x02_foley_06) (wake x02_0280_lhd) (wake x02_0290_lhd) (wake x02_0300_lhd) (wake x02_0310_lhd) (wake cinematic_lighting_x02_06) ) ) (script static x02_06_cleanup (begin (object_hide marine_01 True) (object_destroy_containing "medal") (object_destroy_containing "x02_marine_prop_03") ) ) (script static x02_scene_06 (begin (cinematic_lightmap_shadow_enable) (x02_06_predict_stub) (x02_06_setup) (disable_render_light_suppressor) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_06 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_06 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_06 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_06 False anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 miranda_06 False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_06 False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_06 False anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 marine02_06 False anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 marine03_06 False anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 marine04_06 False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_06 anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 medal_tray_06 anchor_x02_01) (scenery_animation_start_relative medal_01 objects\cinematics\human\medals\colonial_cross\x02\x02 cross1_06 anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 unsc_logo_06 anchor_x02_01) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_08_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_07_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (enable_render_light_suppressor) (x02_06_cleanup) ) ) (script dormant x02_score_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_08_mus none 1) (print "x02 score 08 start") ) ) (script dormant x02_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_07_fol none 1) (print "x02 foley 07 start") ) ) (script dormant x02_0320_der (begin (sleep 540) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0320_der none 1) (cinematic_subtitle x02_0320_der 4) ) ) (script dormant x02_07_dof_01 (begin (sleep 80) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.5 1 1 0 0 0 0) (print "rack focus") (sleep 70) (cinematic_screen_effect_set_depth_of_field 1.5 1 0 0.5 0 1 0.5) (print "rack focus") (sleep 80) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant effect_helmet_smoke (begin (sleep 0) (print "effect - helmet smoke") (effect_new_on_object_marker effects\cinematics\02\charred_smoke_small x02_elite_helmet head) ) ) (script dormant effect_brand (begin (sleep 425) (effect_new_on_object_marker effects\objects\cinematics\branding_iron\branding_iron_burn branding_iron_02 smoke) (print "ouch") ) ) (script dormant cinematic_lighting_x02_07 (begin (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish_nude True) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting x02_elite_helmet True) (object_uses_cinematic_lighting branding_iron_01 True) (object_uses_cinematic_lighting branding_iron_02 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.3) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant backup_brand (begin (sleep 231) (scenery_animation_start_relative branding_iron_02 objects\cinematics\covenant\branding_iron\x02\x02 branding_iron01_07 anchor_x02_02) ) ) (script dormant bring_back_brand (begin (sleep 90) (object_hide branding_iron_02 False) ) ) (script dormant delete_brand (begin (sleep 363) (print "destroy branding-iron") (object_destroy branding_iron_01) ) ) (script dormant emotion_tartarus_07 (begin (sleep 180) (unit_set_emotional_state tartarus pensive 1 0) (print "tartarus - pensive 1 0") (sleep 63) (unit_set_emotional_state tartarus amorous 1 30) (print "tartaurs - amorous 1 30") ) ) (script static x02_07_setup (begin (object_create_anew dervish_nude) (object_create_anew tartarus) (object_create_anew x02_elite_helmet) (object_create_anew branding_iron_01) (object_create_anew branding_iron_02) (object_create_anew_containing "cov_crowd_02") (wake delete_brand) (object_cinematic_lod dervish_nude True) (object_cinematic_lod tartarus True) (object_cinematic_lod branding_iron_01 True) (object_cinematic_lod branding_iron_02 True) (wake x02_foley_07) (wake x02_0320_der) (wake effect_helmet_smoke) (wake backup_brand) (wake effect_brand) (wake cinematic_lighting_x02_07) (wake emotion_tartarus_07) ) ) (script static x02_07_cleanup (begin (object_destroy dervish_nude) (object_destroy tartarus) (object_destroy_containing "cov_crowd_02") (object_destroy x02_elite_helmet) (object_destroy_containing "branding") (object_destroy_containing "x02_column") (object_destroy_containing "x02_manacle") (object_destroy_containing "x02_dervish_lift") ) ) (script static x02_scene_07 (begin (cinematic_lightmap_shadow_disable) (x02_07_predict_stub) (x02_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_07 none anchor_flag_x02_02) (custom_animation_relative dervish_nude objects\characters\dervish\x02_alt\x02_alt dervish_07 False anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 tartarus_07 False anchor_x02_02) (scenery_animation_start_relative x02_elite_helmet objects\cinematics\covenant\elite_helmet_charred\elite_helmet_charred helmet_charred_07 anchor_x02_02) (scenery_animation_start_relative branding_iron_01 objects\cinematics\covenant\branding_iron\x02\x02 branding_iron02_07 anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 manacle1_07 anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 manacle2_07 anchor_x02_02) (object_hide branding_iron_02 True) (wake bring_back_brand) (sleep 5) (fade_in 1 1 1 15) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_08_fol) (wake x02_score_08) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_07_cleanup) ) ) (script dormant x02_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_08_fol none 1) (print "x02 foley 08 start") ) ) (script dormant x02_0330_cor (begin (sleep 1) (unit_set_emotional_state hood_x02 shocked 0.25 0) (unit_set_emotional_state cortana_x02 angry 0.5 0) (sleep 71) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0330_cor cortana_x02 1) (cinematic_subtitle x02_0330_cor 3) ) ) (script dormant x02_0340_lhd (begin (unit_set_emotional_state hood_x02 angry 0.5 15) (print "hood - angry .5 15") (sleep 150) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0340_lhd hood_x02 1) (cinematic_subtitle x02_0340_lhd 1) ) ) (script dormant x02_0350_cor (begin (sleep 180) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0350_cor cortana_x02 1) (cinematic_subtitle x02_0350_cor 4) ) ) (script dormant x02_0360_ahp (begin (sleep 311) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\x02_0360_ahp none 1 radio_default) (cinematic_subtitle x02_0360_ahp 3) ) ) (script dormant x02_0370_lhd (begin (unit_set_emotional_state hood_x02 pensive 0.5 15) (print "hood - pensive .5 15") (unit_set_emotional_state miranda_x02 shocked 0.15 0) (sleep 415) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0370_lhd hood_x02 1) (cinematic_subtitle x02_0370_lhd 4) ) ) (script dormant x02_0380_lhd (begin (sleep 548) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0380_lhd hood_x02 1) (cinematic_subtitle x02_0380_lhd 2.5) (sleep 75) (unit_set_emotional_state miranda_x02 angry 0.5 15) (print "miranda - angry .5 15") ) ) (script dormant x02_0390_mir (begin (sleep 632) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0390_mir miranda_x02 1) (cinematic_subtitle x02_0390_mir 1) ) ) (script dormant x02_0400_lhd (begin (sleep 676) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0400_lhd hood_x02 1) (cinematic_subtitle x02_0400_lhd 4) ) ) (script dormant x02_0405_cor (begin (sleep 793) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0405_cor cortana_x02 1) (cinematic_subtitle x02_0405_cor 1) ) ) (script dormant x02_0410_lhd (begin (sleep 825) (unit_set_emotional_state hood_x02 annoyed 0.75 60) (print "hood - annoyed .75 60") (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0410_lhd hood_x02 1) (cinematic_subtitle x02_0410_lhd 5) ) ) (script dormant effect_cortana_off (begin (sleep 809) (print "cortana off") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off x02_cortana_stand holo_effect) ) ) (script dormant cinematic_lighting_x02_08 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 True) (object_uses_cinematic_lighting johnson_x02 True) (object_uses_cinematic_lighting hood_x02 True) (object_uses_cinematic_lighting miranda_x02 True) (object_uses_cinematic_lighting cortana_x02 True) (object_uses_cinematic_lighting marine_02 True) (object_uses_cinematic_lighting marine_03 True) (object_uses_cinematic_lighting marine_04 True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script static x02_08_setup (begin (object_create chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew x02_tactical_display) (object_cinematic_lod chief_x02 True) (object_cinematic_lod hood_x02 True) (object_cinematic_lod cortana_x02 True) (object_cinematic_lod miranda_x02 True) (object_cinematic_lod johnson_x02 True) (object_cinematic_lod marine_02 True) (object_cinematic_lod marine_03 True) (object_cinematic_lod marine_04 True) (object_set_permutation marine_02 head smith) (object_set_permutation marine_03 head walter) (object_set_permutation marine_04 head dion) (wake x02_foley_08) (wake x02_0330_cor) (wake x02_0340_lhd) (wake x02_0350_cor) (wake x02_0360_ahp) (wake x02_0370_lhd) (wake x02_0380_lhd) (wake x02_0390_mir) (wake x02_0400_lhd) (wake x02_0405_cor) (wake x02_0410_lhd) (wake effect_cortana_off) (wake cinematic_lighting_x02_08) ) ) (script static x02_scene_08_cleanup (begin (object_destroy miranda_x02) (object_destroy cortana_x02) (object_destroy marine_02) (object_destroy marine_03) (object_destroy marine_04) ) ) (script static x02_scene_08 (begin (cinematic_lightmap_shadow_enable) (x02_08_predict_stub) (x02_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_08 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_08 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_08 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_08 False anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 miranda_08 False anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 cortana_08 False anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 marine02_08 False anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 marine03_08 False anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 marine04_08 False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_08 anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 unsc_logo_08 anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 display_large_08 anchor_x02_01) (sleep 30) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (x02_09_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_09_fol) (sleep (camera_time)) (x02_scene_08_cleanup) ) ) (script command cs_x02_panic_01 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p0) (cs_look True x02_look/p0) (sleep 60) (cs_go_to x02_run/p1) (cs_look True x02_look/p1) False) ) ) ) (script command cs_x02_panic_02 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p2) (cs_look True x02_look/p2) (sleep 60) (cs_go_to x02_run/p3) (cs_look True x02_look/p3) False) ) ) ) (script command cs_x02_panic_03 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p0) (cs_look True x02_look/p0) (sleep 60) (cs_go_to x02_run/p2) (cs_look True x02_look/p2) False) ) ) ) (script command cs_x02_panic_04 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (sleep_until (begin (cs_go_to x02_run/p3) (cs_look True x02_look/p3) (sleep 60) (cs_go_to x02_run/p1) (cs_look True x02_look/p1) False) ) ) ) (script dormant x02_foley_09 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_09_fol none 1) (print "x02 foley 09 start") ) ) (script dormant x02_0420_to1 (begin (sleep 107) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0420_to1 none 1) (cinematic_subtitle x02_0420_to1 1.5) (unit_set_emotional_state marine_01 annoyed 0.5 0) (unit_set_emotional_state marine_01 pensive 0.5 0) (sleep 45) (unit_set_emotional_state marine_01 annoyed 1 10) ) ) (script dormant x02_0430_to1 (begin (sleep 159) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0430_to1 marine_01 1) (cinematic_subtitle x02_0430_to1 1.5) (sleep 10) (unit_set_emotional_state marine_01 shocked 0.25 0) (print "marine_01 - shocked .5 0") ) ) (script dormant x02_0440_lhd (begin (sleep 208) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0440_lhd hood_x02 1) (cinematic_subtitle x02_0440_lhd 5) ) ) (script dormant x02_0450_lhd (begin (sleep 367) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0450_lhd hood_x02 1) (cinematic_subtitle x02_0450_lhd 3) ) ) (script dormant x02_0460_mas (begin (sleep 462) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0460_mas chief_x02 1) (cinematic_subtitle x02_0460_mas 1) ) ) (script dormant x02_0480_mas (begin (sleep 497) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0480_mas chief_x02 1) (cinematic_subtitle x02_0480_mas 1) ) ) (script dormant x02_0490_jon (begin (sleep 529) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0490_jon johnson_x02 1) (cinematic_subtitle x02_0490_jon 2) ) ) (script dormant cinematic_lighting_x02_09 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant x02_fov_09_01 (begin (sleep 166) (camera_set_field_of_view 23 10) (print "fov change: 60 -> 23 over 10 ticks") ) ) (script dormant x02_fov_09_02 (begin (sleep 206) (camera_set_field_of_view 60 0) (print "fov change: 23 -> 60 over 0 ticks") ) ) (script static place_x02_ai (begin (ai_place x02_panic_01) (ai_place x02_panic_02) (ai_place x02_panic_03) (ai_place x02_panic_04) ) ) (script dormant x02_09_setup (begin (object_hide marine_01 False) (wake x02_foley_09) (wake x02_0420_to1) (wake x02_0430_to1) (wake x02_0440_lhd) (wake x02_0450_lhd) (wake x02_0460_mas) (wake x02_0480_mas) (wake x02_0490_jon) (place_x02_ai) (wake x02_fov_09_01) (wake x02_fov_09_02) (wake cinematic_lighting_x02_09) ) ) (script static x02_scene_09 (begin (wake x02_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_09 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_09 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_09 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_09 False anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 marine01_09 False anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 display_large_09 anchor_x02_01) (sleep (- (camera_time) sound_offset)) (x02_10_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_10_fol) (sleep (camera_time)) (object_destroy marine_01) ) ) (script dormant x02_foley_10 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_10_fol none 1) (print "x02 foley 10 start") ) ) (script dormant cinematic_lighting_x02_10 (begin (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting poa_x02 True) (object_uses_cinematic_lighting fighter_x02_01 True) (object_uses_cinematic_lighting fighter_x02_02 True) (object_uses_cinematic_lighting fighter_x02_03 True) (object_uses_cinematic_lighting fighter_x02_04 True) (object_uses_cinematic_lighting fighter_x02_05 True) (object_uses_cinematic_lighting fighter_x02_06 True) (object_uses_cinematic_lighting fighter_x02_07 True) (object_uses_cinematic_lighting fighter_x02_08 True) ) ) (script dormant fighters_unhide (begin (sleep 5) (print "fighters unhide") (object_hide fighter_x02_01 False) (object_hide fighter_x02_02 False) (object_hide fighter_x02_03 False) (object_hide fighter_x02_04 False) (object_hide fighter_x02_05 False) (object_hide fighter_x02_06 False) (object_hide fighter_x02_07 False) (object_hide fighter_x02_08 False) ) ) (script static x02_10_setup (begin (object_create poa_x02) (object_create fighter_x02_01) (object_create fighter_x02_02) (object_create fighter_x02_03) (object_create fighter_x02_04) (object_create fighter_x02_05) (object_create fighter_x02_06) (object_create fighter_x02_07) (object_create fighter_x02_08) (object_cinematic_lod poa_x02 True) (object_cinematic_lod fighter_x02_01 True) (object_cinematic_lod fighter_x02_02 True) (object_cinematic_lod fighter_x02_03 True) (object_cinematic_lod fighter_x02_04 True) (object_cinematic_lod fighter_x02_05 True) (object_cinematic_lod fighter_x02_06 True) (object_cinematic_lod fighter_x02_07 True) (object_cinematic_lod fighter_x02_08 True) (object_hide fighter_x02_01 True) (object_hide fighter_x02_02 True) (object_hide fighter_x02_03 True) (object_hide fighter_x02_04 True) (object_hide fighter_x02_05 True) (object_hide fighter_x02_06 True) (object_hide fighter_x02_07 True) (object_hide fighter_x02_08 True) (wake x02_foley_10) (wake fighters_unhide) (wake cinematic_lighting_x02_10) ) ) (script static x02_scene_10_cleanup (begin (object_destroy chief_x02) (object_destroy johnson_x02) (object_destroy hood_x02) (object_destroy x02_cortana_stand) (object_destroy x02_tactical_display) (object_destroy poa_x02) (object_destroy_containing "fighter_x02") ) ) (script static x02_scene_10 (begin (x02_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 x02_10 none anchor_flag_x02_01) (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 chief_10 False anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 johnson_10 False anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 hood_10 False anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 cortana_stand_10 anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 display_large_10 anchor_x02_01) (scenery_animation_start_relative poa_x02 objects\cinematics\human\pillarofautumn\x02\x02 poa_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_01 objects\vehicles\longsword\x02\x02 longsword01_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_02 objects\vehicles\longsword\x02\x02 longsword02_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_03 objects\vehicles\longsword\x02\x02 longsword03_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_04 objects\vehicles\longsword\x02\x02 longsword04_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_05 objects\vehicles\longsword\x02\x02 longsword05_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_06 objects\vehicles\longsword\x02\x02 longsword06_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_07 objects\vehicles\longsword\x02\x02 longsword07_10 anchor_x02_01) (scenery_animation_start_relative fighter_x02_08 objects\vehicles\longsword\x02\x02 longsword08_10 anchor_x02_01) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_scene_10_cleanup) (sleep 30) ) ) (script static x02 (begin (texture_cache_flush) (geometry_cache_flush) (cinematic_enable_ambience_details False) (sound_class_set_gain "device_machinery" 0 15) (switch_bsp_by_name 01_bsp_0) (sleep 1) (x02_scene_01) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_02) (x02_scene_03) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_04a) (x02_scene_04b) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_05) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_06) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_07) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_08) (x02_scene_09) (x02_scene_10) (sound_class_set_gain "device_machinery" 1 15) (rasterizer_bloom_override False) ) ) (script dormant c01_outro_score_01 (begin (sleep 259) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\music\c01_outro_01_mus none 1) (print "c01_outro score 01 start") ) ) (script dormant c01_outro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_01_fol none 1) (print "c01_outro foley 01 start") ) ) (script dormant c01_9010_cor (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9010_cor cortana 1) (cinematic_subtitle c01_9010_cor 2) ) ) (script dormant c01_9050_mas (begin (sleep 311) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9050_mas chief 1) (cinematic_subtitle c01_9050_mas 2) ) ) (script dormant c01_9060_cor (begin (sleep 349) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9060_cor none 1) (cinematic_subtitle c01_9060_cor 2) ) ) (script dormant c01_9070_mir (begin (sleep 393) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9070_mir none 1 radio_default) (cinematic_subtitle c01_9070_mir 2) ) ) (script dormant cinematic_lighting_outro_01 (begin (cinematic_lighting_set_primary_light 33 188 0.388235 0.380392 0.372549) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting cortana True) (object_uses_cinematic_lighting pickle True) (object_uses_cinematic_lighting outro_cortana_stand True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant effects_cortana_transfer (begin (sleep 125) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base marker) (sleep 20) (effect_new_on_object_marker effects\objects\characters\masterchief\data_transfer chief right_hand) ) ) (script static test (begin (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base marker) ) ) (script dormant bomb_deactivate (begin (sleep 284) (print "bomb deactivate") (object_set_function_variable pickle flare 0 1) ) ) (script static c01_outro_02_problem_actors (begin (print "problem actors") (object_create_anew miranda) (object_create_anew johnson) (object_create_anew iac_bridge_outro_01) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod iac_bridge_outro_01 True) ) ) (script dormant upload_cortana (begin (time_code_reset) (sleep 135) (print "upload cortana") (object_destroy cortana) ) ) (script static c01_outro_01_setup (begin (object_create_anew chief) (object_create_anew cortana) (object_create_anew pickle) (object_create_anew outro_cortana_stand) (object_create_anew outro_cortana_base) (object_destroy_containing "outro_crate") (object_cinematic_lod chief True) (object_cinematic_lod cortana True) (object_cinematic_lod pickle True) (object_cinematic_lod outro_cortana_stand True) (wake c01_outro_score_01) (wake c01_outro_foley_01) (wake c01_9010_cor) (wake c01_9050_mas) (wake c01_9060_cor) (wake c01_9070_mir) (wake effects_cortana_transfer) (wake upload_cortana) (wake bomb_deactivate) (wake cinematic_lighting_outro_01) ) ) (script static c01_outro_01_cleanup (begin (object_destroy outro_cortana_stand) (object_destroy outro_cortana_base) ) ) (script static c01_outro_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) (x02_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\music\c01_outro_01_mus) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_01_fol) (sleep sound_offset) (c01_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_01 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_01 False anchor_outro1) (custom_animation_relative cortana objects\characters\cortana\01_outro\01_outro cortana_01 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_01 anchor_outro1) (scenery_animation_start_relative outro_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\01_outro\01_outro cortana_stand_01 anchor_outro1) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base marker) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (01_outro_02_predict_stub) (c01_outro_02_problem_actors) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_02_fol) (sleep (camera_time)) (c01_outro_01_cleanup) ) ) (script dormant c01_outro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_02_fol none 1) (print "c01_outro foley 02 start") ) ) (script dormant c01_9080_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9080_mir miranda 1) (cinematic_subtitle c01_9080_mir 3) (sleep 1) (unit_set_emotional_state miranda pain 0.25 0) (unit_set_emotional_state hood annoyed 0.5 0) ) ) (script dormant c01_9090_lhd (begin (sleep 113) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9090_lhd hood 1) (cinematic_subtitle c01_9090_lhd 4) ) ) (script dormant c01_9100_mas (begin (sleep 227) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9100_mas none 1 radio_default) (cinematic_subtitle c01_9100_mas 1) ) ) (script dormant c01_9110_mas (begin (sleep 250) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9110_mas chief 1) (cinematic_subtitle c01_9110_mas 1) ) ) (script dormant c01_9120_lhd (begin (sleep 290) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9120_lhd hood 1) (cinematic_subtitle c01_9120_lhd 2) ) ) (script dormant c01_9130_mas (begin (sleep 343) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9130_mas none 1 radio_default) (cinematic_subtitle c01_9130_mas 2) (sleep 77) (unit_set_emotional_state hood happy 0.25 90) (print "hood - happy .25 90") ) ) (script dormant c01_9140_lhd (begin (sleep 436) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9140_lhd hood 1) (cinematic_subtitle c01_9140_lhd 1) ) ) (script dormant cinematic_lighting_bridges_01a (begin (time_code_reset) (print "light miranda") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting iac_bridge_outro_01 True) ) ) (script dormant cinematic_lighting_bridges_01b (begin (sleep 111) (print "light hood") (cinematic_lighting_set_primary_light -21 102 0.368627 0.333333 0.258824) (cinematic_lighting_set_secondary_light 13 294 0.192157 0.2 0.243137) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (object_uses_cinematic_lighting hood True) (object_uses_cinematic_lighting cairo_bridge True) ) ) (script dormant cinematic_lighting_chief_01 (begin (sleep 240) (print "light chief") (cinematic_lighting_set_primary_light -12 294 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting pickle True) ) ) (script dormant cinematic_lighting_bridges_02 (begin (sleep 288) (print "light hood") (cinematic_lighting_set_primary_light -21 102 0.368627 0.333333 0.258824) (cinematic_lighting_set_secondary_light 13 294 0.192157 0.2 0.243137) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) ) ) (script static c01_outro_02_setup (begin (object_create_anew hood) (object_create_anew cairo_bridge) (object_cinematic_lod hood True) (object_cinematic_lod cairo_bridge True) (wake c01_outro_foley_02) (wake c01_9080_mir) (wake c01_9090_lhd) (wake c01_9100_mas) (wake c01_9110_mas) (wake c01_9120_lhd) (wake c01_9130_mas) (wake c01_9140_lhd) (wake cinematic_lighting_bridges_01a) (wake cinematic_lighting_bridges_01b) (wake cinematic_lighting_chief_01) (wake cinematic_lighting_bridges_02) ) ) (script static c01_outro_02_cleanup (begin (object_destroy hood) (object_destroy miranda) (object_destroy johnson) (object_destroy iac_bridge_outro_01) (object_destroy cairo_bridge) ) ) (script static c01_outro_scene_02 (begin (pvs_set_object anchor_outro1) (c01_outro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_02 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_02 False anchor_outro1) (custom_animation_relative miranda objects\characters\miranda\01_outro\01_outro miranda_02 False anchor_outro1) (custom_animation_relative johnson objects\characters\marine\01_outro\01_outro johnson_02 False anchor_outro1) (custom_animation_relative hood objects\characters\lord_hood\01_outro\01_outro hood_02 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_02 anchor_outro1) (scenery_animation_start_relative iac_bridge_outro_01 objects\cinematics\human\inamberclad_bridge\01_outro\01_outro iac_bridge_02 anchor_outro1) (scenery_animation_start_relative cairo_bridge objects\cinematics\human\cairo_bridge\01_outro\01_outro cairo_bridge_02 anchor_outro1) (sleep (- (camera_time) sound_offset)) (01_outro_03_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_03_fol) (sleep (camera_time)) (c01_outro_02_cleanup) ) ) (script dormant c01_outro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_03_fol none 1) (print "c01_outro foley 03 start") ) ) (script dormant doors_outro_03 (begin (device_set_position outro_door_01 1) (sleep 360) (device_group_change_only_once_more_set outro_door_01 False) (device_set_position outro_door_01 0) ) ) (script dormant outro_sparks_03 (begin (sleep 101) (object_create_anew_containing "sparks_backward") (objects_attach pickle sparks01 sparks_backward_01 marker) (objects_attach pickle sparks03 sparks_backward_02 marker) (objects_attach pickle sparks04 sparks_backward_03 marker) (objects_attach pickle sparks07 sparks_backward_04 marker) (objects_attach pickle sparks08 sparks_backward_05 marker) (sleep 36) (object_destroy_containing "sparks_backward") (sleep 25) (object_create_anew_containing "sparks_backward") (objects_attach pickle sparks01 sparks_backward_01 marker) (objects_attach pickle sparks03 sparks_backward_02 marker) (objects_attach pickle sparks04 sparks_backward_03 marker) (objects_attach pickle sparks07 sparks_backward_04 marker) (objects_attach pickle sparks08 sparks_backward_05 marker) ) ) (script dormant cinematic_lighting_chief_02 (begin (print "light chief") (cinematic_lighting_set_primary_light 33 188 0.388235 0.380392 0.372549) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting outro_elevator True) ) ) (script static c01_outro_03_setup (begin (wake c01_outro_foley_03) (object_create_anew outro_elevator) (object_cinematic_lod outro_elevator True) (wake doors_outro_03) (wake outro_sparks_03) (wake cinematic_lighting_chief_02) ) ) (script static c01_outro_03_cleanup (begin (object_destroy_containing "sparks_backward") ) ) (script static c01_outro_scene_03 (begin (c01_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_03 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_03 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_03 anchor_outro1) (scenery_animation_start_relative outro_elevator objects\cinematics\human\ss_elevator\01_outro\01_outro elevator_03 anchor_outro1) (sleep (- (camera_time) sound_offset)) (01_outro_04_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_04_fol) (sleep (camera_time)) (c01_outro_03_cleanup) ) ) (script dormant c01_outro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_04_fol none 1) (print "c01_outro foley 04 start") ) ) (script dormant c01_9150_cor (begin (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9150_cor none 1) (cinematic_subtitle c01_9150_cor 2) ) ) (script dormant c01_9160_mas (begin (sleep 108) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9160_mas chief 1) (cinematic_subtitle c01_9160_mas 2) ) ) (script dormant c01_9170_cor (begin (sleep 154) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9170_cor none 1) (cinematic_subtitle c01_9170_cor 2) ) ) (script dormant c01_9180_cor (begin (sleep 217) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9180_cor none 1) (cinematic_subtitle c01_9180_cor 1) ) ) (script dormant c01_outro_shake_04_01 (begin (time_code_reset) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (player_effect_stop 1) ) ) (script dormant c01_outro_shake_04_02 (begin (sleep 105) (print "shake") (player_effect_set_max_rotation 0 0.35 0.35) (player_effect_start 0.25 0) (sleep 93) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c01_outro_shake_04_03 (begin (sleep 227) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 2) (sleep 45) (player_effect_stop 0) (print "shake stop") ) ) (script dormant outro_sparks_03_04 (begin (object_create_anew_containing "sparks_forward") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 490) (object_destroy_containing "sparks_forward") ) ) (script dormant doors_outro_04 (begin (sleep 300) (device_set_position outro_door_02 1) (sleep 150) (device_group_change_only_once_more_set outro_door_02 False) (device_set_position outro_door_02 0) ) ) (script dormant create_bloom_quad (begin (time_code_reset) (sleep 273) (print "create bloom quad") (object_create_anew bloom_quad) ) ) (script dormant top_light (begin (sleep 105) (print "delete top light") (objects_detach outro_elevator elevator_light_top) (object_destroy elevator_light_top) ) ) (script dormant bottom_light (begin (sleep 198) (print "create bottom light") (object_create_anew elevator_light_bottom) (objects_attach outro_elevator light_red02 elevator_light_bottom ) ) ) (script static c01_outro_04_setup (begin (render_lights_enable_cinematic_shadow True chief head 0.4) (object_create_anew matte_earth) (object_create_anew elevator_light_top) (object_create_anew elevator_light_flash) (objects_attach outro_elevator light_red01 elevator_light_top ) (wake c01_outro_foley_04) (wake c01_9150_cor) (wake c01_9160_mas) (wake c01_9170_cor) (wake c01_9180_cor) (wake doors_outro_04) (wake outro_sparks_03_04) (wake create_bloom_quad) (wake top_light) (wake bottom_light) (wake c01_outro_shake_04_01) (wake c01_outro_shake_04_02) (wake c01_outro_shake_04_03) ) ) (script static c01_outro_04_cleanup (begin (objects_detach outro_elevator elevator_light_bottom) (object_destroy_containing "elevator") (object_destroy bloom_quad) ) ) (script static c01_outro_scene_04 (begin (c01_outro_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_04 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_04 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_04 anchor_outro1) (scenery_animation_start_relative outro_elevator objects\cinematics\human\ss_elevator\01_outro\01_outro elevator_04 anchor_outro1) (sleep (- (camera_time) sound_offset)) (01_outro_05_predict_stub) (object_create_anew outro_fleet) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_05_fol) (sleep (camera_time)) (c01_outro_04_cleanup) ) ) (script dormant c01_outro_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_05_fol none 1) (print "c01_outro foley 05 start") ) ) (script dormant c01_9190_cor (begin (sleep 293) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9190_cor none 1) (cinematic_subtitle c01_9190_cor 2) ) ) (script dormant c01_9200_cor (begin (sleep 355) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9200_cor none 1) (cinematic_subtitle c01_9200_cor 1) ) ) (script dormant c01_9210_mas (begin (sleep 412) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9210_mas chief 1) (cinematic_subtitle c01_9210_mas 1) (object_create_anew outro_fleet) ) ) (script dormant c01_outro_shake_05_01 (begin (time_code_reset) (sleep 470) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant cinematic_lighting_bay_01 (begin (print "light bay") (cinematic_lighting_set_primary_light 81 88 0.360784 0.372549 0.462745) (cinematic_lighting_set_secondary_light 0 0 0.160784 0.152941 0.211765) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting outro_fighter_01 True) (object_uses_cinematic_lighting outro_fighter_02 True) (object_uses_cinematic_lighting outro_seraph True) ) ) (script dormant lever (begin (sleep 240) (device_set_position outro_lever 1) ) ) (script dormant airlock (begin (sleep 470) (device_set_position outro_door_03 1) ) ) (script static c01_outro_05_setup (begin (object_create_anew outro_fighter_01) (object_create_anew outro_fighter_02) (object_create_anew outro_seraph) (object_cinematic_lod outro_fighter_01 True) (object_cinematic_lod outro_fighter_02 True) (object_cinematic_lod outro_seraph True) (object_cinematic_visibility outro_fighter_01 True) (object_cinematic_visibility outro_fighter_02 True) (object_cinematic_visibility outro_seraph True) (wake lever) (wake airlock) (wake c01_outro_foley_05) (wake c01_9190_cor) (wake c01_9200_cor) (wake c01_9210_mas) (wake c01_outro_shake_05_01) (wake cinematic_lighting_bay_01) ) ) (script static c01_outro_05_cleanup (begin (object_destroy outro_fighter_01) (object_destroy outro_fighter_02) (object_destroy outro_seraph) ) ) (script static c01_outro_scene_05 (begin (c01_outro_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_05 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_05 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_05 anchor_outro1) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_outro\01_outro earth_matte_05 anchor_outro1) (scenery_animation_start_relative outro_fighter_01 objects\vehicles\longsword\01_outro\01_outro longsword01_05 anchor_outro1) (scenery_animation_start_relative outro_fighter_02 objects\vehicles\longsword\01_outro\01_outro longsword02_05 anchor_outro1) (scenery_animation_start_relative outro_seraph scenarios\objects\vehicles\c_seraph\c_seraph 01_outro_05 anchor_outro1) (sleep (- (camera_time) sound_offset)) (01_outro_06_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\music\c01_outro_06_mus) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_06_fol) (sleep (camera_time)) (c01_outro_05_cleanup) ) ) (script dormant c01_outro_music_06 (begin (sleep 233) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\music\c01_outro_06_mus none 1) (print "c01_outro music 06 start") ) ) (script dormant c01_outro_foley_06 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_06_fol none 1) (print "c01_outro foley 06 start") ) ) (script dormant c01_outro_shake_06_01 (begin (sleep 243) (player_effect_stop 2) (print "shake stop") ) ) (script dormant cinematic_lighting_bay_02 (begin (print "light bay 02") (cinematic_lighting_set_primary_light -12 294 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant final_sparks (begin (time_code_reset) (sleep 132) (print "sparks start") (object_create_anew_containing "sparks_forward") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 8) (object_destroy_containing "sparks_forward") (print "sparks stop") (sleep 22) (object_create_anew_containing "sparks_forward") (print "sparks start") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 5) (object_destroy_containing "sparks_forward") (print "sparks stop") (sleep 29) (object_create_anew_containing "sparks_forward") (print "sparks start") (objects_attach pickle sparks01 sparks_forward_01 marker) (objects_attach pickle sparks02 sparks_forward_02 marker) (objects_attach pickle sparks03 sparks_forward_03 marker) (objects_attach pickle sparks04 sparks_forward_04 marker) (objects_attach pickle sparks05 sparks_forward_05 marker) (objects_attach pickle sparks06 sparks_forward_06 marker) (objects_attach pickle sparks07 sparks_forward_07 marker) (objects_attach pickle sparks08 sparks_forward_08 marker) (sleep 50) (object_destroy_containing "sparks_forward") (print "sparks stop") ) ) (script dormant destroy_fleet (begin (sleep 150) (print "destroy fleet") (object_destroy outro_fleet) ) ) (script static c01_outro_06_setup (begin (object_create_anew airlock_debris_01) (object_create_anew airlock_debris_02) (wake c01_outro_music_06) (wake c01_outro_foley_06) (wake c01_outro_shake_06_01) (wake cinematic_lighting_bay_02) (wake final_sparks) (wake destroy_fleet) ) ) (script static c01_outro_06_cleanup (begin (object_destroy matte_earth) (object_destroy pickle) (object_destroy_containing "airlock_debris") ) ) (script static c01_outro_scene_06 (begin (c01_outro_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_06 none anchor_flag_outro1) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_06 False anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_06 anchor_outro1) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_outro\01_outro earth_matte_06 anchor_outro1) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_07_fol) (sleep (camera_time)) (fade_out 0 0 0 0) (sleep 69) (c01_outro_06_cleanup) ) ) (script dormant c01_outro_foley_07 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_07_fol none 1) (print "c01_outro foley 07 start") ) ) (script dormant effect_covenant_beams (begin (sleep 338) (object_destroy carrier_02) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery ) (sleep 40) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery ) (sleep 59) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery ) ) ) (script dormant effect_poa_explosions (begin (sleep 444) (print "effect - poa explosion large") (effect_new_on_object_marker effects\cinematics\01_outro\poa_hit_small poa explosion02) ) ) (script dormant cinematic_lighting_outro_07 (begin (cinematic_lighting_set_primary_light -5 314 0.32549 0.27451 0.243137) (cinematic_lighting_set_secondary_light 19 170 0.145098 0.14902 0.313726) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting pickle2 True) (object_uses_cinematic_lighting carrier_01 True) (object_uses_cinematic_lighting carrier_02 True) (object_uses_cinematic_lighting fighter_01 True) (object_uses_cinematic_lighting fighter_02 True) (object_uses_cinematic_lighting poa True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant cinematic_lighting_poa_reverse (begin (time_code_reset) (sleep 491) (print "light poa reverse") (cinematic_lighting_set_primary_light -68 122 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static c01_outro_07_setup (begin (render_lights_enable_cinematic_shadow False chief head 0.4) (object_create_anew pickle2) (object_create_anew carrier_01) (object_create_anew carrier_02) (object_create_anew fighter_01) (object_create_anew fighter_02) (object_create_anew poa) (object_create_anew covenant_battery) (object_create_anew matte_africa) (object_cinematic_lod pickle2 True) (object_cinematic_lod carrier_01 True) (object_cinematic_lod carrier_02 True) (object_cinematic_lod fighter_01 True) (object_cinematic_lod fighter_02 True) (object_cinematic_lod poa True) (object_cinematic_lod covenant_battery True) (object_cinematic_lod matte_africa True) (object_set_function_variable pickle2 flare 0 1) (wake c01_outro_foley_07) (wake effect_covenant_beams) (wake effect_poa_explosions) (wake cinematic_lighting_outro_07) (wake cinematic_lighting_poa_reverse) (effect_new_on_object_marker effects\cinematics\01_outro\poa_flaming_debris poa flaming_debris) ) ) (script static c01_outro_07_cleanup (begin (object_destroy poa) ) ) (script static c01_outro_scene_07 (begin (01_outro_07_predict_stub) (c01_outro_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_07 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_07 False anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_07 anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship01_07 anchor_outro2) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship02_07 anchor_outro2) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_outro\01_outro longsword01_07 anchor_outro2) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_outro\01_outro longsword02_07 anchor_outro2) (scenery_animation_start_relative poa objects\cinematics\human\pillarofautumn\01_outro\01_outro poa_07 anchor_outro2) (scenery_animation_start_relative covenant_battery objects\cinematics\texture_camera\01_outro\01_outro texture_camera_07 anchor_outro2) (scenery_animation_start_relative matte_africa objects\cinematics\matte_paintings\africa_space\01_outro\01_outro africa_space_07 anchor_outro2) (fade_in 0 0 0 30) (sleep (- (camera_time) sound_offset)) (01_outro_08_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_08_fol) (sleep (camera_time)) (c01_outro_07_cleanup) ) ) (script dormant c01_outro_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_08_fol none 1) (print "c01_outro foley 08 start") ) ) (script dormant effect_cluster_bombs (begin (sleep 120) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster01) (sleep 5) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster03) (sleep 5) (sleep 4) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster05) (sleep 4) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster06) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 cluster07) (sleep 3) ) ) (script dormant effect_interior_blast (begin (sleep 195) (print "interior blast") (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb blast_base marker) ) ) (script dormant x02_08_dof (begin (time_code_reset) (sleep 455) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 5 0 0 0 1 1 0) (print "rack focus") (time_code_reset) (sleep 116) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant bomb_reactivate (begin (sleep 630) (print "bomb reactivate") (object_set_function_variable pickle2 flare 1 0) ) ) (script dormant cinematic_lighting_scene_08 (begin (print "light scene 08") (cinematic_lighting_set_primary_light -5 314 0.32549 0.27451 0.243137) (cinematic_lighting_set_secondary_light 19 170 0.145098 0.14902 0.313726) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_carrier_int (begin (time_code_reset) (sleep 199) (print "light carrier interior") (cinematic_lighting_set_primary_light 63 356 0.305882 0.262745 0.380392) (cinematic_lighting_set_secondary_light 9 220 0.0784314 0.0784314 0.160784) (cinematic_lighting_set_ambient_light 0.0235294 0.027451 0.0588235) ) ) (script dormant save_framerate_08 (begin (sleep 199) (print "hide carrier, africa matte") (object_hide carrier_01 True) (object_hide matte_africa True) ) ) (script static c01_outro_08_setup (begin (object_create matte_carrier_core) (object_create matte_carrier_side) (object_create matte_carrier_hull) (object_create_anew blast_base) (object_cinematic_visibility blast_base True) (object_cinematic_lod matte_carrier_core True) (object_cinematic_lod matte_carrier_side True) (object_cinematic_lod matte_carrier_hull True) (wake c01_outro_foley_08) (wake effect_cluster_bombs) (wake save_framerate_08) (wake effect_interior_blast) (wake bomb_reactivate) (wake x02_08_dof) (wake cinematic_lighting_scene_08) (wake cinematic_light_carrier_int) ) ) (script static c01_outro_08_cleanup (begin (object_destroy matte_carrier_core) (object_destroy matte_carrier_side) (object_destroy fighter_01) (object_destroy fighter_02) (object_destroy covenant_battery) (object_destroy blast_base) ) ) (script static c01_outro_scene_08 (begin (c01_outro_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_08 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_08 False anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_08 anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship01_08 anchor_outro2) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_outro\01_outro longsword01_08 anchor_outro2) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_outro\01_outro longsword02_08 anchor_outro2) (scenery_animation_start_relative covenant_battery objects\cinematics\texture_camera\01_outro\01_outro texture_camera_08 anchor_outro2) (scenery_animation_start_relative matte_carrier_core objects\cinematics\matte_paintings\cruiser_interior_core\01_outro\01_outro cruiser_core_08 anchor_outro2) (scenery_animation_start_relative matte_carrier_side objects\cinematics\matte_paintings\cruiser_interior_side\01_outro\01_outro cruiser_side_08 anchor_outro2) (scenery_animation_start_relative matte_carrier_hull objects\cinematics\matte_paintings\cruiser_interior_up\01_outro\01_outro cruiser_up_08 anchor_outro2) (sleep (- (camera_time) sound_offset)) (01_outro_09_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_09_fol) (sleep (camera_time)) (c01_outro_08_cleanup) ) ) (script dormant c01_outro_foley_09 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_09_fol none 1) (print "c01_outro foley 09 start") ) ) (script dormant cinematic_lighting_scene_09 (begin (print "light scene 09") (cinematic_lighting_set_primary_light -12 2 0.352941 0.109804 0.756863) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static c01_outro_09_setup (begin (wake c01_outro_foley_09) (wake cinematic_lighting_scene_09) (object_hide matte_africa False) (print "unhide africa matte") ) ) (script static c01_outro_09_cleanup (begin (object_destroy pickle2) (object_destroy matte_carrier_hull) (object_destroy matte_africa) ) ) (script static c01_outro_scene_09 (begin (c01_outro_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_09 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_09 False anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro pickle_09 anchor_outro2) (scenery_animation_start_relative matte_carrier_hull objects\cinematics\matte_paintings\cruiser_interior_up\01_outro\01_outro cruiser_up_09 anchor_outro2) (scenery_animation_start_relative matte_africa objects\cinematics\matte_paintings\africa_space\01_outro\01_outro africa_space_09 anchor_outro2) (sleep (- (camera_time) sound_offset)) (01_outro_10_predict_stub) (sleep (- (camera_time) gbl_1st_waves)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_10_fol) (sleep (camera_time)) (c01_outro_09_cleanup) ) ) (script dormant c01_outro_foley_10 (begin (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_10_fol none 1) (print "c01_outro foley 10 start") ) ) (script dormant c01_9220_jon (begin (sleep 375) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9220_jon johnson 1) (cinematic_subtitle c01_9220_jon 1) ) ) (script dormant c01_9230_jon (begin (sleep 415) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9230_jon johnson 1) (cinematic_subtitle c01_9230_jon 1) (unit_set_emotional_state johnson happy 0.75 90) (print "johnson - happy .75 90") (sleep 41) (unit_set_emotional_state miranda happy 0.25 60) (print "miranda - happy .25 60") ) ) (script dormant c01_9240_mir (begin (sleep 461) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9240_mir miranda 1) (cinematic_subtitle c01_9240_mir 2) ) ) (script dormant c01_9250_mir (begin (sleep 536) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9250_mir none 1) (cinematic_subtitle c01_9250_mir 2) ) ) (script dormant carrier_explosion_tiny (begin (sleep 15) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion01) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion02) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion03) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion04) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion05) (sleep 2) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion06) (sleep 2) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion07) ) ) (script dormant carrier_explosion_medium (begin (sleep 20) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion01) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion02) (sleep 10) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion03) ) ) (script dormant carrier_explosion_large (begin (sleep 50) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_major_explosion carrier_01 major_explosion) ) ) (script dormant white_flash (begin (sleep 185) (print "white flash") (fade_out 1 1 1 15) (sleep 30) (object_hide miranda False) (object_hide johnson False) (object_hide iac False) (object_hide iac_bridge_outro_02 False) (object_hide matte_africa_coast False) (print "unhide miranda, johnson, iac") (fade_in 1 1 1 15) ) ) (script dormant effect_africa_explosions (begin (sleep 522) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion1) (sleep 20) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion2) (sleep 15) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion3) (sleep 25) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast explosion4) ) ) (script dormant cinematic_lighting_outro_10 (begin (cinematic_lighting_set_primary_light -68 122 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_lighting_iac_ext_01 (begin (time_code_reset) (sleep 198) (print "light iac exterior") (cinematic_lighting_set_primary_light 6 0 0.47451 0.423529 0.392157) (cinematic_lighting_set_secondary_light 45 116 0.0784314 0.0745098 0.101961) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0470588) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting iac_bridge_outro_02 True) ) ) (script dormant cinematic_lighting_iac_interior (begin (sleep 338) (print "light iac interior") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.75) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant cinematic_lighting_iac_ext_02 (begin (sleep 502) (print "light iac exterior") (cinematic_lighting_set_primary_light 6 0 0.47451 0.423529 0.392157) (cinematic_lighting_set_secondary_light 45 116 0.0784314 0.0745098 0.101961) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0470588) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant emotion_10 (begin (sleep 226) (unit_set_emotional_state miranda angry 0.25 0) (unit_set_emotional_state johnson pensive 0.5 0) ) ) (script dormant save_framerate_10 (begin (object_hide carrier_01 False) (print "unhide carrier") (object_hide miranda True) (object_hide johnson True) (object_hide iac True) (object_hide iac_bridge_outro_02 True) (object_hide matte_africa_coast True) (print "hide miranda, johnson, iac") ) ) (script static c01_outro_10_setup (begin (object_create_anew miranda) (object_create_anew johnson) (object_create_anew iac) (object_create_anew iac_bridge_outro_02) (object_create_anew matte_africa_coast) (object_cinematic_lod iac True) (object_cinematic_lod iac_bridge_outro_02 True) (wake c01_outro_foley_10) (wake c01_9220_jon) (wake c01_9230_jon) (wake c01_9240_mir) (wake c01_9250_mir) (wake save_framerate_10) (wake carrier_explosion_tiny) (wake carrier_explosion_medium) (wake carrier_explosion_large) (wake white_flash) (wake effect_africa_explosions) (wake cinematic_lighting_outro_10) (wake cinematic_lighting_iac_ext_01) (wake cinematic_lighting_iac_interior) (wake cinematic_lighting_iac_ext_02) (wake emotion_10) ) ) (script static c01_outro_10_cleanup (begin (object_destroy chief) (object_destroy miranda) (object_destroy johnson) (object_destroy carrier_01) (object_destroy_containing "iac") (object_destroy_containing "matte") ) ) (script static c01_outro_scene_10 (begin (c01_outro_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro 01_outro_10 none anchor_flag_outro2) (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro chief_10 False anchor_outro2) (custom_animation_relative miranda objects\characters\miranda\01_outro\01_outro miranda_10 False anchor_outro2) (custom_animation_relative johnson objects\characters\marine\01_outro\01_outro johnson_10 False anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro capship01_10 anchor_outro2) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\01_outro\01_outro iac_10 anchor_outro2) (scenery_animation_start_relative iac_bridge_outro_02 objects\cinematics\human\inamberclad_bridge\01_outro\01_outro iac_bridge_10 anchor_outro2) (scenery_animation_start_relative matte_africa_coast objects\cinematics\matte_paintings\africa_coast\01_outro\01_outro africa_coast_10 anchor_outro2) (sleep (- (camera_time) 30)) (fade_out 0 0 0 30) (sleep 30) (c01_outro_10_cleanup) (sleep 30) ) ) (script static c01_outro (begin (texture_cache_flush) (geometry_cache_flush) (cinematic_enable_ambience_details False) (sound_class_set_gain "huge_ass" 0 30) (switch_bsp_by_name 01_bsp_3) (sleep 1) (c01_outro_scene_01) (c01_outro_scene_02) (c01_outro_scene_03) (c01_outro_scene_04) (c01_outro_scene_05) (c01_outro_scene_06) (switch_bsp_by_name 01outro_bsp) (sleep 1) (c01_outro_scene_07) (c01_outro_scene_08) (c01_outro_scene_09) (c01_outro_scene_10) (rasterizer_bloom_override False) ) ) (script dormant megg_check (begin (if (not (difficulty_legendary)) (sleep_forever)) (if (game_is_cooperative) (sleep_forever)) (if (not (ice_cream_flavor_available 3)) (sleep_forever)) (sleep_until (if (< (object_get_shield (player0) ) 1) (begin (begin (print "oops") (sleep_forever) False) ) (if mark_flavor_brace (begin (begin (set mark_flavor_init True) True) ) False)) 1) ) ) (script dormant ice_cream_check (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create yorick) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon)) 1) (ice_cream_flavor_stock 3) (print "blam") ) ) (script static save_cutscene (begin (data_mine_set_mission_segment "01b_cutscene") ) ) (script static save_1st_start (begin (game_save) (data_mine_set_mission_segment "01b_1st_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_1st_wv4 (begin (game_save) (data_mine_set_mission_segment "01b_1st_wv4") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_1st_wv5_end (begin (game_save) (data_mine_set_mission_segment "01b_1st_wv5_end") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_atr2_start (begin (game_save) (data_mine_set_mission_segment "01b_atr2_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_atr2_mid (begin (game_save) (data_mine_set_mission_segment "01b_atr2_mid") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_bay1_start (begin (game_save) (data_mine_set_mission_segment "01b_bay1_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_bay1_mid (begin (game_save) (data_mine_set_mission_segment "01b_bay1_mid") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_bay2_start (begin (game_save) (data_mine_set_mission_segment "01b_bay2_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script dormant save_bay2_retreat (begin (sleep_until (volume_test_objects tv_bay2_hall (players))) (game_save) (data_mine_set_mission_segment "01b_bay2_retreat") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_bay2_mid (begin (game_save) (data_mine_set_mission_segment "01b_bay2_mid") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script dormant save_bay2_fnl (begin (sleep_until (= (ai_living_count bay2_cov_fnl) 0) 1) (game_save) (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script dormant save_arm_start (begin (sleep_until (= (ai_living_count arm_cov_stl) 0) 1) (game_save) (data_mine_set_mission_segment "01b_arm_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script dormant save_atr1_start (begin (game_save) (data_mine_set_mission_segment "01b_atr1_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) (sleep_until (and (<= (ai_living_count atr1_cov_fbalcony) 1) (<= (ai_living_count atr1_cov_bbalcony) 1) (volume_test_objects tv_arm_save (players))) 1) (game_save) (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) (sleep_until (and (= (ai_living_count atr1_cov_fbalcony) 0) (= (ai_living_count atr1_cov_bbalcony) 0) (= (ai_living_count atr1_cov_sec_front) 0) (volume_test_objects tv_arm_save (players))) 1) (game_save) (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_trm1_start (begin (game_save) (data_mine_set_mission_segment "01b_trm1_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_dck_start (begin (game_save) (data_mine_set_mission_segment "01b_dck_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_elv_start (begin (game_save) (data_mine_set_mission_segment "01b_elv_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_lvr_start (begin (game_save) (data_mine_set_mission_segment "01b_lvr_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script static save_gun_start (begin (game_save) (data_mine_set_mission_segment "01b_gun_start") (set mark_1st_blast (max mark_1st_blast (* 10 prediction_offset))) ) ) (script dormant title_1st (begin (cinematic_show_letterbox True) (hud_cinematic_fade 0 0.5) (sleep 30) (cinematic_set_title title_1st) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant title_bay2 (begin (cinematic_show_letterbox True) (hud_cinematic_fade 0 0.5) (sleep 30) (cinematic_set_title title_bay2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant title_dck (begin (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_06 none 1) (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_dck) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant title_gun (begin (cinematic_show_letterbox True) (hud_cinematic_fade 0 0.5) (sleep 30) (cinematic_set_title title_gun) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static timer_flavor_set (begin (random_range (* 15 prediction_offset) (* 30 prediction_offset)) ) ) (script static timer_flavor_set_long (begin (random_range (* 45 prediction_offset) (* 60 prediction_offset)) ) ) (script static flavor_stop (begin (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2300_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2310_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2320_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2330_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2100_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2250_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2220_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2190_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2170_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2060_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2080_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2160_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2230_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2210_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2030_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2000_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2010_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2400_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0570_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2580_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2590_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2600_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2610_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2630_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2640_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2650_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2660_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2340_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2350_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2360_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2370_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2380_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2390_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2480_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2490_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2500_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2510_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2520_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2530_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2540_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2200_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2110_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2120_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2130_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2240_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2140_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2260_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2150_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2010_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2000_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2020_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2030_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_2040_lhd) ) ) (script dormant flavor_mission (begin (sleep_until (if global_flavor_delay (begin (begin (flavor_stop) (ai_dialogue_enable False) (sleep_until (not global_flavor_delay) 1) (sleep (* 5 prediction_offset)) (ai_dialogue_enable True) (set mark_1st_blast (max mark_1st_blast (* 5 prediction_offset))) False) ) (if mark_flavor_disable (begin False) (if (> mark_1st_blast 0) (begin (begin (set mark_1st_blast (- mark_1st_blast 1)) False) ) (if mark_flavor_vacuum (begin (begin (if (= mark_flavor_safe_cycle 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2300_lhd none 1 ) ) (if (= mark_flavor_safe_cycle 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2310_lhd none 1 ) ) (if (= mark_flavor_safe_cycle 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2320_lhd none 1 ) ) (if (= mark_flavor_safe_cycle 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2330_lhd none 1 ) ) (if True (begin (set mark_flavor_safe_cycle 0) ) void))))) (sleep (random_range (* 3 prediction_offset) (* 7 prediction_offset))) (damage_players effects\scenarios\objects\solo\spacestation\boarding_craft_shake) (print "klang!") (sound_impulse_start sound\ambience\spacestation\docking_clangs\docking_stereo none 1) (sleep (sound_impulse_language_time sound\ambience\spacestation\docking_clangs\docking_stereo)) (set mark_flavor_safe_cycle (+ mark_flavor_safe_cycle 1)) (set mark_1st_blast (timer_flavor_set)) (set mark_flavor_vacuum False) False) ) (if mark_flavor_gun (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2100_lhd none 1 ) (set mark_flavor_gun False) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_dck (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2250_lhd none 1 ) (set mark_flavor_dck False) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_trm1 (begin (begin (if (= counter_flavor_atr2 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2220_lhd none 1 ) ) (if (= counter_flavor_atr2 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2190_lhd none 1 ) ) (if (= counter_flavor_atr2 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2170_lhd none 1 ) ) (if True (begin (set mark_flavor_trm1 False) ) void)))) (set counter_flavor_atr2 (+ counter_flavor_atr2 1)) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_atr1 (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2060_lhd none 1 ) (set mark_flavor_atr1 False) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_bay2 (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2080_lhd none 1 ) (set mark_flavor_bay2 False) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_bay1 (begin (begin (if (= counter_flavor_dck 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2160_lhd none 1 ) ) (if (= counter_flavor_dck 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2230_lhd none 1 ) ) (if (= counter_flavor_dck 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2210_lhd none 1 ) ) (if (= counter_flavor_dck 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2030_lhd none 1 ) ) (if True (begin (set mark_flavor_bay1 False) ) void))))) (set counter_flavor_dck (+ counter_flavor_dck 1)) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_atr2 (begin (begin (if (= counter_flavor_atr1 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2000_lhd none 1 ) ) (if (= counter_flavor_atr1 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2010_lhd none 1 ) ) (if True (begin (set mark_flavor_atr2 False) ) void))) (set counter_flavor_atr1 (+ counter_flavor_atr1 1)) (set mark_1st_blast (timer_flavor_set)) False) ) (if mark_flavor_init (begin (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2400_lhd none 1 ) (set mark_flavor_init False) (set mark_1st_blast (timer_flavor_set)) False) ) (if (and mark_flavor_board (game_safe_to_save)) (begin (begin (if (not mark_flavor_megg) (begin (set mark_flavor_megg True) ) (if (= counter_flavor_board 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0570_cor none 1 radio_default) ) (if (= counter_flavor_board 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2580_cor none 1 radio_default) ) (if (= counter_flavor_board 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2590_cor none 1 radio_default) ) (if (= counter_flavor_board 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2600_cor none 1 radio_default) ) (if (= counter_flavor_board 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2610_cor none 1 radio_default) ) (if (= counter_flavor_board 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2630_cor none 1 radio_default) ) (if (= counter_flavor_board 6) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2640_cor none 1 radio_default) ) (if (= counter_flavor_board 7) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2650_cor none 1 radio_default) ) (if (= counter_flavor_board 8) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2660_cor none 1 radio_default) ) (if True (begin (set counter_flavor_board 0) ) void))))))))))) (set counter_flavor_board (+ counter_flavor_board 1)) (set mark_1st_blast (timer_flavor_set_long)) False) ) (if mark_flavor_board (begin (begin (if (= counter_flavor_bomb_safe 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2340_lhd none 1 ) ) (if (= counter_flavor_bomb_safe 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2350_lhd none 1 ) ) (if (= counter_flavor_bomb_safe 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2360_lhd none 1 ) ) (if (= counter_flavor_bomb_safe 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2370_lhd none 1 ) ) (if (= counter_flavor_bomb_safe 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2380_lhd none 1 ) ) (if (= counter_flavor_bomb_safe 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2390_lhd none 1 ) ) (if True (begin (set mark_flavor_board False) ) void))))))) (set counter_flavor_bomb_safe (+ counter_flavor_bomb_safe 1)) (set mark_1st_blast (timer_flavor_set)) (set mark_flavor_megg False) False) ) (if (and mark_flavor_1st (game_safe_to_save)) (begin (begin (if (not mark_flavor_megg) (begin (set mark_flavor_megg True) ) (if (= counter_flavor_init 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2480_lhd none 1 radio_default) ) (if (= counter_flavor_init 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2490_lhd none 1 radio_default) ) (if (= counter_flavor_init 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2500_lhd none 1 radio_default) ) (if (= counter_flavor_init 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2510_lhd none 1 radio_default) ) (if (= counter_flavor_init 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2520_lhd none 1 radio_default) ) (if (= counter_flavor_init 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2530_lhd none 1 radio_default) ) (if (= counter_flavor_init 6) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2540_lhd none 1 radio_default) ) (if True (begin (set counter_flavor_init 0) ) void))))))))) (set counter_flavor_init (+ counter_flavor_init 1)) (set mark_1st_blast (timer_flavor_set_long)) False) ) (if mark_flavor_1st (begin (begin (if (= counter_flavor_board_safe 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2200_lhd none 1 ) ) (if (= counter_flavor_board_safe 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2110_lhd none 1 ) ) (if (= counter_flavor_board_safe 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2120_lhd none 1 ) ) (if (= counter_flavor_board_safe 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2130_lhd none 1 ) ) (if (= counter_flavor_board_safe 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2240_lhd none 1 ) ) (if (= counter_flavor_board_safe 5) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2140_lhd none 1 ) ) (if (= counter_flavor_board_safe 6) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2260_lhd none 1 ) ) (if (= counter_flavor_board_safe 7) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2150_lhd none 1 ) ) (if True (begin (set mark_flavor_1st False) ) void))))))))) (set counter_flavor_board_safe (+ counter_flavor_board_safe 1)) (set mark_1st_blast (timer_flavor_set)) (set mark_flavor_megg False) False) ) (if mark_flavor_bomb (begin (begin (if (= counter_flavor_1st 0) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2010_lhd none 1 ) ) (if (= counter_flavor_1st 1) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2000_lhd none 1 ) ) (if (= counter_flavor_1st 2) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2020_lhd none 1 ) ) (if (= counter_flavor_1st 3) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2030_lhd none 1 ) ) (if (= counter_flavor_1st 4) (begin (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_2040_lhd none 1 ) ) (if True (begin (set mark_flavor_bomb False) ) void)))))) (set counter_flavor_1st (+ counter_flavor_1st 1)) (set mark_1st_blast (timer_flavor_set)) False) ) (if True (begin False) False)))))))))))))))))) 1) ) ) (script command cs_clear (begin (sleep 1) ) ) (script command cs_1st_hichief (begin (cs_approach_player 1.5 10 10) ) ) (script command cs_weapons (begin (sleep (random_range 90 180)) ) ) (script dormant 1st_tram (begin (pvs_set_object tram) (object_create_anew 1st_tram_wall_1) (object_create_anew 1st_tram_wall_2) (device_set_position_immediate tram 1) (device_set_position_immediate 1st_door_tram 1) (sleep 1) (pvs_clear) (ai_place 1st_hum_tram) (object_set_permutation (ai_get_object 1st_hum_johnson) helmet ) (sleep 30) (device_set_position tram 0) (sleep 360) (device_set_position 1st_door_tram 0) (sleep 90) (ai_erase 1st_hum_tram) (object_destroy 1st_tram_wall_1) (object_destroy 1st_tram_wall_2) (object_destroy tram) ) ) (script command cs_1st_fieldoffire (begin (cs_aim_object True 1st_door_blast) (sleep_forever) ) ) (script command cs_1st_johnson_deploy (begin (cs_face_object True 1st_door_blast) (sleep 60) (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\marine combat:missile:point True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) (sleep 30) (cs_deploy_turret 1st_turrets/1st_turrets_balcony) ) ) (script static 1st_malta (begin (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_01 none 1) (sleep 30) (print "how's it going, malta?") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0080_jon (ai_get_object 1st_hum_johnson) 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0080_jon)) (sleep 7) (print "standby...") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0090_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0090_mm1)) (sound_impulse_start_effect sound\ambience\spacestation\docking_clangs\docking_mono none 1 radio_default) (sleep 5) (print "they're latched!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0100_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0100_mm1)) (print "(grunts and snarls)") (print "check your targets, watch the crossfire!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0120_mm1 none 1 radio_default) (sleep (- (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0120_mm1) 60)) (object_create_anew 1st_craft) (device_set_position_immediate 1st_craft 1) (device_set_position 1st_craft 0) (sleep 65) (print "they're in standard formation: little bastards up front, big ones in back. good luck, cairo!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0130_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0130_mm1)) (sleep_until (<= (device_get_position 1st_craft) 0.1) 1) (print "klang!") (damage_players effects\scenarios\objects\solo\spacestation\boarding_craft_shake) (sound_impulse_start sound\ambience\spacestation\docking_clangs\docking_stereo none 1) (sleep (sound_impulse_language_time sound\ambience\spacestation\docking_clangs\docking_stereo)) (sound_looping_start sound\ambience\spacestation\ss_behind_bulkhead\ss_behind_bulkhead 1st_door_blast 1) ) ) (script dormant 1st_waves (begin (effect_new_on_object_marker effects\scenarios\solo\spacestation\door_charging 1st_door_blast ) (sleep 240) (object_type_predict objects\characters\elite\elite) (object_type_predict objects\characters\grunt\grunt) (sleep 30) (ai_place 1st_cov_wv1) (sleep 30) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_1) (sound_impulse_start sound\visual_effects\explosion_medium_metal_bits 1st_door_blast 1) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_2) (sleep 1) (sound_looping_stop sound\ambience\spacestation\ss_behind_bulkhead\ss_behind_bulkhead) (object_damage_damage_section 1st_door_blast main 1) (sleep 3) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_1) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion 1st_blast_flag_2) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_02 none 1) (cs_run_command_script 1st_hum cs_clear) (sleep 2) (set mark_bomb2_objective True) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (ai_place 1st_cov_wv2) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (ai_place 1st_cov_wv3) (object_destroy 1st_door_top) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (save_1st_wv4) (sleep 60) (ai_place 1st_cov_wv4) (sleep_until (< (ai_living_count 1st_cov) 2) 10 300) (sleep_until (or (= (ai_living_count 1st_cov) 0) (< (ai_fighting_count 1st_cov) 2)) 10) (set seconds True) (save_1st_wv5_end) ) ) (script static 1st_waves_end (begin (if seconds True False) ) ) (script dormant 1st_mission (begin (print "1st") (set mark_flavor_bomb True) (ai_place 1st_hum) (ai_cannot_die 1st_hum_johnson True) (sleep_until (volume_test_objects tv_1st_hallb (players)) 10) (ai_set_orders 1st_hum 1st_hum_halla) (device_set_position bigrack_bsp0a_5 1) (sleep 15) (device_set_position bigrack_bsp0a_6 1) (sleep_until (volume_test_objects tv_1st_halla (players)) 10) (ai_set_orders 1st_hum_floor 1st_hum_floor) (ai_set_orders 1st_hum_balcony 1st_hum_balcony) (ai_set_orders 1st_hum_johnson 1st_hum_balcony_stairs) (set global_flavor_delay True) (1st_malta) (sleep_until (volume_test_objects tv_1st_all (players)) 10) (cs_run_command_script 1st_hum_johnson cs_1st_johnson_deploy) (sleep 45) (print "field of fire on that bulkhead!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0070_jon (ai_get_object 1st_hum_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0070_jon)) (cs_queue_command_script 1st_hum cs_1st_fieldoffire) (sleep 30) (wake title_1st) (sleep 30) (save_1st_start) (wake 1st_waves) (print "soon as that door opens...") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0180_jon (ai_get_object 1st_hum_johnson) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0180_jon)) (print "let 'em have it.") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0190_jon (ai_get_object 1st_hum_johnson) 1) (objectives_show_up_to 0) (sleep 30) (set global_flavor_delay False) (wake megg_check) (sleep_until (and mark_bomb2_objective (volume_test_objects tv_1st_exit (players))) 10) (sleep_forever 1st_waves) (set seconds True) (set mark_flavor_bomb False) (set mark_flavor_bay1 True) (set mark_flavor_1st True) (ai_place 1st_cov_hall) (ai_place 1st_hum_stairs) (sleep_until (volume_test_objects tv_atr2_security_r (players)) 1) (ai_disposable 1st_cov True) (sleep_until (volume_test_objects tv_atr2_lstair (players)) 1) (ai_disposable 1st_hum True) (sleep_until (= (structure_bsp_index) 2) 10) (ai_erase 1st_cov) ) ) (script dormant atr2_mission (begin (print "atr2") (sleep_until (volume_test_objects tv_atr2_security_r (players)) 1) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_02) (save_atr2_start) (ai_disposable 1st_cov True) (ai_place atr2_hum) (print "hum bunker behind window") (sleep 5) (ai_place atr2_cov_floor) (print "covenant harass below") (sleep_until (or (volume_test_objects tv_atr2_lstair (players)) (volume_test_objects tv_atr2_floor_front (players)) (< (ai_strength atr2_cov) 0.35)) 1) (print "cov assault left stair") (print "hum repel assault") (print "cov guard hall") (if (< (ai_living_count atr2_cov) 7) (ai_place atr2_cov_lstair) (begin (ai_place atr2_cov_lstair_elt) (ai_place atr2_cov_lstair_rear_elt) )) (sleep_until (volume_test_objects tv_atr2_floor_front (players)) 1) (set mark_flavor_vacuum True) (print "hum take atrium floor") (ai_place atr2_cov_bbalcony_grt) (sleep_until (volume_test_objects tv_atr2_floor_mid (players)) 1) (save_atr2_mid) (print "cov retreat to atrium back") (print "cov guard back balcony") (print "cov are reenforced") (if (< (ai_living_count atr2_cov) 7) (ai_place atr2_cov_fnl) (ai_place atr2_cov_fnl_elt)) (if (< (ai_living_count atr2_cov) 7) (ai_place atr2_cov_re)) (device_set_position atr2_door_re 1) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_01) (sleep_until (= (structure_bsp_index) 2) 10) (set mark_flavor_bay1 False) (set mark_flavor_bay2 True) (ai_disposable atr2_cov True) (ai_disposable atr2_hum True) (ai_erase atr2_cov_re) (ai_erase atr2_cov_floor) ) ) (script command cs_lookat_malta (begin (cs_force_combat_status 2) (cs_face_object True malta) (cs_go_to bay1/window 1) (sleep_forever) ) ) (script static bay1_malta (begin (print "boarder effect") (object_damage_damage_section malta default 0.4) (cs_run_command_script bay1_hum cs_lookat_malta) (sleep 120) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "hey...check it out! the malta's already driven off its boarders?!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0200_cky (ai_get_object bay1_hum) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0200_cky)) (sleep_until (objects_can_see_object (players) malta 35) 1 60) (print "malta, what is your status, over?") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0210_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0210_cor)) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "i don't believe it! they're retreating! we won!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0220_mm1 none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0220_mm1)) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "explosions!") (object_damage_damage_section malta default 0.4) (sleep 120) (sleep_until (objects_can_see_object (players) malta 35) 1 120) (print "boom!") (object_damage_damage_section malta default 1) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_03 none 1) (sleep 60) (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0221_cky (ai_get_object bay1_hum) 1) (sleep 90) (damage_players effects\damage_effects\spacestation_shockwave) ) ) (script dormant bay1_mission (begin (print "bay1") (object_create_anew bay1_boarding_door) (sleep_until (volume_test_objects tv_bay1_stairs (players)) 1) (save_bay1_start) (sleep 5) (ai_place bay1_hum) (ai_place bay1_cov_floor) (ai_place bay1_cov_catwalk) (print "hum bunker below") (print "covenant turrets above") (print "covenant infantry below") (sleep_until (<= (ai_living_count bay1_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay1_cov_floor_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay1_cov) 2) (<= (ai_fighting_count bay1_cov) 1)) 10) (ai_place bay1_cov_wv2) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) (sleep_until (< (ai_living_count bay1_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay1_cov_wv2_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay1_cov) 2) (<= (ai_fighting_count bay1_cov) 1)) 10) (ai_place bay1_cov_wv3) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) (sleep_until (<= (ai_living_count bay1_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay1_cov_wv3_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay1_cov) 2) (<= (ai_fighting_count bay1_cov) 1)) 10) (if (not (difficulty_normal)) (begin (ai_place bay1_cov_wv4) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) )) (sleep_until (<= (ai_living_count bay1_cov) 4) 10) (if (difficulty_legendary) (begin (sleep (* 15 prediction_offset)) (ai_place bay1_cov_wv5) (sleep 15) (object_destroy bay1_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay1_boarding_tube (players))) (not (volume_test_objects tv_bay1_boarding_tube (ai_actors bay1_cov)))) 1) (object_create_anew bay1_boarding_door) )) (set global_flavor_delay True) (sleep_until (<= (ai_living_count bay1_cov) 1) 10) (sleep_until (<= (ai_living_count bay1_cov) 0) 10 900) (sleep_until (<= (ai_fighting_count bay1_cov) 0) 10) (bay1_malta) (save_bay1_mid) (cs_run_command_script bay1_hum cs_clear) (set global_flavor_delay False) (set mark_flavor_bay2 False) (set mark_flavor_atr1 True) (ai_place bay1_cov_fnl) (effect_new effects\objects\weapons\grenade\plasma_grenade\detonation.effect bay1_blast_flag_1) (damage_new objects\weapons\grenade\plasma_grenade\damage_effects\plasma_grenade_explosion.damage_effect bay1_blast_flag_1) (sleep 2) (effect_new effects\objects\weapons\grenade\plasma_grenade\detonation.effect bay1_blast_flag_2) (damage_new objects\weapons\grenade\plasma_grenade\damage_effects\plasma_grenade_explosion.damage_effect bay1_blast_flag_2) (object_destroy bay1_door_exit) (set mark_flavor_vacuum True) (sleep_until (volume_test_objects tv_bay2_hall (players)) 1) (ai_disposable bay1_cov True) (sleep_until (= (structure_bsp_index) 0) 10) (ai_erase bay1_cov) ) ) (script command cs_lookat_athens (begin (cs_force_combat_status 2) (cs_face_object True athens) (cs_go_to bay2/window 1) (sleep_forever) ) ) (script static bay2_athens (begin (print "boarder effect") (object_damage_damage_section athens default 0.4) (cs_run_command_script bay1_hum cs_lookat_athens) (sleep 120) (sleep_until (objects_can_see_object (players) athens 25) 1 120) (print "uh-oh. they're leaving the athens!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0230_cky none 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0230_cky)) (sleep_until (objects_can_see_object (players) athens 25) 1 120) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_04 none 1) (print "explosions!") (sleep 45) (object_damage_damage_section athens default 0.4) (sleep_until (objects_can_see_object (players) athens 25) 1 120) (print "boom!") (object_damage_damage_section athens default 1) (sleep 90) (damage_players effects\damage_effects\spacestation_shockwave) (print "cortana, assessment!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0260_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0260_lhd)) (print "that explosion came from inside the athens - same as the malta. the covenant must have brought something with them. a bomb.") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0270_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0270_cor)) (print "then they sure as hell brought one here. chief, find it!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0280_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0280_lhd)) (objectives_finish_up_to 0) (objectives_show_up_to 1) ) ) (script dormant bay2_mission (begin (print "bay2") (object_create_anew bay2_boarding_door) (sleep_until (volume_test_objects tv_bay2_hall (players)) 1) (save_bay2_start) (ai_place bay2_hum) (ai_place bay2_cov_floor) (ai_place bay2_cov_catwalk) (print "hum bunker below") (print "covenant turrets above") (print "covenant infantry below") (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay2_cov_floor_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay2_cov) 2) (<= (ai_fighting_count bay2_cov) 1)) 10) (ai_place bay2_cov_wv2) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (if (difficulty_normal) (wake save_bay2_retreat)) (object_create_anew bay2_boarding_door) (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay2_cov_wv2_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay2_cov) 2) (<= (ai_fighting_count bay2_cov) 1)) 10) (ai_place bay2_cov_wv3) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (object_create_anew bay2_boarding_door) (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_normal) (sleep_until (= (ai_living_count bay2_cov_wv3_elt) 0) 10)) (sleep_until (or (<= (ai_living_count bay2_cov) 2) (<= (ai_fighting_count bay2_cov) 1)) 10) (if (not (difficulty_normal)) (begin (ai_place bay2_cov_wv4) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (object_create_anew bay2_boarding_door) )) (sleep_until (<= (ai_living_count bay2_cov) 4) 10) (if (difficulty_legendary) (begin (sleep (* 10 prediction_offset)) (ai_place bay2_cov_wv5) (sleep 15) (object_destroy bay2_boarding_door) (sleep_until (and (not (volume_test_objects tv_bay2_boarding_tube (players))) (not (volume_test_objects tv_bay2_boarding_tube (ai_actors bay2_cov)))) 1) (object_create_anew bay2_boarding_door) )) (set global_flavor_delay True) (sleep_until (= (ai_living_count bay2_cov_catwalk) 0) 10) (sleep_until (<= (ai_living_count bay2_cov) 1) 10) (sleep_until (<= (ai_living_count bay2_cov) 0) 10 900) (sleep_until (<= (ai_fighting_count bay2_cov) 0) 10) (bay2_athens) (save_bay2_mid) (wake title_bay2) (set global_flavor_delay False) (set mark_flavor_1st False) (set mark_flavor_atr1 False) (set mark_flavor_board True) (ai_place bay2_cov_fnl) (device_operates_automatically_set bay2_door_exit_1 True) (device_operates_automatically_set bay2_door_exit_2 True) (wake save_bay2_fnl) (sleep_until (= (structure_bsp_index) 0) 1) (device_set_position_immediate bay2_door_exit_1 0) (device_set_position_immediate bay2_door_exit_2 0) (device_operates_automatically_set bay2_door_exit_1 False) (device_operates_automatically_set bay2_door_exit_2 False) (ai_erase bay2_cov) (ai_erase bay2_hum) (ai_erase bay1_hum) ) ) (script command cs_arm_guns_grate (begin (cs_enable_targeting True) (cs_go_to arm/guns) (sleep_forever) ) ) (script dormant arm_mission (begin (print "arm") (sleep 5) (ai_place arm_cov_stl) (wake save_arm_start) (sleep_until (volume_test_objects tv_arm_start (players)) 1) (sleep 3) (ai_place arm_hum_guns) (ai_cannot_die arm_hum_guns True) (ai_place arm_cov_elt) (ai_cannot_die arm_cov_elt True) (set global_flavor_delay True) (sleep_until (volume_test_objects tv_arm_stairs (players)) 1) (if (and (difficulty_legendary) (game_is_cooperative)) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3400_gun (ai_get_object arm_hum_guns) 1) ) (if (game_is_cooperative) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3390_gun (ai_get_object arm_hum_guns) 1) ) (if (difficulty_legendary) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3420_gun (ai_get_object arm_hum_guns) 1) ) (if (difficulty_heroic) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3410_gun (ai_get_object arm_hum_guns) 1) ) (if True (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3380_gun (ai_get_object arm_hum_guns) 1) ) void))))) (sleep 60) (device_operates_automatically_set arm_door_charger_1 True) (device_operates_automatically_set arm_door_charger_2 True) (sleep_until (or (>= (device_get_position arm_door_charger_1) 0.1) (>= (device_get_position arm_door_charger_2) 0.1)) 1 150) (if (and (difficulty_legendary) (game_is_cooperative) (> (real_random_range 0 1) 0.9)) (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3450_gun (ai_get_object arm_hum_guns) 1) ) (if True (begin (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3430_gun (ai_get_object arm_hum_guns) 1) ) void)) (sleep_until (or (>= (device_get_position arm_door_charger_1) 0.3) (>= (device_get_position arm_door_charger_2) 0.3)) 1 (+ (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3450_gun) (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3430_gun))) (ai_cannot_die arm_hum_guns False) (ai_cannot_die arm_cov_elt False) (ai_kill arm_hum_guns) (sleep_until (or (= (ai_living_count arm_cov) 0) (volume_test_objects tv_atr1_floor (players))) 1) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_05 none 1) (set global_flavor_delay False) (set mark_flavor_trm1 True) ) ) (script command cs_atr1_turret_fbalcony (begin (cs_deploy_turret atr1_turrets/fbalcony) (damage_new effects\damage_effects\glass_breaker fbalcony_flag) ) ) (script command cs_atr1_turret_bbalcony (begin (cs_deploy_turret atr1_turrets/bbalcony) (damage_new effects\damage_effects\glass_breaker bbalcony_flag) ) ) (script dormant atr1_mission (begin (print "atr1") (sleep_until (volume_test_objects tv_atr1_floor (players)) 1) (wake save_atr1_start) (sleep 15) (ai_place atr1_cov_fbalcony) (ai_place atr1_cov_bbalcony) (ai_place atr1_cov_sec_front) (set mark_flavor_vacuum True) (sleep_until (volume_test_objects tv_atr1_mid (players)) 1) (ai_place atr1_cov_stairs_front) (sleep_until (or (< (ai_strength atr1_cov_stairs) 0.25) (volume_test_objects tv_atr1_stairs (players))) 1) (if (< (ai_living_count atr1_cov) 6) (ai_place atr1_cov_stairs_back) (ai_place atr1_cov_stairs_back_elt)) (sleep_until (volume_test_objects tv_atr1_sec (players)) 1) (if (< (ai_living_count atr1_cov) 6) (ai_place atr1_cov_sec_back) (ai_place atr1_cov_sec_back_elt)) (sleep_until (or (= (ai_living_count atr1_cov_sec_back) 0) (volume_test_objects tv_trm1_floor (players))) 1) (set mark_flavor_trm1 False) (set mark_flavor_dck True) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_05) (sleep_until (volume_test_objects tv_trm1_floor (players)) 1) (sleep_forever save_atr1_start) (ai_disposable atr1_cov True) (sleep_until (= (structure_bsp_index) 3) 10) (ai_erase atr1_cov) ) ) (script command cs_trm1_bunker (begin (cs_enable_moving False) (cs_crouch True) (sleep_forever) ) ) (script command cs_trm1_lookat_player_crouch (begin (cs_enable_moving False) (cs_crouch True) (cs_face_player True) (sleep_forever) ) ) (script command cs_trm1_lookat_miranda_crouch (begin (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object trm1_hum_miranda)) (sleep_forever) ) ) (script command cs_trm1_lookat_johnson_crouch (begin (cs_enable_moving False) (cs_crouch True) (cs_face_object True (ai_get_object trm1_hum_johnson)) (sleep_forever) ) ) (script static trm1_tomyship (begin (cs_run_command_script trm1_hum_johnson cs_trm1_lookat_player_crouch) (print "c'mon, chief! this way!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0290_jon none 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0290_jon)) (sleep_until (and (< (objects_distance_to_object (players) (ai_get_object trm1_hum_miranda)) 3) (objects_can_see_object (players) (ai_get_object trm1_hum_miranda) 25)) 1 120) (cs_run_command_script trm1_hum_miranda cs_trm1_lookat_player_crouch) (print "i was almost on-board when they showed up.") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0300_mir (ai_get_object trm1_hum_miranda) 1) (sleep 30) (cs_run_command_script trm1_hum_johnson cs_trm1_lookat_miranda_crouch) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0300_mir)) (print "don't worry, ma'am. we'll get 'em!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0310_jon (ai_get_object trm1_hum_johnson) 1) (sleep 30) (cs_run_command_script trm1_hum_miranda cs_trm1_lookat_johnson_crouch) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0310_jon)) (cs_run_command_script trm1_hum_johnson cs_clear) (sleep 30) (cs_run_command_script trm1_hum_miranda cs_clear) ) ) (script command cs_trm1_approach (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_approach (player0) 2 6 3) (sleep_forever) ) ) (script command cs_trm1_moveto_alock (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to trm1/alock) ) ) (script command cs_trm1_moveto_alock_miranda (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to trm1/alock_miranda) ) ) (script command cs_trm1_moveto_alock_johnson (begin (cs_force_combat_status 2) (cs_enable_moving False) (cs_enable_pathfinding_failsafe True) (cs_go_to trm1/alock_johnson) ) ) (script command cs_trm1_moveto_alock_block (begin (cs_go_to trm1/alock_block) ) ) (script command cs_trm1_lookat_block (begin (cs_enable_moving False) (cs_face_object True (ai_get_object trm1_hum_block_mar)) (sleep_forever) ) ) (script command cs_trm1_lookat_player (begin (cs_enable_moving False) (cs_face_player True) (sleep_forever) ) ) (script command cs_trm1_lookat_miranda (begin (cs_enable_moving False) (cs_face_object True (ai_get_object trm1_hum_miranda)) (sleep_forever) ) ) (script command cs_trm1_lookat_johnson (begin (cs_enable_moving False) (cs_face_object True (ai_get_object trm1_hum_johnson)) (sleep_forever) ) ) (script dormant trm1_bugproblem (begin (cs_run_command_script trm1_hum_block_mar cs_trm1_approach) (cs_run_command_script trm1_hum_miranda cs_trm1_approach) (cs_run_command_script trm1_hum_johnson cs_trm1_approach) (sleep 30) (sleep_until (< (objects_distance_to_object (players) (ai_get_object trm1_hum_miranda)) 2) 1 120) (print "thanks, chief. i owe you one. take me now!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0380_mir (ai_get_object trm1_hum_miranda) 1) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0380_mir)) (sleep_until (volume_test_objects tv_trm1_block (players)) 1 180) (sleep_until (objects_can_see_object (players) (ai_get_object trm1_hum_johnson) 40) 1 90) (if (< (objects_distance_to_object (players) (ai_get_object trm1_hum_johnson)) 4) (begin (print "get going. i'll cover the commander!") (sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0370_jon (ai_get_object trm1_hum_johnson) 1) )) (cs_run_command_script trm1_hum_miranda cs_clear) (cs_run_command_script trm1_hum_johnson cs_clear) ) ) (script dormant trm1_cleanup (begin (sleep 90) (sleep_until (and (volume_test_objects_all tv_trm1_start (players)) (= (device_get_position trm1_door_exit) 0) (> (player_count) 0)) 1) (ai_erase atr1_cov_bbalcony) (ai_erase atr1_cov_fbalcony) (ai_erase atr1_cov_stairs) ) ) (script dormant trm1_mission (begin (print "trm1") (sleep_until (volume_test_objects tv_trm1_floor (players)) 1) (set global_flavor_delay True) (object_create trm1_tram) (save_trm1_start) (ai_place trm1_hum_alock) (object_set_permutation (ai_get_object trm1_hum_johnson) helmet ) (ai_cannot_die trm1_hum_johnson True) (ai_cannot_die trm1_hum_miranda True) (cs_run_command_script trm1_hum_johnson cs_trm1_bunker) (cs_run_command_script trm1_hum_miranda cs_trm1_bunker) (ai_place trm1_cov_alock) (sleep_until (volume_test_objects tv_trm1_start (players)) 1) (wake trm1_cleanup) (trm1_tomyship) (sleep_until (or (volume_test_objects tv_trm1_alock (players)) (= (ai_living_count trm1_cov_alock) 0)) 1) (ai_set_orders trm1_hum_block trm1_hum_block) (sleep_until (= (ai_living_count trm1_cov_alock) 0) 1) (wake trm1_bugproblem) (set global_flavor_delay False) (sleep_until (volume_test_objects tv_trm1_block (players)) 1) (ai_place trm1_cov_block) (ai_magically_see_object trm1_cov_block (player0) ) (ai_magically_see_object trm1_cov_block (player1) ) (sleep_until (volume_test_objects tv_dck_mid (players)) 1) (ai_set_orders trm1_hum_alock trm1_hum_iac) (ai_disposable trm1_cov_alock True) (ai_disposable trm1_cov_block True) (ai_disposable trm1_hum_alock True) (ai_disposable trm1_hum_block True) (sleep_until (= (structure_bsp_index) 3) 10) (ai_erase trm1_cov_alock) (ai_erase trm1_cov_block) (ai_erase trm1_hum_alock) (ai_erase trm1_hum_block) ) ) (script dormant dck_hog (begin (object_create_anew dck_hog) (object_create_anew dck_hog_rail) (objects_attach dck_hog_rail rail dck_hog ) (device_set_position_track dck_hog_rail track:rail 0) (device_animate_position dck_hog_rail 1 20 0 0 True) (sleep (* 200 prediction_offset)) (object_destroy dck_hog) (object_destroy dck_hog_rail) ) ) (script static dck_setusup (begin (print "sir! boarders have breached the fire-control center. they have a bomb!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0390_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0390_cor)) (print "can you defuse it?") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0400_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0400_lhd)) (print "yes...but i'll need the chief's help to make contact with the detonator.") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0410_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0410_cor)) (print "chief, get to the bomb. double-time! cortana, prioritize targets, and fire-at-will!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0450_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0450_lhd)) ) ) (script dormant dck_mission (begin (print "dck") (sleep_until (volume_test_objects tv_dck_start (players)) 1) (set mark_flavor_dck False) (set mark_flavor_gun True) (sleep_until (and (volume_test_objects_all tv_dck_start (players)) (> (player_count) 0)) 1 90) (volume_teleport_players_not_inside tv_dck_start dck_enter_flag) (object_create dck_wall_enter) (device_set_position dck_door_arm_1 0) (save_dck_start) (wake title_dck) (sleep 45) (device_set_position dck_door_arm_2 1) (sound_impulse_start sound\visual_effects\ss_airlock\airlock none 1) (sleep 45) (physics_set_gravity 0.75) (set_global_sound_environment 1 1 0 0 1000 5) (set mark_flavor_disable True) (ai_place dck_cov_enter_elt) (ai_place dck_cov_arm1_elt) (sleep_until (volume_test_objects tv_dck_arm1_back (players)) 1) (wake dck_hog) (sleep_until (or (volume_test_objects tv_dck_mid (players)) (<= (ai_strength dck_cov) 0.3)) 1) (ai_place dck_cov_arm2) (ai_magically_see_object dck_cov_arm2 (player0) ) (ai_magically_see_object dck_cov_arm2 (player1) ) (set global_flavor_delay True) (sleep 150) (dck_setusup) (set global_flavor_delay False) (sleep_until (= (structure_bsp_index) 3) 10) (ai_erase dck_cov) ) ) (script dormant elv_goinloud (begin (sleep_forever dck_setusup) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0390_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0400_lhd) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0410_cor) (sound_impulse_stop sound\dialog\levels\01_spacestation\mission\l01_0450_lhd) (set global_flavor_delay True) (print "first echelon, you're with me. blanket those cruisers - take 'em out one-by-one. second echelon, keep those carriers busy!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0470_ahp none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0470_ahp)) (sleep 15) (print "registering all hostile vessels inside the kill-zone. thirteen cruisers, two assault-carriers. i'm going loud!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0460_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0460_cor)) (sleep_until (objects_can_see_flag (players) macgun_flag 25) 1 120) (device_set_power macgun 1) (device_set_power gun_loader 1) (set global_flavor_delay False) (save_elv_start) ) ) (script static elv_elevator_test (begin (> (device_get_position elv_elevator) 0.8) ) ) (script static elv_elevator_down (begin (volume_test_objects_all tv_elevator (players)) ) ) (script dormant elv_mission (begin (print "elv") (sleep_until (= (structure_bsp_index) 3) 1) (object_type_predict objects\characters\marine\marine) (object_type_predict objects\characters\bugger\bugger) (set_global_sound_environment 1 1 1 1 8000 0) (physics_set_gravity 1) (sound_impulse_start sound\visual_effects\ss_airlock\airlock_repressurize none 1) (set mark_flavor_disable False) (device_operates_automatically_set bsp3_door_backward False) (device_operates_automatically_set bsp3_door_backward_2 False) (device_operates_automatically_set bsp3_door_forward True) (objects_attach elv_elevator control_1 elv_elevator_control_1 ) (objects_attach elv_elevator control_2 elv_elevator_control_2 ) (save_elv_start) (wake elv_goinloud) (ai_place elv_hum_mar) (sleep_until (volume_test_objects tv_elv_start (players)) 1) (ai_place elv_cov_top) (sleep 30) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_07 none 1) (sleep_until (<= (ai_strength elv_cov) 0.35) 10) (object_type_predict objects\characters\grunt\grunt) (object_type_predict objects\characters\elite\elite) (sleep 15) (ai_place elv_cov_elevator) (sleep 5) (device_set_position lvr_door_enter_1 1) (device_set_power elv_elevator_control_1 1) (device_set_power elv_elevator_control_2 1) (sleep_until (= (device_get_position lvr_door_enter_1) 1) 1) (sleep_until (volume_test_objects_all tv_elevator (ai_actors elv_cov_elevator)) 1 (* 20 prediction_offset)) (device_set_position elv_elevator 1) (sleep_until (> (device_group_get elv_elevator_position) 0) 1 (* 120 prediction_offset)) (device_set_position elv_elevator 0) (device_set_power elv_elevator_control_1 0) (device_set_power elv_elevator_control_2 0) (sleep_until (volume_test_objects_all tv_lvr_enter (players)) 1) (ai_disposable elv_cov True) (ai_disposable elv_hum_mar True) ) ) (script dormant lvr_carrier_flyby (begin (object_create carrier_01) (effect_new_on_object_marker effects\scenery\solids\human_fleet_ships_attack_carrier carrier_01 bow) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\spacestation\spacestation capital_ship_01 flyby) (sound_impulse_start sound\ambience\spacestation\cap_ship_flyover lvr_flyby_flag 1) (sleep 330) (damage_players effects\damage_effects\carrier_flyby) (sleep_until (= (scenery_get_animation_time carrier_01) 0) 1) (object_destroy carrier_01) ) ) (script dormant lvr_carriers (begin (set global_flavor_delay True) (print "the carriers are breaking-through, sir! they're heading straight for the cairo!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0500_ahp none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0500_ahp)) (sleep 7) (print "cortana, concentrate your fire on the first carrier! admiral, do what you can against the second!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0510_lhd none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0510_lhd)) (sleep 8) (print "everyone form-up! follow my lead!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0520_ahp none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0520_ahp)) (set global_flavor_delay False) (save_lvr_start) (sleep_until (volume_test_objects tv_lvr_back (players)) 1 (* 15 prediction_offset)) (set global_flavor_delay True) (print "the first carrier completely ignored us, sir - blew through the malta's debris-field, and headed straight for earth!") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_0530_cor none 1 radio_default) (sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0530_cor)) (set global_flavor_delay False) ) ) (script dormant lvr_mission (begin (print "lvr") (sleep_until (and (volume_test_objects_all tv_lvr_enter (players)) (> (player_count) 0)) 1) (object_create lvr_wall_enter) (device_set_position lvr_door_enter_1 0) (wake lvr_carriers) (sleep_until (= (device_get_position lvr_door_enter_1) 0) 1) (ai_erase elv_cov_top) (sleep_until (game_safe_to_save) 1 150) (save_lvr_start) (sleep 30) (ai_place lvr_cov_wv1) (wake lvr_carrier_flyby) (device_set_position lvr_door_enter_2 1) (device_set_power lvr_airlock_blower 1) (sound_impulse_start sound\visual_effects\ss_airlock\airlock none 1) (sleep 30) (physics_set_gravity 0.75) (set mark_flavor_disable True) (biped_ragdoll lvr_body_1) (biped_ragdoll lvr_body_2) (sleep 60) (set_global_sound_environment 1 1 0 0 1000 5) (device_set_power lvr_airlock_blower 0) (sleep_until (volume_test_objects tv_lvr_back (players)) 1) (if (not (difficulty_normal)) (ai_place lvr_cov_wv2)) (sleep_until (< (objects_distance_to_object (players) gun_elevator_door_top) 4) 1) (device_operates_automatically_set gun_elevator_door_top True) (device_set_position_immediate gun_elevator 0.1) (device_set_position gun_elevator 0) (sleep_until (and (volume_test_objects_all tv_gun_elevator (players)) (> (player_count) 0)) 1) (object_create gun_wall_enter) (sleep_forever lvr_carriers) (set global_flavor_delay True) (device_set_position gun_elevator 1) (ai_disposable gun_cov True) (physics_set_gravity 1) (set_global_sound_environment 1 1 1 1 8000 0) (set mark_flavor_disable False) (sleep 30) (sound_impulse_start sound\visual_effects\ss_airlock\airlock_repressurize none 1) (sleep 30) (print "there's quite a lot of elites in here, you may need to get creative.") (sound_impulse_start_effect sound\dialog\levels\01_spacestation\mission\l01_4000_cor none 1 radio_default) (sleep (- (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_4000_cor) 60)) (wake title_gun) (sound_looping_start scenarios\solo\01b_spacestation\01b_music\01b_08 none 1) (set global_flavor_delay False) (ai_erase lvr_cov) ) ) (script command cs_expand_cortana (begin (object_cannot_take_damage (ai_get_object ai_current_actor)) (object_set_scale (ai_get_object ai_current_actor) 0.01 1) (ai_disregard (ai_get_object ai_current_actor) True) (sleep 5) (effect_new_on_object_marker effects\objects\characters\cortana\teleport_in (ai_get_object ai_current_actor) body) (sleep 1) (object_set_scale (ai_get_object ai_current_actor) 0.4 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\teleport_out (ai_get_object ai_current_actor) body) (sleep 3) (object_set_scale (ai_get_object ai_current_actor) 0.01 20) (sleep 30) (ai_erase ai_current_actor) ) ) (script dormant gun_flyby (begin (object_create carrier_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\spacestation\spacestation capital_ship_02 anchor_outro1) (effect_new_on_object_marker effects\scenery\solids\human_fleet_ships_attack_carrier carrier_02 bow) (sleep 330) (damage_players effects\damage_effects\carrier_flyby) (sleep_until (= (scenery_get_animation_time carrier_02) 0) 1) (object_destroy carrier_02) ) ) (script static gun_mission (begin (print "gun") (object_type_predict objects\characters\grunt\grunt) (object_type_predict objects\characters\elite\elite) (sleep_until (and (volume_test_objects_all tv_elv_enter (players)) (> (player_count) 0)) 1) (set mark_flavor_gun False) (set mark_flavor_brace True) (object_create gun_wall_enter) (save_gun_start) (ai_place gun_cov) (ai_place gun_hum_mar) (wake gun_flyby) (sleep_until (<= (ai_living_count gun_cov) 4) 1) (sound_looping_set_alternate scenarios\solo\01b_spacestation\01b_music\01b_08 True) (set mark_flavor_disable True) (sleep_until (= (ai_living_count gun_cov) 0) 1) (set mark_flavor_board False) (set global_flavor_delay True) (sound_looping_stop scenarios\solo\01b_spacestation\01b_music\01b_08) (sleep 150) (sleep_until (< (objects_distance_to_object (players) pickle) 4) 1 150) (set mark_1st_waves_end True) ) ) (script static load_bsp0a (begin (object_create_anew rack_bsp0a_1_smg_1) (objects_attach rack_bsp0a_1 smg_1 rack_bsp0a_1_smg_1 ) (object_create_anew rack_bsp0a_1_smg_2) (objects_attach rack_bsp0a_1 smg_2 rack_bsp0a_1_smg_2 ) (object_create_anew rack_bsp0a_2_br_1) (objects_attach rack_bsp0a_2 br_2 rack_bsp0a_2_br_1 ) (object_create_anew rack_bsp0a_2_br_2) (objects_attach rack_bsp0a_2 br_3 rack_bsp0a_2_br_2 ) (object_create_anew rack_bsp0a_3_smg_1) (objects_attach rack_bsp0a_3 smg_1 rack_bsp0a_3_smg_1 ) (object_create_anew rack_bsp0a_3_smg_2) (objects_attach rack_bsp0a_3 smg_2 rack_bsp0a_3_smg_2 ) (object_create_anew rack_bsp0a_4_br_1) (objects_attach rack_bsp0a_4 br_2 rack_bsp0a_4_br_1 ) (object_create_anew rack_bsp0a_4_br_2) (objects_attach rack_bsp0a_4 br_4 rack_bsp0a_4_br_2 ) (object_create_anew rack_bsp0a_5_smg_1) (objects_attach rack_bsp0a_5 smg_1 rack_bsp0a_5_smg_1 ) (object_create_anew rack_bsp0a_5_smg_2) (objects_attach rack_bsp0a_5 smg_3 rack_bsp0a_5_smg_2 ) (object_create_anew rack_bsp0a_5_smg_3) (objects_attach rack_bsp0a_5 smg_4 rack_bsp0a_5_smg_3 ) (object_create_anew rack_bsp0a_6_br_1) (objects_attach rack_bsp0a_6 br_1 rack_bsp0a_6_br_1 ) (object_create_anew rack_bsp0a_6_br_2) (objects_attach rack_bsp0a_6 br_2 rack_bsp0a_6_br_2 ) (object_create_anew rack_bsp0a_6_br_3) (objects_attach rack_bsp0a_6 br_4 rack_bsp0a_6_br_3 ) (object_create_anew bigrack_bsp0a_5_smg_1) (objects_attach bigrack_bsp0a_5 gun_r_01 bigrack_bsp0a_5_smg_1 ) (object_create_anew bigrack_bsp0a_5_smg_2) (objects_attach bigrack_bsp0a_5 gun_r_03 bigrack_bsp0a_5_smg_2 ) (object_create_anew bigrack_bsp0a_5_smg_3) (objects_attach bigrack_bsp0a_5 gun_l_02 bigrack_bsp0a_5_smg_3 ) (object_create_anew bigrack_bsp0a_6_smg_1) (objects_attach bigrack_bsp0a_6 gun_l_02 bigrack_bsp0a_6_smg_1 ) (object_create_anew bigrack_bsp0a_6_smg_2) (objects_attach bigrack_bsp0a_6 gun_r_03 bigrack_bsp0a_6_smg_2 ) ) ) (script static load_bsp2 (begin (object_create_anew rack_bsp2_1_smg_1) (objects_attach rack_bsp2_1 smg_1 rack_bsp2_1_smg_1 ) (object_create_anew rack_bsp2_1_smg_2) (objects_attach rack_bsp2_1 smg_2 rack_bsp2_1_smg_2 ) (object_create_anew rack_bsp2_1_smg_3) (objects_attach rack_bsp2_1 smg_3 rack_bsp2_1_smg_3 ) ) ) (script static load_bsp0b (begin (object_create_anew rack_bsp0b_1_br_1) (objects_attach rack_bsp0b_1 br_1 rack_bsp0b_1_br_1 ) (object_create_anew rack_bsp0b_1_br_2) (objects_attach rack_bsp0b_1 br_3 rack_bsp0b_1_br_2 ) (object_create_anew rack_bsp0b_2_smg_1) (objects_attach rack_bsp0b_2 smg_2 rack_bsp0b_2_smg_1 ) (object_create_anew rack_bsp0b_2_smg_2) (objects_attach rack_bsp0b_2 smg_4 rack_bsp0b_2_smg_2 ) (object_create_anew bigrack_bsp0b_1_br_1) (objects_attach bigrack_bsp0b_1 gun_l_01 bigrack_bsp0b_1_br_1 ) (object_create_anew bigrack_bsp0b_1_br_2) (objects_attach bigrack_bsp0b_1 gun_r_02 bigrack_bsp0b_1_br_2 ) (object_create_anew bigrack_bsp0b_2_br_1) (objects_attach bigrack_bsp0b_2 gun_l_03 bigrack_bsp0b_2_br_1 ) (object_create_anew bigrack_bsp0b_3_br_1) (objects_attach bigrack_bsp0b_3 gun_l_02 bigrack_bsp0b_3_br_1 ) (object_create_anew bigrack_bsp0b_3_br_2) (objects_attach bigrack_bsp0b_3 gun_r_01 bigrack_bsp0b_3_br_2 ) (object_create_anew bigrack_bsp0b_4_br_1) (objects_attach bigrack_bsp0b_4 gun_r_02 bigrack_bsp0b_4_br_1 ) (object_create_anew bigrack_bsp0b_5_smg_1) (objects_attach bigrack_bsp0b_5 gun_r_01 bigrack_bsp0b_5_smg_1 ) (object_create_anew bigrack_bsp0b_6_smg_1) (objects_attach bigrack_bsp0b_6 gun_l_03 bigrack_bsp0b_6_smg_1 ) (object_create_anew bigrack_bsp0b_6_smg_2) (objects_attach bigrack_bsp0b_6 gun_r_02 bigrack_bsp0b_6_smg_2 ) (object_create_anew bigrack_bsp0b_7_smg_1) (objects_attach bigrack_bsp0b_7 gun_r_03 bigrack_bsp0b_7_smg_1 ) (object_create_anew bigrack_bsp0b_8_smg_1) (objects_attach bigrack_bsp0b_8 gun_l_01 bigrack_bsp0b_8_smg_1 ) (object_create_anew atr1_elevator) ) ) (script static load_bsp3 (begin (object_create_anew rack_bsp3_1_br_1) (objects_attach rack_bsp3_1 br_1 rack_bsp3_1_br_1 ) (object_create_anew rack_bsp3_1_br_2) (objects_attach rack_bsp3_1 br_3 rack_bsp3_1_br_2 ) (object_create_anew rack_bsp3_2_smg_1) (objects_attach rack_bsp3_2 smg_2 rack_bsp3_2_smg_1 ) (object_create_anew rack_bsp3_2_smg_2) (objects_attach rack_bsp3_2 smg_4 rack_bsp3_2_smg_2 ) (object_create_anew rack_bsp3_4_br_1) (objects_attach rack_bsp3_4 br_2 rack_bsp3_4_br_1 ) (object_create_anew rack_bsp3_4_br_2) (objects_attach rack_bsp3_4 br_2 rack_bsp3_4_br_2 ) (object_create_anew rack_bsp3_5_smg_1) (objects_attach rack_bsp3_5 smg_3 rack_bsp3_5_smg_1 ) ) ) (script static mission_start (begin (print "01b spacestation") (print "designer - jaime") (print "env. artsits - paul, dave") ) ) (script static mission_setup (begin (objectives_clear) (game_can_use_flashlights False) (ai_allegiance player human) (ai_allegiance covenant prophet) (ai_allegiance prophet covenant) (device_set_position_immediate macgun 0) (device_set_position_immediate gun_loader 0) (device_set_power macgun 0) (device_set_power gun_loader 0) (object_create malta) (object_create athens) ) ) (script startup mission_spacestation (begin (if (= (player_count) 0) (sleep_forever)) (cinematic_snap_to_white) (save_cutscene) (if (cinematic_skip_start) (begin (cinematic_stash_players) (x02) (cinematic_unstash_players) )) (cinematic_skip_stop) (object_type_predict scenarios\objects\solo\spacestation\ss_tram_car\ss_tram_car) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (mission_start) (mission_setup) (load_bsp0a) (wake flavor_mission) (wake 1st_mission) (wake atr2_mission) (wake 1st_tram) (sleep 1) (cinematic_fade_from_white) (sleep_until (= (structure_bsp_index) 2) 1) (load_bsp2) (device_operates_automatically_set bsp2_door_forward True) (wake bay1_mission) (wake bay2_mission) (sleep_until (= (structure_bsp_index) 0) 1) (load_bsp0b) (wake ice_cream_check) (wake arm_mission) (wake atr1_mission) (wake trm1_mission) (wake dck_mission) (sleep_until (= (structure_bsp_index) 3) 1) (load_bsp3) (wake elv_mission) (wake lvr_mission) (gun_mission) (playtest_mission) (save_cutscene) (cinematic_fade_to_white) (device_set_power gun_loader 0) (device_set_power macgun 0) (sleep 45) (if (cinematic_skip_start) (begin (cinematic_stash_players) (c01_outro) (cinematic_unstash_players) )) (cinematic_skip_stop) (game_won) ) ) (script static cheat_atr2 (begin (switch_bsp 0) (object_teleport (player0) atr2_flag) ) ) (script static cheat_bay1 (begin (switch_bsp 2) (object_teleport (player0) bay1_flag) ) ) (script static cheat_bay2 (begin (switch_bsp 2) (object_teleport (player0) bay2_flag) ) ) (script static cheat_arm (begin (switch_bsp 0) (object_teleport (player0) arm_flag) ) ) (script static cheat_atr1 (begin (switch_bsp 0) (wake mission_spacestation) (object_teleport (player0) atr1_flag) ) ) (script static cheat_trm1 (begin (switch_bsp 0) (wake mission_spacestation) (object_teleport (player0) trm1_flag) ) ) (script static cheat_elv (begin (switch_bsp 3) (wake mission_spacestation) (wake mission_spacestation) (object_teleport (player0) elv_flag) ) ) (script static cheat_lvr (begin (switch_bsp 3) (wake mission_spacestation) (wake mission_spacestation) (object_teleport (player0) lvr_flag) ) ) (script static cheat_gun (begin (switch_bsp 3) (wake mission_spacestation) (wake mission_spacestation) (object_teleport (player0) gun_flag) ) ) (script dormant x02_01_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 0 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 6 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 24 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 26 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 59 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 61 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 75 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 85 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 92 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 95 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 97 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 98 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 101 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 102 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 32 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 104 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 106 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 69 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 89 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 91 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 86 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 15 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 12 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 11 False) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_prop\ss_prop 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 87 False) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 100 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 28 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 29 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 30 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 31 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 33 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 34 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 35 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 96 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 103 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 110 True) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\weapons\rifle\smg\smg 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\spacestation\ss_gun_rack_slim\ss_gun_rack_slim 0) (predict_model_section objects\gear\human\military\case_ap_turret\case_ap_turret 0) (predict_model_section objects\gear\human\military\crate_packing_giant\crate_packing_giant 2) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack\ss_gun_rack 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 34 True) (predict_model_section scenarios\objects\solo\spacestation\ss_furniture\chair_sofa\chair_sofa 0) (predict_model_section objects\gear\human\military\case\case 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 87 False) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 33 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 60) (predict_model_section scenarios\objects\solo\spacestation\ss_internet_kiosk\ss_internet_kiosk 0) (predict_model_section objects\gear\human\military\case_ap_turret\case_ap_turret 0) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack\ss_gun_rack 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (sleep 7) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 74) (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\cinematics\news_drone\news_drone 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (sleep 156) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 73 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 107 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 89 False) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 51) (predict_model_section objects\characters\marine\marine 44) (predict_model_section objects\characters\marine\marine 39) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack_slim\ss_gun_rack_slim 0) (sleep 10) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 63 True) (sleep 4) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 63 True) (sleep 90) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 101 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 12 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 15 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 53 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 47 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 48 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 56 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 62 True) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 50) (predict_model_section objects\characters\marine\marine 40) (predict_model_section objects\characters\marine\marine 41) (predict_model_section scenarios\objects\solo\spacestation\ss_internet_kiosk\ss_internet_kiosk 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_tram\ss_door_tram 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 26 False) (sleep 13) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 72 False) (sleep 20) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 5 False) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (sleep 57) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_0 32 True) (sleep 57) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 55) (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\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section 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 objects\weapons\melee\gravity_hammer\gravity_hammer 0) ) ) (script dormant x02_02_predict (begin (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 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 10 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 11 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 31 True) (sleep 8) (sleep 49) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 32) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (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 scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 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 objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (sleep 149) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 55) (predict_model_section objects\characters\jackal\jackal 8) (sleep 87) (predict_model_section objects\weapons\melee\gravity_hammer\gravity_hammer 0) (sleep 64) (predict_structure_section scenarios\solo\07a_highcharity\high_0 0 True) 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objects\weapons\melee\gravity_hammer\gravity_hammer 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (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 objects\cinematics\covenant\manacles\manacles 0) (sleep 10) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 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_door\high_door 0) (sleep 3) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 False) (sleep 89) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) ) ) (script dormant x02_03_predict (begin (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (sleep 131) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 79) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (sleep 50) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 20 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 27 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 28 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 scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section objects\weapons\fixed\h_turret_mp\h_turret_mp 0) (predict_model_section objects\weapons\fixed\plasma_cannon\plasma_cannon 0) (predict_model_section objects\weapons\fixed\plasma_cannon\plasma_cannon 1) (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\marine\marine 0) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 2) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 7) (predict_model_section objects\characters\marine\marine 8) (sleep 36) 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objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (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\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section 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scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (predict_model_section objects\characters\marine\marine 62) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) ) ) (script dormant x02_04a_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (sleep 20) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_model_section objects\characters\marine\marine 74) (sleep 19) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (sleep 106) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (sleep 10) (predict_model_section objects\characters\marine\marine 62) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\cinematics\human\medals\medal_tray\medal_tray 0) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (sleep 18) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 34) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (sleep 34) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (sleep 66) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section 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objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (sleep 95) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) ) ) (script dormant x02_04b_predict (begin (sleep 4) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (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\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\characters\marine\marine 72) (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\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section objects\cinematics\human\medals\colonial_cross\colonial_cross 0) (sleep 81) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (sleep 36) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (sleep 66) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (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\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_model_section objects\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section objects\cinematics\human\medals\colonial_cross\colonial_cross 0) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (sleep 107) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (sleep 124) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (sleep 13) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 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) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 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 objects\cinematics\covenant\manacles\manacles 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) ) ) (script dormant x02_05_predict (begin (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 17 True) (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 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (sleep 14) (predict_model_section objects\characters\hunter\hunter 4) (predict_model_section objects\characters\hunter\hunter 5) (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) (sleep 59) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 30 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 7) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 129) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (sleep 36) (predict_model_section objects\characters\brute\brute 28) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (sleep 3) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (sleep 1) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 30) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (sleep 1) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\cinematics\covenant\manacles\manacles 0) (sleep 7) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (sleep 1) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 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\marine\marine 67) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 74) (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\cinematics\human\medals\medal_tray\medal_tray 0) (predict_model_section objects\cinematics\human\medals\colonial_cross\colonial_cross 0) ) ) (script dormant x02_06_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (sleep 7) (sleep 27) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 29) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 8) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (sleep 41) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (sleep 101) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 14) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (sleep 5) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (sleep 6) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (sleep 98) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 131) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (sleep 2) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 2) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 0) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 1) (predict_model_section objects\characters\marine\dress_marine_prop\dress_marine_prop 2) (sleep 20) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (sleep 8) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 13) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (sleep 118) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 18 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 19 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 20 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 26 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 28 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 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 scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section objects\weapons\fixed\h_turret_mp\h_turret_mp 0) (predict_model_section objects\characters\marine\marine 0) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 2) (predict_model_section objects\characters\marine\marine 7) (predict_model_section objects\characters\marine\marine 8) (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\cinematics\covenant\branding_iron\branding_iron 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\solo\highcharity\high_dervish_lift_up\high_dervish_lift_up 0) (predict_model_section objects\cinematics\covenant\elite_helmet_charred\elite_helmet_charred 0) (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) ) ) (script dormant x02_07_predict (begin (sleep 2) (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 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 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 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (sleep 9) (predict_model_section objects\characters\dervish\dervish 11) (predict_model_section objects\characters\dervish\dervish 12) (predict_model_section objects\characters\dervish\dervish 13) (sleep 71) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (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\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (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 objects\cinematics\covenant\manacles\manacles 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 4) (predict_structure_section scenarios\solo\07a_highcharity\high_0 45 False) (sleep 130) (predict_structure_section scenarios\solo\07a_highcharity\high_0 6 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 7 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 8 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 9 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 14 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 True) (sleep 57) (predict_structure_section scenarios\solo\07a_highcharity\high_0 15 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 13 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 32 True) (predict_structure_section scenarios\solo\07a_highcharity\high_0 33 True) (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 objects\characters\dervish\dervish 11) (predict_model_section objects\characters\dervish\dervish 12) (predict_model_section objects\characters\dervish\dervish 13) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_chubby\cov_chubby 0) (predict_model_section scenarios\objects\solo\highcharity\interior_objects\cov_gravcolumn\cov_gravcolumn 1) (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 objects\cinematics\covenant\manacles\manacles 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 0) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 1) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 2) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 3) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 4) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 5) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 6) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 7) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 10) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 8) (predict_model_section objects\characters\elite\elite_honor_guard\elite_honor_guard 9) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 0) (sleep 75) (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) (sleep 62) (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\characters\jackal\jackal_scenery\jackal_scenery 0) (sleep 76) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (sleep 55) (predict_structure_section scenarios\solo\07a_highcharity\high_0 2 False) (predict_structure_section scenarios\solo\07a_highcharity\high_0 12 True) (predict_model_section scenarios\objects\solo\highcharity\high_door\high_door 1) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 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\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) ) ) (script dormant x02_08_predict (begin (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (sleep 3) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 5 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (sleep 70) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (sleep 78) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (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) (sleep 30) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_model_section objects\characters\marine\marine 65) (sleep 128) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (sleep 107) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 63) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\characters\marine\marine 55) (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\marine\marine 74) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (sleep 117) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (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) (sleep 33) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 106) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) ) ) (script dormant x02_09_predict (begin (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 21 True) (sleep 155) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 50) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 32) (predict_model_section objects\characters\marine\marine 19) (sleep 15) (predict_model_section objects\characters\marine\marine 37) (sleep 3) (predict_model_section objects\characters\marine\marine 52) (sleep 1) (predict_model_section objects\characters\marine\marine 71) (sleep 6) (predict_model_section objects\characters\marine\marine 71) (sleep 19) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 52) (sleep 8) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 12 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (sleep 1) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (sleep 149) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 6 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 9 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 11 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 14 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_model_section objects\characters\marine\marine 32) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\characters\marine\marine 67) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 63) (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\marine\marine 74) (predict_model_section objects\characters\marine\marine 19) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 100) (predict_model_section objects\characters\marine\marine 35) (sleep 67) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 True) (sleep 10) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (sleep 25) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 20 True) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\cinematics\human\pillarofautumn\pillarofautumn 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\holo_display_large 0) (predict_model_section objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\holo_display_unsc_logo 0) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 52) ) ) (script dormant x02_10_predict (begin (sleep 2) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 7 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 13 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 2 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 10 False) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 3 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 4 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 8 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 15 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 16 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 17 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 18 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 19 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 0 True) (predict_structure_section scenarios\solo\01a_tutorial\01_bsp_1 1 True) (sleep 6) (predict_model_section objects\vehicles\longsword\longsword 1) (sleep 5) (predict_model_section objects\characters\marine\marine 73) (sleep 8) (predict_model_section objects\characters\marine\marine 47) (predict_model_section objects\characters\marine\marine 50) (sleep 14) (predict_model_section objects\characters\marine\marine 35) (sleep 78) (predict_model_section objects\vehicles\longsword\longsword 1) ) ) (script dormant 01_outro_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 0) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 1) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 2) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 3) (predict_model_section scenarios\objects\solo\spacestation\ss_exterior_gun\ss_exterior_gun_hinge\ss_exterior_gun_hinge 4) (predict_model_section scenarios\objects\solo\spacestation\ss_prop\ss_prop 0) (predict_model_section scenarios\skies\solo\spacestation\spacestation 0) (predict_model_section scenarios\objects\solo\spacestation\ss_tram_car\ss_tram_car 0) (predict_model_section scenarios\objects\solo\spacestation\ss_tram_car\ss_tram_car 1) (predict_model_section scenarios\objects\solo\spacestation\ss_tram_car\ss_tram_car 2) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_tram\ss_door_tram 0) (predict_model_section objects\characters\marine\marine 32) (predict_model_section objects\characters\marine\marine 17) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\weapons\pistol\magnum\magnum 0) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 29) (predict_model_section objects\weapons\fixed\h_turret_mp\weapon\weapon 0) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 51) (predict_model_section objects\characters\marine\marine 40) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\marine\marine 39) (predict_model_section objects\characters\marine\marine 41) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 0) (predict_model_section objects\characters\marine\marine_female\marine_female 7) (predict_model_section objects\characters\marine\marine_female\marine_female 2) (predict_model_section objects\characters\marine\marine_female\marine_female 3) (predict_model_section objects\characters\marine\marine_female\marine_female 4) (predict_model_section objects\characters\marine\marine_female\marine_female 14) (predict_model_section objects\characters\marine\marine_female\marine_female 5) (predict_model_section objects\characters\marine\marine_female\marine_female 6) (predict_model_section scenarios\objects\solo\spacestation\ss_internet_kiosk\ss_internet_kiosk 0) (predict_model_section objects\gear\human\military\case_ap_turret\case_ap_turret 0) (predict_model_section scenarios\objects\solo\spacestation\ss_furniture\chair_dining\chair_dining 0) (predict_model_section scenarios\objects\solo\spacestation\ss_furniture\chair_sofa\chair_sofa 0) (predict_model_section scenarios\objects\solo\spacestation\ss_furniture\trashcan\trashcan 0) (predict_model_section scenarios\objects\solo\spacestation\ss_furniture\table_coffee\table_coffee 0) (predict_model_section objects\gear\human\military\case\case 0) (predict_model_section objects\gear\human\military\crate_packing_giant\crate_packing_giant 2) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section scenarios\objects\special\player_wall\player_wall 0) (predict_model_section objects\characters\marine\dress_cap\dress_cap 0) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section objects\characters\marine\marine 35) (predict_model_section objects\characters\miranda\miranda 2) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\marine 19) (predict_model_section objects\characters\marine\marine_female\marine_female 9) (predict_model_section objects\characters\marine\marine_female\marine_female 17) (predict_model_section objects\characters\marine\marine_female\marine_female 11) (predict_model_section objects\characters\marine\marine_female\marine_female 12) (predict_model_section objects\characters\marine\marine_female\marine_female 13) (predict_model_section objects\characters\marine\marine_female\marine_female 15) (predict_model_section objects\characters\marine\marine_female\marine_female 16) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack\ss_gun_rack 0) (predict_model_section objects\gear\human\military\crate_packing\crate_packing 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 1) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_hab_large\ss_door_int_hab_large 0) (predict_model_section scenarios\objects\solo\earthcity\light_red_rotate\light_red_rotate 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 4 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 9 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 15 False) (sleep 3) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 0) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_loader\ss_gun_loader 0) (predict_model_section scenarios\objects\solo\spacestation\ss_elevator_gunchamber\ss_elevator_gunchamber 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\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 15 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 17 True) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 1) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_hangar_cinematic\ss_door_hangar_cinematic 0) (predict_model_section scenarios\objects\solo\spacestation\ss_hangar_door_switch\ss_hangar_door_switch 0) (sleep 25) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 2) (predict_model_section objects\weapons\rifle\smg\smg 0) (sleep 2) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 27) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 5 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 15 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 17 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 27 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 34 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 37 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 0 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 4 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 30 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 True) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 51) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 41) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section objects\gear\human\industrial\crate_multi_single\crate_multi_single 0) (predict_model_section objects\gear\human\industrial\crate_multi\crate_multi 0) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section objects\characters\marine\marine 3) (predict_model_section objects\characters\marine\marine 18) (predict_model_section objects\characters\marine\marine 5) (predict_model_section objects\characters\marine\marine 7) (predict_model_section objects\characters\marine\marine 8) (predict_model_section objects\characters\marine\marine 9) (predict_model_section objects\characters\marine\marine 10) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\solo\earthcity\debris_mini_b\debris_mini_b 0) (predict_model_section scenarios\objects\solo\earthcity\debris_mini_a\debris_mini_a 0) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (sleep 137) (predict_model_section scenarios\objects\solo\spacestation\ss_stand_cortana\ss_stand_cortana 0) (sleep 133) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 15 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 17 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 27 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 30 True) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\characters\marine\marine 20) (predict_model_section objects\characters\marine\marine 36) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 23) (predict_model_section objects\characters\marine\marine 24) (predict_model_section objects\characters\marine\marine 25) (predict_model_section objects\characters\marine\marine 26) (predict_model_section scenarios\objects\human\military\emergency\emergency 0) (sleep 56) (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 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) 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(predict_model_section objects\characters\marine\marine 69) (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 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) ) ) (script dormant 01_outro_02_predict (begin (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 13) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 28 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 19 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 10 False) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\cairo_bridge\cairo_bridge 0) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section scenarios\objects\covenant\military\cov_boarding_craft\cov_boarding_craft 1) (predict_model_section scenarios\objects\covenant\military\cov_boarding_craft\cov_boarding_craft 0) (sleep 100) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\cinematics\human\cairo_bridge\cairo_bridge 0) (sleep 129) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 15 False) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 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_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 48) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (predict_model_section objects\characters\lord_hood\lord_hood 0) (predict_model_section objects\characters\lord_hood\lord_hood 1) (predict_model_section objects\cinematics\human\cairo_bridge\cairo_bridge 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 75) (predict_model_section scenarios\objects\covenant\military\cov_boarding_craft\cov_boarding_craft 1) ) ) (script dormant 01_outro_03_predict (begin (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 15 False) (sleep 1) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 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\cinematics\human\ss_elevator\ss_elevator 0) (sleep 100) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 2) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 61) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 76) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 42 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 12 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (predict_model_section objects\cinematics\human\ss_elevator\ss_elevator 0) (predict_model_section scenarios\objects\solo\earthcity\debris_mini_b\debris_mini_b 0) (predict_model_section scenarios\objects\solo\earthcity\debris_mini_a\debris_mini_a 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 14) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 True) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (predict_model_section scenarios\objects\solo\spacestation\ss_gun_rack_slim\ss_gun_rack_slim 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 0 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 4 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 5 True) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 False) (sleep 25) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 51) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 27 True) ) ) (script dormant 01_outro_04_predict (begin (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 2) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 42 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 37 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 43 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 41 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 12 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (predict_model_section objects\cinematics\matte_paintings\earth_space\earth_space 0) (sleep 104) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 False) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 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\spacestation\ss_elevator_light\ss_elevator_light 0) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 1) (predict_model_section objects\gear\human\industrial\crate_multi_single\crate_multi_single 0) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 50) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 41) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 12) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 14 False) (sleep 76) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 41 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 43 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 37 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 42 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 12 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 73) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 True) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 38 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 False) (sleep 2) (predict_model_section scenarios\objects\special\bloom_quad\bloom_quad 0) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) (sleep 1) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 26) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 41 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 12 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 33 True) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 29) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 35 False) ) ) (script dormant 01_outro_05_predict (begin (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 3) (predict_model_section objects\vehicles\longsword\longsword 1) (predict_model_section scenarios\objects\vehicles\c_seraph\c_seraph 0) (sleep 197) (predict_model_section scenarios\objects\solo\spacestation\doors\ss_door_int_mech_small\ss_door_int_mech_small 0) (sleep 123) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (predict_model_section objects\cinematics\matte_paintings\earth_space\earth_space 0) ) ) (script dormant 01_outro_06_predict (begin (sleep 2) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 210) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 38) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (sleep 2) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 3 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 2 False) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 29 False) (sleep 50) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 39 True) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 40 False) (sleep 8) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 1 False) (sleep 1) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 4 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 9 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (sleep 12) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 11 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 28 False) (sleep 23) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 16 False) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 19 False) (sleep 34) (predict_structure_section scenarios\solo\01b_spacestation\01_bsp_3 10 False) ) ) (script dormant 01_outro_07_predict (begin (sleep 4) (predict_structure_section scenarios\solo\01b_spacestation\01outro_bsp 0 False) (predict_model_section objects\vehicles\longsword\longsword 1) (predict_model_section scenarios\objects\solo\spacestation\pickle\pickle 0) (predict_model_section objects\cinematics\matte_paintings\africa_space\africa_space 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\cinematics\human\pillarofautumn\pillarofautumn 0) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 311) (predict_model_section objects\cinematics\matte_paintings\africa_space\africa_space 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 193) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 67) (predict_model_section objects\vehicles\longsword\longsword 1) ) ) (script dormant 01_outro_08_predict (begin (sleep 4) (predict_model_section objects\vehicles\longsword\longsword 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 3) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_up\cruiser_interior_up 0) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_core\cruiser_interior_core 0) (sleep 301) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_side\cruiser_interior_side 0) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_core\cruiser_interior_core 0) (sleep 266) (predict_model_section objects\cinematics\matte_paintings\cruiser_interior_up\cruiser_interior_up 0) ) ) (script dormant 01_outro_09_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\africa_space\africa_space 0) ) ) (script dormant 01_outro_10_predict (begin (sleep 3) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 198) (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\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 17) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section objects\cinematics\matte_paintings\africa_coast\africa_coast 0) (sleep 123) (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\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 164) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section objects\cinematics\matte_paintings\africa_coast\africa_coast 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) )
Trovare la differenza