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929 행
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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 60)
(global short prediction_offset 60)
(global bool tower1_holo_trans False)
(global bool tower1_holo_trans False)
(global bool tower1_holo_chant True)
(global bool tower1_holo_chant True)
(global short bridges_sniper_count 3)
(global short bridges_sniper_count 3)
(global bool miranda_pel_comment_done False)
(global bool miranda_pel_comment_done False)
(global bool central_plat_pel_arrives False)
(global bool central_plat_pel_arrives False)
(global real gondola_01_wake_state 0)
(global real gondola_01_wake_state 0)
(global real gondola_01_state 0)
(global real gondola_01_state 0)
(global effe splashy effects\scenarios\solo\deltatemple\elevator_splash)
(global effe splashy effects\scenarios\solo\deltatemple\elevator_splash)
(global bool tower3_cortana_cont False)
(global bool tower3_cortana_cont False)
(global bool tower3_done_blabbing False)
(global bool tower3_done_blabbing False)
(global bool elev_under_scene_gone False)
(global bool elev_under_scene_gone False)
(global bool sunken_holo_trans False)
(global bool sunken_holo_trans False)
(global bool sunken_holo_chant True)
(global bool sunken_holo_chant True)
(global short sunken_sniper_total 2)
(global short sunken_sniper_total 2)
(global short sunken_hg_total 1)
(global short sunken_hg_total 1)
(global short sunken_jacks_total 2)
(global short sunken_jacks_total 2)
(global bool sunken_save_again False)
(global bool sunken_save_again False)
(global bool island_holo_trans False)
(global bool island_holo_trans False)
(global bool island_holo_chant True)
(global bool island_holo_chant True)
(global bool island_pelican_arrived False)
(global bool island_pelican_arrived False)
(global real gondola_02_wake_state 0)
(global real gondola_02_wake_state 0)
(global real gondola_02_state 0)
(global real gondola_02_state 0)
(global bool bossfight_chatter True)
(global bool bossfight_chatter True)
(global bool regret_dead False)
(global bool regret_dead False)
(global short regret_times_dead 0)
(global short regret_times_dead 0)
(global short hg_count 2)
(global short hg_count 2)
(global short hg_delay 600)
(global short hg_delay 600)
(global script_object regret_corpse none)
(global script_object regret_corpse none)
(global script_object regret_throne none)
(global script_object regret_throne none)
(global effe regret_teleport effects\gameplay\regret_teleport)
(global effe regret_teleport effects\gameplay\regret_teleport)
(global effe regret_blood effects\contact\collision\blood_aoe\blood_aoe_human)
(global effe regret_blood effects\contact\collision\blood_aoe\blood_aoe_human)
(global short regret_lives 0)
(global short regret_lives 0)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static 05_intra1_01_predict_stub
(script static 05_intra1_01_predict_stub
(begin
(begin
(wake 05_intra1_01_predict)
(wake 05_intra1_01_predict)
)
)
)
)
(script static 05_intra1_02_predict_stub
(script static 05_intra1_02_predict_stub
(begin
(begin
(wake 05_intra1_02_predict)
(wake 05_intra1_02_predict)
(print "just started 02 predict")
(print "just started 02 predict")
)
)
)
)
(script static 05_intra1_03_predict_stub
(script static 05_intra1_03_predict_stub
(begin
(begin
(wake 05_intra1_03_predict)
(wake 05_intra1_03_predict)
)
)
)
)
(script static 05_intra2_01_predict_stub
(script static 05_intra2_01_predict_stub
(begin
(begin
(wake 05_intra2_01_predict)
(wake 05_intra2_01_predict)
)
)
)
)
(script static 05_outro_01_predict_stub
(script static 05_outro_01_predict_stub
(begin
(begin
(wake 05_outro_01_predict)
(wake 05_outro_01_predict)
)
)
)
)
(script static 05_outro_02_predict_stub
(script static 05_outro_02_predict_stub
(begin
(begin
(wake 05_outro_02_predict)
(wake 05_outro_02_predict)
)
)
)
)
(script static 05_outro_03_predict_stub
(script static 05_outro_03_predict_stub
(begin
(begin
(wake 05_outro_03_predict)
(wake 05_outro_03_predict)
)
)
)
)
(script static 05_outro_04_predict_stub
(script static 05_outro_04_predict_stub
(begin
(begin
(wake 05_outro_04_predict)
(wake 05_outro_04_predict)
)
)
)
)
(script static 05_outro_05_predict_stub
(script static 05_outro_05_predict_stub
(begin
(begin
(wake 05_outro_05_predict)
(wake 05_outro_05_predict)
)
)
)
)
(script dormant c05_intra1_score_01
(script dormant c05_intra1_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1)
(print "c05_intra1 score 01 start")
(print "c05_intra1 score 01 start")
)
)
)
)
(script dormant c05_intra1_foley_01
(script dormant c05_intra1_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1)
(print "c05_intra1 foley 01 start")
(print "c05_intra1 foley 01 start")
)
)
)
)
(script dormant c05_2010_cor
(script dormant c05_2010_cor
(begin
(begin
(sleep 17)
(sleep 17)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1)
(cinematic_subtitle c05_2010_cor 1)
(cinematic_subtitle c05_2010_cor 1)
)
)
)
)
(script dormant c05_2020_cor
(script dormant c05_2020_cor
(begin
(begin
(sleep 135)
(sleep 135)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1)
(cinematic_subtitle c05_2020_cor 1)
(cinematic_subtitle c05_2020_cor 1)
(unit_set_emotional_state cortana angry 0.5 60)
(unit_set_emotional_state cortana angry 0.5 60)
(print "cortana - angry .5 60")
(print "cortana - angry .5 60")
)
)
)
)
(script dormant c05_2030_cor
(script dormant c05_2030_cor
(begin
(begin
(sleep 200)
(sleep 200)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1)
(cinematic_subtitle c05_2030_cor 3)
(cinematic_subtitle c05_2030_cor 3)
)
)
)
)
(script dormant c05_2040_mas
(script dormant c05_2040_mas
(begin
(begin
(sleep 299)
(sleep 299)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1)
(cinematic_subtitle c05_2040_mas 1)
(cinematic_subtitle c05_2040_mas 1)
)
)
)
)
(script dormant c05_2050_por
(script dormant c05_2050_por
(begin
(begin
(sleep 357)
(sleep 357)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1)
(cinematic_subtitle c05_2050_por 8)
(cinematic_subtitle c05_2050_por 8)
)
)
)
)
(script dormant c05_2060_cor
(script dormant c05_2060_cor
(begin
(begin
(sleep 553)
(sleep 553)
(unit_set_emotional_state cortana annoyed 0.25 60)
(unit_set_emotional_state cortana annoyed 0.25 60)
(print "cortana - annoyed .25 60")
(print "cortana - annoyed .25 60")
(sleep 30)
(sleep 30)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1)
(cinematic_subtitle c05_2060_cor 1)
(cinematic_subtitle c05_2060_cor 1)
)
)
)
)
(script dormant c05_2070_mas
(script dormant c05_2070_mas
(begin
(begin
(sleep 622)
(sleep 622)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1)
(cinematic_subtitle c05_2070_mas 2)
(cinematic_subtitle c05_2070_mas 2)
)
)
)
)
(script dormant c05_2080_mir
(script dormant c05_2080_mir
(begin
(begin
(sleep 678)
(sleep 678)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in)
(cinematic_subtitle c05_2080_mir 1)
(cinematic_subtitle c05_2080_mir 1)
)
)
)
)
(script dormant cortana_appear
(script dormant cortana_appear
(begin
(begin
(sleep 98)
(sleep 98)
(print "cortana appears")
(print "cortana appears")
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker)
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker)
)
)
)
)
(script dormant c05_intra1_cinematic_light_01
(script dormant c05_intra1_cinematic_light_01
(begin
(begin
(cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725)
(cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725)
(cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902)
(cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902)
(cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314)
(cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting cortana True)
(object_uses_cinematic_lighting cortana True)
(object_uses_cinematic_lighting regret True)
(object_uses_cinematic_lighting regret True)
)
)
)
)
(script static c05_intra1_02_problem_actors
(script static c05_intra1_02_problem_actors
(begin
(begin
(print "problem actors")
(print "problem actors")
(object_create_anew miranda)
(object_create_anew miranda)
(object_create_anew johnson)
(object_create_anew johnson)
(object_create_anew pilot)
(object_create_anew pilot)
(object_create_anew pelican_01)
(object_create_anew pelican_01)
(object_create_anew holo_index)
(object_create_anew holo_index)
(object_create_anew iac_bridge)
(object_create_anew iac_bridge)
(object_create_anew matte_horizon)
(object_create_anew matte_horizon)
(object_cinematic_lod miranda True)
(object_cinematic_lod miranda True)
(object_cinematic_lod johnson True)
(object_cinematic_lod johnson True)
(object_cinematic_lod pilot True)
(object_cinematic_lod pilot True)
(object_cinematic_lod pelican_01 True)
(object_cinematic_lod pelican_01 True)
(object_cinematic_lod holo_index True)
(object_cinematic_lod holo_index True)
(object_cinematic_lod iac_bridge True)
(object_cinematic_lod iac_bridge True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting iac_bridge True)
(object_hide johnson True)
(object_hide johnson True)
(object_hide pilot True)
(object_hide pilot True)
(object_hide pelican_01 True)
(object_hide pelican_01 True)
(object_hide matte_horizon True)
(object_hide matte_horizon True)
)
)
)
)
(script static c05_intra1_01_setup
(script static c05_intra1_01_setup
(begin
(begin
(object_create_anew chief)
(object_create_anew chief)
(object_create_anew cortana)
(object_create_anew cortana)
(object_create_anew regret)
(object_create_anew regret)
(object_create_anew throne_regret)
(object_create_anew throne_regret)
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(object_cinematic_lod cortana True)
(object_cinematic_lod cortana True)
(object_cinematic_lod regret True)
(object_cinematic_lod regret True)
(object_cinematic_lod throne_regret True)
(object_cinematic_lod throne_regret True)
(cinematic_clone_players_weapon chief right_hand )
(cinematic_clone_players_weapon chief right_hand )
(objects_attach regret driver throne_regret driver_cinematic)
(objects_attach regret driver throne_regret driver_cinematic)
(wake c05_2010_cor)
(wake c05_2010_cor)
(wake c05_2020_cor)
(wake c05_2020_cor)
(wake c05_2030_cor)
(wake c05_2030_cor)
(wake c05_2040_mas)
(wake c05_2040_mas)
(wake c05_2050_por)
(wake c05_2050_por)
(wake c05_2060_cor)
(wake c05_2060_cor)
(wake c05_2070_mas)
(wake c05_2070_mas)
(wake c05_2080_mir)
(wake c05_2080_mir)
(wake c05_intra1_score_01)
(wake c05_intra1_score_01)
(wake c05_intra1_foley_01)
(wake c05_intra1_foley_01)
(wake cortana_appear)
(wake cortana_appear)
(wake c05_intra1_cinematic_light_01)
(wake c05_intra1_cinematic_light_01)
)
)
)
)
(script static c05_intra1_scene_01
(script static c05_intra1_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)
(05_intra1_01_predict_stub)
(05_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(c05_intra1_01_setup)
(c05_intra1_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_01 none anchor_flag_intra1a)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_01 none anchor_flag_intra1a)
(custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_01 False anchor_intra1a)
(custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_01 False anchor_intra1a)
(custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 regret_01 False anchor_intra1a)
(custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 regret_01 False anchor_intra1a)
(sleep 5)
(sleep 5)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 94)
(sleep 94)
(custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_01 False anchor_intra1a)
(custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_01 False anchor_intra1a)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(05_intra1_02_predict_stub)
(05_intra1_02_predict_stub)
(c05_intra1_02_problem_actors)
(c05_intra1_02_problem_actors)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol)
(sleep (- (camera_time) 5))
(sleep (- (camera_time) 5))
(fade_out 1 1 1 5)
(fade_out 1 1 1 5)
(sleep 5)
(sleep 5)
)
)
)
)
(script dormant c05_intra1_foley_02
(script dormant c05_intra1_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1)
(print "c05_intra1 foley 02 start")
(print "c05_intra1 foley 02 start")
)
)
)
)
(script dormant c05_2090_mir
(script dormant c05_2090_mir
(begin
(begin
(unit_set_emotional_state miranda pensive 0.5 0)
(unit_set_emotional_state miranda pensive 0.5 0)
(print "miranda - pensive .5 0")
(print "miranda - pensive .5 0")
(sleep 7)
(sleep 7)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1)
(cinematic_subtitle c05_2090_mir 5)
(cinematic_subtitle c05_2090_mir 5)
)
)
)
)
(script dormant c05_2100_mir
(script dormant c05_2100_mir
(begin
(begin
(sleep 162)
(sleep 162)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1)
(cinematic_subtitle c05_2100_mir 7)
(cinematic_subtitle c05_2100_mir 7)
)
)
)
)
(script dormant c05_2110_jon
(script dormant c05_2110_jon
(begin
(begin
(sleep 373)
(sleep 373)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop)
(cinematic_subtitle c05_2110_jon 3)
(cinematic_subtitle c05_2110_jon 3)
)
)
)
)
(script dormant c05_2120_mir
(script dormant c05_2120_mir
(begin
(begin
(sleep 455)
(sleep 455)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1)
(cinematic_subtitle c05_2120_mir 2)
(cinematic_subtitle c05_2120_mir 2)
)
)
)
)
(script dormant c05_2130_mir
(script dormant c05_2130_mir
(begin
(begin
(sleep 509)
(sleep 509)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1)
(cinematic_subtitle c05_2130_mir 2)
(cinematic_subtitle c05_2130_mir 2)
(texture_camera_off)
(texture_camera_off)
(sleep 45)
(sleep 45)
(unit_set_emotional_state miranda angry 0.25 60)
(unit_set_emotional_state miranda angry 0.25 60)
(print "miranda - angry .25 60")
(print "miranda - angry .25 60")
)
)
)
)
(script dormant c05_2140_jon
(script dormant c05_2140_jon
(begin
(begin
(sleep 574)
(sleep 574)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop)
(cinematic_subtitle c05_2140_jon 1)
(cinematic_subtitle c05_2140_jon 1)
)
)
)
)
(script dormant intra1_texture_camera_on
(script dormant intra1_texture_camera_on
(begin
(begin
(object_create_anew texture_camera)
(object_create_anew texture_camera)
(scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 texture_camera_02 anchor_intra1b)
(scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 texture_camera_02 anchor_intra1b)
(sleep 150)
(sleep 150)
(print "texture camera on")
(print "texture camera on")
(texture_camera_set_object_marker texture_camera marker 50)
(texture_camera_set_object_marker texture_camera marker 50)
(object_hide johnson False)
(object_hide johnson False)
(object_hide pilot False)
(object_hide pilot False)
(object_hide pelican_01 False)
(object_hide pelican_01 False)
(object_hide matte_horizon False)
(object_hide matte_horizon False)
)
)
)
)
(script dormant c05_intra1_cinematic_light_02
(script dormant c05_intra1_cinematic_light_02
(begin
(begin
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22)
(cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting pilot True)
(object_uses_cinematic_lighting pilot True)
(object_uses_cinematic_lighting index True)
(object_uses_cinematic_lighting index True)
(object_uses_cinematic_lighting pelican_01 True)
(object_uses_cinematic_lighting pelican_01 True)
)
)
)
)
(script static c05_intra1_02_setup
(script static c05_intra1_02_setup
(begin
(begin
(object_create_anew holo_library)
(object_create_anew holo_library)
(object_create_anew matte_horizon)
(object_create_anew matte_horizon)
(object_cinematic_lod holo_library True)
(object_cinematic_lod holo_library True)
(wake c05_2090_mir)
(wake c05_2090_mir)
(wake c05_2100_mir)
(wake c05_2100_mir)
(wake c05_2110_jon)
(wake c05_2110_jon)
(wake c05_2120_mir)
(wake c05_2120_mir)
(wake c05_2130_mir)
(wake c05_2130_mir)
(wake c05_2140_jon)
(wake c05_2140_jon)
(wake c05_intra1_foley_02)
(wake c05_intra1_foley_02)
(wake intra1_texture_camera_on)
(wake intra1_texture_camera_on)
(wake c05_intra1_cinematic_light_02)
(wake c05_intra1_cinematic_light_02)
)
)
)
)
(script static c05_intra1_02_cleanup
(script static c05_intra1_02_cleanup
(begin
(begin
(object_destroy miranda)
(object_destroy miranda)
(object_destroy johnson)
(object_destroy johnson)
(object_destroy pilot)
(object_destroy pilot)
(object_destroy holo_index)
(object_destroy holo_index)
(object_destroy holo_library)
(object_destroy holo_library)
(object_destroy pelican_01)
(object_destroy pelican_01)
(object_destroy iac_bridge)
(object_destroy iac_bridge)
(object_destroy texture_camera)
(object_destroy texture_camera)
(object_destroy matte_horizon)
(object_destroy matte_horizon)
)
)
)
)
(script static c05_intra1_scene_02
(script static c05_intra1_scene_02
(begin
(begin
(c05_intra1_02_setup)
(c05_intra1_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_02 none anchor_flag_intra1b)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_02 none anchor_flag_intra1b)
(custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 miranda_02 False anchor_intra1b)
(custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 miranda_02 False anchor_intra1b)
(custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 johnson_02 False anchor_intra1b)
(custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 johnson_02 False anchor_intra1b)
(custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 marine01_02 False anchor_intra1b)
(custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 marine01_02 False anchor_intra1b)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 bridge_02 anchor_intra1b)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 bridge_02 anchor_intra1b)
(scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 index_holo_human_02 anchor_intra1b)
(scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 index_holo_human_02 anchor_intra1b)
(scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 mount_doom_holo_02 anchor_intra1b)
(scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 mount_doom_holo_02 anchor_intra1b)
(scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 delta_horizon_02 anchor_intra1b)
(scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 delta_horizon_02 anchor_intra1b)
(custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 pelican_02 False anchor_intra1b)
(custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 pelican_02 False anchor_intra1b)
(sleep 30)
(sleep 30)
(fade_in 1 1 1 5)
(fade_in 1 1 1 5)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(05_intra1_03_predict_stub)
(05_intra1_03_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol)
(sleep (camera_time))
(sleep (camera_time))
(c05_intra1_02_cleanup)
(c05_intra1_02_cleanup)
)
)
)
)
(script dormant c05_intra1_foley_03
(script dormant c05_intra1_foley_03
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1)
(print "c05_intra1 foley 03 start")
(print "c05_intra1 foley 03 start")
)
)
)
)
(script dormant c05_2150_mir
(script dormant c05_2150_mir
(begin
(begin
(unit_set_emotional_state cortana angry 0.5 0)
(unit_set_emotional_state cortana angry 0.5 0)
(print "cortana - angry .5 0")
(print "cortana - angry .5 0")
(sleep 0)
(sleep 0)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop)
(cinematic_subtitle c05_2150_mir 3)
(cinematic_subtitle c05_2150_mir 3)
)
)
)
)
(script dormant c05_2160_mir
(script dormant c05_2160_mir
(begin
(begin
(sleep 99)
(sleep 99)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out)
(cinematic_subtitle c05_2160_mir 2)
(cinematic_subtitle c05_2160_mir 2)
)
)
)
)
(script dormant cortana_disappear
(script dormant cortana_disappear
(begin
(begin
(sleep 35)
(sleep 35)
(print "cortana disappears")
(print "cortana disappears")
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker)
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker)
)
)
)
)
(script dormant c05_intra1_cinematic_light_03
(script dormant c05_intra1_cinematic_light_03
(begin
(begin
(cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725)
(cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725)
(cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902)
(cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902)
(cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314)
(cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314)
)
)
)
)
(script static c05_intra1_03_setup
(script static c05_intra1_03_setup
(begin
(begin
(wake c05_2150_mir)
(wake c05_2150_mir)
(wake c05_2160_mir)
(wake c05_2160_mir)
(wake c05_intra1_foley_03)
(wake c05_intra1_foley_03)
(wake c05_intra1_cinematic_light_03)
(wake c05_intra1_cinematic_light_03)
(wake cortana_disappear)
(wake cortana_disappear)
)
)
)
)
(script static c05_intra1_03_cleanup
(script static c05_intra1_03_cleanup
(begin
(begin
(object_destroy chief)
(object_destroy chief)
(object_destroy regret)
(object_destroy regret)
(object_destroy throne_regret)
(object_destroy throne_regret)
(object_destroy cortana_base)
(object_destroy cortana_base)
)
)
)
)
(script static c05_intra1_scene_03
(script static c05_intra1_scene_03
(begin
(begin
(c05_intra1_03_setup)
(c05_intra1_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_03 none anchor_flag_intra1a)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_03 none anchor_flag_intra1a)
(custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_03 False anchor_intra1a)
(custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_03 False anchor_intra1a)
(custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_03 False anchor_intra1a)
(custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_03 False anchor_intra1a)
(sleep 50)
(sleep 50)
(object_destroy cortana)
(object_destroy cortana)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(c05_intra1_03_cleanup)
(c05_intra1_03_cleanup)
)
)
)
)
(script static c05_intra1
(script static c05_intra1
(begin
(begin
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(switch_bsp_by_name bsp_01)
(switch_bsp_by_name bsp_01)
(sleep 1)
(sleep 1)
(sound_class_set_gain "amb" 0 0)
(sound_class_set_gain "amb" 0 0)
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "vehicle" 0 0)
(c05_intra1_scene_01)
(c05_intra1_scene_01)
(c05_intra1_scene_02)
(c05_intra1_scene_02)
(c05_intra1_scene_03)
(c05_intra1_scene_03)
(sound_class_set_gain "amb" 0 15)
(sound_class_set_gain "amb" 0 15)
)
)
)
)
(script dormant c05_intra2_foley
(script dormant c05_intra2_foley
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1)
(print "c05_intra2 foley start")
(print "c05_intra2 foley start")
)
)
)
)
(script dormant c05_3010_cor
(script dormant c05_3010_cor
(begin
(begin
(sleep 275)
(sleep 275)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1)
(cinematic_subtitle c05_3010_cor 2)
(cinematic_subtitle c05_3010_cor 2)
)
)
)
)
(script dormant c05_3020_cor
(script dormant c05_3020_cor
(begin
(begin
(sleep 359)
(sleep 359)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1)
(cinematic_subtitle c05_3020_cor 2)
(cinematic_subtitle c05_3020_cor 2)
)
)
)
)
(script dormant c05_3030_cor
(script dormant c05_3030_cor
(begin
(begin
(sleep 513)
(sleep 513)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1)
(cinematic_subtitle c05_3030_cor 3)
(cinematic_subtitle c05_3030_cor 3)
)
)
)
)
(script dormant c05_intra2_dof
(script dormant c05_intra2_dof
(begin
(begin
(sleep 250)
(sleep 250)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(print "rack focus")
(print "rack focus")
(sleep 250)
(sleep 250)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant c05_intra2_cinematic_light
(script dormant c05_intra2_cinematic_light
(begin
(begin
(cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235)
(cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235)
(cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804)
(cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804)
(cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961)
(cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
)
)
)
)
(script dormant fleet_arrival
(script dormant fleet_arrival
(begin
(begin
(sleep 251)
(sleep 251)
(print "fleet arrival")
(print "fleet arrival")
(object_create_anew intra2_fleet)
(object_create_anew intra2_fleet)
)
)
)
)
(script static c05_intra2_setup
(script static c05_intra2_setup
(begin
(begin
(object_create chief)
(object_create chief)
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(cinematic_clone_players_weapon chief right_hand )
(cinematic_clone_players_weapon chief right_hand )
(wake c05_3010_cor)
(wake c05_3010_cor)
(wake c05_3020_cor)
(wake c05_3020_cor)
(wake c05_3030_cor)
(wake c05_3030_cor)
(wake c05_intra2_foley)
(wake c05_intra2_foley)
(wake fleet_arrival)
(wake fleet_arrival)
(wake c05_intra2_dof)
(wake c05_intra2_dof)
(wake c05_intra2_cinematic_light)
(wake c05_intra2_cinematic_light)
)
)
)
)
(script static c05_intra2
(script static c05_intra2
(begin
(begin
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(switch_bsp_by_name bsp_03)
(switch_bsp_by_name bsp_03)
(sleep 1)
(sleep 1)
(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)
(cinematic_lightmap_shadow_enable)
(cinematic_lightmap_shadow_enable)
(05_intra1_01_predict_stub)
(05_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(c05_intra2_setup)
(c05_intra2_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 05_intra2_01 none anchor_flag_outro)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 05_intra2_01 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 chief_01 False anchor_outro)
(custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 chief_01 False anchor_outro)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(object_destroy chief)
(object_destroy chief)
(object_destroy intra2_fleet)
(object_destroy intra2_fleet)
)
)
)
)
(script dormant c05_outro_score_01
(script dormant c05_outro_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1)
(print "c05_outro score 01 start")
(print "c05_outro score 01 start")
)
)
)
)
(script dormant c05_outro_foley_01
(script dormant c05_outro_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1)
(print "c05_outro foley 01 start")
(print "c05_outro foley 01 start")
)
)
)
)
(script dormant effect_dust_scrape
(script dormant effect_dust_scrape
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 240)
(sleep 240)
(print "effect - dust scrape")
(print "effect - dust scrape")
(object_create_anew outro_dust_scrape)
(object_create_anew outro_dust_scrape)
)
)
)
)
(script dormant c05_outro_01_dof
(script dormant c05_outro_01_dof
(begin
(begin
(sleep 55)
(sleep 55)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(print "rack fo
(print "rack fo
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 60) (global bool tower1_holo_trans False) (global bool tower1_holo_chant True) (global short bridges_sniper_count 3) (global bool miranda_pel_comment_done False) (global bool central_plat_pel_arrives False) (global real gondola_01_wake_state 0) (global real gondola_01_state 0) (global effe splashy effects\scenarios\solo\deltatemple\elevator_splash) (global bool tower3_cortana_cont False) (global bool tower3_done_blabbing False) (global bool elev_under_scene_gone False) (global bool sunken_holo_trans False) (global bool sunken_holo_chant True) (global short sunken_sniper_total 2) (global short sunken_hg_total 1) (global short sunken_jacks_total 2) (global bool sunken_save_again False) (global bool island_holo_trans False) (global bool island_holo_chant True) (global bool island_pelican_arrived False) (global real gondola_02_wake_state 0) (global real gondola_02_state 0) (global bool bossfight_chatter True) (global bool regret_dead False) (global short regret_times_dead 0) (global short hg_count 2) (global short hg_delay 600) (global script_object regret_corpse none) (global script_object regret_throne none) (global effe regret_teleport effects\gameplay\regret_teleport) (global effe regret_blood effects\contact\collision\blood_aoe\blood_aoe_human) (global short regret_lives 0) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 05_intra1_01_predict_stub (begin (wake 05_intra1_01_predict) ) ) (script static 05_intra1_02_predict_stub (begin (wake 05_intra1_02_predict) (print "just started 02 predict") ) ) (script static 05_intra1_03_predict_stub (begin (wake 05_intra1_03_predict) ) ) (script static 05_intra2_01_predict_stub (begin (wake 05_intra2_01_predict) ) ) (script static 05_outro_01_predict_stub (begin (wake 05_outro_01_predict) ) ) (script static 05_outro_02_predict_stub (begin (wake 05_outro_02_predict) ) ) (script static 05_outro_03_predict_stub (begin (wake 05_outro_03_predict) ) ) (script static 05_outro_04_predict_stub (begin (wake 05_outro_04_predict) ) ) (script static 05_outro_05_predict_stub (begin (wake 05_outro_05_predict) ) ) (script dormant c05_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1) (print "c05_intra1 score 01 start") ) ) (script dormant c05_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1) (print "c05_intra1 foley 01 start") ) ) (script dormant c05_2010_cor (begin (sleep 17) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1) (cinematic_subtitle c05_2010_cor 1) ) ) (script dormant c05_2020_cor (begin (sleep 135) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1) (cinematic_subtitle c05_2020_cor 1) (unit_set_emotional_state cortana angry 0.5 60) (print "cortana - angry .5 60") ) ) (script dormant c05_2030_cor (begin (sleep 200) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1) (cinematic_subtitle c05_2030_cor 3) ) ) (script dormant c05_2040_mas (begin (sleep 299) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1) (cinematic_subtitle c05_2040_mas 1) ) ) (script dormant c05_2050_por (begin (sleep 357) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1) (cinematic_subtitle c05_2050_por 8) ) ) (script dormant c05_2060_cor (begin (sleep 553) (unit_set_emotional_state cortana annoyed 0.25 60) (print "cortana - annoyed .25 60") (sleep 30) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1) (cinematic_subtitle c05_2060_cor 1) ) ) (script dormant c05_2070_mas (begin (sleep 622) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1) (cinematic_subtitle c05_2070_mas 2) ) ) (script dormant c05_2080_mir (begin (sleep 678) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in) (cinematic_subtitle c05_2080_mir 1) ) ) (script dormant cortana_appear (begin (sleep 98) (print "cortana appears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker) ) ) (script dormant c05_intra1_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting cortana True) (object_uses_cinematic_lighting regret True) ) ) (script static c05_intra1_02_problem_actors (begin (print "problem actors") (object_create_anew miranda) (object_create_anew johnson) (object_create_anew pilot) (object_create_anew pelican_01) (object_create_anew holo_index) (object_create_anew iac_bridge) (object_create_anew matte_horizon) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod pilot True) (object_cinematic_lod pelican_01 True) (object_cinematic_lod holo_index True) (object_cinematic_lod iac_bridge True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting iac_bridge True) (object_hide johnson True) (object_hide pilot True) (object_hide pelican_01 True) (object_hide matte_horizon True) ) ) (script static c05_intra1_01_setup (begin (object_create_anew chief) (object_create_anew cortana) (object_create_anew regret) (object_create_anew throne_regret) (object_cinematic_lod chief True) (object_cinematic_lod cortana True) (object_cinematic_lod regret True) (object_cinematic_lod throne_regret True) (cinematic_clone_players_weapon chief right_hand ) (objects_attach regret driver throne_regret driver_cinematic) (wake c05_2010_cor) (wake c05_2020_cor) (wake c05_2030_cor) (wake c05_2040_mas) (wake c05_2050_por) (wake c05_2060_cor) (wake c05_2070_mas) (wake c05_2080_mir) (wake c05_intra1_score_01) (wake c05_intra1_foley_01) (wake cortana_appear) (wake c05_intra1_cinematic_light_01) ) ) (script static c05_intra1_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) (05_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol) (sleep prediction_offset) (c05_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_01 none anchor_flag_intra1a) (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_01 False anchor_intra1a) (custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 regret_01 False anchor_intra1a) (sleep 5) (fade_in 1 1 1 15) (sleep 94) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_01 False anchor_intra1a) (sleep (- (camera_time) prediction_offset)) (05_intra1_02_predict_stub) (c05_intra1_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant c05_intra1_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1) (print "c05_intra1 foley 02 start") ) ) (script dormant c05_2090_mir (begin (unit_set_emotional_state miranda pensive 0.5 0) (print "miranda - pensive .5 0") (sleep 7) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1) (cinematic_subtitle c05_2090_mir 5) ) ) (script dormant c05_2100_mir (begin (sleep 162) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1) (cinematic_subtitle c05_2100_mir 7) ) ) (script dormant c05_2110_jon (begin (sleep 373) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop) (cinematic_subtitle c05_2110_jon 3) ) ) (script dormant c05_2120_mir (begin (sleep 455) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1) (cinematic_subtitle c05_2120_mir 2) ) ) (script dormant c05_2130_mir (begin (sleep 509) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1) (cinematic_subtitle c05_2130_mir 2) (texture_camera_off) (sleep 45) (unit_set_emotional_state miranda angry 0.25 60) (print "miranda - angry .25 60") ) ) (script dormant c05_2140_jon (begin (sleep 574) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop) (cinematic_subtitle c05_2140_jon 1) ) ) (script dormant intra1_texture_camera_on (begin (object_create_anew texture_camera) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 texture_camera_02 anchor_intra1b) (sleep 150) (print "texture camera on") (texture_camera_set_object_marker texture_camera marker 50) (object_hide johnson False) (object_hide pilot False) (object_hide pelican_01 False) (object_hide matte_horizon False) ) ) (script dormant c05_intra1_cinematic_light_02 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting index True) (object_uses_cinematic_lighting pelican_01 True) ) ) (script static c05_intra1_02_setup (begin (object_create_anew holo_library) (object_create_anew matte_horizon) (object_cinematic_lod holo_library True) (wake c05_2090_mir) (wake c05_2100_mir) (wake c05_2110_jon) (wake c05_2120_mir) (wake c05_2130_mir) (wake c05_2140_jon) (wake c05_intra1_foley_02) (wake intra1_texture_camera_on) (wake c05_intra1_cinematic_light_02) ) ) (script static c05_intra1_02_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy pilot) (object_destroy holo_index) (object_destroy holo_library) (object_destroy pelican_01) (object_destroy iac_bridge) (object_destroy texture_camera) (object_destroy matte_horizon) ) ) (script static c05_intra1_scene_02 (begin (c05_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_02 none anchor_flag_intra1b) (custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 miranda_02 False anchor_intra1b) (custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 johnson_02 False anchor_intra1b) (custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 marine01_02 False anchor_intra1b) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 bridge_02 anchor_intra1b) (scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 index_holo_human_02 anchor_intra1b) (scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 mount_doom_holo_02 anchor_intra1b) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 delta_horizon_02 anchor_intra1b) (custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 pelican_02 False anchor_intra1b) (sleep 30) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (05_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol) (sleep (camera_time)) (c05_intra1_02_cleanup) ) ) (script dormant c05_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1) (print "c05_intra1 foley 03 start") ) ) (script dormant c05_2150_mir (begin (unit_set_emotional_state cortana angry 0.5 0) (print "cortana - angry .5 0") (sleep 0) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop) (cinematic_subtitle c05_2150_mir 3) ) ) (script dormant c05_2160_mir (begin (sleep 99) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out) (cinematic_subtitle c05_2160_mir 2) ) ) (script dormant cortana_disappear (begin (sleep 35) (print "cortana disappears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker) ) ) (script dormant c05_intra1_cinematic_light_03 (begin (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) ) ) (script static c05_intra1_03_setup (begin (wake c05_2150_mir) (wake c05_2160_mir) (wake c05_intra1_foley_03) (wake c05_intra1_cinematic_light_03) (wake cortana_disappear) ) ) (script static c05_intra1_03_cleanup (begin (object_destroy chief) (object_destroy regret) (object_destroy throne_regret) (object_destroy cortana_base) ) ) (script static c05_intra1_scene_03 (begin (c05_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_03 none anchor_flag_intra1a) (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_03 False anchor_intra1a) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_03 False anchor_intra1a) (sleep 50) (object_destroy cortana) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intra1_03_cleanup) ) ) (script static c05_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_01) (sleep 1) (sound_class_set_gain "amb" 0 0) (sound_class_set_gain "vehicle" 0 0) (c05_intra1_scene_01) (c05_intra1_scene_02) (c05_intra1_scene_03) (sound_class_set_gain "amb" 0 15) ) ) (script dormant c05_intra2_foley (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1) (print "c05_intra2 foley start") ) ) (script dormant c05_3010_cor (begin (sleep 275) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1) (cinematic_subtitle c05_3010_cor 2) ) ) (script dormant c05_3020_cor (begin (sleep 359) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1) (cinematic_subtitle c05_3020_cor 2) ) ) (script dormant c05_3030_cor (begin (sleep 513) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1) (cinematic_subtitle c05_3030_cor 3) ) ) (script dormant c05_intra2_dof (begin (sleep 250) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 250) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c05_intra2_cinematic_light (begin (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (object_uses_cinematic_lighting chief True) ) ) (script dormant fleet_arrival (begin (sleep 251) (print "fleet arrival") (object_create_anew intra2_fleet) ) ) (script static c05_intra2_setup (begin (object_create chief) (object_cinematic_lod chief True) (cinematic_clone_players_weapon chief right_hand ) (wake c05_3010_cor) (wake c05_3020_cor) (wake c05_3030_cor) (wake c05_intra2_foley) (wake fleet_arrival) (wake c05_intra2_dof) (wake c05_intra2_cinematic_light) ) ) (script static c05_intra2 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_03) (sleep 1) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (05_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol) (sleep prediction_offset) (c05_intra2_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 05_intra2_01 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 chief_01 False anchor_outro) (fade_in 1 1 1 15) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (object_destroy chief) (object_destroy intra2_fleet) ) ) (script dormant c05_outro_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1) (print "c05_outro score 01 start") ) ) (script dormant c05_outro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1) (print "c05_outro foley 01 start") ) ) (script dormant effect_dust_scrape (begin (time_code_reset) (sleep 240) (print "effect - dust scrape") (object_create_anew outro_dust_scrape) ) ) (script dormant c05_outro_01_dof (begin (sleep 55) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 130) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c05_outro_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting carrier True) ) ) (script dormant c05_outro_problem_actors (begin (print "problem actors") (object_create_anew chief) (object_cinematic_lod chief True) ) ) (script static c05_outro_01_setup (begin (object_create_anew carrier) (object_cinematic_lod carrier True) (wake c05_outro_score_01) (wake c05_outro_foley_01) (wake effect_dust_scrape) (wake c05_outro_01_dof) (wake c05_outro_cinematic_light_01) (effect_new_on_object_marker effects\cinematics\05\covenant_beam carrier beam) ) ) (script static c05_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) (cinematic_lightmap_shadow_enable) (05_outro_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol) (wake c05_outro_problem_actors) (sleep prediction_offset) (c05_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_01 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_01 False anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_01 anchor_outro) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (05_outro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol) (sleep (camera_time)) ) ) (script dormant c05_outro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol none 1) (print "c05_outro foley 02 start") ) ) (script dormant effect_dust_land (begin (sleep 59) (print "effect - dust land") (object_create_anew outro_dust_land) ) ) (script static c05_outro_scene_02 (begin (wake c05_outro_foley_02) (wake effect_dust_land) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_02 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_02 False anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_02 anchor_outro) (sleep (- (camera_time) prediction_offset)) (05_outro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol) (sleep (camera_time)) ) ) (script dormant c05_outro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol none 1) (print "c05_outro foley 03 start") ) ) (script dormant c05_outro_fov_01 (begin (sleep 122) (camera_set_field_of_view 7 0) ) ) (script static c05_outro_03_setup (begin (wake c05_outro_foley_03) (wake c05_outro_fov_01) ) ) (script static c05_outro_scene_03 (begin (c05_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_03 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_03 False anchor_outro) (sleep (- (camera_time) prediction_offset)) (05_outro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol) (sleep (camera_time)) ) ) (script dormant c05_outro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol none 1) (print "c05_outro foley 04 start") ) ) (script static c05_outro_scene_04 (begin (wake c05_outro_foley_04) (object_create_anew outro_beam) (print "start beam") (camera_set_field_of_view 60 0) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_04 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_04 False anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_04 anchor_outro) (sleep (- (camera_time) prediction_offset)) (05_outro_05_predict_stub) (sleep (- (camera_time) 1)) (fade_out 0 0 0 0) (sleep 60) (object_destroy outro_beam) ) ) (script dormant x07_0220_grv (begin (sleep 207) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0220_grv none 1) (cinematic_subtitle x07_0220_grv 7) ) ) (script dormant x07_0230_grv (begin (sleep 426) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0230_grv none 1) (cinematic_subtitle x07_0230_grv 6) ) ) (script dormant c05_outro_bubbles (begin (object_create_anew bubbles_01) (objects_attach chief bubbles_01 ) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles01) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles04) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles06) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles08) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles09) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles11) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles12) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles14) ) ) (script dormant c05_outro_caustic (begin (time_code_reset) (sleep 127) (print "create caustic light") (object_create_anew_containing "caustic_light") ) ) (script dormant c05_outro_cinematic_light_05 (begin (cinematic_lighting_set_primary_light 54 138 0.129412 0.121569 0.0705882) (cinematic_lighting_set_secondary_light -46 238 0.0705882 0.160784 0.329412) (cinematic_lighting_set_ambient_light 0.0901961 0.129412 0.219608) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting rubble True) (object_uses_cinematic_lighting tentacle_capture_01 True) (object_uses_cinematic_lighting tentacle_capture_02 True) ) ) (script static c05_outro_05_setup (begin (object_create_anew rubble) (object_create_anew tentacle_capture_01) (object_create_anew tentacle_capture_02) (wake x07_0220_grv) (wake x07_0230_grv) (wake c05_outro_cinematic_light_05) (wake c05_outro_bubbles) (wake c05_outro_caustic) ) ) (script static c05_outro_05_cleanup (begin (object_destroy chief) (object_destroy rubble) (object_destroy carrier) (object_destroy_containing "caustic_light") (object_destroy_containing "tentacle") (object_destroy_containing "bubbles") ) ) (script static c05_outro_scene_05 (begin (c05_outro_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_05 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_05 False anchor_outro) (scenery_animation_start_relative rubble objects\cinematics\effects\05_outro_rubble\05_outro_rubble 05_outro_05 anchor_outro) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle1_05 anchor_outro) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle2_05 anchor_outro) (fade_in 0 0 0 60) (sleep (- (camera_time) 30)) (fade_out 0 0 0 60) (sleep 60) (c05_outro_05_cleanup) (cinematic_lightmap_shadow_disable) ) ) (script static c05_outro (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_03) (sleep 1) (c05_outro_scene_01) (c05_outro_scene_02) (c05_outro_scene_03) (c05_outro_scene_04) (c05_outro_scene_05) ) ) (script command long_pause (begin (cs_abort_on_alert True) (sleep_forever) ) ) (script command forever_pause (begin (cs_pause -1) ) ) (script command abort (begin (cs_pause 0.1) ) ) (script dormant 05b_title0 (begin (cinematic_fade_from_white_bars) (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05b_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05b_title1_alt (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2alt) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05b_title2 (begin (cinematic_fade_from_white_bars) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_towers_set (begin (sleep 30) (print "new objective set:") (print "make your way through the first set of towers.") (objectives_show_up_to 0) ) ) (script dormant objective_towers_clear (begin (print "objective complete:") (print "make your way through the first set of towers.") (objectives_finish_up_to 0) ) ) (script dormant objective_gondola1_set (begin (sleep 30) (print "new objective set:") (print "ride the gondola to the far towers.") (objectives_show_up_to 1) ) ) (script dormant objective_gondola1_clear (begin (print "objective complete:") (print "ride the gondola to the far towers.") (objectives_finish_up_to 1) ) ) (script dormant objective_sunken_set (begin (sleep 30) (print "new objective set:") (print "pass through the submerged structures.") (objectives_show_up_to 2) ) ) (script dormant objective_sunken_clear (begin (print "objective complete:") (print "pass through the submerged structures.") (objectives_finish_up_to 2) ) ) (script dormant objective_temple_set (begin (sleep 30) (print "new objective set:") (print "reach the main temple.") (objectives_show_up_to 3) ) ) (script dormant objective_temple_clear (begin (print "objective complete:") (print "reach the main temple.") (objectives_finish_up_to 3) ) ) (script dormant objective_regret_set (begin (sleep 30) (print "new objective set:") (print "kill the prophet of regret, and escape.") (objectives_show_up_to 4) ) ) (script dormant objective_regret_clear (begin (print "objective complete:") (print "kill the prophet of regret, and escape.") (objectives_finish_up_to 4) ) ) (script dormant music_05b_01_start (begin (print "music 05b_01 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_01 none 1) ) ) (script dormant music_05b_01_stop (begin (print "music 05b_01 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_01) ) ) (script dormant music_05b_02_start (begin (print "music 05b_02 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_02 none 1) ) ) (script dormant music_05b_02_stop (begin (print "music 05b_02 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_02) ) ) (script dormant music_05b_03_start (begin (print "music 05b_03 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_03 none 1) ) ) (script dormant music_05b_03_stop (begin (print "music 05b_03 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_03) ) ) (script dormant music_05b_04_start (begin (print "music 05b_04 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_04 none 1) ) ) (script dormant music_05b_04_stop (begin (print "music 05b_04 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_04) ) ) (script dormant music_05b_05_start (begin (print "music 05b_05 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_05 none 1) ) ) (script dormant music_05b_06_start (begin (print "music 05b_06 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_06 none 1) ) ) (script dormant music_05b_06_stop (begin (print "music 05b_06 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_06) ) ) (script dormant music_05b_07_start (begin (print "music 05b_07 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_07 none 1) ) ) (script dormant music_05b_08_start (begin (print "music 05b_08 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_08 none 1) ) ) (script dormant music_05b_09_start (begin (print "music 05b_09 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_09 none 1) ) ) (script dormant music_05b_09_start_alt (begin (print "music 05b_09 start alt") (sound_looping_set_alternate scenarios\solo\05b_deltatowers\05b_music\05b_09 True) ) ) (script dormant music_05b_09_stop (begin (print "music 05b_09 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_09) ) ) (script dormant music_05b_10_start (begin (print "music 05b_10 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_10 none 1) ) ) (script dormant music_05b_10_stop (begin (print "music 05b_10 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_10) ) ) (script dormant kill_volumes (begin (kill_volume_disable kill_no_riders_up) (kill_volume_disable kill_bsp03) (kill_volume_disable kill_temple_wings) (sleep_until (= (structure_bsp_index) 2)) (kill_volume_enable kill_bsp03) (kill_volume_enable kill_temple_wings) (kill_volume_disable kill_bsp01_01) (kill_volume_disable kill_bsp01_02) ) ) (script dormant tower1_holo_looper (begin (sleep_until (begin (begin_random (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret01 3000)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret01 3001)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret01 3002)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret01 3003)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret01 3004)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret01 3005)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret01 3006)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) ) False) ) ) ) (script static prep_return_from_intro (begin (object_create_anew in_game_throne) (object_create_anew regret01) (objects_attach in_game_throne driver regret01 ) (ai_disregard regret01 True) (ai_place initial_allies 2) (object_teleport (player0) tower1_player0) (object_teleport (player1) tower1_player1) ) ) (script dormant tower1_cortana_comment (begin (sleep_until (or (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True)) 30 300) (ai_dialogue_enable False) (sleep 60) (if (and (= (volume_test_objects vol_tower1_exit (players)) False) (= (volume_test_objects vol_tower1_exit_01 (players)) False) (= (volume_test_objects vol_tower1_exit_02 (players)) False) (> (player_count) 0)) (begin (print "cortana: 'you know, i think the forerunners built these new structures...'") (print "'...around the old - to protect them, honor them...'") (sleep (ai_play_line_on_object none 0810)) (sleep 30) (print "'pure speculation, mind you. i'd need to make a thorough survey to be sure.'") (sleep (ai_play_line_on_object none 0820)) )) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant tower1_start (begin (data_mine_set_mission_segment "05b_1_tower1") (game_save_immediate) (sleep 90) (ai_place tower1_buggers_01 4) (sleep 90) (if (difficulty_legendary) (ai_place tower1_elites_01 2) (ai_place tower1_elites_01 1)) (wake tower1_holo_looper) (sleep_until (or (< (ai_living_count tower1_enemies) 3) (= (volume_test_objects vol_tower1_upper (players)) True) (= (volume_test_objects vol_tower1_upper_right (players)) True))) (ai_place tower1_buggers_02 (- 4 (ai_living_count tower1_buggers_01))) (sleep_until (or (< (ai_living_count tower1_enemies) 2) (= (volume_test_objects vol_tower1_upper_right (players)) True))) (if (difficulty_legendary) (ai_place tower1_elites_02 (- 2 (ai_living_count tower1_elites_01))) (ai_place tower1_elites_02 (- 1 (ai_living_count tower1_elites_01)))) (sleep_until (or (< (ai_living_count tower1_enemies) 1) (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True) (= (volume_test_objects vol_tower1_roof (players)) True))) (game_save) (wake tower1_cortana_comment) (sleep 60) (wake music_05b_01_start) ) ) (script command tower1_escape (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest bridges) ) ) (script dormant cortana_bridge_reminder (begin (sleep_until (or (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_central_platform (players)) True)) 30 8000) (if (and (= (volume_test_objects vol_tower2_ext_entry (players)) False) (= (volume_test_objects vol_central_platform (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'there's some sort of transport-system on the far side...'") (print "'...of that center platform. let's check it out.'") (sleep (ai_play_line_on_object none 0860)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant bridges_start (begin (ai_disposable tower1_enemies True) (data_mine_set_mission_segment "05b_2_bridges") (ai_renew all_allies) (game_save) (if (difficulty_heroic) (set bridges_sniper_count 4)) (if (difficulty_legendary) (set bridges_sniper_count 5)) (begin_random (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_01 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_02 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_03 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_04 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_05 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_06 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) ) (ai_place bridge_elites_01 1) (ai_place bridge_elites_02 1) (ai_place bridge_grunts_01 2) (ai_set_orders all_allies tower1_ext_allies) (cs_run_command_script all_allies tower1_escape) (wake cortana_bridge_reminder) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (game_save) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_grunts_02 (- 3 (ai_living_count bridge_grunts_01)))) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_elites_03 1)) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_bridge_far_half (players)) True))) (game_save) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_grunts_03 (- 2 (ai_living_count bridge_grunts_02)))) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_jackals_07 1)) (sleep_until (or (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (ai_set_orders all_allies bridge_allies) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (game_save) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_grunts_04 (- 2 (ai_living_count bridge_grunts_03)))) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_elites_04 1)) (sleep_until (= (volume_test_objects vol_tower2_ext_entry (players)) True)) (game_save) (ai_set_orders all_allies tower2_ext_allies_01) ) ) (script dormant tower2_cortana_comment (begin (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_tower2_ext_exit (players)) True) (= (volume_test_objects vol_tower2_exit_mid (players)) True)) 30 300) (ai_dialogue_enable False) (sleep 60) (if (and (= (volume_test_objects vol_tower2_exit (players)) False) (= (volume_test_objects vol_tower2_ext_exit (players)) False) (= (volume_test_objects vol_tower2_exit_mid (players)) True) (> (player_count) 0)) (begin (print "cortana: 'i wish i had time to decipher these inscriptions.'") (sleep (ai_play_line_on_object none 0870)) (sleep 60) (print "'the forerunners revered this place - that much is clear.'") (sleep (ai_play_line_on_object none 0880)) (sleep 60) (print "'but was it a temple? a university? i can't say...'") (sleep (ai_play_line_on_object none 0890)) )) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant tower2_start (begin (sleep_until (or (= (volume_test_objects vol_tower2_entry (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True))) (ai_disposable bridge_enemies True) (data_mine_set_mission_segment "05b_3_tower2") (ai_renew all_allies) (wake music_05b_01_stop) (game_save) (ai_place tower2_jackals_01 2) (ai_place tower2_grunts_01 2) (ai_place tower2_grunts_02 2) (sleep_until (= (volume_test_objects vol_in_tower2 (players)) True)) (ai_set_orders all_allies tower2_allies) (sleep_until (or (< (ai_living_count tower2_enemies) 3) (= (volume_test_objects vol_tower2_by_exit (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True))) (game_save) (ai_place tower2_jackals_02 (- 2 (ai_living_count tower2_jackals_01))) (sleep_until (or (<= (ai_living_count tower2_enemies) 0) (= (volume_test_objects vol_tower2_exit (players)) True))) (game_save) (wake tower2_cortana_comment) ) ) (script dormant miranda_pelican_comment (begin (ai_dialogue_enable False) (sleep 60) (print "miranda: 'cortana? the covenant's getting nosy.'") (print "'i don't want to give away my position,'") (print "'so i'm re-routing a few stragglers back to you.'") (sleep (ai_play_line_on_object none 0830)) (sleep 30) (print "'i apologize. these pelicans are all the support you're going to get.'") (sleep (ai_play_line_on_object none 0840)) (sleep 60) (print "'understood, ma'am.'") (sleep (ai_play_line_on_object none 0850)) (set miranda_pel_comment_done True) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant gondola_01_cortana_warn (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'a gondola's launching from the far towers!'") (print "'big surprise: it's full of covenant reinforcements!'") (sleep (ai_play_line_on_object none 0900)) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant gondola_01_cortana_comment (begin (if (and (= (volume_test_objects vol_gondola_01 (players)) False) (> (player_count) 0) (= (ai_trigger_test "done_fighting" central_platform_enemies) True) (= (ai_trigger_test "done_fighting" gondola_01_enemies) True)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'well, they were nice enough to bring us a ride.'") (sleep (ai_play_line_on_object none 0910)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant gondola_01_cortana_reminder (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'this gondola won't bring us all the way to the main-temple,'") (print "'but it'll get us close. let's get on-board.'") (sleep (ai_play_line_on_object none 0950)) (sleep 30) (ai_dialogue_enable True) ) ) (script command gondola_01_ally_comment (begin (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally_01: 'all aboard!'") (cs_play_line 0920) (cs_switch ally02) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (sleep 5) (print "ally_02: 'i'll drive!'") (cs_play_line 0930) (cs_switch ally01) (sleep 15) (print "ally_01: 'what's to drive? it comes here. it goes there.'") (cs_play_line 0940) ) ) (script dormant hunter_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a01) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a02) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) False) (ai_set_blind central_platform_hunters False) ) ) (script command central_platform_dropship (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/ph_01_0 10) (cs_fly_by bsp1_airspace/ph_01_1 10) (cs_vehicle_boost False) (cs_fly_by bsp1_airspace/ph_01_2 5) (cs_vehicle_speed 0.5) (wake hunter_drop) (cs_fly_to bsp1_airspace/ph_01_2 1) (sleep_until (< (ai_living_count central_platform_phantom) 2)) (sleep 60) (cs_fly_to_and_face bsp1_airspace/ph_01_3 bsp1_airspace/ph_01_1 1) (cs_vehicle_speed 1) (cs_fly_by bsp1_airspace/ph_01_1 5) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/ph_01_0 20) (cs_fly_by bsp1_airspace/ph_01_x 40) (ai_erase central_platform_phantom) ) ) (script command central_platform_pelican_path (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by bsp1_airspace/p0 2) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/pel0 20) (cs_fly_by bsp1_airspace/pel1 20) (cs_vehicle_boost False) (cs_fly_by bsp1_airspace/pel3 10) (cs_vehicle_speed 0.5) (cs_fly_by bsp1_airspace/pel4 5) (set central_plat_pel_arrives True) (cs_vehicle_speed 0.3) (cs_fly_to bsp1_airspace/pel4 1) (ai_place central_plat_pelican_allies (- 2 (ai_living_count allies_infantry))) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p (ai_actors central_plat_pelican_allies)) (cs_fly_to bsp1_airspace/pel5 1) (vehicle_unload (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p) (sleep_until (< (ai_living_count central_plat_pelican) 4)) (sleep 60) (cs_vehicle_speed 0.5) (cs_fly_to_and_face bsp1_airspace/pel4 bsp1_airspace/pel3 1) (cs_fly_by bsp1_airspace/pel3 2) (cs_vehicle_speed 1) (cs_fly_by bsp1_airspace/pel2 2) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/pel2 20) (cs_fly_by bsp1_airspace/pel1 20) (cs_fly_by bsp1_airspace/pel0 20) (cs_vehicle_boost False) (cs_fly_by bsp1_airspace/pelx 5) (ai_erase central_plat_pelican) ) ) (script dormant central_platform_pelican (begin (ai_place central_plat_pelican 1) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) True) (cs_run_command_script central_plat_pelican/pilot central_platform_pelican_path) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (= central_plat_pel_arrives True) )) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script static short_central_plat_pel (begin (ai_place central_plat_pelican 1) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) True) (cs_run_command_script central_plat_pelican/pilot central_platform_pelican_path) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (= central_plat_pel_arrives True) )) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script dormant central_plat_ph_go (begin (ai_place central_platform_hunters 2) (ai_place central_platform_phantom 1) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a (ai_actors central_platform_hunters)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (cs_run_command_script central_platform_phantom/pilot central_platform_dropship) (sleep 4000) (object_destroy (ai_vehicle_get_from_starting_location central_platform_phantom/pilot)) ) ) (script dormant gondola_01_wake (begin (sleep_until (begin (if (and (> (device_get_position gondola_01_a) 0.37) (< (device_get_position gondola_01_a) 0.59) (> (device_get_position gondola_01_a) gondola_01_wake_state)) (begin (object_clear_function_variable gondola_01_a wake_forward) (object_clear_function_variable gondola_01_a wake_backward) (object_set_function_variable gondola_01_a wake_backward 1 1) (object_clear_function_variable gondola_01_b wake_forward) (object_clear_function_variable gondola_01_b wake_backward) (object_set_function_variable gondola_01_b wake_backward 1 1) )) (if (and (> (device_get_position gondola_01_a) 0.37) (< (device_get_position gondola_01_a) 0.59) (< (device_get_position gondola_01_a) gondola_01_wake_state)) (begin (object_clear_function_variable gondola_01_a wake_forward) (object_clear_function_variable gondola_01_a wake_backward) (object_set_function_variable gondola_01_a wake_forward 1 1) (object_clear_function_variable gondola_01_b wake_forward) (object_clear_function_variable gondola_01_b wake_backward) (object_set_function_variable gondola_01_b wake_forward 1 1) )) (if (or (= (device_get_position gondola_01_a) gondola_01_wake_state) (< (device_get_position gondola_01_a) 0.37) (> (device_get_position gondola_01_a) 0.59)) (begin (object_clear_function_variable gondola_01_a wake_forward) (object_clear_function_variable gondola_01_a wake_backward) (object_clear_function_variable gondola_01_b wake_forward) (object_clear_function_variable gondola_01_b wake_backward) )) (set gondola_01_wake_state (device_get_position gondola_01_a)) (= (device_get_position gondola_01_a) 0) )) ) ) (script dormant central_platform_start (begin (ai_disposable tower2_enemies True) (data_mine_set_mission_segment "05b_4_central_platform") (ai_renew all_allies) (game_save) (ai_place tower3_turrets 2) (objects_attach gondola_01_b control_back gondola_01_switch_front ) (objects_attach gondola_01_a control_back gondola_01_switch_back ) (device_set_position gondola_01_launch_a 1) (device_set_position gondola_01_launch_b 1) (device_set_position gondola_01_a 0.5) (device_set_position gondola_01_b 0.5) (ai_place central_platform_elites_01 1) (ai_place central_platform_elites_02 1) (ai_place central_platform_jackals_01 2) (ai_place central_platform_jackals_02 2) (ai_set_orders all_allies tower2_ext_allies_02) (sleep_until (or (= (volume_test_objects vol_near_gondola_01 (players)) True) (= (volume_test_objects vol_central_platform (players)) True)) 30 150) (wake gondola_01_wake) (sleep_until (or (= (volume_test_objects vol_near_gondola_01 (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (ai_set_orders all_allies central_platform_allies) (sleep_until (< (ai_living_count central_platform_enemies) 2) 30 4000) (sleep_until (= (ai_trigger_test "done_fighting" central_platform_enemies) True)) (game_save) (wake central_plat_ph_go) (sleep 450) (game_save) (sleep_until (or (> (ai_living_count central_platform_hunters) 0) (< (ai_living_count central_platform_phantom) 1))) (sleep_until (< (ai_living_count central_platform_hunters) 1)) (sleep 30) (wake music_05b_02_start) (sleep 60) (wake miranda_pelican_comment) (sleep_until (= miranda_pel_comment_done True)) (game_save) (wake central_platform_pelican) (ai_place gondola_01_elite_riders 2) (ai_place gondola_01_grunt_riders 3) (device_set_position gondola_01_a 1) (device_set_position gondola_01_b 1) (sleep_until (> (device_get_position gondola_01_a) 0.75)) (wake gondola_01_cortana_warn) (sleep_until (= (device_get_position gondola_01_a) 1)) (object_dynamic_simulation_disable gondola_01_a True) (object_dynamic_simulation_disable gondola_01_b True) (device_set_position gondola_01_launch_a 0) (device_set_position gondola_01_launch_b 0) (device_group_change_only_once_more_set gondola_01_switch True) (ai_set_orders gondola_01_grunt_riders gondola_01_landing_01) (game_save) (wake music_05b_03_start) (sleep_until (or (= (volume_test_objects vol_near_gondola_01 (players)) True) (< (ai_living_count gondola_01_enemies) 3))) (ai_place gondola_01_jackal_riders 2) (sleep_until (or (<= (ai_living_count gondola_01_jackal_riders) 0) (= (volume_test_objects vol_gondola_01 (players)) True)) 30 4000) (ai_set_orders gondola_01_elite_riders gondola_01_landing_03) (sleep_until (or (= (volume_test_objects vol_gondola_01 (players)) True) (and (<= (ai_living_count gondola_01_enemies) 0) (<= (ai_living_count central_platform_enemies) 0) (<= (ai_living_count bridge_enemies) 0))) 30 4000) (sleep 30) (wake gondola_01_cortana_comment) (sleep 150) (ai_scene gondola_01_allies_scene gondola_01_ally_comment all_allies) (ai_set_orders all_allies gondola_01_allies) (game_save) (sleep_until (= (volume_test_objects vol_gondola_01 (players)) True) 30 1800) (if (and (= (volume_test_objects vol_gondola_01 (players)) False) (> (player_count) 0)) (begin (wake gondola_01_cortana_reminder) )) ) ) (script static short_central_plat_ph (begin (device_set_position_immediate gondola_01_a 0.5) (device_set_position_immediate gondola_01_b 0.5) (ai_place central_platform_hunters 2) (ai_place central_platform_phantom 1) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a (ai_actors central_platform_hunters)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (cs_run_command_script central_platform_phantom/pilot central_platform_dropship) (sleep 4000) (object_destroy (ai_vehicle_get_from_starting_location central_platform_phantom/pilot)) ) ) (script dormant assassin_ice_cream (begin (sleep_until (= (volume_test_objects_all vol_assassins (players)) False)) (object_create assassins) (ai_place assassin_elites) (ai_set_active_camo assassin_elites True) (cs_run_command_script assassin_elites forever_pause) (custom_animation_loop (unit (list_get (ai_actors assassin_elites) 0)) objects\characters\elite\elite combat:sword:berserk True) (custom_animation_loop (unit (list_get (ai_actors assassin_elites) 1)) objects\characters\elite\elite combat:sword:berserk True) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 2) ) ) (script command gondola_01_jumper_01 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 2 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 95 1 0) (cs_jump 45 7) ) ) (script command gondola_01_jumper_02 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 2.75 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 90 1 0) (cs_jump 45 7.5) ) ) (script command gondola_01_jumper_03 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 3.5 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 85 1 0) (cs_jump 45 8) ) ) (script command gondola_01_jumper_04 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 4.25 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 75 1 0) (cs_jump 45 8.5) ) ) (script dormant gondola_01_buggers_board (begin (sleep 150) (ai_place gondola_01_bugs_new 4) ) ) (script dormant gondola_01_go_reminder (begin (sleep_until (> (device_group_get gondola_01_switch) 0) 30 1800) (if (= (device_group_get gondola_01_switch) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'if you hit the activation-switch, it should drive itself.'") (sleep (ai_play_line_on_object none 0960)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (> (device_group_get gondola_01_switch) 0) 30 900) (if (= (device_group_get gondola_01_switch) 0) (begin (activate_team_nav_point_object default player gondola_01_switch_back 0) (sleep_until (< (device_get_position gondola_01_a) 1)) (deactivate_team_nav_point_object player gondola_01_switch_back) )) ) ) (script command gondola_01_boarders_warn (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'whoa! we got boarders!'") (cs_play_line 0970) ) ) (script dormant gondola_01_cortana_arch (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'this lake couldn't have been formed by volcanic action -'") (print "'which means it was either built this way on purpose,'") (print "'or was created by some other cataclysmic event.'") (sleep (ai_play_line_on_object none 0980)) (sleep 30) (print "cortana: 'sorry. were you trying to kill something?'") (sleep (ai_play_line_on_object none 0990)) (sleep 30) (ai_dialogue_enable True) (game_save) ) ) (script command gondola_01_retreat (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by bsp1_airspace/ph_02_4 2) (cs_fly_to bsp1_airspace/ph_02_x 2) (ai_erase gondola_01_phantom) ) ) (script dormant gondola_01_unload (begin (sleep 90) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_a01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_a02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_a03) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_b01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_b02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_b03) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_c01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_c02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_c03) (sleep 90) (cs_run_command_script gondola_01_phantom/pilot gondola_01_retreat) ) ) (script command gondola_01_flight (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by bsp1_airspace/ph_02_0 2) (cs_fly_by bsp1_airspace/ph_02_1 2) (cs_fly_to_and_face bsp1_airspace/ph_02_2 bsp1_airspace/ph_02_3) (cs_vehicle_speed 0.3) (wake gondola_01_unload) (cs_fly_to bsp1_airspace/ph_02_3) ) ) (script dormant gondola_01_phantom_arrives (begin (ai_place gondola_01_elite_boarders 2) (ai_place gondola_01_grunt_boarders_01 2) (ai_place gondola_01_grunt_boarders_02 2) (ai_place gondola_01_phantom 1) (vehicle_load_magic (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p (ai_actors gondola_01_grunt_boarders_01)) (vehicle_load_magic (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p (ai_actors gondola_01_elite_boarders)) (vehicle_load_magic (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p (ai_actors gondola_01_grunt_boarders_02)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) True) (cs_run_command_script gondola_01_phantom/pilot gondola_01_flight) (sleep_until (< (ai_living_count gondola_01_phantom) 2)) (sleep_until (and (<= (ai_living_count gondola_01_grunt_boarders_01) 0) (<= (ai_living_count gondola_01_grunt_boarders_02) 0))) (ai_set_orders gondola_01_elite_boarders gondola_01_all) ) ) (script command tower3_turret_mount_01 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to tower3/left) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location tower3_turrets/left)) (cs_enable_targeting True) (cs_shoot True) (sleep 120) (if (= (vehicle_test_seat (ai_vehicle_get_from_starting_location tower3_turrets/left) c_turret_ap_d (unit (ai_get_object ai_current_actor))) True) (cs_set_behavior guard)) ) ) (script command tower3_turret_mount_02 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to tower3/right) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location tower3_turrets/right)) (cs_enable_targeting True) (cs_shoot True) (sleep 120) (if (= (vehicle_test_seat (ai_vehicle_get_from_starting_location tower3_turrets/right) c_turret_ap_d (unit (ai_get_object ai_current_actor))) True) (cs_set_behavior guard)) ) ) (script dormant tower3_turret_reman (begin (sleep 300) (sleep_until (begin (sleep (random_range 30 90)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/right)) 0) (= (volume_test_objects vol_tower3_entry (players)) False) (> (player_count) 0) (< (ai_spawn_count tower3_dock_grunts) 5) (< (ai_living_count tower3_dock_grunts) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location tower3_turrets/right) c_turret_ap_d (ai_actors all_enemies)) False)) (begin (ai_place tower3_dock_grunts 1) (cs_run_command_script tower3_dock_grunts tower3_turret_mount_02) )) (sleep (random_range 30 90)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/left)) 0) (= (volume_test_objects vol_tower3_entry (players)) False) (> (player_count) 0) (< (ai_spawn_count tower3_dock_grunts) 5) (< (ai_living_count tower3_dock_grunts) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location tower3_turrets/left) c_turret_ap_d (ai_actors all_enemies)) False)) (begin (ai_place tower3_dock_grunts 1) (cs_run_command_script tower3_dock_grunts tower3_turret_mount_01) )) (or (= (volume_test_objects vol_tower3_entry (player0) ) True) (and (<= (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/right)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/left)) 0))) )) ) ) (script dormant tower3_dock_above (begin (sleep_until (or (<= (ai_living_count tower3_dock_snipers) 0) (= (device_get_position gondola_01_a) 0))) (if (> (device_get_position gondola_01_a) 0) (ai_place tower3_dock_snipers 2)) ) ) (script dormant gondola_01_nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors tower_cluster_enemies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors tower_cluster_enemies) 0)) 30)) (object_destroy (list_get (ai_actors tower_cluster_enemies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors tower_cluster_enemies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors tower_cluster_enemies) 1)) 30)) (object_destroy (list_get (ai_actors tower_cluster_enemies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors tower_cluster_enemies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors tower_cluster_enemies) 2)) 30)) (object_destroy (list_get (ai_actors tower_cluster_enemies) 2))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 30)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 30)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 30)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (< (device_get_position gondola_01_a) 0.25) )) ) ) (script dormant gondola_01_restarter (begin (sleep_until (begin (set gondola_01_state (device_get_position gondola_01_a)) (if (and (= (volume_test_objects_all vol_gondola_01_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_01_a 0) (device_set_position gondola_01_b 0) ) (begin (device_set_position gondola_01_a gondola_01_state) (device_set_position gondola_01_b gondola_01_state) )) (< (device_get_position gondola_01_a) 0.4) )) ) ) (script dormant gondola_01_reverser (begin (sleep_until (begin (if (and (= (volume_test_objects_all vol_gondola_01_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_01_a 0) (device_set_position gondola_01_b 0) ) (begin (device_set_position gondola_01_a 0.54) (device_set_position gondola_01_b 0.54) )) (< (device_get_position gondola_01_a) 0.4) )) ) ) (script dormant tower_cluster_delete (begin (sleep_until (= (objects_can_see_flag (players) tower_cluster 45) False) 30 300) (garbage_collect_unsafe) (object_destroy_containing "tower_cluster_") ) ) (script dormant gondola_01_start (begin (sleep_until (= (volume_test_objects vol_gondola_01 (players)) True)) (ai_disposable central_platform_enemies True) (data_mine_set_mission_segment "05b_5_gondola_01") (ai_renew all_allies) (wake objective_towers_clear) (wake objective_gondola1_set) (wake gondola_01_go_reminder) (game_save) (sleep_until (> (device_group_get gondola_01_switch) 0)) (device_set_power gondola_01_switch_back 0) (wake music_05b_02_stop) (wake music_05b_03_stop) (wake tower_cluster_delete) (sleep_until (and (= (volume_test_objects_all vol_gondola_01 (players)) True) (> (player_count) 0))) (object_dynamic_simulation_disable gondola_01_a False) (object_dynamic_simulation_disable gondola_01_b False) (wake 05b_title1) (device_set_position gondola_01_launch_a 1) (device_set_position gondola_01_launch_b 1) (device_set_position gondola_01_a 0.54) (device_set_position gondola_01_b 0.54) (game_save) (wake gondola_01_buggers_board) (sleep_until (< (device_get_position gondola_01_a) 0.85)) (game_save) (ai_place gondola_01_b_elites 2) (ai_place gondola_01_b_buggers (- 4 (ai_living_count gondola_01_bugs_new))) (ai_place tower3_dock_grunts 2) (cs_run_command_script tower3_dock_grunts/1 tower3_turret_mount_01) (cs_run_command_script tower3_dock_grunts/2 tower3_turret_mount_02) (wake gondola_01_nuke) (wake tower3_turret_reman) (sleep_until (< (device_get_position gondola_01_a) 0.7)) (wake gondola_01_cortana_arch) (sleep_until (= (device_get_position gondola_01_a) 0.54)) (game_save) (ai_place tower3_dock_snipers 2) (wake tower3_dock_above) (ai_set_orders gondola_01_b_buggers gondola_01_all) (object_dynamic_simulation_disable gondola_01_a True) (object_dynamic_simulation_disable gondola_01_b True) (sleep_until (< (+ (ai_living_count gondola_01_b_elites) (ai_living_count gondola_01_b_buggers)) 1) 30 1800) (sleep_until (= (ai_trigger_test "done_fighting" gondola_01_enemies) True) 30 1800) (sleep 60) (game_save) (object_dynamic_simulation_disable gondola_01_a False) (object_dynamic_simulation_disable gondola_01_b False) (wake music_05b_04_start) (wake gondola_01_reverser) (sleep_until (< (device_get_position gondola_01_a) 0.25)) (game_save) (sleep_until (= (device_get_position gondola_01_a) 0)) (game_save) (device_set_position gondola_01_launch_a 0) (device_set_position gondola_01_launch_b 0) (ai_place tower3_dock_jackals 2) (wake music_05b_04_stop) (if (difficulty_legendary) (wake assassin_ice_cream)) (sleep_until (and (= (device_get_position gondola_01_a) 0) (= (volume_test_objects_all vol_gondola_01 (players)) False) (> (player_count) 0))) (object_dynamic_simulation_disable gondola_01_a True) (object_dynamic_simulation_disable gondola_01_b True) (ai_set_orders all_allies tower3_allies) (game_save) ) ) (script static cam_shake (begin (player_effect_set_max_rotation 0 2 2) (player_effect_set_max_rumble 1 1) (player_effect_start 0.5 0) (player_effect_stop 1) ) ) (script static godownfast (begin (device_set_position_track elev_under transition_1to2 0) (device_animate_position elev_under 0.135 1 1 1 False) ) ) (script static nowcomeup (begin (device_animate_position elev_under 0 15 1 1 False) ) ) (script static go1to2 (begin (device_set_position_track elev_under transition_1to2 0) (device_animate_position elev_under 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_under) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_under (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_under (player1) ) False) (> (player_count) 0)) (begin (object_teleport (player1) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (switch_bsp 3) (sleep_until (= (structure_bsp_index) 3)) (device_animate_position elev_under 1 60 1 1 False) (sleep_until (> (device_get_position elev_under) 0.122) 1) (effect_new splashy splash_01) (effect_new splashy splash_02) (effect_new splashy splash_03) (effect_new splashy splash_04) (effect_new splashy splash_05) (effect_new splashy splash_06) (effect_new splashy splash_07) (effect_new splashy splash_08) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_1to2a) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.128) 1) (object_create_anew water_1to2a) (wake music_05b_05_start) (sleep 60) (ai_erase all_enemies) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_under) 0.5) )) (sleep_until (> (device_get_position elev_under) 0.6)) (sleep_until (> (device_get_position elev_under) 0.866) 1) (effect_new splashy splash_09) (effect_new splashy splash_10) (effect_new splashy splash_11) (effect_new splashy splash_12) (effect_new splashy splash_13) (effect_new splashy splash_14) (effect_new splashy splash_15) (effect_new splashy splash_16) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_1to2b) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.874) 1) (object_create_anew water_1to2b) ) ) (script static sub2doors (begin (device_set_position_track elev_up transition_2to3 0) (device_animate_position elev_up 0 1 1 1 False) ) ) (script static go2to3 (begin (device_set_position_track elev_up transition_2to3 0) (device_animate_position elev_up 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_up) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_up (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_up (player1) ) False) (> (player_count) 0)) (begin (object_teleport (player1) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (switch_bsp 4) (sleep_until (= (structure_bsp_index) 4)) (device_animate_position elev_up 1 60 1 1 False) (sleep_until (> (device_get_position elev_up) 0.134) 1) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_2to3a) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.143) 1) (object_create_anew water_2to3a) (wake music_05b_08_start) (sleep 60) (ai_erase all_enemies) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_up) 0.7) )) (sleep_until (> (device_get_position elev_up) 0.889) 1) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_2to3b) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.896) 1) (object_create_anew water_2to3b) ) ) (script command tower3_pelican_path (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by tower3_airspace/pel0 2) (cs_vehicle_boost True) (cs_fly_by tower3_airspace/peln 20) (cs_vehicle_boost False) (cs_fly_by tower3_airspace/pel1 5) (cs_vehicle_speed 0.5) (cs_fly_by tower3_airspace/pel1 1) (cs_fly_to_and_face tower3_airspace/pel2 tower3_airspace/p0 1) (ai_place tower3_pelican_allies (- 2 (ai_living_count allies_infantry))) (vehicle_load_magic (ai_vehicle_get_from_starting_location tower3_pelican/pilot) pelican_p (ai_actors tower3_pelican_allies)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location tower3_pelican/pilot) True) (sleep 30) (vehicle_unload (ai_vehicle_get_from_starting_location tower3_pelican/pilot) pelican_p) (sleep_until (< (ai_living_count tower3_pelican) 4)) (sleep 60) (cs_fly_to_and_face tower3_airspace/pel1 tower3_airspace/peln 2) (cs_vehicle_speed 1) (cs_fly_by tower3_airspace/peln 5) (cs_vehicle_boost True) (cs_fly_by tower3_airspace/pel0 20) (cs_vehicle_boost False) (cs_fly_to tower3_airspace/pelx 10) (ai_erase tower3_pelican) ) ) (script dormant tower3_pelican_arrives (begin (ai_place tower3_pelican) (cs_run_command_script tower3_pelican/pilot tower3_pelican_path) ) ) (script static short_tower3_pel (begin (ai_place tower3_pelican) (cs_run_command_script tower3_pelican/pilot tower3_pelican_path) ) ) (script dormant tower3_cortana_comment (begin (sleep_until (= (ai_trigger_test "done_fighting" tower3_enemies) True)) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'ah, now i see. there's a submerged section that...'") (print "'...connects these towers to the outlying structures.'") (sleep (ai_play_line_on_object none 1000)) (sleep 60) (print "'looks like we're going down.'") (sleep (ai_play_line_on_object none 1010)) (sleep 30) (print "'unless you'd prefer to swim...'") (sleep (ai_play_line_on_object none 1020)) (set tower3_done_blabbing True) ) ) (script command tower3_ally_warn (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'full car coming up!'") (cs_play_line 1040) ) ) (script dormant tower3_cortana_reminder_02 (begin (sleep_until (> (device_group_get elev_under_switch) 0) 30 3600) (if (= (device_group_get elev_under_switch) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'all right. let's see where this elevator goes...'") (sleep (ai_play_line_on_object none 1050)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (> (device_group_get elev_under_switch) 0) 30 1800) (if (= (device_group_get elev_under_switch) 0) (begin (activate_team_nav_point_object default player elev_under_switch_01 0) (sleep_until (> (device_group_get elev_under_switch) 0)) (deactivate_team_nav_point_object player elev_under_switch_01) )) ) ) (script dormant elev_under_cortana_comment (begin (ai_dialogue_enable False) (sleep 180) (print "cortana: 'i've intercepted a secure transmission from regret's carrier...'") (print "'...to something called high charity. it's seems to be a formal apology - '") (print "'to the prophets of truth and mercy.'") (sleep (ai_play_line_on_object none 2120)) (sleep 15) (print "cortana: 'apparently, regret jumped the gun when he attacked earth.'") (print "'he's asking the other prophets to forgive his premature arrival...'") (print "'...arguing that no human presence was foretold.") (sleep (ai_play_line_on_object none 2130)) (print "cortana: 'that explains why there were so few ships in his fleet.'") (print "'but it's odd a prophet would have such bad intel about his enemy's home-world.'") (sleep (ai_play_line_on_object none 2140)) (sleep 30) (ai_dialogue_enable True) ) ) (script command elev_under_ally_01 (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'hey, my ears just popped!'") (cs_play_line 1060) ) ) (script command elev_under_ally_02 (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'uh, just exactly how deep are we?'") (cs_play_line 1070) ) ) (script command elev_under_ally_03 (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'you think that glass is bulletproof?'") (cs_play_line 1080) ) ) (script dormant tower3_sleeper_spawn (begin (sleep_until (= (volume_test_objects vol_tower3_upstairs (players)) True)) (ai_place tower3_sleeper 1) ) ) (script dormant elev_under_monitor (begin (sleep_until (> (device_group_get elev_under_switch) 0)) (device_set_power elev_under_switch_01 0) (sleep_until (and (= (volume_test_objects_all vol_inside_elev_under (players)) True) (> (player_count) 0))) (device_set_position_track elev_under transition_1to2 0) (device_animate_position elev_under 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_under) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_under (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_under (player1) ) False) (> (player_count) 0) (= (game_is_cooperative) True)) (begin (object_teleport (player1) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player1) ) )) (switch_bsp 3) (sleep_until (= (structure_bsp_index) 3)) (game_can_use_flashlights True) (device_animate_position elev_under 1 60 1 1 False) (sleep_until (> (device_get_position elev_under) 0.122) 1) (effect_new splashy splash_01) (effect_new splashy splash_02) (effect_new splashy splash_03) (effect_new splashy splash_04) (effect_new splashy splash_05) (effect_new splashy splash_06) (effect_new splashy splash_07) (effect_new splashy splash_08) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_1to2a) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.128) 1) (object_create_anew water_1to2a) (kill_volume_enable kill_no_riders_under) (wake music_05b_05_start) (sleep 60) (wake elev_under_cortana_comment) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_under) 0.5) )) (sleep_until (> (device_get_position elev_under) 0.6)) (sleep_until (> (device_get_position elev_under) 0.866) 1) (effect_new splashy splash_09) (effect_new splashy splash_10) (effect_new splashy splash_11) (effect_new splashy splash_12) (effect_new splashy splash_13) (effect_new splashy splash_14) (effect_new splashy splash_15) (effect_new splashy splash_16) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_1to2b) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.874) 1) (object_create_anew water_1to2b) (kill_volume_disable kill_no_riders_under) ) ) (script dormant tower3_start (begin (ai_disposable gondola_01_enemies True) (data_mine_set_mission_segment "05b_6_tower3") (ai_renew all_allies) (game_save) (objects_attach elev_under switch elev_under_switch_01 ) (device_group_change_only_once_more_set elev_under_switch True) (godownfast) (wake tower3_sleeper_spawn) (wake objective_gondola1_clear) (wake objective_sunken_set) (ai_place tower3_jackals_01 4) (sleep_forever tower3_turret_reman) (cs_run_command_script tower3_turrets abort) (sleep_until (or (= (volume_test_objects vol_tower3_mid (players)) True) (< (ai_living_count tower3_main) 2))) (game_save) (ai_place tower3_jackals_02 (- 4 (ai_living_count tower3_jackals_01))) (sleep_until (< (ai_living_count tower3_main) 2) 30 3600) (game_save) (if (and (= (volume_test_objects vol_tower3_upstairs (players)) False) (> (player_count) 0)) (ai_place tower3_buggers_01 3)) (sleep_until (< (ai_living_count tower3_main) 2) 30 3600) (game_save) (if (and (= (volume_test_objects vol_tower3_upstairs (players)) False) (> (player_count) 0)) (ai_place tower3_buggers_02 (- 3 (ai_living_count tower3_buggers_01)))) (sleep_until (<= (ai_living_count tower3_main) 0) 30 3600) (wake tower3_cortana_comment) (if (< (ai_living_count all_allies) 2) (wake tower3_pelican_arrives)) (sleep_until (= tower3_done_blabbing True)) (ai_place tower3_jackals_elev 3) (sleep 30) (game_save) (nowcomeup) (kill_volume_disable kill_no_riders_under) (sleep 150) (ai_scene tower3_ally_scene tower3_ally_warn all_allies) (sleep_until (= (device_get_position elev_under) 0)) (ai_set_orders tower3_jackals_elev tower3_int_elev_ridge) (wake tower3_cortana_reminder_02) (wake elev_under_monitor) (sleep_until (or (<= (ai_living_count tower3_main) 0) (and (= (volume_test_objects_all vol_inside_elev_under (players)) True) (> (player_count) 0)))) (ai_set_orders all_allies tower3_on_elev) ) ) (script dormant tunnel_01_cortana_comment (begin (sleep_until (or (= (ai_trigger_test "done_fighting" tunnel_01_enemies) True) (= (volume_test_objects vol_sunken_chamber_entry (players)) True))) (sleep_until (= (volume_test_objects vol_sunken_chamber_entry (players)) True) 30 300) (if (and (= (volume_test_objects vol_sunken_chamber_entry (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'out there...look! more ruins!'") (sleep (ai_play_line_on_object none 1090)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant sunken_tunnel1_start (begin (ai_disposable tower3_enemies True) (data_mine_set_mission_segment "05b_7_tunnel1") (ai_renew all_allies) (sleep_until (= (device_get_position elev_under) 1)) (game_save) (ai_set_orders all_allies tunnel_01_suppress) (ai_place tunnel_01_grunts_patrol 2) (ai_place tunnel_01_grunts_01 3) (ai_place tunnel_01_grunts_02 2) (wake music_05b_06_start) (sleep_until (or (> (ai_combat_status tunnel_01_enemies) ai_combat_status_idle) (= (volume_test_objects vol_tunnel_01_mid (players)) True))) (sleep 60) (ai_set_orders all_allies tunnel_01_allies) (sleep_until (or (= (volume_test_objects vol_tunnel_01_mid (players)) True) (< (ai_living_count tunnel_01_enemies) 5))) (game_save) (ai_place tunnel_01_grunts_03 (- 3 (ai_living_count tunnel_01_grunts_01))) (sleep_until (or (<= (ai_living_count tunnel_01_enemies) 0) (= (volume_test_objects vol_sunken_chamber_entry (players)) True)) 30 1800) (game_save) ) ) (script dormant sunken_holo_cortana_comment (begin (sleep_until (and (< (objects_distance_to_object (players) regret02) 10) (objects_can_see_object (players) regret02 30) (= (volume_test_objects vol_sunk_chamber_right (players)) True))) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'and people say i've got a big head...'") (sleep (ai_play_line_on_object none 1100)) (sleep 30) (ai_dialogue_enable True) ) ) (script command sunken_holo_ally_react (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'oh, man. he is so dead!'") (cs_play_line 1110) ) ) (script dormant sunken_holo_looper (begin (object_create_anew sunken_throne) (object_create_anew regret02) (objects_attach sunken_throne driver regret02 ) (ai_disregard regret02 True) (sleep_until (begin (begin_random (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret02 3000)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret02 3001)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret02 3002)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret02 3003)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret02 3004)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret02 3005)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret02 3006)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) ) False) ) ) ) (script dormant sunken_holo_translate (begin (sleep_until (<= (ai_living_count sunken_chamber_enemies) 0)) (sleep 150) (set sunken_holo_trans True) (sleep_until (and (< (objects_distance_to_object (players) regret02) 10) (= sunken_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (print "regret: 'most of those we encountered on our search were compelled...'") (print "regret: '...to join our union - to take part in a movement that promised...'") (print "regret: '...freedom for allegiance! salvation for service!'") (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0140_por True) (sleep (ai_play_line_on_object regret02 0140)) (sleep 30) (print "'but some, like the humans, chose to impede our progress -'") (print "'block our access to sacred sites, damage holy relics! for their...'") (print "'...transgressions the humans shall be hunted until none remain alive!'") (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0150_por True) (sleep (ai_play_line_on_object regret02 0150)) (sleep 60) (ai_scene sunken_holo_ally_scene sunken_holo_ally_react all_allies) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set sunken_holo_trans False) ) ) (script dormant sunken_chamber_reminder (begin (sleep_until (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) 30 8000) (if (and (= (volume_test_objects vol_leaving_sunken_chamber (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'keep moving. let's find our way back to the surface.'") (sleep (ai_play_line_on_object none 1120)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant hide_rightside_guys (begin (sleep_until (> (ai_combat_status sunk_chamber_right_enemies) ai_combat_status_idle)) (sleep_until (begin (sleep_until (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0) (> (ai_living_count sunken_rightside_nonsnipers) 0))) (ai_set_orders sunken_rightside_nonsnipers sunken_rightside_hide) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 0)) 10)) (object_destroy (list_get (ai_actors sunken_rightside_nonsnipers) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 1)) 10)) (object_destroy (list_get (ai_actors sunken_rightside_nonsnipers) 1))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 2)) 10)) (object_destroy (list_get (ai_actors sunken_rightside_nonsnipers) 2))) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) )) ) ) (script dormant hide_leftside_guys (begin (sleep_until (> (ai_combat_status sunk_chamber_left_enemies) ai_combat_status_idle)) (sleep_until (begin (sleep_until (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0) (> (ai_living_count sunken_leftside_nonsnipers) 0))) (ai_set_orders sunken_leftside_nonsnipers sunken_leftside_hide) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 0)) 10)) (object_destroy (list_get (ai_actors sunken_leftside_nonsnipers) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 1)) 10)) (object_destroy (list_get (ai_actors sunken_leftside_nonsnipers) 1))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 2)) 10)) (object_destroy (list_get (ai_actors sunken_leftside_nonsnipers) 2))) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) )) ) ) (script command sunken_hologram_focus (begin (cs_abort_on_alert True) (cs_face_object True regret02) (cs_pause -1) ) ) (script static sunken_try_reinforce_r (begin (if (and (= (device_get_position sunk_chmbr_spwn_r1a) 0) (= (device_get_position sunk_chmbr_spwn_r1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_r_01 (- sunken_jacks_total (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_r_01 (- sunken_hg_total (ai_living_count sunken_hg_right)))) )) (if (and (= (device_get_position sunk_chmbr_spwn_r2a) 0) (= (device_get_position sunk_chmbr_spwn_r2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_r_02 (- sunken_jacks_total (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_r_02 (- sunken_hg_total (ai_living_count sunken_hg_right)))) )) ) ) (script static sunken_try_reinforce_l (begin (if (and (= (device_get_position sunk_chmbr_spwn_l1a) 0) (= (device_get_position sunk_chmbr_spwn_l1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_l_01 (- sunken_jacks_total (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_l_01 (- sunken_hg_total (ai_living_count sunken_hg_left)))) )) (if (and (= (device_get_position sunk_chmbr_spwn_l2a) 0) (= (device_get_position sunk_chmbr_spwn_l2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_l_02 (- sunken_jacks_total (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_l_02 (- sunken_hg_total (ai_living_count sunken_hg_left)))) )) ) ) (script static sunken_try_js_r1 (begin (if (and (= (device_get_position sunk_chmbr_spwn_r1a) 0) (= (device_get_position sunk_chmbr_spwn_r1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_r_01 (- sunken_sniper_total (ai_living_count sunken_rightside_snipers)))) )) ) ) (script static sunken_try_js_r2 (begin (if (and (= (device_get_position sunk_chmbr_spwn_r2a) 0) (= (device_get_position sunk_chmbr_spwn_r2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_r_02 (- sunken_sniper_total (ai_living_count sunken_rightside_snipers)))) )) ) ) (script static sunken_try_js_l1 (begin (if (and (= (device_get_position sunk_chmbr_spwn_l1a) 0) (= (device_get_position sunk_chmbr_spwn_l1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_l_01 (- sunken_sniper_total (ai_living_count sunken_leftside_snipers)))) )) ) ) (script static sunken_try_js_l2 (begin (if (and (= (device_get_position sunk_chmbr_spwn_l2a) 0) (= (device_get_position sunk_chmbr_spwn_l2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_l_02 (- sunken_sniper_total (ai_living_count sunken_leftside_snipers)))) )) ) ) (script dormant sunk_chamber_hunters_enter (begin (sleep_until (or (> (ai_combat_status sunken_chamber_enemies) ai_combat_status_idle) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True))) (if (and (= (volume_test_objects vol_leaving_sunken_chamber (players)) False) (> (player_count) 0)) (begin (device_operates_automatically_set sunk_chamber_hunter_door True) (ai_place sunk_chamber_hunters 2) )) ) ) (script dormant sunken_chamber_saves (begin (sleep_until (begin (sleep_until (and (game_safe_to_save) (= sunken_save_again True))) (game_save_immediate) (set sunken_save_again False) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) )) ) ) (script dormant sunken_chamber_start (begin (sleep_until (= (volume_test_objects vol_sunken_chamber_entry (players)) True)) (ai_disposable tunnel_01_enemies True) (data_mine_set_mission_segment "05b_8_sunken_chamber") (ai_renew all_allies) (game_save) (if (difficulty_legendary) (begin (set sunken_sniper_total 4) (set sunken_jacks_total 0) (set sunken_hg_total 3) )) (if (difficulty_heroic) (begin (set sunken_sniper_total 3) (set sunken_jacks_total 1) (set sunken_hg_total 2) )) (ai_place sunk_chamber_init_js_l01 1) (ai_place sunk_chamber_init_js_l02 1) (ai_place sunk_chamber_init_js_r01 1) (cs_run_command_script sunk_chamber_init_js_r01 sunken_hologram_focus) (ai_place sunk_chamber_init_js_r02 1) (cs_run_command_script sunk_chamber_init_js_r02 sunken_hologram_focus) (ai_place sunk_chamber_init_hg_ra 1) (ai_place sunk_chamber_init_hg_la 1) (wake sunken_holo_looper) (wake sunken_holo_cortana_comment) (wake hide_rightside_guys) (wake hide_leftside_guys) (wake sunken_chamber_saves) (ai_set_orders all_allies sunken_chamber_allies) (sleep_until (or (= (volume_test_objects vol_sunk_chamber_near_01 (players)) True) (> (ai_combat_status sunken_chamber_enemies) ai_combat_status_uninspected))) (set sunken_save_again True) (wake music_05b_06_stop) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_01 4)) (sunken_try_js_r1) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_01 4)) (sunken_try_js_l1) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_01 2)) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_01 2)) (sunken_try_js_r1) (sunken_try_js_l1) )) (sleep_until (= (volume_test_objects vol_sunk_chamber_near_02 (players)) True)) (set sunken_save_again True) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (sunken_try_reinforce_l) (sunken_try_js_r1) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (sunken_try_reinforce_r) (sunken_try_js_l1) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (sunken_try_reinforce_r) (sunken_try_reinforce_l) (sunken_try_js_r1) (sunken_try_js_l1) )) (sleep_until (= (volume_test_objects vol_sunk_chamber_far_01 (players)) True)) (set sunken_save_again True) (wake sunk_chamber_hunters_enter) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_02 (- 4 (ai_living_count sunken_bugs)))) (sunken_try_js_r2) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_02 (- 4 (ai_living_count sunken_bugs)))) (sunken_try_js_l2) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_02 (- 2 (ai_living_count sunk_chamber_bugs_r_01)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_02 (- 2 (ai_living_count sunk_chamber_bugs_l_01)))) (sunken_try_js_l2) (sunken_try_js_r2) )) (sleep_until (= (volume_test_objects vol_sunk_chamber_far_02 (players)) True)) (set sunken_save_again True) (wake sunken_chamber_reminder) (device_operates_automatically_set sunk_chamber_exit_r True) (device_operates_automatically_set sunk_chamber_exit_l True) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_l (- 2 (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_l (max 1 (- 2 (ai_living_count sunken_hg_left))))) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_r (- 2 (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_r (max 1 (- 2 (ai_living_count sunken_hg_right))))) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_l (- 2 (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_r (- 2 (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_l 1)) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_r 1)) )) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j02_r 2)) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j02_l 2)) (wake sunken_holo_translate) (sleep_until (= (volume_test_objects vol_leaving_sunken_chamber (players)) True)) (set sunken_save_again True) (ai_set_orders all_allies tunnel_02_allies) ) ) (script dormant elev_up_cortana_comment (begin (ai_dialogue_enable False) (sleep 180) (print "cortana: 'regret's carrier just received a response from high charity.'") (print "'a very well-encrypted message from the prophet of truth.'") (sleep (ai_play_line_on_object none 2150)) (sleep 15) (print "cortana: 'listen to this: your haste has jeopardized the fulfillment of our covenant -'") (print "'threatened our grand design. that you shall be spared a public display of our contempt...'") (print "'...is thanks only to mercy and his wise counsel.'") (sleep (ai_play_line_on_object none 2160)) (print "cortana: 'truth, mercy, regret. three prophet hierarchs.'") (print "'killing regret should shake-up the covenant leadership, but, frankly'") (print "'it sounds like you might be doing truth a favor.'") (sleep (ai_play_line_on_object none 2170)) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant elev_up_monitor (begin (sleep_until (> (device_group_get elev_up_switch) 0)) (device_set_power elev_up_switch_01 0) (sleep_until (and (= (volume_test_objects_all vol_inside_elev_up (players)) True) (> (player_count) 0))) (device_animate_position elev_up 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_up) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_up (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_up (player1) ) False) (> (player_count) 0) (= (game_is_cooperative) True)) (begin (object_teleport (player1) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player1) ) )) (switch_bsp 4) (sleep_until (= (structure_bsp_index) 4)) (device_animate_position elev_up 1 60 1 1 False) (sleep_until (> (device_get_position elev_up) 0.134) 1) (effect_new splashy splash_17) (effect_new splashy splash_18) (effect_new splashy splash_19) (effect_new splashy splash_20) (effect_new splashy splash_21) (effect_new splashy splash_22) (effect_new splashy splash_23) (effect_new splashy splash_24) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_2to3a) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.143) 1) (object_create_anew water_2to3a) (kill_volume_enable kill_no_riders_up) (wake music_05b_08_start) (sleep 60) (wake elev_up_cortana_comment) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_up) 0.7) )) (sleep_until (> (device_get_position elev_up) 0.889) 1) (effect_new splashy splash_25) (effect_new splashy splash_26) (effect_new splashy splash_27) (effect_new splashy splash_28) (effect_new splashy splash_29) (effect_new splashy splash_30) (effect_new splashy splash_31) (effect_new splashy splash_32) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_2to3b) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.896) 1) (object_create_anew water_2to3b) (kill_volume_disable kill_no_riders_up) ) ) (script dormant sunken_tunnel2_start (begin (sleep_until (= (volume_test_objects vol_tunnel_02_entry (players)) True)) (ai_disposable sunken_chamber_enemies True) (data_mine_set_mission_segment "05b_9_tunnel2") (ai_renew all_allies) (game_save) (objects_attach elev_up switch elev_up_switch_01 ) (device_group_change_only_once_more_set elev_up_switch True) (sub2doors) (wake elev_up_monitor) (ai_place tunnel_02_elites_01 1) (ai_place tunnel_02_elites_02 1) (ai_set_active_camo tunnel_02_elites_01 True) (ai_set_active_camo tunnel_02_elites_02 True) (ai_set_orders all_allies tunnel_02_suppress) (wake music_05b_07_start) (sleep_until (or (= (volume_test_objects vol_tunnel_02_mid_01 (players)) True) (> (ai_combat_status tunnel_02_enemies) ai_combat_status_idle) (< (ai_living_count tunnel_02_enemies) 1))) (game_save) (ai_set_orders all_allies tunnel_02_allies) (ai_place tunnel_02_elites_04 (- 1 (+ (ai_living_count tunnel_02_elites_01) (ai_living_count tunnel_02_elites_02)))) (ai_set_active_camo tunnel_02_elites_04 True) (ai_place tunnel_02_grunts 3) (ai_set_active_camo tunnel_02_grunts True) (sleep_until (or (= (volume_test_objects vol_tunnel_02_mid_02 (players)) True) (< (ai_living_count tunnel_02_enemies) 1))) (game_save) (ai_place tunnel_02_elites_03 1) (ai_set_active_camo tunnel_02_elites_03 True) (sleep_until (= (volume_test_objects vol_elev_up_dock (players)) True)) (game_save) (ai_set_orders all_allies tunnel_02_on_elev) ) ) (script dormant island_holo_looper (begin (object_create_anew island_throne) (object_create_anew regret03) (objects_attach island_throne driver regret03 ) (ai_disregard regret03 True) (sleep_until (begin (begin_random (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret03 3000)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret03 3001)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret03 3002)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret03 3003)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret03 3004)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret03 3005)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret03 3006)) (sleep (random_range 240 480)) (set island_holo_chant False) )) ) False) ) ) ) (script dormant island_int_translate (begin (sleep_until (and (= (volume_test_objects vol_island_int_02 (players)) True) (<= (ai_living_count island_int_enemies) 0))) (sleep 150) (set island_holo_trans True) (sleep_until (and (= (volume_test_objects vol_island_int_02 (players)) True) (= island_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (print "regret: 'every member of the covenant shall walk the path!'") (print "'none will be left behind when our great journey begins!'") (print "'that is the prophets' age-old promise! and it shall be fulfilled!'") (custom_animation regret03 objects\characters\prophet\prophet regret_l05_0160_por True) (sleep (ai_play_line_on_object regret03 0160)) (sleep 30) (print "cortana: 'great journey? doesn't he know what these rings do?'") (sleep (ai_play_line_on_object none 1130)) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set island_holo_trans False) ) ) (script dormant island_interior_start (begin (ai_disposable tunnel_02_enemies True) (game_can_use_flashlights False) (wake objective_sunken_clear) (wake objective_temple_set) (objects_attach gondola_02_a control_front gondola_02_switch_front ) (objects_attach gondola_02_b control_front gondola_02_b_fake ) (device_group_change_only_once_more_set gondola_02_switch True) (wake island_holo_looper) (data_mine_set_mission_segment "05b_10_island_interior") (ai_renew all_allies) (game_save) (ai_set_orders all_allies island_int_allies) (ai_place island_int_grunts 4) (sleep 1) (ai_place island_int_hg 2) (wake island_int_translate) ) ) (script dormant island_pelican_comment (begin (ai_dialogue_enable False) (sleep 60) (print "pelican pilot: 'this is my last run, chief. i'm nearly out of fuel.'") (sleep (ai_play_line_on_object none 1140)) (sleep 30) (print "'we've secured the first tower cluster, so i'll set down there.'") (sleep (ai_play_line_on_object none 1150)) (sleep 30) (print "'call when you're ready for evac.'") (sleep (ai_play_line_on_object none 1160)) (sleep 30) (ai_dialogue_enable True) (game_save) ) ) (script command island_pelican_path (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by island_airspace/pel0 2) (cs_vehicle_boost True) (cs_fly_by island_airspace/pel1 10) (cs_vehicle_boost False) (cs_fly_by island_airspace/p2 5) (cs_vehicle_speed 0.5) (set island_pelican_arrived True) (cs_fly_to island_airspace/p5 2) (cs_fly_to_and_face island_airspace/p6 island_airspace/p4 2) (sleep 30) (vehicle_unload (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_p) (sleep_until (< (ai_living_count island_pelican) 4)) (sleep 60) (cs_fly_to_and_face island_airspace/p5 island_airspace/p3 10) (cs_fly_to_and_face island_airspace/p5 island_airspace/pel2 1) (cs_vehicle_speed 1) (cs_fly_by island_airspace/pel2 2) (cs_vehicle_boost True) (cs_fly_by island_airspace/pel6 10) (cs_vehicle_boost False) (cs_fly_to island_airspace/pelx 20) (ai_erase island_pelican) ) ) (script dormant island_pelican_arrives (begin (ai_place island_pelican_allies (- 2 (ai_living_count allies_infantry))) (ai_place island_pelican) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_p (ai_actors island_pelican_allies)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_pelican/pilot) True) (object_create_anew rack2) (objects_attach (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_sc_01 rack2 pin) (object_create_anew bomb07) (objects_attach rack2 rack01 bomb07 pin) (object_create_anew bomb08) (objects_attach rack2 rack02 bomb08 pin) (object_create_anew bomb09) (objects_attach rack2 rack03 bomb09 pin) (object_create_anew bomb10) (objects_attach rack2 rack04 bomb10 pin) (object_create_anew bomb11) (objects_attach rack2 rack05 bomb11 pin) (object_create_anew bomb12) (objects_attach rack2 rack06 bomb12 pin) (cs_run_command_script island_pelican/pilot island_pelican_path) (sleep 150) (wake island_pelican_comment) (sleep_until (= island_pelican_arrived True)) (sleep 120) (begin_random (begin (objects_detach rack2 bomb07) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb08) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb09) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb10) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb11) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb12) (sleep (random_range 2 10)) ) ) ) ) (script static short_island_pel (begin (ai_place island_pelican_allies (- 2 (ai_living_count allies_infantry))) (ai_place island_pelican) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_p (ai_actors island_pelican_allies)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_pelican/pilot) True) (object_create_anew rack2) (objects_attach (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_sc_01 rack2 pin) (object_create_anew bomb07) (objects_attach rack2 rack01 bomb07 pin) (object_create_anew bomb08) (objects_attach rack2 rack02 bomb08 pin) (object_create_anew bomb09) (objects_attach rack2 rack03 bomb09 pin) (object_create_anew bomb10) (objects_attach rack2 rack04 bomb10 pin) (object_create_anew bomb11) (objects_attach rack2 rack05 bomb11 pin) (object_create_anew bomb12) (objects_attach rack2 rack06 bomb12 pin) (cs_run_command_script island_pelican/pilot island_pelican_path) (sleep 150) (wake island_pelican_comment) (sleep_until (= island_pelican_arrived True)) (sleep 90) (begin_random (begin (objects_detach rack2 bomb07) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb08) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb09) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb10) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb11) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb12) (sleep (random_range 2 10)) ) ) ) ) (script dormant island_gully_start (begin (sleep_until (= (volume_test_objects vol_island_int_exit (players)) True)) (ai_disposable island_int_enemies True) (data_mine_set_mission_segment "05b_11_island_gully") (ai_renew all_allies) (game_save) (ai_set_orders all_allies island_low_allies) (ai_place island_gully_buggers_01 4) (sleep 1) (ai_place island_gully_elites_01 2) (sleep_until (or (= (volume_test_objects vol_island_gully_ridge (players)) True) (< (ai_living_count island_gully_enemies) 3))) (game_save) (ai_place island_gully_jackals_01 (- 3 (ai_living_count island_gully_buggers_01))) (sleep 1) (ai_place island_gully_elites_02 (- 2 (ai_living_count island_gully_elites_01))) (sleep_until (or (= (volume_test_objects vol_island_ext_start (players)) True) (<= (ai_living_count island_gully_enemies) 3))) (if (and (= (volume_test_objects vol_island_ext_start (players)) False) (> (player_count) 0)) (wake island_pelican_arrives)) ) ) (script dormant gondola_02_cortana_reminder (begin (sleep_until (= (volume_test_objects vol_gondola_02 (players)) True) 30 3600) (if (= (volume_test_objects vol_gondola_02 (players)) True) (sleep_forever)) (sleep_until (or (= (objects_can_see_object (players) gondola_02_a 30) True) (= (volume_test_objects vol_gondola_02 (players)) True))) (if (= (volume_test_objects vol_gondola_02 (players)) True) (sleep_forever) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'there. another gondola. looks like it leads straight to the main-temple.'") (sleep (ai_play_line_on_object none 1170)) (sleep 30) (print "'not much further now...'") (sleep (ai_play_line_on_object none 1180)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (> (device_get_position gondola_02_a) 0) 30 1800) (if (> (device_get_position gondola_02_a) 0) (begin (activate_team_nav_point_object default player gondola_02_switch_front 0) (sleep_until (> (device_get_position gondola_02_a) 0)) (deactivate_team_nav_point_object player gondola_02_switch_front) )) ) ) (script dormant island_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location island_phantom/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a03) (sleep 45) (ai_set_orders island_phantom_jackals island_ext_07) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_b01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_b02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_b03) (sleep 45) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c03) (sleep 60) (ai_set_orders island_phantom_elites island_ext_06) (ai_set_orders island_phantom_grunts island_ext_06) (object_set_phantom_power (ai_vehicle_get_from_starting_location island_phantom/pilot) False) ) ) (script command island_phantom_path (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by island_airspace/ph0 10) (cs_vehicle_boost False) (cs_fly_by island_airspace/ph1 10) (cs_vehicle_speed 0.5) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_phantom_elites (- 2 (+ (ai_living_count island_ext_elites_01) (ai_living_count island_ext_elites_02))))) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_phantom_jackals (- 3 (+ (ai_living_count island_ext_js_01) (ai_living_count island_ext_js_02) (ai_living_count island_ext_js_03) (ai_living_count island_ext_js_04))))) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_phantom_grunts (- 3 (+ (ai_living_count island_ext_grunts_01) (ai_living_count island_ext_grunts_02))))) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c (ai_actors island_phantom_elites)) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a (ai_actors island_phantom_jackals)) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p (ai_actors island_phantom_grunts)) (cs_fly_to island_airspace/ph2 5) (cs_vehicle_speed 0.25) (wake island_drop) (cs_fly_to island_airspace/ph2 2) (sleep_until (< (ai_living_count island_phantom) 2)) (sleep 60) (cs_fly_to_and_face island_airspace/ph1 island_airspace/ph0 2) (cs_vehicle_speed 1) (cs_fly_by island_airspace/ph0 10) (cs_vehicle_boost True) (cs_fly_by island_airspace/phx 20) (ai_erase island_phantom) ) ) (script dormant island_phantom_arrives (begin (ai_place island_phantom) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_phantom/pilot) True) (cs_run_command_script island_phantom/pilot island_phantom_path) ) ) (script static short_island_ph (begin (ai_allegiance covenant prophet) (ai_place island_phantom) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_phantom/pilot) True) (cs_run_command_script island_phantom/pilot island_phantom_path) ) ) (script dormant island_exterior_start (begin (sleep_until (= (volume_test_objects vol_island_ext_start (players)) True)) (ai_disposable island_gully_enemies True) (data_mine_set_mission_segment "05b_12_island_exterior") (ai_renew all_allies) (game_save) (ai_set_orders all_allies island_ext_allies) (ai_place temple_ent_turrets 2) (if (difficulty_legendary) (begin (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_03 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_04 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_02 1)) )) (if (difficulty_heroic) (begin (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_03 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_01 2)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_02 1)) )) (if (difficulty_normal) (begin (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_03 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_01 2)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_02 2)) )) (sleep_until (or (= (volume_test_objects vol_island_ext_01 (players)) True) (< (ai_living_count island_main_enemies) 3))) (game_save) (wake island_phantom_arrives) (wake gondola_02_cortana_reminder) (sleep_until (= (volume_test_objects vol_near_gondola_02 (players)) True)) (game_save) (object_dynamic_simulation_disable gondola_02_a True) (object_dynamic_simulation_disable gondola_02_b True) (if (< (ai_living_count island_all_enemies) 8) (ai_place near_gondola_02_jackals (- 2 (ai_living_count island_phantom_jackals)))) (if (< (ai_living_count island_all_enemies) 8) (ai_place near_gondola_02_grunts (- 3 (ai_living_count island_phantom_grunts)))) (sleep_until (or (<= (ai_living_count island_main_enemies) 0) (> (device_get_position gondola_02_a) 0))) (game_save) ) ) (script dormant island_miranda_conversation (begin (ai_dialogue_enable False) (sleep 60) (print "miranda: 'how's it going, you two?'") (sleep (ai_play_line_on_object none 0170)) (sleep 30) (print "cortana: 'so far, so good. we're nearing the main-temple now.'") (sleep (ai_play_line_on_object none 0180)) (sleep 30) (print "miranda: 'roger that. i'm as close to the library as i can get.'") (print "'there's some sort of barrier...we're trying to find a way around it.'") (print "'i'll keep you posted.'") (sleep (ai_play_line_on_object none 0190)) (sleep 30) (ai_dialogue_enable True) (game_save) (wake music_05b_09_start) (sleep 90) (ai_set_blind gondola_02_banshees False) ) ) (script command gondola_02_ally_comment (begin (cs_switch ally01) (cs_abort_on_damage True) (print "ally: 'great. we gotta ride another one of these death-traps?'") (cs_play_line 1190) (cs_switch ally02) (cs_abort_on_damage True) (print "ally: 'if you forget about the covenant and the fact that we're stuck...'") (print "'...on a freaky alien world it's actually kinda fun.'") (cs_play_line 1200) ) ) (script command temple_ent_turret_01 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_turrets/1)) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script command temple_ent_turret_02 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_turrets/2)) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script command banshee_retreat (begin (cs_vehicle_boost True) (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (volume_test_objects vol_banshee_retreat (ai_actors gondola_02_banshees)) True) 30 4000) (ai_erase gondola_02_banshees) ) ) (script dormant gondola_02_nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors island_all_enemies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors island_all_enemies) 0)) 30)) (object_destroy (list_get (ai_actors island_all_enemies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors island_all_enemies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors island_all_enemies) 1)) 30)) (object_destroy (list_get (ai_actors island_all_enemies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors island_all_enemies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors island_all_enemies) 2)) 30)) (object_destroy (list_get (ai_actors island_all_enemies) 2))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 30)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 30)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 30)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (> (device_get_position gondola_02_a) 0.75) )) ) ) (script dormant gondola_02_wake (begin (sleep_until (begin (if (and (> (device_get_position gondola_02_a) 0.37) (< (device_get_position gondola_02_a) 0.59) (> (device_get_position gondola_02_a) gondola_02_wake_state)) (begin (object_clear_function_variable gondola_02_a wake_forward) (object_clear_function_variable gondola_02_a wake_backward) (object_set_function_variable gondola_02_a wake_backward 1 1) (object_clear_function_variable gondola_02_b wake_forward) (object_clear_function_variable gondola_02_b wake_backward) (object_set_function_variable gondola_02_b wake_backward 1 1) )) (if (and (> (device_get_position gondola_02_a) 0.37) (< (device_get_position gondola_02_a) 0.59) (< (device_get_position gondola_02_a) gondola_02_wake_state)) (begin (object_clear_function_variable gondola_02_a wake_forward) (object_clear_function_variable gondola_02_a wake_backward) (object_set_function_variable gondola_02_a wake_forward 1 1) (object_clear_function_variable gondola_02_b wake_forward) (object_clear_function_variable gondola_02_b wake_backward) (object_set_function_variable gondola_02_b wake_forward 1 1) )) (if (or (= (device_get_position gondola_02_a) gondola_02_wake_state) (< (device_get_position gondola_02_a) 0.37) (> (device_get_position gondola_02_a) 0.59)) (begin (object_clear_function_variable gondola_02_a wake_forward) (object_clear_function_variable gondola_02_a wake_backward) (object_clear_function_variable gondola_02_b wake_forward) (object_clear_function_variable gondola_02_b wake_backward) )) (set gondola_02_wake_state (device_get_position gondola_02_a)) (= (device_get_position gondola_02_a) 1) )) ) ) (script dormant gondola_02_restarter (begin (sleep_until (begin (set gondola_02_state (device_get_position gondola_02_a)) (if (and (= (volume_test_objects_all vol_gondola_02_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_02_a 0) (device_set_position gondola_02_b 0) ) (begin (device_set_position gondola_02_a gondola_02_state) (device_set_position gondola_02_b gondola_02_state) )) (> (device_get_position gondola_02_a) 0.6) )) ) ) (script dormant gondola_02_reverser (begin (sleep_until (begin (if (and (= (volume_test_objects_all vol_gondola_02_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_02_a 1) (device_set_position gondola_02_b 1) ) (begin (device_set_position gondola_02_a 0.54) (device_set_position gondola_02_b 0.54) )) (> (device_get_position gondola_02_a) 0.6) )) ) ) (script command boost_test (begin (cs_vehicle_boost True) (cs_enable_targeting True) (cs_shoot True) (cs_enable_moving True) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 30)) ) ) (script command boost_to_temple_01 (begin (cs_vehicle_boost True) (cs_enable_moving True) (cs_enable_looking True) (sleep_forever) ) ) (script command boost_to_temple_02 (begin (cs_vehicle_boost True) (cs_enable_moving True) (cs_enable_looking True) (sleep_forever) ) ) (script command panic (begin (cs_enable_moving True) (cs_movement_mode 3) (sleep_forever) ) ) (script dormant gondola_02_start (begin (sleep_until (= (volume_test_objects vol_near_gondola_02 (players)) True)) (ai_disposable island_all_enemies True) (sleep_until (or (> (device_group_get gondola_02_switch) 0) (< (ai_living_count island_main_enemies) 1))) (if (> (device_group_get gondola_02_switch) 0) (begin (ai_set_orders all_allies gondola_02_allies) ) (begin (sleep 60) (ai_set_orders all_allies gondola_02_allies) (ai_scene gondola_02_ally_scene gondola_02_ally_comment all_allies) )) (data_mine_set_mission_segment "05b_13_gondola_02") (ai_renew all_allies) (sleep_until (> (device_group_get gondola_02_switch) 0)) (device_set_power gondola_02_switch_front 0) (wake gondola_02_wake) (object_dynamic_simulation_disable gondola_02_a False) (object_dynamic_simulation_disable gondola_02_b False) (sleep_until (and (= (volume_test_objects_all vol_gondola_02 (players)) True) (> (player_count) 0))) (device_set_position gondola_02_launch_a 1) (device_set_position gondola_02_launch_b 1) (device_set_position gondola_02_a 0.54) (device_set_position gondola_02_b 0.54) (wake island_miranda_conversation) (sleep 300) (ai_place gondola_02_banshees 2) (cs_run_command_script gondola_02_banshees boost_test) (sleep_until (>= (device_get_position gondola_02_a) 0.25)) (if (difficulty_legendary) (ai_place gondola_02_grunts 4)) (ai_place gondola_02_jetpacks 2) (sleep_until (>= (device_get_position gondola_02_a) 0.43)) (game_save) (wake gondola_02_nuke) (ai_set_orders gondola_02_jetpacks gondola_02_jets) (sleep_until (= (device_get_position gondola_02_a) 0.54)) (object_dynamic_simulation_disable gondola_02_a True) (object_dynamic_simulation_disable gondola_02_b True) (sleep_until (< (+ (ai_living_count gondola_02_grunts) (ai_living_count gondola_02_jetpacks)) 1) 30 1800) (sleep_until (= (ai_trigger_test "done_fighting" gondola_02_enemies) True) 30 1800) (game_save) (object_dynamic_simulation_disable gondola_02_a False) (object_dynamic_simulation_disable gondola_02_b False) (wake music_05b_09_start_alt) (wake gondola_02_reverser) (sleep_until (> (device_get_position gondola_02_a) 0.75)) (ai_set_orders gondola_02_banshees airspace_island) (cs_run_command_script gondola_02_banshees banshee_retreat) (ai_place temple_ent_grunts 4) (cs_run_command_script temple_ent_grunts/1 temple_ent_turret_01) (cs_run_command_script temple_ent_grunts/2 temple_ent_turret_02) (ai_place temple_ent_jackals 2) (sleep_until (> (device_get_position gondola_02_a) 0.9)) (ai_set_orders gondola_02_jetpacks jetpacks_temple) (cs_run_command_script gondola_02_jetpacks/1 boost_to_temple_01) (cs_run_command_script gondola_02_jetpacks/2 boost_to_temple_01) (sleep_until (= (device_get_position gondola_02_a) 1)) (object_dynamic_simulation_disable gondola_02_a True) (object_dynamic_simulation_disable gondola_02_b True) (game_save) (ai_vehicle_exit temple_ent_turrets) (ai_set_orders temple_ent_grunts temple_ent_retreat) (ai_set_orders temple_ent_jackals temple_ent_retreat) (device_set_position gondola_02_launch_a 0) (device_set_position gondola_02_launch_b 0) (cs_run_command_script temple_ent_grunts panic) (sleep 60) (cs_run_command_script temple_ent_jackals panic) ) ) (script command temple_hunker (begin (cs_crouch True) (sleep_forever) ) ) (script command high_charity_ally_comment (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'damn! look at the size of that thing!'") (cs_play_line 1210) ) ) (script dormant temple_ent_cortana_reminder (begin (sleep_until (= (volume_test_objects vol_temple_entry (players)) True) 30 1800) (if (= (volume_test_objects vol_temple_entry (players)) False) (begin (ai_dialogue_enable False) (sleep_until (= (volume_test_objects vol_temple_entry (players)) True) 30 60) (if (= (volume_test_objects vol_temple_entry (players)) False) (begin (print "cortana: 'there's no time, chief! get inside and take care of the prophet!'") (sleep (ai_play_line_on_object none 1220)) )) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command temple_deploy_l (begin (cs_enable_pathfinding_failsafe True) (cs_go_to temple_turrets/deploy_left) (cs_deploy_turret temple_turrets/left) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script command temple_deploy_r (begin (cs_enable_pathfinding_failsafe True) (cs_go_to temple_turrets/deploy_right) (cs_deploy_turret temple_turrets/right) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script dormant temple_entry_start (begin (sleep_until (or (< (ai_living_count temple_entry_enemies) 1) (= (volume_test_objects vol_temple_ent_cutscene (players)) True)) 5) (ai_disposable gondola_02_enemies True) (wake music_05b_09_stop) (cinematic_fade_to_white) (object_teleport (player0) player0_hide_bsp3) (object_teleport (player1) player1_hide_bsp3) (cs_run_command_script all_allies temple_hunker) (if (cinematic_skip_start) (begin (c05_intra2) )) (cinematic_skip_stop) (sleep 2) (object_teleport (player0) temple_ext_player0) (object_teleport (player1) temple_ext_player1) (object_create_anew fleet01) (object_create_anew fleet02) (object_create_anew fleet_high_char) (cs_run_command_script temple_ent_grunts abort) (cs_run_command_script temple_ent_jackals abort) (cs_run_command_script gondola_02_jetpacks abort) (cs_run_command_script all_allies abort) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (wake 05b_title2) (wake objective_temple_clear) (wake objective_regret_set) (data_mine_set_mission_segment "05b_14_temple_exterior") (ai_renew all_allies) (game_save_immediate) (sleep 30) (ai_set_orders all_allies temple_ent_allies) (ai_scene temple_ent_ally_scene high_charity_ally_comment all_allies) (wake temple_ent_cortana_reminder) (if (difficulty_legendary) (begin (ai_place temple_heavies 2) (begin_random (cs_run_command_script temple_heavies/left temple_deploy_l) (cs_run_command_script temple_heavies/right temple_deploy_r) ) ) (begin (ai_place temple_heavies 1) (begin_random (cs_run_command_script temple_heavies temple_deploy_l) (cs_run_command_script temple_heavies temple_deploy_r) ) )) (sleep 90) (if (difficulty_legendary) (ai_place temple_halls_jackals_01 (- 2 (ai_living_count temple_ent_jackals))) (ai_place temple_halls_jackals_01 (- 3 (ai_living_count temple_ent_jackals)))) (if (difficulty_legendary) (ai_place temple_halls_elites_01 (- 2 (ai_living_count gondola_02_jetpacks))) (ai_place temple_halls_elites_01 (- 1 (ai_living_count gondola_02_jetpacks)))) ) ) (script dormant temple_cortana_warn_02 (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'the covenant fleet has launched multiple waves of reinforcements!'") (print "'too many for me to track! we don't have much time!'") (sleep (ai_play_line_on_object none 0210)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) ) ) (script dormant temple_foyer_start (begin (sleep_until (= (volume_test_objects vol_temple_entry (players)) True)) (data_mine_set_mission_segment "05b_15_temple_halls") (ai_renew all_allies) (game_save_no_timeout) (ai_set_orders all_allies temple_halls_allies) (sleep_until (< (ai_living_count temple_entry_enemies) 3) 30 60) (game_save_no_timeout) (if (= (volume_test_objects vol_temple_left (players)) True) (begin (ai_place temple_halls_jackals_02l (- 4 (ai_living_count temple_halls_jackals_01))) )) (if (= (volume_test_objects vol_temple_right (players)) True) (begin (ai_place temple_halls_jackals_02r (- 4 (+ (ai_living_count temple_halls_jackals_02l) (ai_living_count temple_halls_jackals_01)))) )) (sleep_until (= (volume_test_objects vol_temple_foyer (players)) True)) (game_save_no_timeout) (ai_place temple_halls_elites_02 2) (wake temple_cortana_warn_02) ) ) (script dormant temple_cortana_warn_01 (begin (sleep_until (and (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 15) (= (objects_can_see_object (players) (list_get (ai_actors regret) 0) 30) True))) (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (if (= regret_dead False) (begin (print "cortana: 'there's the target! take him out!'") (sleep (ai_play_line_on_object none 0200)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant temple_cortana_warn_03 (begin (sleep_until (or (= regret_dead True) (> regret_times_dead 0)) 30 5100) (if (= regret_dead False) (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'bad news. the reinforcements are turning around -'") (print "'the fleet is preparing to fire on our position! we need to get out of here!'") (sleep (ai_play_line_on_object none 0220)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant temple_cortana_reminder (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'go! back out the way we came in!'") (sleep (ai_play_line_on_object none 1370)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) ) ) (script dormant regret_hint_01 (begin (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (ai_dialogue_enable False) (sleep_until (game_safe_to_save) 30 600) (game_save_cancel) (if (= regret_dead False) (begin (print "cortana: 'his throne is shielded! it's deflecting everything you throw at it!'") (sleep (ai_play_line_on_object none 1230)) (sleep 15) (print "cortana: 'get in close, and do whatever you can!'") (sleep (ai_play_line_on_object none 1240)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant regret_hint_02 (begin (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (ai_dialogue_enable False) (sleep_until (game_safe_to_save) 30 600) (game_save_cancel) (if (= regret_dead False) (begin (print "cortana: 'you've got to get him out of that throne!'") (sleep (ai_play_line_on_object none 1250)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant regret_hint_03 (begin (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (ai_dialogue_enable False) (sleep_until (game_safe_to_save) 30 600) (game_save_cancel) (if (= regret_dead False) (begin (print "cortana: 'quick! board his throne!'") (sleep (ai_play_line_on_object none 1290)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant regret_teleport_comment (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'phased spatial relocation! the same technology the monitor used on the first halo.'") (print "'seems the prophets save the best toys for themselves '") (sleep (ai_play_line_on_object none 1260)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) ) ) (script dormant regret_beam_comment (begin (sleep_until (>= (ai_combat_status regret) ai_combat_status_clear_los)) (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'keep clear of that beam! i don't think you'll survive a direct hit!'") (sleep (ai_play_line_on_object none 1270)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) ) ) (script dormant regret_hg_comment (begin (sleep_until (>= (ai_combat_status temple_hg_init) ai_combat_status_clear_los)) (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (if (= regret_dead False) (begin (print "cortana: 'there are honor-guards all over this place! watch your back!'") (sleep (ai_play_line_on_object none 1280)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) ) ) (script static regret_taunt_01 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'warriors! attack! the demon must die!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:point True) (sleep (ai_play_line regret 1300)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_02 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'you dare to interrupt my sermon?!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:cheer True) (sleep (ai_play_line regret 1310)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_03 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'the great journey will not be postponed!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:cheer True) (sleep (ai_play_line regret 1320)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_04 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'guards! remove this vermin from my sight!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:point True) (sleep (ai_play_line regret 1330)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_05 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'human filth! you befoul this holy place!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:taunt True) (sleep (ai_play_line regret 1340)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_06 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'incompetents! i'll kill it myself!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:taunt True) (sleep (ai_play_line regret 1350)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_07 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'your very existence offends me, demon!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:cheer True) (sleep (ai_play_line regret 1360)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script dormant regret_taunts (begin (begin_random (regret_taunt_01) (regret_taunt_02) (regret_taunt_03) (regret_taunt_04) (regret_taunt_05) (regret_taunt_06) (regret_taunt_07) ) ) ) (script dormant temple_grunt_spawner (begin (sleep_until (begin (begin_random (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_01) 5) (= (objects_can_see_flag (players) temple_l_01 45) False)) (begin (ai_place honor_grunts_new_l/01) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_02) 5) (= (objects_can_see_flag (players) temple_l_02 45) False)) (begin (ai_place honor_grunts_new_l/02) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_03) 5) (= (objects_can_see_flag (players) temple_l_03 45) False)) (begin (ai_place honor_grunts_new_l/03) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_04) 5) (= (objects_can_see_flag (players) temple_l_04 45) False)) (begin (ai_place honor_grunts_new_l/04) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_05) 5) (= (objects_can_see_flag (players) temple_l_05 45) False)) (begin (ai_place honor_grunts_new_l/05) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_01) 5) (= (objects_can_see_flag (players) temple_r_01 45) False)) (begin (ai_place honor_grunts_new_r/01) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_02) 5) (= (objects_can_see_flag (players) temple_r_02 45) False)) (begin (ai_place honor_grunts_new_r/02) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_03) 5) (= (objects_can_see_flag (players) temple_r_03 45) False)) (begin (ai_place honor_grunts_new_r/03) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_04) 5) (= (objects_can_see_flag (players) temple_r_04 45) False)) (begin (ai_place honor_grunts_new_r/04) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_05) 5) (= (objects_can_see_flag (players) temple_r_05 45) False)) (begin (ai_place honor_grunts_new_r/05) (sleep (random_range 120 240)) )) ) (sleep_until (or (= (ai_vitality_pinned regret) True) (= regret_dead True) (< (ai_living_count temple_honor_grunts) 2))) (= regret_dead True) )) ) ) (script dormant temple_hg_respawner (begin (sleep_until (begin (begin_random (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_01r) 0) (= (volume_test_objects vol_temple_spawnroom_01r (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_01r 1) (sleep (random_range 60 120)) )) (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_01l) 0) (= (volume_test_objects vol_temple_spawnroom_01l (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_01l 1) (sleep (random_range 60 120)) )) (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_02r) 0) (= (volume_test_objects vol_temple_spawnroom_02r (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_02r 1) (sleep (random_range 60 120)) )) (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_02l) 0) (= (volume_test_objects vol_temple_spawnroom_02l (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_02l 1) (sleep (random_range 60 120)) )) ) (sleep_until (or (= (ai_vitality_pinned regret) True) (= regret_dead True) (< (ai_living_count temple_hg) 1))) (sleep_until (or (= (ai_vitality_pinned regret) True) (= regret_dead True)) 30 (/ hg_delay (+ regret_times_dead 1))) (= regret_dead True) )) ) ) (script dormant regret_respawner (begin (sleep_until (begin (sleep_until (= (ai_vitality_pinned regret) True)) (effect_new_on_object_marker regret_teleport regret_corpse body) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (set regret_times_dead (+ regret_times_dead 1)) (= regret_times_dead 4) )) ) ) (script command reserve_throne (begin (sleep 2) (ai_vehicle_reserve (ai_vehicle_get ai_current_actor) True) (sleep 2) ) ) (script command regret_pause (begin (cs_abort_on_damage True) (sleep_until (and (= (volume_test_objects vol_temple_02 (players)) True) (or (= (objects_can_see_object (ai_actors regret) (player0) 45) True) (= (objects_can_see_object (ai_actors regret) (player1) 45) True)))) ) ) (script dormant regret_retreat (begin (if (difficulty_legendary) (set regret_lives 4)) (if (difficulty_heroic) (set regret_lives 2)) (sleep_until (begin (sleep_until (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) (sleep_until (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True) (> (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) 30 150) (if (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True)) (begin (sleep_until (= (ai_vitality_pinned regret) True) 30 150) (if (= (ai_vitality_pinned regret) False) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (game_save) (ai_place regret 1) (ai_cannot_die regret True) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (set regret_times_dead (+ regret_times_dead 1)) (unit_set_enterable_by_player (unit regret_throne) True) )) ) (begin (if (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (print "do nothing") )) )) (= regret_times_dead regret_lives) )) ) ) (script dormant regret_death (begin (object_create_anew fake_corpse) (sleep 2) (object_cannot_take_damage fake_corpse) (object_hide fake_corpse True) (sleep_until (begin (sleep_until (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) (sleep_until (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True) (> (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) 30 150) (if (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True)) (begin (sleep_until (= (ai_vitality_pinned regret) True) 30 150) (if (= (ai_vitality_pinned regret) False) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (cs_run_command_script regret reserve_throne) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (set regret_dead True) (objects_attach regret_throne driver fake_corpse ) (sleep 2) (object_hide fake_corpse False) (object_hide regret_corpse True) (unit_set_enterable_by_player (unit regret_throne) False) (custom_animation_loop fake_corpse objects\characters\prophet\prophet throne_d:dead True) (ai_play_line_on_object fake_corpse 1380) (sleep 60) (effect_new_on_object_marker effects\objects\characters\prophet\regret_death fake_corpse body) (effect_new_on_object_marker effects\objects\characters\prophet\regret_death regret_throne ) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (ai_cannot_die regret False) (object_hide regret_corpse True) (ai_kill regret) (sleep 1) (object_hide regret_corpse True) (object_clear_all_function_variables regret_throne) (sleep 150) (sound_impulse_start sound\vehicles\damage_effects\cov_damage_large regret_throne 1) )) ) (begin (if (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (cs_run_command_script regret reserve_throne) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (print "do nothing") )) )) (= regret_dead True) )) ) ) (script static regret_test (begin (ai_place regret/1) (sleep 60) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (object_create_anew regret03) (print "destroy him") (object_destroy regret_corpse) (print "attach him") (objects_attach regret_throne driver regret03 ) (print "animate him") (custom_animation_loop regret03 objects\characters\prophet\prophet combat:any:any:cheer True) ) ) (script command regret_dead_retreat (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_forever) ) ) (script dormant temple_center_start (begin (sleep_until (= (volume_test_objects vol_temple_foyer (players)) True)) (ai_disposable temple_entry_enemies True) (data_mine_set_mission_segment "05b_16_temple_center") (ai_renew all_allies) (game_save_no_timeout) (ai_place regret/1) (ai_cannot_die regret True) (cs_run_command_script regret regret_pause) (set regret_corpse (set regret_corpse (list_get (ai_actors regret) 0))) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (object_set_function_variable regret_throne effects 1 1) (ai_place temple_hg_init 2) (wake regret_hg_comment) (wake temple_hg_respawner) (ai_place honor_grunts_init_r 2) (ai_place honor_grunts_init_l 2) (wake temple_grunt_spawner) (if (or (difficulty_legendary) (difficulty_heroic)) (wake regret_retreat) (wake regret_death)) (sleep_until (= (volume_test_objects vol_temple_02 (players)) True)) (ai_set_orders all_allies temple_left_allies) (wake temple_cortana_warn_01) (wake regret_taunts) (sleep_until (or (= regret_times_dead 1) (= regret_dead True)) 30 3600) (if (and (= regret_times_dead 0) (= regret_dead False)) (wake regret_hint_01)) (sleep_until (or (= regret_times_dead 1) (= regret_dead True)) 30 3600) (if (and (= regret_times_dead 0) (= regret_dead False)) (wake regret_hint_02)) (sleep_until (or (= regret_times_dead 1) (= regret_dead True)) 30 1800) (if (and (= regret_times_dead 0) (= regret_dead False)) (wake regret_hint_03)) (sleep_until (or (= regret_times_dead 1) (= regret_dead True))) (if (difficulty_heroic) (begin (set hg_count 3) (sleep_until (= regret_times_dead 2)) (wake regret_death) )) (if (difficulty_legendary) (begin (set hg_count 3) (sleep_until (= regret_times_dead 3)) (set hg_count 4) (sleep_until (= regret_times_dead 4)) (wake regret_death) )) (sleep_until (= regret_dead True)) (sleep_forever regret_taunts) (ai_set_orders all_enemies everyone_retreat) (ai_set_blind all_enemies True) (ai_set_deaf all_enemies True) (cs_run_command_script all_enemies regret_dead_retreat) (sleep 60) (set bossfight_chatter False) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'bad news. the reinforcements are turning around -'") (print "'the fleet is preparing to fire on our position! we need to get out of here!'") (sleep (ai_play_line_on_object none 0220)) (sleep 30) (ai_dialogue_enable True) (cinematic_fade_to_white) (kill_volume_disable kill_temple_wings) (wake music_05b_10_stop) (object_teleport (player0) player0_hide_bsp3) (object_teleport (player1) player1_hide_bsp3) (ai_kill_silent all_enemies) (if (cinematic_skip_start) (begin (c05_outro) )) (cinematic_skip_stop) (sleep 2) (playtest_mission) (sleep 2) (game_won) ) ) (script dormant temple_foyer_retreat (begin (sleep_until (= regret_dead True)) (data_mine_set_mission_segment "05b_17_temple_retreat") (ai_renew all_allies) (game_save) (device_operates_automatically_set temple_retreat_exit True) (ai_place temple_exit_elites_01 (- 2 (ai_living_count temple_hg))) (sleep_until (or (= (volume_test_objects vol_temple_retreat_01 (players)) True) (= (volume_test_objects vol_temple_retreat_02 (players)) True) (< (+ (ai_living_count temple_hg) (ai_living_count temple_exit_elites_01)) 2))) (game_save) (ai_set_orders all_allies temple_retreat_allies) (ai_place temple_exit_grunts_01 4) (sleep_until (or (= (volume_test_objects vol_temple_foyer (players)) True) (< (ai_living_count temple_escape_enemies) 3))) (game_save) (ai_place temple_exit_jackals_02 2) (ai_place temple_exit_elites_02 (- 2 (ai_living_count temple_exit_elites_01))) ) ) (script dormant temple_entry_retreat (begin (sleep_until (and (= (volume_test_objects vol_temple_entry (players)) True) (= regret_dead True))) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (cinematic_fade_to_white) (kill_volume_disable kill_temple_wings) (wake music_05b_10_stop) (object_teleport (player0) player0_hide_bsp3) (object_teleport (player1) player1_hide_bsp3) (ai_kill_silent all_enemies) (if (cinematic_skip_start) (begin (c05_outro) )) (cinematic_skip_stop) (sleep 2) (cinematic_fade_from_white) (sleep 2) (playtest_mission) (sleep 2) (game_won) ) ) (script static sleep_tower1 (begin (sleep_forever tower1_start) (sleep_forever tower1_holo_looper) (sleep_forever tower1_cortana_comment) ) ) (script static sleep_bridges (begin (sleep_forever bridges_start) (sleep_forever cortana_bridge_reminder) ) ) (script static sleep_tower2 (begin (sleep_forever tower2_start) (sleep_forever tower2_cortana_comment) ) ) (script static sleep_central_platform (begin (sleep_forever central_platform_start) (sleep_forever central_platform_pelican) ) ) (script static sleep_gondola_01 (begin (sleep_forever gondola_01_start) (sleep_forever tower3_dock_above) (sleep_forever gondola_01_nuke) (sleep_forever gondola_01_restarter) (sleep_forever gondola_01_reverser) (sleep_forever gondola_01_go_reminder) (sleep_forever gondola_01_phantom_arrives) (sleep_forever tower3_turret_reman) (sleep_forever tower3_cortana_comment) (sleep_forever gondola_01_wake) (sleep_forever tower_cluster_delete) ) ) (script static sleep_tower3 (begin (sleep_forever tower3_start) (sleep_forever tower3_sleeper_spawn) (sleep_forever tower3_cortana_reminder_02) (sleep_forever elev_under_monitor) (sleep_forever assassin_ice_cream) ) ) (script static sleep_sunken_tunnel_01 (begin (sleep_forever sunken_tunnel1_start) ) ) (script static sleep_sunken_chamber (begin (sleep_forever sunken_chamber_start) (sleep_forever sunken_holo_cortana_comment) (sleep_forever sunken_holo_looper) (sleep_forever sunken_holo_translate) (sleep_forever sunken_chamber_reminder) (sleep_forever hide_rightside_guys) (sleep_forever hide_leftside_guys) (sleep_forever sunk_chamber_hunters_enter) (sleep_forever sunken_chamber_saves) ) ) (script static sleep_sunken_tunnel_02 (begin (sleep_forever sunken_tunnel2_start) ) ) (script static sleep_island_exterior (begin (sleep_forever island_interior_start) (sleep_forever island_gully_start) (sleep_forever island_exterior_start) (sleep_forever elev_up_monitor) (sleep_forever island_holo_looper) (sleep_forever island_int_translate) (sleep_forever island_pelican_arrives) ) ) (script static sleep_gondola_02 (begin (sleep_forever gondola_02_start) (sleep_forever gondola_02_cortana_reminder) (sleep_forever gondola_02_nuke) (sleep_forever gondola_02_restarter) (sleep_forever gondola_02_reverser) (sleep_forever gondola_02_wake) ) ) (script static sleep_temple_entry (begin (sleep_forever temple_entry_start) (sleep_forever temple_foyer_start) (sleep_forever temple_ent_cortana_reminder) ) ) (script static sleep_boss_fight (begin (sleep_forever temple_center_start) (sleep_forever temple_hg_respawner) (sleep_forever regret_respawner) (sleep_forever regret_retreat) (sleep_forever regret_beam_comment) (sleep_forever regret_hg_comment) (sleep_forever temple_cortana_warn_01) (sleep_forever regret_taunts) ) ) (script startup mission (begin (cinematic_snap_to_white) (if (= (volume_test_objects vol_starting_locations (players)) True) (begin (if (cinematic_skip_start) (begin (c05_intra1) )) (cinematic_skip_stop) )) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (sleep 2) (switch_bsp 0) (sleep 2) (ai_allegiance covenant prophet) (ai_allegiance player human) (objectives_clear) (sleep 2) (prep_return_from_intro) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (wake 05b_title0) (wake objective_towers_set) (wake kill_volumes) (wake tower1_start) (sleep_until (or (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True) (= (volume_test_objects vol_tower1_roof (players)) True))) (wake bridges_start) (wake tower2_start) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (structure_bsp_index) 1)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (sleep_island_exterior) (sleep_gondola_02) ) ) (script dormant 05_intra1_01_predict (begin (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\deltatemple\temple_dynamic\bowl_short\bowl_short 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\prophet\prophet 8) (predict_model_section objects\characters\prophet\prophet 9) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 7) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium\stone_block_medium 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 11 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 2 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 4 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 13 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 14 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 15 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 16 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 34 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 65 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 69 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 70 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 74 True) (predict_model_section scenarios\objects\solo\deltatemple\door_tower\door_tower 0) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 10 False) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 2) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 3) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 4) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 8 False) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 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) (sleep 98) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (sleep 9) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (sleep 4) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 65 True) (sleep 14) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 14 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 69 True) (sleep 205) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 2 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 4 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 7 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 67 True) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium\stone_block_medium 0) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (sleep 232) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (sleep 6) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (sleep 36) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 17 False) (sleep 22) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 65 True) ) ) (script dormant 05_intra1_02_predict (begin (predict_model_section 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objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 12) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (sleep 6) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (sleep 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (sleep 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 2) (sleep 34) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 20) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) ) ) (script dormant 05_outro_02_predict (begin (sleep 2) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 42) (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 23) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 9 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 18 True) (sleep 1) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 10 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 11 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 12 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 13 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 14 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 15 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 16 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 17 True) (sleep 1) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 7 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 19 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 20 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 21 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 23 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 24 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 25 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 28 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 30 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 31 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 32 True) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant 05_outro_03_predict (begin (sleep 2) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 122) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) ) ) (script dormant 05_outro_04_predict (begin (sleep 2) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section objects\cinematics\effects\carrier_plasma_beam_closeup\carrier_plasma_beam_closeup 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant 05_outro_05_predict (begin (sleep 3) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 4) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 1) (predict_model_section objects\cinematics\effects\05_outro_rubble\05_outro_rubble 0) (sleep 123) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 40 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\cinematics\nature\underwater_caustic_light\underwater_caustic_light 0) (sleep 140) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 8) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 10) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 10) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 2) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (sleep 8) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 10) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 8) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (sleep 14) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) ) ) (script static teleport_bridges (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) bridges_player0) (object_teleport (player1) bridges_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) bridges_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) bridges_ally2) (ai_set_orders initial_allies tower1_ext_allies) (sleep_forever mission) (sleep_tower1) (garbage_collect_now) (game_save) (wake bridges_start) (wake tower2_start) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tower2 (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) tower2_player0) (object_teleport (player1) tower2_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) tower2_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) tower2_ally2) (ai_set_orders initial_allies tower2_ext_allies_01) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (garbage_collect_now) (game_save) (wake tower2_start) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_central_platform (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) center_plat_player0) (object_teleport (player1) center_plat_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) center_plat_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) center_plat_ally2) (ai_set_orders initial_allies tower2_ext_allies_02) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (garbage_collect_now) (game_save) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_gondola_01 (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) gondola_01_player0) (object_teleport (player1) gondola_01_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) gondola_01_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) gondola_01_ally2) (ai_set_orders initial_allies gondola_01_allies) (device_set_position_immediate gondola_01_a 1) (device_set_position_immediate gondola_01_b 1) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (garbage_collect_now) (game_save) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tower3 (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) tower3_player0) (object_teleport (player1) tower3_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) tower3_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) tower3_ally2) (ai_set_orders initial_allies tower3_allies) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (garbage_collect_now) (game_save) (wake tower3_start) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tunnel_01 (begin (ai_erase_all) (ai_place temp_bsp2_allies) (switch_bsp 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) tunnel_01_player0) (object_teleport (player1) tunnel_01_player1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 0) tunnel_01_ally1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 1) tunnel_01_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (garbage_collect_now) (game_save) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_sunken_chamber (begin (ai_erase_all) (ai_place temp_bsp2_allies) (switch_bsp 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) sunken_chamber_player0) (object_teleport (player1) sunken_chamber_player1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 0) sunken_chamber_ally1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 1) sunken_chamber_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (garbage_collect_now) (game_save) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tunnel_02 (begin (ai_erase_all) (ai_place temp_bsp2_allies) (switch_bsp 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) tunnel_02_player0) (object_teleport (player1) tunnel_02_player1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 0) tunnel_02_ally1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 1) tunnel_02_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (garbage_collect_now) (game_save) (wake sunken_tunnel2_start) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_island (begin (ai_erase_all) (ai_place temp_bsp3_allies) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) island_player0) (object_teleport (player1) island_player1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 0) island_ally1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 1) island_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (garbage_collect_now) (game_save) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_gondola_02 (begin (ai_erase_all) (ai_place temp_bsp3_allies) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) gondola_02_player0) (object_teleport (player1) gondola_02_player1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 0) gondola_02_ally1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 1) gondola_02_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (garbage_collect_now) (game_save) (wake gondola_02_start) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_gondola_02) ) ) (script static teleport_temple_ext (begin (ai_erase_all) (ai_place temp_bsp3_allies) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) temple_ext_player0) (object_teleport (player1) temple_ext_player1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 0) temple_ext_ally1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 1) temple_ext_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (sleep_gondola_02) (garbage_collect_now) (game_save) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) ) ) (script static teleport_temple_int (begin (ai_erase_all) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) temple_int_player0) (object_teleport (player1) temple_int_player1) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (sleep_gondola_02) (sleep_temple_entry) (garbage_collect_now) (game_save) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) ) ) (script static teleport_temple_retreat (begin (ai_erase_all) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) temple_return_player0) (object_teleport (player1) temple_return_player1) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (sleep_gondola_02) (sleep_temple_entry) (sleep_boss_fight) (garbage_collect_now) (game_save) (device_one_sided_set door_main False) (device_one_sided_set temple_retreat_exit False) (wake temple_foyer_retreat) (wake temple_entry_retreat) ) )
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 60) (global bool tower1_holo_trans False) (global bool tower1_holo_chant True) (global short bridges_sniper_count 3) (global bool miranda_pel_comment_done False) (global bool central_plat_pel_arrives False) (global real gondola_01_wake_state 0) (global real gondola_01_state 0) (global effe splashy effects\scenarios\solo\deltatemple\elevator_splash) (global bool tower3_cortana_cont False) (global bool tower3_done_blabbing False) (global bool elev_under_scene_gone False) (global bool sunken_holo_trans False) (global bool sunken_holo_chant True) (global short sunken_sniper_total 2) (global short sunken_hg_total 1) (global short sunken_jacks_total 2) (global bool sunken_save_again False) (global bool island_holo_trans False) (global bool island_holo_chant True) (global bool island_pelican_arrived False) (global real gondola_02_wake_state 0) (global real gondola_02_state 0) (global bool bossfight_chatter True) (global bool regret_dead False) (global short regret_times_dead 0) (global short hg_count 2) (global short hg_delay 600) (global script_object regret_corpse none) (global script_object regret_throne none) (global effe regret_teleport effects\gameplay\regret_teleport) (global effe regret_blood effects\contact\collision\blood_aoe\blood_aoe_human) (global short regret_lives 0) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 05_intra1_01_predict_stub (begin (wake 05_intra1_01_predict) ) ) (script static 05_intra1_02_predict_stub (begin (wake 05_intra1_02_predict) (print "just started 02 predict") ) ) (script static 05_intra1_03_predict_stub (begin (wake 05_intra1_03_predict) ) ) (script static 05_intra2_01_predict_stub (begin (wake 05_intra2_01_predict) ) ) (script static 05_outro_01_predict_stub (begin (wake 05_outro_01_predict) ) ) (script static 05_outro_02_predict_stub (begin (wake 05_outro_02_predict) ) ) (script static 05_outro_03_predict_stub (begin (wake 05_outro_03_predict) ) ) (script static 05_outro_04_predict_stub (begin (wake 05_outro_04_predict) ) ) (script static 05_outro_05_predict_stub (begin (wake 05_outro_05_predict) ) ) (script dormant c05_intra1_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1) (print "c05_intra1 score 01 start") ) ) (script dormant c05_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1) (print "c05_intra1 foley 01 start") ) ) (script dormant c05_2010_cor (begin (sleep 17) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1) (cinematic_subtitle c05_2010_cor 1) ) ) (script dormant c05_2020_cor (begin (sleep 135) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1) (cinematic_subtitle c05_2020_cor 1) (unit_set_emotional_state cortana angry 0.5 60) (print "cortana - angry .5 60") ) ) (script dormant c05_2030_cor (begin (sleep 200) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1) (cinematic_subtitle c05_2030_cor 3) ) ) (script dormant c05_2040_mas (begin (sleep 299) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1) (cinematic_subtitle c05_2040_mas 1) ) ) (script dormant c05_2050_por (begin (sleep 357) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1) (cinematic_subtitle c05_2050_por 8) ) ) (script dormant c05_2060_cor (begin (sleep 553) (unit_set_emotional_state cortana annoyed 0.25 60) (print "cortana - annoyed .25 60") (sleep 30) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1) (cinematic_subtitle c05_2060_cor 1) ) ) (script dormant c05_2070_mas (begin (sleep 622) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1) (cinematic_subtitle c05_2070_mas 2) ) ) (script dormant c05_2080_mir (begin (sleep 678) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in) (cinematic_subtitle c05_2080_mir 1) ) ) (script dormant cortana_appear (begin (sleep 98) (print "cortana appears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker) ) ) (script dormant c05_intra1_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting cortana True) (object_uses_cinematic_lighting regret True) ) ) (script static c05_intra1_02_problem_actors (begin (print "problem actors") (object_create_anew miranda) (object_create_anew johnson) (object_create_anew pilot) (object_create_anew pelican_01) (object_create_anew holo_index) (object_create_anew iac_bridge) (object_create_anew matte_horizon) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod pilot True) (object_cinematic_lod pelican_01 True) (object_cinematic_lod holo_index True) (object_cinematic_lod iac_bridge True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting iac_bridge True) (object_hide johnson True) (object_hide pilot True) (object_hide pelican_01 True) (object_hide matte_horizon True) ) ) (script static c05_intra1_01_setup (begin (object_create_anew chief) (object_create_anew cortana) (object_create_anew regret) (object_create_anew throne_regret) (object_cinematic_lod chief True) (object_cinematic_lod cortana True) (object_cinematic_lod regret True) (object_cinematic_lod throne_regret True) (cinematic_clone_players_weapon chief right_hand ) (objects_attach regret driver throne_regret driver_cinematic) (wake c05_2010_cor) (wake c05_2020_cor) (wake c05_2030_cor) (wake c05_2040_mas) (wake c05_2050_por) (wake c05_2060_cor) (wake c05_2070_mas) (wake c05_2080_mir) (wake c05_intra1_score_01) (wake c05_intra1_foley_01) (wake cortana_appear) (wake c05_intra1_cinematic_light_01) ) ) (script static c05_intra1_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) (05_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol) (sleep prediction_offset) (c05_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_01 none anchor_flag_intra1a) (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_01 False anchor_intra1a) (custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 regret_01 False anchor_intra1a) (sleep 5) (fade_in 1 1 1 15) (sleep 94) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_01 False anchor_intra1a) (sleep (- (camera_time) prediction_offset)) (05_intra1_02_predict_stub) (c05_intra1_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ) (script dormant c05_intra1_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1) (print "c05_intra1 foley 02 start") ) ) (script dormant c05_2090_mir (begin (unit_set_emotional_state miranda pensive 0.5 0) (print "miranda - pensive .5 0") (sleep 7) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1) (cinematic_subtitle c05_2090_mir 5) ) ) (script dormant c05_2100_mir (begin (sleep 162) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1) (cinematic_subtitle c05_2100_mir 7) ) ) (script dormant c05_2110_jon (begin (sleep 373) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop) (cinematic_subtitle c05_2110_jon 3) ) ) (script dormant c05_2120_mir (begin (sleep 455) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1) (cinematic_subtitle c05_2120_mir 2) ) ) (script dormant c05_2130_mir (begin (sleep 509) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1) (cinematic_subtitle c05_2130_mir 2) (texture_camera_off) (sleep 45) (unit_set_emotional_state miranda angry 0.25 60) (print "miranda - angry .25 60") ) ) (script dormant c05_2140_jon (begin (sleep 574) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop) (cinematic_subtitle c05_2140_jon 1) ) ) (script dormant intra1_texture_camera_on (begin (object_create_anew texture_camera) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 texture_camera_02 anchor_intra1b) (sleep 150) (print "texture camera on") (texture_camera_set_object_marker texture_camera marker 50) (object_hide johnson False) (object_hide pilot False) (object_hide pelican_01 False) (object_hide matte_horizon False) ) ) (script dormant c05_intra1_cinematic_light_02 (begin (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting index True) (object_uses_cinematic_lighting pelican_01 True) ) ) (script static c05_intra1_02_setup (begin (object_create_anew holo_library) (object_create_anew matte_horizon) (object_cinematic_lod holo_library True) (wake c05_2090_mir) (wake c05_2100_mir) (wake c05_2110_jon) (wake c05_2120_mir) (wake c05_2130_mir) (wake c05_2140_jon) (wake c05_intra1_foley_02) (wake intra1_texture_camera_on) (wake c05_intra1_cinematic_light_02) ) ) (script static c05_intra1_02_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy pilot) (object_destroy holo_index) (object_destroy holo_library) (object_destroy pelican_01) (object_destroy iac_bridge) (object_destroy texture_camera) (object_destroy matte_horizon) ) ) (script static c05_intra1_scene_02 (begin (c05_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_02 none anchor_flag_intra1b) (custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 miranda_02 False anchor_intra1b) (custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 johnson_02 False anchor_intra1b) (custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 marine01_02 False anchor_intra1b) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 bridge_02 anchor_intra1b) (scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 index_holo_human_02 anchor_intra1b) (scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 mount_doom_holo_02 anchor_intra1b) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 delta_horizon_02 anchor_intra1b) (custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 pelican_02 False anchor_intra1b) (sleep 30) (fade_in 1 1 1 5) (sleep (- (camera_time) prediction_offset)) (05_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol) (sleep (camera_time)) (c05_intra1_02_cleanup) ) ) (script dormant c05_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1) (print "c05_intra1 foley 03 start") ) ) (script dormant c05_2150_mir (begin (unit_set_emotional_state cortana angry 0.5 0) (print "cortana - angry .5 0") (sleep 0) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop) (cinematic_subtitle c05_2150_mir 3) ) ) (script dormant c05_2160_mir (begin (sleep 99) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out) (cinematic_subtitle c05_2160_mir 2) ) ) (script dormant cortana_disappear (begin (sleep 35) (print "cortana disappears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker) ) ) (script dormant c05_intra1_cinematic_light_03 (begin (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) ) ) (script static c05_intra1_03_setup (begin (wake c05_2150_mir) (wake c05_2160_mir) (wake c05_intra1_foley_03) (wake c05_intra1_cinematic_light_03) (wake cortana_disappear) ) ) (script static c05_intra1_03_cleanup (begin (object_destroy chief) (object_destroy regret) (object_destroy throne_regret) (object_destroy cortana_base) ) ) (script static c05_intra1_scene_03 (begin (c05_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_03 none anchor_flag_intra1a) (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_03 False anchor_intra1a) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_03 False anchor_intra1a) (sleep 50) (object_destroy cortana) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intra1_03_cleanup) ) ) (script static c05_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_01) (sleep 1) (sound_class_set_gain "amb" 0 0) (sound_class_set_gain "vehicle" 0 0) (c05_intra1_scene_01) (c05_intra1_scene_02) (c05_intra1_scene_03) (sound_class_set_gain "amb" 0 15) ) ) (script dormant c05_intra2_foley (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1) (print "c05_intra2 foley start") ) ) (script dormant c05_3010_cor (begin (sleep 275) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1) (cinematic_subtitle c05_3010_cor 2) ) ) (script dormant c05_3020_cor (begin (sleep 359) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1) (cinematic_subtitle c05_3020_cor 2) ) ) (script dormant c05_3030_cor (begin (sleep 513) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1) (cinematic_subtitle c05_3030_cor 3) ) ) (script dormant c05_intra2_dof (begin (sleep 250) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 250) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c05_intra2_cinematic_light (begin (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (object_uses_cinematic_lighting chief True) ) ) (script dormant fleet_arrival (begin (sleep 251) (print "fleet arrival") (object_create_anew intra2_fleet) ) ) (script static c05_intra2_setup (begin (object_create chief) (object_cinematic_lod chief True) (cinematic_clone_players_weapon chief right_hand ) (wake c05_3010_cor) (wake c05_3020_cor) (wake c05_3030_cor) (wake c05_intra2_foley) (wake fleet_arrival) (wake c05_intra2_dof) (wake c05_intra2_cinematic_light) ) ) (script static c05_intra2 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_03) (sleep 1) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (05_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol) (sleep prediction_offset) (c05_intra2_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 05_intra2_01 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 chief_01 False anchor_outro) (fade_in 1 1 1 15) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (object_destroy chief) (object_destroy intra2_fleet) ) ) (script dormant c05_outro_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1) (print "c05_outro score 01 start") ) ) (script dormant c05_outro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1) (print "c05_outro foley 01 start") ) ) (script dormant effect_dust_scrape (begin (time_code_reset) (sleep 240) (print "effect - dust scrape") (object_create_anew outro_dust_scrape) ) ) (script dormant c05_outro_01_dof (begin (sleep 55) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 130) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c05_outro_cinematic_light_01 (begin (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting carrier True) ) ) (script dormant c05_outro_problem_actors (begin (print "problem actors") (object_create_anew chief) (object_cinematic_lod chief True) ) ) (script static c05_outro_01_setup (begin (object_create_anew carrier) (object_cinematic_lod carrier True) (wake c05_outro_score_01) (wake c05_outro_foley_01) (wake effect_dust_scrape) (wake c05_outro_01_dof) (wake c05_outro_cinematic_light_01) (effect_new_on_object_marker effects\cinematics\05\covenant_beam carrier beam) ) ) (script static c05_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) (cinematic_lightmap_shadow_enable) (05_outro_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol) (wake c05_outro_problem_actors) (sleep prediction_offset) (c05_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_01 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_01 False anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_01 anchor_outro) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (05_outro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol) (sleep (camera_time)) ) ) (script dormant c05_outro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol none 1) (print "c05_outro foley 02 start") ) ) (script dormant effect_dust_land (begin (sleep 59) (print "effect - dust land") (object_create_anew outro_dust_land) ) ) (script static c05_outro_scene_02 (begin (wake c05_outro_foley_02) (wake effect_dust_land) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_02 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_02 False anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_02 anchor_outro) (sleep (- (camera_time) prediction_offset)) (05_outro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol) (sleep (camera_time)) ) ) (script dormant c05_outro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol none 1) (print "c05_outro foley 03 start") ) ) (script dormant c05_outro_fov_01 (begin (sleep 122) (camera_set_field_of_view 7 0) ) ) (script static c05_outro_03_setup (begin (wake c05_outro_foley_03) (wake c05_outro_fov_01) ) ) (script static c05_outro_scene_03 (begin (c05_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_03 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_03 False anchor_outro) (sleep (- (camera_time) prediction_offset)) (05_outro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol) (sleep (camera_time)) ) ) (script dormant c05_outro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol none 1) (print "c05_outro foley 04 start") ) ) (script static c05_outro_scene_04 (begin (wake c05_outro_foley_04) (object_create_anew outro_beam) (print "start beam") (camera_set_field_of_view 60 0) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_04 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_04 False anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_04 anchor_outro) (sleep (- (camera_time) prediction_offset)) (05_outro_05_predict_stub) (sleep (- (camera_time) 1)) (fade_out 0 0 0 0) (sleep 60) (object_destroy outro_beam) ) ) (script dormant x07_0220_grv (begin (sleep 207) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0220_grv none 1) (cinematic_subtitle x07_0220_grv 7) ) ) (script dormant x07_0230_grv (begin (sleep 426) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0230_grv none 1) (cinematic_subtitle x07_0230_grv 6) ) ) (script dormant c05_outro_bubbles (begin (object_create_anew bubbles_01) (objects_attach chief bubbles_01 ) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles01) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles04) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles06) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles08) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles09) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles11) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles12) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles14) ) ) (script dormant c05_outro_caustic (begin (time_code_reset) (sleep 127) (print "create caustic light") (object_create_anew_containing "caustic_light") ) ) (script dormant c05_outro_cinematic_light_05 (begin (cinematic_lighting_set_primary_light 54 138 0.129412 0.121569 0.0705882) (cinematic_lighting_set_secondary_light -46 238 0.0705882 0.160784 0.329412) (cinematic_lighting_set_ambient_light 0.0901961 0.129412 0.219608) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting rubble True) (object_uses_cinematic_lighting tentacle_capture_01 True) (object_uses_cinematic_lighting tentacle_capture_02 True) ) ) (script static c05_outro_05_setup (begin (object_create_anew rubble) (object_create_anew tentacle_capture_01) (object_create_anew tentacle_capture_02) (wake x07_0220_grv) (wake x07_0230_grv) (wake c05_outro_cinematic_light_05) (wake c05_outro_bubbles) (wake c05_outro_caustic) ) ) (script static c05_outro_05_cleanup (begin (object_destroy chief) (object_destroy rubble) (object_destroy carrier) (object_destroy_containing "caustic_light") (object_destroy_containing "tentacle") (object_destroy_containing "bubbles") ) ) (script static c05_outro_scene_05 (begin (c05_outro_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_05 none anchor_flag_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_05 False anchor_outro) (scenery_animation_start_relative rubble objects\cinematics\effects\05_outro_rubble\05_outro_rubble 05_outro_05 anchor_outro) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle1_05 anchor_outro) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle2_05 anchor_outro) (fade_in 0 0 0 60) (sleep (- (camera_time) 30)) (fade_out 0 0 0 60) (sleep 60) (c05_outro_05_cleanup) (cinematic_lightmap_shadow_disable) ) ) (script static c05_outro (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_03) (sleep 1) (c05_outro_scene_01) (c05_outro_scene_02) (c05_outro_scene_03) (c05_outro_scene_04) (c05_outro_scene_05) ) ) (script command long_pause (begin (cs_abort_on_alert True) (sleep_forever) ) ) (script command forever_pause (begin (cs_pause -1) ) ) (script command abort (begin (cs_pause 0.1) ) ) (script dormant 05b_title0 (begin (cinematic_fade_from_white_bars) (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05b_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05b_title1_alt (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2alt) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05b_title2 (begin (cinematic_fade_from_white_bars) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_towers_set (begin (sleep 30) (print "new objective set:") (print "make your way through the first set of towers.") (objectives_show_up_to 0) ) ) (script dormant objective_towers_clear (begin (print "objective complete:") (print "make your way through the first set of towers.") (objectives_finish_up_to 0) ) ) (script dormant objective_gondola1_set (begin (sleep 30) (print "new objective set:") (print "ride the gondola to the far towers.") (objectives_show_up_to 1) ) ) (script dormant objective_gondola1_clear (begin (print "objective complete:") (print "ride the gondola to the far towers.") (objectives_finish_up_to 1) ) ) (script dormant objective_sunken_set (begin (sleep 30) (print "new objective set:") (print "pass through the submerged structures.") (objectives_show_up_to 2) ) ) (script dormant objective_sunken_clear (begin (print "objective complete:") (print "pass through the submerged structures.") (objectives_finish_up_to 2) ) ) (script dormant objective_temple_set (begin (sleep 30) (print "new objective set:") (print "reach the main temple.") (objectives_show_up_to 3) ) ) (script dormant objective_temple_clear (begin (print "objective complete:") (print "reach the main temple.") (objectives_finish_up_to 3) ) ) (script dormant objective_regret_set (begin (sleep 30) (print "new objective set:") (print "kill the prophet of regret, and escape.") (objectives_show_up_to 4) ) ) (script dormant objective_regret_clear (begin (print "objective complete:") (print "kill the prophet of regret, and escape.") (objectives_finish_up_to 4) ) ) (script dormant music_05b_01_start (begin (print "music 05b_01 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_01 none 1) ) ) (script dormant music_05b_01_stop (begin (print "music 05b_01 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_01) ) ) (script dormant music_05b_02_start (begin (print "music 05b_02 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_02 none 1) ) ) (script dormant music_05b_02_stop (begin (print "music 05b_02 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_02) ) ) (script dormant music_05b_03_start (begin (print "music 05b_03 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_03 none 1) ) ) (script dormant music_05b_03_stop (begin (print "music 05b_03 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_03) ) ) (script dormant music_05b_04_start (begin (print "music 05b_04 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_04 none 1) ) ) (script dormant music_05b_04_stop (begin (print "music 05b_04 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_04) ) ) (script dormant music_05b_05_start (begin (print "music 05b_05 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_05 none 1) ) ) (script dormant music_05b_06_start (begin (print "music 05b_06 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_06 none 1) ) ) (script dormant music_05b_06_stop (begin (print "music 05b_06 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_06) ) ) (script dormant music_05b_07_start (begin (print "music 05b_07 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_07 none 1) ) ) (script dormant music_05b_08_start (begin (print "music 05b_08 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_08 none 1) ) ) (script dormant music_05b_09_start (begin (print "music 05b_09 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_09 none 1) ) ) (script dormant music_05b_09_start_alt (begin (print "music 05b_09 start alt") (sound_looping_set_alternate scenarios\solo\05b_deltatowers\05b_music\05b_09 True) ) ) (script dormant music_05b_09_stop (begin (print "music 05b_09 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_09) ) ) (script dormant music_05b_10_start (begin (print "music 05b_10 start") (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_10 none 1) ) ) (script dormant music_05b_10_stop (begin (print "music 05b_10 stop") (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_10) ) ) (script dormant kill_volumes (begin (kill_volume_disable kill_no_riders_up) (kill_volume_disable kill_bsp03) (kill_volume_disable kill_temple_wings) (sleep_until (= (structure_bsp_index) 2)) (kill_volume_enable kill_bsp03) (kill_volume_enable kill_temple_wings) (kill_volume_disable kill_bsp01_01) (kill_volume_disable kill_bsp01_02) ) ) (script dormant tower1_holo_looper (begin (sleep_until (begin (begin_random (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret01 3000)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret01 3001)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret01 3002)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret01 3003)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret01 3004)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret01 3005)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret01 3006)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) ) False) ) ) ) (script static prep_return_from_intro (begin (object_create_anew in_game_throne) (object_create_anew regret01) (objects_attach in_game_throne driver regret01 ) (ai_disregard regret01 True) (ai_place initial_allies 2) (object_teleport (player0) tower1_player0) (object_teleport (player1) tower1_player1) ) ) (script dormant tower1_cortana_comment (begin (sleep_until (or (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True)) 30 300) (ai_dialogue_enable False) (sleep 60) (if (and (= (volume_test_objects vol_tower1_exit (players)) False) (= (volume_test_objects vol_tower1_exit_01 (players)) False) (= (volume_test_objects vol_tower1_exit_02 (players)) False) (> (player_count) 0)) (begin (print "cortana: 'you know, i think the forerunners built these new structures...'") (print "'...around the old - to protect them, honor them...'") (sleep (ai_play_line_on_object none 0810)) (sleep 30) (print "'pure speculation, mind you. i'd need to make a thorough survey to be sure.'") (sleep (ai_play_line_on_object none 0820)) )) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant tower1_start (begin (data_mine_set_mission_segment "05b_1_tower1") (game_save_immediate) (sleep 90) (ai_place tower1_buggers_01 4) (sleep 90) (if (difficulty_legendary) (ai_place tower1_elites_01 2) (ai_place tower1_elites_01 1)) (wake tower1_holo_looper) (sleep_until (or (< (ai_living_count tower1_enemies) 3) (= (volume_test_objects vol_tower1_upper (players)) True) (= (volume_test_objects vol_tower1_upper_right (players)) True))) (ai_place tower1_buggers_02 (- 4 (ai_living_count tower1_buggers_01))) (sleep_until (or (< (ai_living_count tower1_enemies) 2) (= (volume_test_objects vol_tower1_upper_right (players)) True))) (if (difficulty_legendary) (ai_place tower1_elites_02 (- 2 (ai_living_count tower1_elites_01))) (ai_place tower1_elites_02 (- 1 (ai_living_count tower1_elites_01)))) (sleep_until (or (< (ai_living_count tower1_enemies) 1) (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True) (= (volume_test_objects vol_tower1_roof (players)) True))) (game_save) (wake tower1_cortana_comment) (sleep 60) (wake music_05b_01_start) ) ) (script command tower1_escape (begin (cs_enable_pathfinding_failsafe True) (cs_go_to_nearest bridges) ) ) (script dormant cortana_bridge_reminder (begin (sleep_until (or (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_central_platform (players)) True)) 30 8000) (if (and (= (volume_test_objects vol_tower2_ext_entry (players)) False) (= (volume_test_objects vol_central_platform (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'there's some sort of transport-system on the far side...'") (print "'...of that center platform. let's check it out.'") (sleep (ai_play_line_on_object none 0860)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant bridges_start (begin (ai_disposable tower1_enemies True) (data_mine_set_mission_segment "05b_2_bridges") (ai_renew all_allies) (game_save) (if (difficulty_heroic) (set bridges_sniper_count 4)) (if (difficulty_legendary) (set bridges_sniper_count 5)) (begin_random (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_01 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_02 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_03 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_04 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_05 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) (if (> bridges_sniper_count 0) (begin (ai_place bridge_jackals_06 1) (set bridges_sniper_count (- bridges_sniper_count 1)) )) ) (ai_place bridge_elites_01 1) (ai_place bridge_elites_02 1) (ai_place bridge_grunts_01 2) (ai_set_orders all_allies tower1_ext_allies) (cs_run_command_script all_allies tower1_escape) (wake cortana_bridge_reminder) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (game_save) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_grunts_02 (- 3 (ai_living_count bridge_grunts_01)))) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_elites_03 1)) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_bridge_far_half (players)) True))) (game_save) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_grunts_03 (- 2 (ai_living_count bridge_grunts_02)))) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_jackals_07 1)) (sleep_until (or (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (ai_set_orders all_allies bridge_allies) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (game_save) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_grunts_04 (- 2 (ai_living_count bridge_grunts_03)))) (if (< (ai_living_count bridge_enemies) 8) (ai_place bridge_elites_04 1)) (sleep_until (= (volume_test_objects vol_tower2_ext_entry (players)) True)) (game_save) (ai_set_orders all_allies tower2_ext_allies_01) ) ) (script dormant tower2_cortana_comment (begin (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_tower2_ext_exit (players)) True) (= (volume_test_objects vol_tower2_exit_mid (players)) True)) 30 300) (ai_dialogue_enable False) (sleep 60) (if (and (= (volume_test_objects vol_tower2_exit (players)) False) (= (volume_test_objects vol_tower2_ext_exit (players)) False) (= (volume_test_objects vol_tower2_exit_mid (players)) True) (> (player_count) 0)) (begin (print "cortana: 'i wish i had time to decipher these inscriptions.'") (sleep (ai_play_line_on_object none 0870)) (sleep 60) (print "'the forerunners revered this place - that much is clear.'") (sleep (ai_play_line_on_object none 0880)) (sleep 60) (print "'but was it a temple? a university? i can't say...'") (sleep (ai_play_line_on_object none 0890)) )) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant tower2_start (begin (sleep_until (or (= (volume_test_objects vol_tower2_entry (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True))) (ai_disposable bridge_enemies True) (data_mine_set_mission_segment "05b_3_tower2") (ai_renew all_allies) (wake music_05b_01_stop) (game_save) (ai_place tower2_jackals_01 2) (ai_place tower2_grunts_01 2) (ai_place tower2_grunts_02 2) (sleep_until (= (volume_test_objects vol_in_tower2 (players)) True)) (ai_set_orders all_allies tower2_allies) (sleep_until (or (< (ai_living_count tower2_enemies) 3) (= (volume_test_objects vol_tower2_by_exit (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True))) (game_save) (ai_place tower2_jackals_02 (- 2 (ai_living_count tower2_jackals_01))) (sleep_until (or (<= (ai_living_count tower2_enemies) 0) (= (volume_test_objects vol_tower2_exit (players)) True))) (game_save) (wake tower2_cortana_comment) ) ) (script dormant miranda_pelican_comment (begin (ai_dialogue_enable False) (sleep 60) (print "miranda: 'cortana? the covenant's getting nosy.'") (print "'i don't want to give away my position,'") (print "'so i'm re-routing a few stragglers back to you.'") (sleep (ai_play_line_on_object none 0830)) (sleep 30) (print "'i apologize. these pelicans are all the support you're going to get.'") (sleep (ai_play_line_on_object none 0840)) (sleep 60) (print "'understood, ma'am.'") (sleep (ai_play_line_on_object none 0850)) (set miranda_pel_comment_done True) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant gondola_01_cortana_warn (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'a gondola's launching from the far towers!'") (print "'big surprise: it's full of covenant reinforcements!'") (sleep (ai_play_line_on_object none 0900)) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant gondola_01_cortana_comment (begin (if (and (= (volume_test_objects vol_gondola_01 (players)) False) (> (player_count) 0) (= (ai_trigger_test "done_fighting" central_platform_enemies) True) (= (ai_trigger_test "done_fighting" gondola_01_enemies) True)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'well, they were nice enough to bring us a ride.'") (sleep (ai_play_line_on_object none 0910)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant gondola_01_cortana_reminder (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'this gondola won't bring us all the way to the main-temple,'") (print "'but it'll get us close. let's get on-board.'") (sleep (ai_play_line_on_object none 0950)) (sleep 30) (ai_dialogue_enable True) ) ) (script command gondola_01_ally_comment (begin (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally_01: 'all aboard!'") (cs_play_line 0920) (cs_switch ally02) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (sleep 5) (print "ally_02: 'i'll drive!'") (cs_play_line 0930) (cs_switch ally01) (sleep 15) (print "ally_01: 'what's to drive? it comes here. it goes there.'") (cs_play_line 0940) ) ) (script dormant hunter_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a01) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a02) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) False) (ai_set_blind central_platform_hunters False) ) ) (script command central_platform_dropship (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/ph_01_0 10) (cs_fly_by bsp1_airspace/ph_01_1 10) (cs_vehicle_boost False) (cs_fly_by bsp1_airspace/ph_01_2 5) (cs_vehicle_speed 0.5) (wake hunter_drop) (cs_fly_to bsp1_airspace/ph_01_2 1) (sleep_until (< (ai_living_count central_platform_phantom) 2)) (sleep 60) (cs_fly_to_and_face bsp1_airspace/ph_01_3 bsp1_airspace/ph_01_1 1) (cs_vehicle_speed 1) (cs_fly_by bsp1_airspace/ph_01_1 5) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/ph_01_0 20) (cs_fly_by bsp1_airspace/ph_01_x 40) (ai_erase central_platform_phantom) ) ) (script command central_platform_pelican_path (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by bsp1_airspace/p0 2) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/pel0 20) (cs_fly_by bsp1_airspace/pel1 20) (cs_vehicle_boost False) (cs_fly_by bsp1_airspace/pel3 10) (cs_vehicle_speed 0.5) (cs_fly_by bsp1_airspace/pel4 5) (set central_plat_pel_arrives True) (cs_vehicle_speed 0.3) (cs_fly_to bsp1_airspace/pel4 1) (ai_place central_plat_pelican_allies (- 2 (ai_living_count allies_infantry))) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p (ai_actors central_plat_pelican_allies)) (cs_fly_to bsp1_airspace/pel5 1) (vehicle_unload (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p) (sleep_until (< (ai_living_count central_plat_pelican) 4)) (sleep 60) (cs_vehicle_speed 0.5) (cs_fly_to_and_face bsp1_airspace/pel4 bsp1_airspace/pel3 1) (cs_fly_by bsp1_airspace/pel3 2) (cs_vehicle_speed 1) (cs_fly_by bsp1_airspace/pel2 2) (cs_vehicle_boost True) (cs_fly_by bsp1_airspace/pel2 20) (cs_fly_by bsp1_airspace/pel1 20) (cs_fly_by bsp1_airspace/pel0 20) (cs_vehicle_boost False) (cs_fly_by bsp1_airspace/pelx 5) (ai_erase central_plat_pelican) ) ) (script dormant central_platform_pelican (begin (ai_place central_plat_pelican 1) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) True) (cs_run_command_script central_plat_pelican/pilot central_platform_pelican_path) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (= central_plat_pel_arrives True) )) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script static short_central_plat_pel (begin (ai_place central_plat_pelican 1) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) True) (cs_run_command_script central_plat_pelican/pilot central_platform_pelican_path) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors initial_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors initial_allies) 0)) 10)) (object_destroy (list_get (ai_actors initial_allies) 0))) (= central_plat_pel_arrives True) )) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script dormant central_plat_ph_go (begin (ai_place central_platform_hunters 2) (ai_place central_platform_phantom 1) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a (ai_actors central_platform_hunters)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (cs_run_command_script central_platform_phantom/pilot central_platform_dropship) (sleep 4000) (object_destroy (ai_vehicle_get_from_starting_location central_platform_phantom/pilot)) ) ) (script dormant gondola_01_wake (begin (sleep_until (begin (if (and (> (device_get_position gondola_01_a) 0.37) (< (device_get_position gondola_01_a) 0.59) (> (device_get_position gondola_01_a) gondola_01_wake_state)) (begin (object_clear_function_variable gondola_01_a wake_forward) (object_clear_function_variable gondola_01_a wake_backward) (object_set_function_variable gondola_01_a wake_backward 1 1) (object_clear_function_variable gondola_01_b wake_forward) (object_clear_function_variable gondola_01_b wake_backward) (object_set_function_variable gondola_01_b wake_backward 1 1) )) (if (and (> (device_get_position gondola_01_a) 0.37) (< (device_get_position gondola_01_a) 0.59) (< (device_get_position gondola_01_a) gondola_01_wake_state)) (begin (object_clear_function_variable gondola_01_a wake_forward) (object_clear_function_variable gondola_01_a wake_backward) (object_set_function_variable gondola_01_a wake_forward 1 1) (object_clear_function_variable gondola_01_b wake_forward) (object_clear_function_variable gondola_01_b wake_backward) (object_set_function_variable gondola_01_b wake_forward 1 1) )) (if (or (= (device_get_position gondola_01_a) gondola_01_wake_state) (< (device_get_position gondola_01_a) 0.37) (> (device_get_position gondola_01_a) 0.59)) (begin (object_clear_function_variable gondola_01_a wake_forward) (object_clear_function_variable gondola_01_a wake_backward) (object_clear_function_variable gondola_01_b wake_forward) (object_clear_function_variable gondola_01_b wake_backward) )) (set gondola_01_wake_state (device_get_position gondola_01_a)) (= (device_get_position gondola_01_a) 0) )) ) ) (script dormant central_platform_start (begin (ai_disposable tower2_enemies True) (data_mine_set_mission_segment "05b_4_central_platform") (ai_renew all_allies) (game_save) (ai_place tower3_turrets 2) (objects_attach gondola_01_b control_back gondola_01_switch_front ) (objects_attach gondola_01_a control_back gondola_01_switch_back ) (device_set_position gondola_01_launch_a 1) (device_set_position gondola_01_launch_b 1) (device_set_position gondola_01_a 0.5) (device_set_position gondola_01_b 0.5) (ai_place central_platform_elites_01 1) (ai_place central_platform_elites_02 1) (ai_place central_platform_jackals_01 2) (ai_place central_platform_jackals_02 2) (ai_set_orders all_allies tower2_ext_allies_02) (sleep_until (or (= (volume_test_objects vol_near_gondola_01 (players)) True) (= (volume_test_objects vol_central_platform (players)) True)) 30 150) (wake gondola_01_wake) (sleep_until (or (= (volume_test_objects vol_near_gondola_01 (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (ai_set_orders all_allies central_platform_allies) (sleep_until (< (ai_living_count central_platform_enemies) 2) 30 4000) (sleep_until (= (ai_trigger_test "done_fighting" central_platform_enemies) True)) (game_save) (wake central_plat_ph_go) (sleep 450) (game_save) (sleep_until (or (> (ai_living_count central_platform_hunters) 0) (< (ai_living_count central_platform_phantom) 1))) (sleep_until (< (ai_living_count central_platform_hunters) 1)) (sleep 30) (wake music_05b_02_start) (sleep 60) (wake miranda_pelican_comment) (sleep_until (= miranda_pel_comment_done True)) (game_save) (wake central_platform_pelican) (ai_place gondola_01_elite_riders 2) (ai_place gondola_01_grunt_riders 3) (device_set_position gondola_01_a 1) (device_set_position gondola_01_b 1) (sleep_until (> (device_get_position gondola_01_a) 0.75)) (wake gondola_01_cortana_warn) (sleep_until (= (device_get_position gondola_01_a) 1)) (object_dynamic_simulation_disable gondola_01_a True) (object_dynamic_simulation_disable gondola_01_b True) (device_set_position gondola_01_launch_a 0) (device_set_position gondola_01_launch_b 0) (device_group_change_only_once_more_set gondola_01_switch True) (ai_set_orders gondola_01_grunt_riders gondola_01_landing_01) (game_save) (wake music_05b_03_start) (sleep_until (or (= (volume_test_objects vol_near_gondola_01 (players)) True) (< (ai_living_count gondola_01_enemies) 3))) (ai_place gondola_01_jackal_riders 2) (sleep_until (or (<= (ai_living_count gondola_01_jackal_riders) 0) (= (volume_test_objects vol_gondola_01 (players)) True)) 30 4000) (ai_set_orders gondola_01_elite_riders gondola_01_landing_03) (sleep_until (or (= (volume_test_objects vol_gondola_01 (players)) True) (and (<= (ai_living_count gondola_01_enemies) 0) (<= (ai_living_count central_platform_enemies) 0) (<= (ai_living_count bridge_enemies) 0))) 30 4000) (sleep 30) (wake gondola_01_cortana_comment) (sleep 150) (ai_scene gondola_01_allies_scene gondola_01_ally_comment all_allies) (ai_set_orders all_allies gondola_01_allies) (game_save) (sleep_until (= (volume_test_objects vol_gondola_01 (players)) True) 30 1800) (if (and (= (volume_test_objects vol_gondola_01 (players)) False) (> (player_count) 0)) (begin (wake gondola_01_cortana_reminder) )) ) ) (script static short_central_plat_ph (begin (device_set_position_immediate gondola_01_a 0.5) (device_set_position_immediate gondola_01_b 0.5) (ai_place central_platform_hunters 2) (ai_place central_platform_phantom 1) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a (ai_actors central_platform_hunters)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (cs_run_command_script central_platform_phantom/pilot central_platform_dropship) (sleep 4000) (object_destroy (ai_vehicle_get_from_starting_location central_platform_phantom/pilot)) ) ) (script dormant assassin_ice_cream (begin (sleep_until (= (volume_test_objects_all vol_assassins (players)) False)) (object_create assassins) (ai_place assassin_elites) (ai_set_active_camo assassin_elites True) (cs_run_command_script assassin_elites forever_pause) (custom_animation_loop (unit (list_get (ai_actors assassin_elites) 0)) objects\characters\elite\elite combat:sword:berserk True) (custom_animation_loop (unit (list_get (ai_actors assassin_elites) 1)) objects\characters\elite\elite combat:sword:berserk True) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 2) ) ) (script command gondola_01_jumper_01 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 2 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 95 1 0) (cs_jump 45 7) ) ) (script command gondola_01_jumper_02 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 2.75 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 90 1 0) (cs_jump 45 7.5) ) ) (script command gondola_01_jumper_03 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 3.5 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 85 1 0) (cs_jump 45 8) ) ) (script command gondola_01_jumper_04 (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_move_in_direction 90 4.25 0) (cs_move_in_direction 45 5.5 0) (cs_move_in_direction 75 1 0) (cs_jump 45 8.5) ) ) (script dormant gondola_01_buggers_board (begin (sleep 150) (ai_place gondola_01_bugs_new 4) ) ) (script dormant gondola_01_go_reminder (begin (sleep_until (> (device_group_get gondola_01_switch) 0) 30 1800) (if (= (device_group_get gondola_01_switch) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'if you hit the activation-switch, it should drive itself.'") (sleep (ai_play_line_on_object none 0960)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (> (device_group_get gondola_01_switch) 0) 30 900) (if (= (device_group_get gondola_01_switch) 0) (begin (activate_team_nav_point_object default player gondola_01_switch_back 0) (sleep_until (< (device_get_position gondola_01_a) 1)) (deactivate_team_nav_point_object player gondola_01_switch_back) )) ) ) (script command gondola_01_boarders_warn (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'whoa! we got boarders!'") (cs_play_line 0970) ) ) (script dormant gondola_01_cortana_arch (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'this lake couldn't have been formed by volcanic action -'") (print "'which means it was either built this way on purpose,'") (print "'or was created by some other cataclysmic event.'") (sleep (ai_play_line_on_object none 0980)) (sleep 30) (print "cortana: 'sorry. were you trying to kill something?'") (sleep (ai_play_line_on_object none 0990)) (sleep 30) (ai_dialogue_enable True) (game_save) ) ) (script command gondola_01_retreat (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by bsp1_airspace/ph_02_4 2) (cs_fly_to bsp1_airspace/ph_02_x 2) (ai_erase gondola_01_phantom) ) ) (script dormant gondola_01_unload (begin (sleep 90) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_a01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_a02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_a03) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_b01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_b02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_b03) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_c01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_c02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p_c03) (sleep 90) (cs_run_command_script gondola_01_phantom/pilot gondola_01_retreat) ) ) (script command gondola_01_flight (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by bsp1_airspace/ph_02_0 2) (cs_fly_by bsp1_airspace/ph_02_1 2) (cs_fly_to_and_face bsp1_airspace/ph_02_2 bsp1_airspace/ph_02_3) (cs_vehicle_speed 0.3) (wake gondola_01_unload) (cs_fly_to bsp1_airspace/ph_02_3) ) ) (script dormant gondola_01_phantom_arrives (begin (ai_place gondola_01_elite_boarders 2) (ai_place gondola_01_grunt_boarders_01 2) (ai_place gondola_01_grunt_boarders_02 2) (ai_place gondola_01_phantom 1) (vehicle_load_magic (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p (ai_actors gondola_01_grunt_boarders_01)) (vehicle_load_magic (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p (ai_actors gondola_01_elite_boarders)) (vehicle_load_magic (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) phantom_p (ai_actors gondola_01_grunt_boarders_02)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location gondola_01_phantom/pilot) True) (cs_run_command_script gondola_01_phantom/pilot gondola_01_flight) (sleep_until (< (ai_living_count gondola_01_phantom) 2)) (sleep_until (and (<= (ai_living_count gondola_01_grunt_boarders_01) 0) (<= (ai_living_count gondola_01_grunt_boarders_02) 0))) (ai_set_orders gondola_01_elite_boarders gondola_01_all) ) ) (script command tower3_turret_mount_01 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to tower3/left) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location tower3_turrets/left)) (cs_enable_targeting True) (cs_shoot True) (sleep 120) (if (= (vehicle_test_seat (ai_vehicle_get_from_starting_location tower3_turrets/left) c_turret_ap_d (unit (ai_get_object ai_current_actor))) True) (cs_set_behavior guard)) ) ) (script command tower3_turret_mount_02 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to tower3/right) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location tower3_turrets/right)) (cs_enable_targeting True) (cs_shoot True) (sleep 120) (if (= (vehicle_test_seat (ai_vehicle_get_from_starting_location tower3_turrets/right) c_turret_ap_d (unit (ai_get_object ai_current_actor))) True) (cs_set_behavior guard)) ) ) (script dormant tower3_turret_reman (begin (sleep 300) (sleep_until (begin (sleep (random_range 30 90)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/right)) 0) (= (volume_test_objects vol_tower3_entry (players)) False) (> (player_count) 0) (< (ai_spawn_count tower3_dock_grunts) 5) (< (ai_living_count tower3_dock_grunts) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location tower3_turrets/right) c_turret_ap_d (ai_actors all_enemies)) False)) (begin (ai_place tower3_dock_grunts 1) (cs_run_command_script tower3_dock_grunts tower3_turret_mount_02) )) (sleep (random_range 30 90)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/left)) 0) (= (volume_test_objects vol_tower3_entry (players)) False) (> (player_count) 0) (< (ai_spawn_count tower3_dock_grunts) 5) (< (ai_living_count tower3_dock_grunts) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location tower3_turrets/left) c_turret_ap_d (ai_actors all_enemies)) False)) (begin (ai_place tower3_dock_grunts 1) (cs_run_command_script tower3_dock_grunts tower3_turret_mount_01) )) (or (= (volume_test_objects vol_tower3_entry (player0) ) True) (and (<= (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/right)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location tower3_turrets/left)) 0))) )) ) ) (script dormant tower3_dock_above (begin (sleep_until (or (<= (ai_living_count tower3_dock_snipers) 0) (= (device_get_position gondola_01_a) 0))) (if (> (device_get_position gondola_01_a) 0) (ai_place tower3_dock_snipers 2)) ) ) (script dormant gondola_01_nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors tower_cluster_enemies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors tower_cluster_enemies) 0)) 30)) (object_destroy (list_get (ai_actors tower_cluster_enemies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors tower_cluster_enemies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors tower_cluster_enemies) 1)) 30)) (object_destroy (list_get (ai_actors tower_cluster_enemies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors tower_cluster_enemies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors tower_cluster_enemies) 2)) 30)) (object_destroy (list_get (ai_actors tower_cluster_enemies) 2))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 30)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 30)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 30)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (< (device_get_position gondola_01_a) 0.25) )) ) ) (script dormant gondola_01_restarter (begin (sleep_until (begin (set gondola_01_state (device_get_position gondola_01_a)) (if (and (= (volume_test_objects_all vol_gondola_01_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_01_a 0) (device_set_position gondola_01_b 0) ) (begin (device_set_position gondola_01_a gondola_01_state) (device_set_position gondola_01_b gondola_01_state) )) (< (device_get_position gondola_01_a) 0.4) )) ) ) (script dormant gondola_01_reverser (begin (sleep_until (begin (if (and (= (volume_test_objects_all vol_gondola_01_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_01_a 0) (device_set_position gondola_01_b 0) ) (begin (device_set_position gondola_01_a 0.54) (device_set_position gondola_01_b 0.54) )) (< (device_get_position gondola_01_a) 0.4) )) ) ) (script dormant tower_cluster_delete (begin (sleep_until (= (objects_can_see_flag (players) tower_cluster 45) False) 30 300) (garbage_collect_unsafe) (object_destroy_containing "tower_cluster_") ) ) (script dormant gondola_01_start (begin (sleep_until (= (volume_test_objects vol_gondola_01 (players)) True)) (ai_disposable central_platform_enemies True) (data_mine_set_mission_segment "05b_5_gondola_01") (ai_renew all_allies) (wake objective_towers_clear) (wake objective_gondola1_set) (wake gondola_01_go_reminder) (game_save) (sleep_until (> (device_group_get gondola_01_switch) 0)) (device_set_power gondola_01_switch_back 0) (wake music_05b_02_stop) (wake music_05b_03_stop) (wake tower_cluster_delete) (sleep_until (and (= (volume_test_objects_all vol_gondola_01 (players)) True) (> (player_count) 0))) (object_dynamic_simulation_disable gondola_01_a False) (object_dynamic_simulation_disable gondola_01_b False) (wake 05b_title1) (device_set_position gondola_01_launch_a 1) (device_set_position gondola_01_launch_b 1) (device_set_position gondola_01_a 0.54) (device_set_position gondola_01_b 0.54) (game_save) (wake gondola_01_buggers_board) (sleep_until (< (device_get_position gondola_01_a) 0.85)) (game_save) (ai_place gondola_01_b_elites 2) (ai_place gondola_01_b_buggers (- 4 (ai_living_count gondola_01_bugs_new))) (ai_place tower3_dock_grunts 2) (cs_run_command_script tower3_dock_grunts/1 tower3_turret_mount_01) (cs_run_command_script tower3_dock_grunts/2 tower3_turret_mount_02) (wake gondola_01_nuke) (wake tower3_turret_reman) (sleep_until (< (device_get_position gondola_01_a) 0.7)) (wake gondola_01_cortana_arch) (sleep_until (= (device_get_position gondola_01_a) 0.54)) (game_save) (ai_place tower3_dock_snipers 2) (wake tower3_dock_above) (ai_set_orders gondola_01_b_buggers gondola_01_all) (object_dynamic_simulation_disable gondola_01_a True) (object_dynamic_simulation_disable gondola_01_b True) (sleep_until (< (+ (ai_living_count gondola_01_b_elites) (ai_living_count gondola_01_b_buggers)) 1) 30 1800) (sleep_until (= (ai_trigger_test "done_fighting" gondola_01_enemies) True) 30 1800) (sleep 60) (game_save) (object_dynamic_simulation_disable gondola_01_a False) (object_dynamic_simulation_disable gondola_01_b False) (wake music_05b_04_start) (wake gondola_01_reverser) (sleep_until (< (device_get_position gondola_01_a) 0.25)) (game_save) (sleep_until (= (device_get_position gondola_01_a) 0)) (game_save) (device_set_position gondola_01_launch_a 0) (device_set_position gondola_01_launch_b 0) (ai_place tower3_dock_jackals 2) (wake music_05b_04_stop) (if (difficulty_legendary) (wake assassin_ice_cream)) (sleep_until (and (= (device_get_position gondola_01_a) 0) (= (volume_test_objects_all vol_gondola_01 (players)) False) (> (player_count) 0))) (object_dynamic_simulation_disable gondola_01_a True) (object_dynamic_simulation_disable gondola_01_b True) (ai_set_orders all_allies tower3_allies) (game_save) ) ) (script static cam_shake (begin (player_effect_set_max_rotation 0 2 2) (player_effect_set_max_vibration 1 1) (player_effect_start 0.5 0) (player_effect_stop 1) ) ) (script static godownfast (begin (device_set_position_track elev_under transition_1to2 0) (device_animate_position elev_under 0.135 1 1 1 False) ) ) (script static nowcomeup (begin (device_animate_position elev_under 0 15 1 1 False) ) ) (script static go1to2 (begin (device_set_position_track elev_under transition_1to2 0) (device_animate_position elev_under 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_under) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_under (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_under (player1) ) False) (> (player_count) 0)) (begin (object_teleport (player1) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (switch_bsp 3) (sleep_until (= (structure_bsp_index) 3)) (device_animate_position elev_under 1 60 1 1 False) (sleep_until (> (device_get_position elev_under) 0.122) 1) (effect_new splashy splash_01) (effect_new splashy splash_02) (effect_new splashy splash_03) (effect_new splashy splash_04) (effect_new splashy splash_05) (effect_new splashy splash_06) (effect_new splashy splash_07) (effect_new splashy splash_08) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_1to2a) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.128) 1) (object_create_anew water_1to2a) (wake music_05b_05_start) (sleep 60) (ai_erase all_enemies) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_under) 0.5) )) (sleep_until (> (device_get_position elev_under) 0.6)) (sleep_until (> (device_get_position elev_under) 0.866) 1) (effect_new splashy splash_09) (effect_new splashy splash_10) (effect_new splashy splash_11) (effect_new splashy splash_12) (effect_new splashy splash_13) (effect_new splashy splash_14) (effect_new splashy splash_15) (effect_new splashy splash_16) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_1to2b) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.874) 1) (object_create_anew water_1to2b) ) ) (script static sub2doors (begin (device_set_position_track elev_up transition_2to3 0) (device_animate_position elev_up 0 1 1 1 False) ) ) (script static go2to3 (begin (device_set_position_track elev_up transition_2to3 0) (device_animate_position elev_up 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_up) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_up (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_up (player1) ) False) (> (player_count) 0)) (begin (object_teleport (player1) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (switch_bsp 4) (sleep_until (= (structure_bsp_index) 4)) (device_animate_position elev_up 1 60 1 1 False) (sleep_until (> (device_get_position elev_up) 0.134) 1) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_2to3a) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.143) 1) (object_create_anew water_2to3a) (wake music_05b_08_start) (sleep 60) (ai_erase all_enemies) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_up) 0.7) )) (sleep_until (> (device_get_position elev_up) 0.889) 1) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_2to3b) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.896) 1) (object_create_anew water_2to3b) ) ) (script command tower3_pelican_path (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_fly_by tower3_airspace/pel0 2) (cs_vehicle_boost True) (cs_fly_by tower3_airspace/peln 20) (cs_vehicle_boost False) (cs_fly_by tower3_airspace/pel1 5) (cs_vehicle_speed 0.5) (cs_fly_by tower3_airspace/pel1 1) (cs_fly_to_and_face tower3_airspace/pel2 tower3_airspace/p0 1) (ai_place tower3_pelican_allies (- 2 (ai_living_count allies_infantry))) (vehicle_load_magic (ai_vehicle_get_from_starting_location tower3_pelican/pilot) pelican_p (ai_actors tower3_pelican_allies)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location tower3_pelican/pilot) True) (sleep 30) (vehicle_unload (ai_vehicle_get_from_starting_location tower3_pelican/pilot) pelican_p) (sleep_until (< (ai_living_count tower3_pelican) 4)) (sleep 60) (cs_fly_to_and_face tower3_airspace/pel1 tower3_airspace/peln 2) (cs_vehicle_speed 1) (cs_fly_by tower3_airspace/peln 5) (cs_vehicle_boost True) (cs_fly_by tower3_airspace/pel0 20) (cs_vehicle_boost False) (cs_fly_to tower3_airspace/pelx 10) (ai_erase tower3_pelican) ) ) (script dormant tower3_pelican_arrives (begin (ai_place tower3_pelican) (cs_run_command_script tower3_pelican/pilot tower3_pelican_path) ) ) (script static short_tower3_pel (begin (ai_place tower3_pelican) (cs_run_command_script tower3_pelican/pilot tower3_pelican_path) ) ) (script dormant tower3_cortana_comment (begin (sleep_until (= (ai_trigger_test "done_fighting" tower3_enemies) True)) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'ah, now i see. there's a submerged section that...'") (print "'...connects these towers to the outlying structures.'") (sleep (ai_play_line_on_object none 1000)) (sleep 60) (print "'looks like we're going down.'") (sleep (ai_play_line_on_object none 1010)) (sleep 30) (print "'unless you'd prefer to swim...'") (sleep (ai_play_line_on_object none 1020)) (set tower3_done_blabbing True) ) ) (script command tower3_ally_warn (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'full car coming up!'") (cs_play_line 1040) ) ) (script dormant tower3_cortana_reminder_02 (begin (sleep_until (> (device_group_get elev_under_switch) 0) 30 3600) (if (= (device_group_get elev_under_switch) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'all right. let's see where this elevator goes...'") (sleep (ai_play_line_on_object none 1050)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (> (device_group_get elev_under_switch) 0) 30 1800) (if (= (device_group_get elev_under_switch) 0) (begin (activate_team_nav_point_object default player elev_under_switch_01 0) (sleep_until (> (device_group_get elev_under_switch) 0)) (deactivate_team_nav_point_object player elev_under_switch_01) )) ) ) (script dormant elev_under_cortana_comment (begin (ai_dialogue_enable False) (sleep 180) (print "cortana: 'i've intercepted a secure transmission from regret's carrier...'") (print "'...to something called high charity. it's seems to be a formal apology - '") (print "'to the prophets of truth and mercy.'") (sleep (ai_play_line_on_object none 2120)) (sleep 15) (print "cortana: 'apparently, regret jumped the gun when he attacked earth.'") (print "'he's asking the other prophets to forgive his premature arrival...'") (print "'...arguing that no human presence was foretold.") (sleep (ai_play_line_on_object none 2130)) (print "cortana: 'that explains why there were so few ships in his fleet.'") (print "'but it's odd a prophet would have such bad intel about his enemy's home-world.'") (sleep (ai_play_line_on_object none 2140)) (sleep 30) (ai_dialogue_enable True) ) ) (script command elev_under_ally_01 (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'hey, my ears just popped!'") (cs_play_line 1060) ) ) (script command elev_under_ally_02 (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'uh, just exactly how deep are we?'") (cs_play_line 1070) ) ) (script command elev_under_ally_03 (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'you think that glass is bulletproof?'") (cs_play_line 1080) ) ) (script dormant tower3_sleeper_spawn (begin (sleep_until (= (volume_test_objects vol_tower3_upstairs (players)) True)) (ai_place tower3_sleeper 1) ) ) (script dormant elev_under_monitor (begin (sleep_until (> (device_group_get elev_under_switch) 0)) (device_set_power elev_under_switch_01 0) (sleep_until (and (= (volume_test_objects_all vol_inside_elev_under (players)) True) (> (player_count) 0))) (device_set_position_track elev_under transition_1to2 0) (device_animate_position elev_under 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_under) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_under (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_under (player1) ) False) (> (player_count) 0) (= (game_is_cooperative) True)) (begin (object_teleport (player1) 1to2_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player1) ) )) (switch_bsp 3) (sleep_until (= (structure_bsp_index) 3)) (game_can_use_flashlights True) (device_animate_position elev_under 1 60 1 1 False) (sleep_until (> (device_get_position elev_under) 0.122) 1) (effect_new splashy splash_01) (effect_new splashy splash_02) (effect_new splashy splash_03) (effect_new splashy splash_04) (effect_new splashy splash_05) (effect_new splashy splash_06) (effect_new splashy splash_07) (effect_new splashy splash_08) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_1to2a) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.128) 1) (object_create_anew water_1to2a) (kill_volume_enable kill_no_riders_under) (wake music_05b_05_start) (sleep 60) (wake elev_under_cortana_comment) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_under) 0.5) )) (sleep_until (> (device_get_position elev_under) 0.6)) (sleep_until (> (device_get_position elev_under) 0.866) 1) (effect_new splashy splash_09) (effect_new splashy splash_10) (effect_new splashy splash_11) (effect_new splashy splash_12) (effect_new splashy splash_13) (effect_new splashy splash_14) (effect_new splashy splash_15) (effect_new splashy splash_16) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_1to2b) (cam_shake) (sleep_until (> (device_get_position elev_under) 0.874) 1) (object_create_anew water_1to2b) (kill_volume_disable kill_no_riders_under) ) ) (script dormant tower3_start (begin (ai_disposable gondola_01_enemies True) (data_mine_set_mission_segment "05b_6_tower3") (ai_renew all_allies) (game_save) (objects_attach elev_under switch elev_under_switch_01 ) (device_group_change_only_once_more_set elev_under_switch True) (godownfast) (wake tower3_sleeper_spawn) (wake objective_gondola1_clear) (wake objective_sunken_set) (ai_place tower3_jackals_01 4) (sleep_forever tower3_turret_reman) (cs_run_command_script tower3_turrets abort) (sleep_until (or (= (volume_test_objects vol_tower3_mid (players)) True) (< (ai_living_count tower3_main) 2))) (game_save) (ai_place tower3_jackals_02 (- 4 (ai_living_count tower3_jackals_01))) (sleep_until (< (ai_living_count tower3_main) 2) 30 3600) (game_save) (if (and (= (volume_test_objects vol_tower3_upstairs (players)) False) (> (player_count) 0)) (ai_place tower3_buggers_01 3)) (sleep_until (< (ai_living_count tower3_main) 2) 30 3600) (game_save) (if (and (= (volume_test_objects vol_tower3_upstairs (players)) False) (> (player_count) 0)) (ai_place tower3_buggers_02 (- 3 (ai_living_count tower3_buggers_01)))) (sleep_until (<= (ai_living_count tower3_main) 0) 30 3600) (wake tower3_cortana_comment) (if (< (ai_living_count all_allies) 2) (wake tower3_pelican_arrives)) (sleep_until (= tower3_done_blabbing True)) (ai_place tower3_jackals_elev 3) (sleep 30) (game_save) (nowcomeup) (kill_volume_disable kill_no_riders_under) (sleep 150) (ai_scene tower3_ally_scene tower3_ally_warn all_allies) (sleep_until (= (device_get_position elev_under) 0)) (ai_set_orders tower3_jackals_elev tower3_int_elev_ridge) (wake tower3_cortana_reminder_02) (wake elev_under_monitor) (sleep_until (or (<= (ai_living_count tower3_main) 0) (and (= (volume_test_objects_all vol_inside_elev_under (players)) True) (> (player_count) 0)))) (ai_set_orders all_allies tower3_on_elev) ) ) (script dormant tunnel_01_cortana_comment (begin (sleep_until (or (= (ai_trigger_test "done_fighting" tunnel_01_enemies) True) (= (volume_test_objects vol_sunken_chamber_entry (players)) True))) (sleep_until (= (volume_test_objects vol_sunken_chamber_entry (players)) True) 30 300) (if (and (= (volume_test_objects vol_sunken_chamber_entry (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'out there...look! more ruins!'") (sleep (ai_play_line_on_object none 1090)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant sunken_tunnel1_start (begin (ai_disposable tower3_enemies True) (data_mine_set_mission_segment "05b_7_tunnel1") (ai_renew all_allies) (sleep_until (= (device_get_position elev_under) 1)) (game_save) (ai_set_orders all_allies tunnel_01_suppress) (ai_place tunnel_01_grunts_patrol 2) (ai_place tunnel_01_grunts_01 3) (ai_place tunnel_01_grunts_02 2) (wake music_05b_06_start) (sleep_until (or (> (ai_combat_status tunnel_01_enemies) ai_combat_status_idle) (= (volume_test_objects vol_tunnel_01_mid (players)) True))) (sleep 60) (ai_set_orders all_allies tunnel_01_allies) (sleep_until (or (= (volume_test_objects vol_tunnel_01_mid (players)) True) (< (ai_living_count tunnel_01_enemies) 5))) (game_save) (ai_place tunnel_01_grunts_03 (- 3 (ai_living_count tunnel_01_grunts_01))) (sleep_until (or (<= (ai_living_count tunnel_01_enemies) 0) (= (volume_test_objects vol_sunken_chamber_entry (players)) True)) 30 1800) (game_save) ) ) (script dormant sunken_holo_cortana_comment (begin (sleep_until (and (< (objects_distance_to_object (players) regret02) 10) (objects_can_see_object (players) regret02 30) (= (volume_test_objects vol_sunk_chamber_right (players)) True))) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'and people say i've got a big head...'") (sleep (ai_play_line_on_object none 1100)) (sleep 30) (ai_dialogue_enable True) ) ) (script command sunken_holo_ally_react (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'oh, man. he is so dead!'") (cs_play_line 1110) ) ) (script dormant sunken_holo_looper (begin (object_create_anew sunken_throne) (object_create_anew regret02) (objects_attach sunken_throne driver regret02 ) (ai_disregard regret02 True) (sleep_until (begin (begin_random (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret02 3000)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret02 3001)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret02 3002)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret02 3003)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret02 3004)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret02 3005)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) (if (= sunken_holo_trans False) (begin (set sunken_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret02 3006)) (sleep (random_range 240 480)) (set sunken_holo_chant False) )) ) False) ) ) ) (script dormant sunken_holo_translate (begin (sleep_until (<= (ai_living_count sunken_chamber_enemies) 0)) (sleep 150) (set sunken_holo_trans True) (sleep_until (and (< (objects_distance_to_object (players) regret02) 10) (= sunken_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (print "regret: 'most of those we encountered on our search were compelled...'") (print "regret: '...to join our union - to take part in a movement that promised...'") (print "regret: '...freedom for allegiance! salvation for service!'") (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0140_por True) (sleep (ai_play_line_on_object regret02 0140)) (sleep 30) (print "'but some, like the humans, chose to impede our progress -'") (print "'block our access to sacred sites, damage holy relics! for their...'") (print "'...transgressions the humans shall be hunted until none remain alive!'") (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0150_por True) (sleep (ai_play_line_on_object regret02 0150)) (sleep 60) (ai_scene sunken_holo_ally_scene sunken_holo_ally_react all_allies) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set sunken_holo_trans False) ) ) (script dormant sunken_chamber_reminder (begin (sleep_until (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) 30 8000) (if (and (= (volume_test_objects vol_leaving_sunken_chamber (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'keep moving. let's find our way back to the surface.'") (sleep (ai_play_line_on_object none 1120)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant hide_rightside_guys (begin (sleep_until (> (ai_combat_status sunk_chamber_right_enemies) ai_combat_status_idle)) (sleep_until (begin (sleep_until (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0) (> (ai_living_count sunken_rightside_nonsnipers) 0))) (ai_set_orders sunken_rightside_nonsnipers sunken_rightside_hide) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 0)) 10)) (object_destroy (list_get (ai_actors sunken_rightside_nonsnipers) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 1)) 10)) (object_destroy (list_get (ai_actors sunken_rightside_nonsnipers) 1))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_rightside_nonsnipers) 2)) 10)) (object_destroy (list_get (ai_actors sunken_rightside_nonsnipers) 2))) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) )) ) ) (script dormant hide_leftside_guys (begin (sleep_until (> (ai_combat_status sunk_chamber_left_enemies) ai_combat_status_idle)) (sleep_until (begin (sleep_until (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0) (> (ai_living_count sunken_leftside_nonsnipers) 0))) (ai_set_orders sunken_leftside_nonsnipers sunken_leftside_hide) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 0)) 10)) (object_destroy (list_get (ai_actors sunken_leftside_nonsnipers) 0))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 1)) 10)) (object_destroy (list_get (ai_actors sunken_leftside_nonsnipers) 1))) (if (and (= (objects_can_see_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors sunken_leftside_nonsnipers) 2)) 10)) (object_destroy (list_get (ai_actors sunken_leftside_nonsnipers) 2))) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) )) ) ) (script command sunken_hologram_focus (begin (cs_abort_on_alert True) (cs_face_object True regret02) (cs_pause -1) ) ) (script static sunken_try_reinforce_r (begin (if (and (= (device_get_position sunk_chmbr_spwn_r1a) 0) (= (device_get_position sunk_chmbr_spwn_r1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_r_01 (- sunken_jacks_total (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_r_01 (- sunken_hg_total (ai_living_count sunken_hg_right)))) )) (if (and (= (device_get_position sunk_chmbr_spwn_r2a) 0) (= (device_get_position sunk_chmbr_spwn_r2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_r_02 (- sunken_jacks_total (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_r_02 (- sunken_hg_total (ai_living_count sunken_hg_right)))) )) ) ) (script static sunken_try_reinforce_l (begin (if (and (= (device_get_position sunk_chmbr_spwn_l1a) 0) (= (device_get_position sunk_chmbr_spwn_l1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_l_01 (- sunken_jacks_total (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_l_01 (- sunken_hg_total (ai_living_count sunken_hg_left)))) )) (if (and (= (device_get_position sunk_chmbr_spwn_l2a) 0) (= (device_get_position sunk_chmbr_spwn_l2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_jack_l_02 (- sunken_jacks_total (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_hg_l_02 (- sunken_hg_total (ai_living_count sunken_hg_left)))) )) ) ) (script static sunken_try_js_r1 (begin (if (and (= (device_get_position sunk_chmbr_spwn_r1a) 0) (= (device_get_position sunk_chmbr_spwn_r1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_r_01 (- sunken_sniper_total (ai_living_count sunken_rightside_snipers)))) )) ) ) (script static sunken_try_js_r2 (begin (if (and (= (device_get_position sunk_chmbr_spwn_r2a) 0) (= (device_get_position sunk_chmbr_spwn_r2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_r2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_r2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_r_02 (- sunken_sniper_total (ai_living_count sunken_rightside_snipers)))) )) ) ) (script static sunken_try_js_l1 (begin (if (and (= (device_get_position sunk_chmbr_spwn_l1a) 0) (= (device_get_position sunk_chmbr_spwn_l1b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l1a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l1b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_l_01 (- sunken_sniper_total (ai_living_count sunken_leftside_snipers)))) )) ) ) (script static sunken_try_js_l2 (begin (if (and (= (device_get_position sunk_chmbr_spwn_l2a) 0) (= (device_get_position sunk_chmbr_spwn_l2b) 0) (= (volume_test_objects vol_sunk_chmbr_spwn_l2a (players)) False) (= (volume_test_objects vol_sunk_chmbr_spwn_l2b (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_js_l_02 (- sunken_sniper_total (ai_living_count sunken_leftside_snipers)))) )) ) ) (script dormant sunk_chamber_hunters_enter (begin (sleep_until (or (> (ai_combat_status sunken_chamber_enemies) ai_combat_status_idle) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True))) (if (and (= (volume_test_objects vol_leaving_sunken_chamber (players)) False) (> (player_count) 0)) (begin (device_operates_automatically_set sunk_chamber_hunter_door True) (ai_place sunk_chamber_hunters 2) )) ) ) (script dormant sunken_chamber_saves (begin (sleep_until (begin (sleep_until (and (game_safe_to_save) (= sunken_save_again True))) (game_save_immediate) (set sunken_save_again False) (= (volume_test_objects vol_leaving_sunken_chamber (players)) True) )) ) ) (script dormant sunken_chamber_start (begin (sleep_until (= (volume_test_objects vol_sunken_chamber_entry (players)) True)) (ai_disposable tunnel_01_enemies True) (data_mine_set_mission_segment "05b_8_sunken_chamber") (ai_renew all_allies) (game_save) (if (difficulty_legendary) (begin (set sunken_sniper_total 4) (set sunken_jacks_total 0) (set sunken_hg_total 3) )) (if (difficulty_heroic) (begin (set sunken_sniper_total 3) (set sunken_jacks_total 1) (set sunken_hg_total 2) )) (ai_place sunk_chamber_init_js_l01 1) (ai_place sunk_chamber_init_js_l02 1) (ai_place sunk_chamber_init_js_r01 1) (cs_run_command_script sunk_chamber_init_js_r01 sunken_hologram_focus) (ai_place sunk_chamber_init_js_r02 1) (cs_run_command_script sunk_chamber_init_js_r02 sunken_hologram_focus) (ai_place sunk_chamber_init_hg_ra 1) (ai_place sunk_chamber_init_hg_la 1) (wake sunken_holo_looper) (wake sunken_holo_cortana_comment) (wake hide_rightside_guys) (wake hide_leftside_guys) (wake sunken_chamber_saves) (ai_set_orders all_allies sunken_chamber_allies) (sleep_until (or (= (volume_test_objects vol_sunk_chamber_near_01 (players)) True) (> (ai_combat_status sunken_chamber_enemies) ai_combat_status_uninspected))) (set sunken_save_again True) (wake music_05b_06_stop) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_01 4)) (sunken_try_js_r1) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_01 4)) (sunken_try_js_l1) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_01 2)) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_01 2)) (sunken_try_js_r1) (sunken_try_js_l1) )) (sleep_until (= (volume_test_objects vol_sunk_chamber_near_02 (players)) True)) (set sunken_save_again True) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (sunken_try_reinforce_l) (sunken_try_js_r1) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (sunken_try_reinforce_r) (sunken_try_js_l1) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (sunken_try_reinforce_r) (sunken_try_reinforce_l) (sunken_try_js_r1) (sunken_try_js_l1) )) (sleep_until (= (volume_test_objects vol_sunk_chamber_far_01 (players)) True)) (set sunken_save_again True) (wake sunk_chamber_hunters_enter) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_02 (- 4 (ai_living_count sunken_bugs)))) (sunken_try_js_r2) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_02 (- 4 (ai_living_count sunken_bugs)))) (sunken_try_js_l2) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_r_02 (- 2 (ai_living_count sunk_chamber_bugs_r_01)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_bugs_l_02 (- 2 (ai_living_count sunk_chamber_bugs_l_01)))) (sunken_try_js_l2) (sunken_try_js_r2) )) (sleep_until (= (volume_test_objects vol_sunk_chamber_far_02 (players)) True)) (set sunken_save_again True) (wake sunken_chamber_reminder) (device_operates_automatically_set sunk_chamber_exit_r True) (device_operates_automatically_set sunk_chamber_exit_l True) (if (and (= (volume_test_objects_all vol_sunk_chamber_left (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_l (- 2 (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_l (max 1 (- 2 (ai_living_count sunken_hg_left))))) )) (if (and (= (volume_test_objects_all vol_sunk_chamber_right (players)) True) (> (player_count) 0)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_r (- 2 (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_r (max 1 (- 2 (ai_living_count sunken_hg_right))))) )) (if (and (= (volume_test_objects vol_sunk_chamber_right (players)) True) (= (volume_test_objects vol_sunk_chamber_left (players)) True)) (begin (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_l (- 2 (ai_living_count sunken_jacks_left)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j01_r (- 2 (ai_living_count sunken_jacks_right)))) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_l 1)) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_e_r 1)) )) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j02_r 2)) (if (< (ai_living_count sunken_chamber_enemies) 8) (ai_place sunk_chamber_exit_j02_l 2)) (wake sunken_holo_translate) (sleep_until (= (volume_test_objects vol_leaving_sunken_chamber (players)) True)) (set sunken_save_again True) (ai_set_orders all_allies tunnel_02_allies) ) ) (script dormant elev_up_cortana_comment (begin (ai_dialogue_enable False) (sleep 180) (print "cortana: 'regret's carrier just received a response from high charity.'") (print "'a very well-encrypted message from the prophet of truth.'") (sleep (ai_play_line_on_object none 2150)) (sleep 15) (print "cortana: 'listen to this: your haste has jeopardized the fulfillment of our covenant -'") (print "'threatened our grand design. that you shall be spared a public display of our contempt...'") (print "'...is thanks only to mercy and his wise counsel.'") (sleep (ai_play_line_on_object none 2160)) (print "cortana: 'truth, mercy, regret. three prophet hierarchs.'") (print "'killing regret should shake-up the covenant leadership, but, frankly'") (print "'it sounds like you might be doing truth a favor.'") (sleep (ai_play_line_on_object none 2170)) (sleep 30) (ai_dialogue_enable True) ) ) (script dormant elev_up_monitor (begin (sleep_until (> (device_group_get elev_up_switch) 0)) (device_set_power elev_up_switch_01 0) (sleep_until (and (= (volume_test_objects_all vol_inside_elev_up (players)) True) (> (player_count) 0))) (device_animate_position elev_up 0.103 10 1 1 False) (sleep_until (= (device_get_position elev_up) 0.103)) (if (and (= (volume_test_object vol_elev_shaft_up (player0) ) False) (> (player_count) 0)) (begin (object_teleport (player0) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player0) ) )) (if (and (= (volume_test_object vol_elev_shaft_up (player1) ) False) (> (player_count) 0) (= (game_is_cooperative) True)) (begin (object_teleport (player1) 2to3_teleport) (effect_new_on_object_marker effects\gameplay\coop_teleport (player1) ) )) (switch_bsp 4) (sleep_until (= (structure_bsp_index) 4)) (device_animate_position elev_up 1 60 1 1 False) (sleep_until (> (device_get_position elev_up) 0.134) 1) (effect_new splashy splash_17) (effect_new splashy splash_18) (effect_new splashy splash_19) (effect_new splashy splash_20) (effect_new splashy splash_21) (effect_new splashy splash_22) (effect_new splashy splash_23) (effect_new splashy splash_24) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_impact_water none 1) (object_destroy water_2to3a) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.143) 1) (object_create_anew water_2to3a) (kill_volume_enable kill_no_riders_up) (wake music_05b_08_start) (sleep 60) (wake elev_up_cortana_comment) (sleep_until (begin (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 5) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 5) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 5) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 5) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 5) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (> (device_get_position elev_up) 0.7) )) (sleep_until (> (device_get_position elev_up) 0.889) 1) (effect_new splashy splash_25) (effect_new splashy splash_26) (effect_new splashy splash_27) (effect_new splashy splash_28) (effect_new splashy splash_29) (effect_new splashy splash_30) (effect_new splashy splash_31) (effect_new splashy splash_32) (sound_impulse_start sound\ambience\device_machines\delta_sub\sub_water_in_out\sub_out_of_water none 1) (object_destroy water_2to3b) (cam_shake) (sleep_until (> (device_get_position elev_up) 0.896) 1) (object_create_anew water_2to3b) (kill_volume_disable kill_no_riders_up) ) ) (script dormant sunken_tunnel2_start (begin (sleep_until (= (volume_test_objects vol_tunnel_02_entry (players)) True)) (ai_disposable sunken_chamber_enemies True) (data_mine_set_mission_segment "05b_9_tunnel2") (ai_renew all_allies) (game_save) (objects_attach elev_up switch elev_up_switch_01 ) (device_group_change_only_once_more_set elev_up_switch True) (sub2doors) (wake elev_up_monitor) (ai_place tunnel_02_elites_01 1) (ai_place tunnel_02_elites_02 1) (ai_set_active_camo tunnel_02_elites_01 True) (ai_set_active_camo tunnel_02_elites_02 True) (ai_set_orders all_allies tunnel_02_suppress) (wake music_05b_07_start) (sleep_until (or (= (volume_test_objects vol_tunnel_02_mid_01 (players)) True) (> (ai_combat_status tunnel_02_enemies) ai_combat_status_idle) (< (ai_living_count tunnel_02_enemies) 1))) (game_save) (ai_set_orders all_allies tunnel_02_allies) (ai_place tunnel_02_elites_04 (- 1 (+ (ai_living_count tunnel_02_elites_01) (ai_living_count tunnel_02_elites_02)))) (ai_set_active_camo tunnel_02_elites_04 True) (ai_place tunnel_02_grunts 3) (ai_set_active_camo tunnel_02_grunts True) (sleep_until (or (= (volume_test_objects vol_tunnel_02_mid_02 (players)) True) (< (ai_living_count tunnel_02_enemies) 1))) (game_save) (ai_place tunnel_02_elites_03 1) (ai_set_active_camo tunnel_02_elites_03 True) (sleep_until (= (volume_test_objects vol_elev_up_dock (players)) True)) (game_save) (ai_set_orders all_allies tunnel_02_on_elev) ) ) (script dormant island_holo_looper (begin (object_create_anew island_throne) (object_create_anew regret03) (objects_attach island_throne driver regret03 ) (ai_disregard regret03 True) (sleep_until (begin (begin_random (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret03 3000)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret03 3001)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret03 3002)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret03 3003)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret03 3004)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret03 3005)) (sleep (random_range 240 480)) (set island_holo_chant False) )) (if (= island_holo_trans False) (begin (set island_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret03 3006)) (sleep (random_range 240 480)) (set island_holo_chant False) )) ) False) ) ) ) (script dormant island_int_translate (begin (sleep_until (and (= (volume_test_objects vol_island_int_02 (players)) True) (<= (ai_living_count island_int_enemies) 0))) (sleep 150) (set island_holo_trans True) (sleep_until (and (= (volume_test_objects vol_island_int_02 (players)) True) (= island_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (print "regret: 'every member of the covenant shall walk the path!'") (print "'none will be left behind when our great journey begins!'") (print "'that is the prophets' age-old promise! and it shall be fulfilled!'") (custom_animation regret03 objects\characters\prophet\prophet regret_l05_0160_por True) (sleep (ai_play_line_on_object regret03 0160)) (sleep 30) (print "cortana: 'great journey? doesn't he know what these rings do?'") (sleep (ai_play_line_on_object none 1130)) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set island_holo_trans False) ) ) (script dormant island_interior_start (begin (ai_disposable tunnel_02_enemies True) (game_can_use_flashlights False) (wake objective_sunken_clear) (wake objective_temple_set) (objects_attach gondola_02_a control_front gondola_02_switch_front ) (objects_attach gondola_02_b control_front gondola_02_b_fake ) (device_group_change_only_once_more_set gondola_02_switch True) (wake island_holo_looper) (data_mine_set_mission_segment "05b_10_island_interior") (ai_renew all_allies) (game_save) (ai_set_orders all_allies island_int_allies) (ai_place island_int_grunts 4) (sleep 1) (ai_place island_int_hg 2) (wake island_int_translate) ) ) (script dormant island_pelican_comment (begin (ai_dialogue_enable False) (sleep 60) (print "pelican pilot: 'this is my last run, chief. i'm nearly out of fuel.'") (sleep (ai_play_line_on_object none 1140)) (sleep 30) (print "'we've secured the first tower cluster, so i'll set down there.'") (sleep (ai_play_line_on_object none 1150)) (sleep 30) (print "'call when you're ready for evac.'") (sleep (ai_play_line_on_object none 1160)) (sleep 30) (ai_dialogue_enable True) (game_save) ) ) (script command island_pelican_path (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by island_airspace/pel0 2) (cs_vehicle_boost True) (cs_fly_by island_airspace/pel1 10) (cs_vehicle_boost False) (cs_fly_by island_airspace/p2 5) (cs_vehicle_speed 0.5) (set island_pelican_arrived True) (cs_fly_to island_airspace/p5 2) (cs_fly_to_and_face island_airspace/p6 island_airspace/p4 2) (sleep 30) (vehicle_unload (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_p) (sleep_until (< (ai_living_count island_pelican) 4)) (sleep 60) (cs_fly_to_and_face island_airspace/p5 island_airspace/p3 10) (cs_fly_to_and_face island_airspace/p5 island_airspace/pel2 1) (cs_vehicle_speed 1) (cs_fly_by island_airspace/pel2 2) (cs_vehicle_boost True) (cs_fly_by island_airspace/pel6 10) (cs_vehicle_boost False) (cs_fly_to island_airspace/pelx 20) (ai_erase island_pelican) ) ) (script dormant island_pelican_arrives (begin (ai_place island_pelican_allies (- 2 (ai_living_count allies_infantry))) (ai_place island_pelican) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_p (ai_actors island_pelican_allies)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_pelican/pilot) True) (object_create_anew rack2) (objects_attach (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_sc_01 rack2 pin) (object_create_anew bomb07) (objects_attach rack2 rack01 bomb07 pin) (object_create_anew bomb08) (objects_attach rack2 rack02 bomb08 pin) (object_create_anew bomb09) (objects_attach rack2 rack03 bomb09 pin) (object_create_anew bomb10) (objects_attach rack2 rack04 bomb10 pin) (object_create_anew bomb11) (objects_attach rack2 rack05 bomb11 pin) (object_create_anew bomb12) (objects_attach rack2 rack06 bomb12 pin) (cs_run_command_script island_pelican/pilot island_pelican_path) (sleep 150) (wake island_pelican_comment) (sleep_until (= island_pelican_arrived True)) (sleep 120) (begin_random (begin (objects_detach rack2 bomb07) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb08) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb09) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb10) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb11) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb12) (sleep (random_range 2 10)) ) ) ) ) (script static short_island_pel (begin (ai_place island_pelican_allies (- 2 (ai_living_count allies_infantry))) (ai_place island_pelican) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_p (ai_actors island_pelican_allies)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_pelican/pilot) True) (object_create_anew rack2) (objects_attach (ai_vehicle_get_from_starting_location island_pelican/pilot) pelican_sc_01 rack2 pin) (object_create_anew bomb07) (objects_attach rack2 rack01 bomb07 pin) (object_create_anew bomb08) (objects_attach rack2 rack02 bomb08 pin) (object_create_anew bomb09) (objects_attach rack2 rack03 bomb09 pin) (object_create_anew bomb10) (objects_attach rack2 rack04 bomb10 pin) (object_create_anew bomb11) (objects_attach rack2 rack05 bomb11 pin) (object_create_anew bomb12) (objects_attach rack2 rack06 bomb12 pin) (cs_run_command_script island_pelican/pilot island_pelican_path) (sleep 150) (wake island_pelican_comment) (sleep_until (= island_pelican_arrived True)) (sleep 90) (begin_random (begin (objects_detach rack2 bomb07) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb08) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb09) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb10) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb11) (sleep (random_range 2 10)) ) (begin (objects_detach rack2 bomb12) (sleep (random_range 2 10)) ) ) ) ) (script dormant island_gully_start (begin (sleep_until (= (volume_test_objects vol_island_int_exit (players)) True)) (ai_disposable island_int_enemies True) (data_mine_set_mission_segment "05b_11_island_gully") (ai_renew all_allies) (game_save) (ai_set_orders all_allies island_low_allies) (ai_place island_gully_buggers_01 4) (sleep 1) (ai_place island_gully_elites_01 2) (sleep_until (or (= (volume_test_objects vol_island_gully_ridge (players)) True) (< (ai_living_count island_gully_enemies) 3))) (game_save) (ai_place island_gully_jackals_01 (- 3 (ai_living_count island_gully_buggers_01))) (sleep 1) (ai_place island_gully_elites_02 (- 2 (ai_living_count island_gully_elites_01))) (sleep_until (or (= (volume_test_objects vol_island_ext_start (players)) True) (<= (ai_living_count island_gully_enemies) 3))) (if (and (= (volume_test_objects vol_island_ext_start (players)) False) (> (player_count) 0)) (wake island_pelican_arrives)) ) ) (script dormant gondola_02_cortana_reminder (begin (sleep_until (= (volume_test_objects vol_gondola_02 (players)) True) 30 3600) (if (= (volume_test_objects vol_gondola_02 (players)) True) (sleep_forever)) (sleep_until (or (= (objects_can_see_object (players) gondola_02_a 30) True) (= (volume_test_objects vol_gondola_02 (players)) True))) (if (= (volume_test_objects vol_gondola_02 (players)) True) (sleep_forever) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'there. another gondola. looks like it leads straight to the main-temple.'") (sleep (ai_play_line_on_object none 1170)) (sleep 30) (print "'not much further now...'") (sleep (ai_play_line_on_object none 1180)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (> (device_get_position gondola_02_a) 0) 30 1800) (if (> (device_get_position gondola_02_a) 0) (begin (activate_team_nav_point_object default player gondola_02_switch_front 0) (sleep_until (> (device_get_position gondola_02_a) 0)) (deactivate_team_nav_point_object player gondola_02_switch_front) )) ) ) (script dormant island_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location island_phantom/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a03) (sleep 45) (ai_set_orders island_phantom_jackals island_ext_07) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_b01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_b02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_b03) (sleep 45) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c01) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c02) (sleep 5) (vehicle_unload (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c03) (sleep 60) (ai_set_orders island_phantom_elites island_ext_06) (ai_set_orders island_phantom_grunts island_ext_06) (object_set_phantom_power (ai_vehicle_get_from_starting_location island_phantom/pilot) False) ) ) (script command island_phantom_path (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by island_airspace/ph0 10) (cs_vehicle_boost False) (cs_fly_by island_airspace/ph1 10) (cs_vehicle_speed 0.5) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_phantom_elites (- 2 (+ (ai_living_count island_ext_elites_01) (ai_living_count island_ext_elites_02))))) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_phantom_jackals (- 3 (+ (ai_living_count island_ext_js_01) (ai_living_count island_ext_js_02) (ai_living_count island_ext_js_03) (ai_living_count island_ext_js_04))))) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_phantom_grunts (- 3 (+ (ai_living_count island_ext_grunts_01) (ai_living_count island_ext_grunts_02))))) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_c (ai_actors island_phantom_elites)) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p_a (ai_actors island_phantom_jackals)) (vehicle_load_magic (ai_vehicle_get_from_starting_location island_phantom/pilot) phantom_p (ai_actors island_phantom_grunts)) (cs_fly_to island_airspace/ph2 5) (cs_vehicle_speed 0.25) (wake island_drop) (cs_fly_to island_airspace/ph2 2) (sleep_until (< (ai_living_count island_phantom) 2)) (sleep 60) (cs_fly_to_and_face island_airspace/ph1 island_airspace/ph0 2) (cs_vehicle_speed 1) (cs_fly_by island_airspace/ph0 10) (cs_vehicle_boost True) (cs_fly_by island_airspace/phx 20) (ai_erase island_phantom) ) ) (script dormant island_phantom_arrives (begin (ai_place island_phantom) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_phantom/pilot) True) (cs_run_command_script island_phantom/pilot island_phantom_path) ) ) (script static short_island_ph (begin (ai_allegiance covenant prophet) (ai_place island_phantom) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location island_phantom/pilot) True) (cs_run_command_script island_phantom/pilot island_phantom_path) ) ) (script dormant island_exterior_start (begin (sleep_until (= (volume_test_objects vol_island_ext_start (players)) True)) (ai_disposable island_gully_enemies True) (data_mine_set_mission_segment "05b_12_island_exterior") (ai_renew all_allies) (game_save) (ai_set_orders all_allies island_ext_allies) (ai_place temple_ent_turrets 2) (if (difficulty_legendary) (begin (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_03 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_04 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_02 1)) )) (if (difficulty_heroic) (begin (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_02 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_03 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_01 2)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_02 1)) )) (if (difficulty_normal) (begin (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_elites_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_01 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_js_03 1)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_01 2)) (if (< (ai_living_count island_all_enemies) 8) (ai_place island_ext_grunts_02 2)) )) (sleep_until (or (= (volume_test_objects vol_island_ext_01 (players)) True) (< (ai_living_count island_main_enemies) 3))) (game_save) (wake island_phantom_arrives) (wake gondola_02_cortana_reminder) (sleep_until (= (volume_test_objects vol_near_gondola_02 (players)) True)) (game_save) (object_dynamic_simulation_disable gondola_02_a True) (object_dynamic_simulation_disable gondola_02_b True) (if (< (ai_living_count island_all_enemies) 8) (ai_place near_gondola_02_jackals (- 2 (ai_living_count island_phantom_jackals)))) (if (< (ai_living_count island_all_enemies) 8) (ai_place near_gondola_02_grunts (- 3 (ai_living_count island_phantom_grunts)))) (sleep_until (or (<= (ai_living_count island_main_enemies) 0) (> (device_get_position gondola_02_a) 0))) (game_save) ) ) (script dormant island_miranda_conversation (begin (ai_dialogue_enable False) (sleep 60) (print "miranda: 'how's it going, you two?'") (sleep (ai_play_line_on_object none 0170)) (sleep 30) (print "cortana: 'so far, so good. we're nearing the main-temple now.'") (sleep (ai_play_line_on_object none 0180)) (sleep 30) (print "miranda: 'roger that. i'm as close to the library as i can get.'") (print "'there's some sort of barrier...we're trying to find a way around it.'") (print "'i'll keep you posted.'") (sleep (ai_play_line_on_object none 0190)) (sleep 30) (ai_dialogue_enable True) (game_save) (wake music_05b_09_start) (sleep 90) (ai_set_blind gondola_02_banshees False) ) ) (script command gondola_02_ally_comment (begin (cs_switch ally01) (cs_abort_on_damage True) (print "ally: 'great. we gotta ride another one of these death-traps?'") (cs_play_line 1190) (cs_switch ally02) (cs_abort_on_damage True) (print "ally: 'if you forget about the covenant and the fact that we're stuck...'") (print "'...on a freaky alien world it's actually kinda fun.'") (cs_play_line 1200) ) ) (script command temple_ent_turret_01 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_turrets/1)) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script command temple_ent_turret_02 (begin (cs_force_combat_status 4) (cs_enable_pathfinding_failsafe True) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_turrets/2)) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script command banshee_retreat (begin (cs_vehicle_boost True) (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (volume_test_objects vol_banshee_retreat (ai_actors gondola_02_banshees)) True) 30 4000) (ai_erase gondola_02_banshees) ) ) (script dormant gondola_02_nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors island_all_enemies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors island_all_enemies) 0)) 30)) (object_destroy (list_get (ai_actors island_all_enemies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors island_all_enemies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors island_all_enemies) 1)) 30)) (object_destroy (list_get (ai_actors island_all_enemies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors island_all_enemies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors island_all_enemies) 2)) 30)) (object_destroy (list_get (ai_actors island_all_enemies) 2))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 30)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 30)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 30)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (> (device_get_position gondola_02_a) 0.75) )) ) ) (script dormant gondola_02_wake (begin (sleep_until (begin (if (and (> (device_get_position gondola_02_a) 0.37) (< (device_get_position gondola_02_a) 0.59) (> (device_get_position gondola_02_a) gondola_02_wake_state)) (begin (object_clear_function_variable gondola_02_a wake_forward) (object_clear_function_variable gondola_02_a wake_backward) (object_set_function_variable gondola_02_a wake_backward 1 1) (object_clear_function_variable gondola_02_b wake_forward) (object_clear_function_variable gondola_02_b wake_backward) (object_set_function_variable gondola_02_b wake_backward 1 1) )) (if (and (> (device_get_position gondola_02_a) 0.37) (< (device_get_position gondola_02_a) 0.59) (< (device_get_position gondola_02_a) gondola_02_wake_state)) (begin (object_clear_function_variable gondola_02_a wake_forward) (object_clear_function_variable gondola_02_a wake_backward) (object_set_function_variable gondola_02_a wake_forward 1 1) (object_clear_function_variable gondola_02_b wake_forward) (object_clear_function_variable gondola_02_b wake_backward) (object_set_function_variable gondola_02_b wake_forward 1 1) )) (if (or (= (device_get_position gondola_02_a) gondola_02_wake_state) (< (device_get_position gondola_02_a) 0.37) (> (device_get_position gondola_02_a) 0.59)) (begin (object_clear_function_variable gondola_02_a wake_forward) (object_clear_function_variable gondola_02_a wake_backward) (object_clear_function_variable gondola_02_b wake_forward) (object_clear_function_variable gondola_02_b wake_backward) )) (set gondola_02_wake_state (device_get_position gondola_02_a)) (= (device_get_position gondola_02_a) 1) )) ) ) (script dormant gondola_02_restarter (begin (sleep_until (begin (set gondola_02_state (device_get_position gondola_02_a)) (if (and (= (volume_test_objects_all vol_gondola_02_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_02_a 0) (device_set_position gondola_02_b 0) ) (begin (device_set_position gondola_02_a gondola_02_state) (device_set_position gondola_02_b gondola_02_state) )) (> (device_get_position gondola_02_a) 0.6) )) ) ) (script dormant gondola_02_reverser (begin (sleep_until (begin (if (and (= (volume_test_objects_all vol_gondola_02_mid (players)) True) (> (player_count) 0)) (begin (device_set_position gondola_02_a 1) (device_set_position gondola_02_b 1) ) (begin (device_set_position gondola_02_a 0.54) (device_set_position gondola_02_b 0.54) )) (> (device_get_position gondola_02_a) 0.6) )) ) ) (script command boost_test (begin (cs_vehicle_boost True) (cs_enable_targeting True) (cs_shoot True) (cs_enable_moving True) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 30)) ) ) (script command boost_to_temple_01 (begin (cs_vehicle_boost True) (cs_enable_moving True) (cs_enable_looking True) (sleep_forever) ) ) (script command boost_to_temple_02 (begin (cs_vehicle_boost True) (cs_enable_moving True) (cs_enable_looking True) (sleep_forever) ) ) (script command panic (begin (cs_enable_moving True) (cs_movement_mode 3) (sleep_forever) ) ) (script dormant gondola_02_start (begin (sleep_until (= (volume_test_objects vol_near_gondola_02 (players)) True)) (ai_disposable island_all_enemies True) (sleep_until (or (> (device_group_get gondola_02_switch) 0) (< (ai_living_count island_main_enemies) 1))) (if (> (device_group_get gondola_02_switch) 0) (begin (ai_set_orders all_allies gondola_02_allies) ) (begin (sleep 60) (ai_set_orders all_allies gondola_02_allies) (ai_scene gondola_02_ally_scene gondola_02_ally_comment all_allies) )) (data_mine_set_mission_segment "05b_13_gondola_02") (ai_renew all_allies) (sleep_until (> (device_group_get gondola_02_switch) 0)) (device_set_power gondola_02_switch_front 0) (wake gondola_02_wake) (object_dynamic_simulation_disable gondola_02_a False) (object_dynamic_simulation_disable gondola_02_b False) (sleep_until (and (= (volume_test_objects_all vol_gondola_02 (players)) True) (> (player_count) 0))) (device_set_position gondola_02_launch_a 1) (device_set_position gondola_02_launch_b 1) (device_set_position gondola_02_a 0.54) (device_set_position gondola_02_b 0.54) (wake island_miranda_conversation) (sleep 300) (ai_place gondola_02_banshees 2) (cs_run_command_script gondola_02_banshees boost_test) (sleep_until (>= (device_get_position gondola_02_a) 0.25)) (if (difficulty_legendary) (ai_place gondola_02_grunts 4)) (ai_place gondola_02_jetpacks 2) (sleep_until (>= (device_get_position gondola_02_a) 0.43)) (game_save) (wake gondola_02_nuke) (ai_set_orders gondola_02_jetpacks gondola_02_jets) (sleep_until (= (device_get_position gondola_02_a) 0.54)) (object_dynamic_simulation_disable gondola_02_a True) (object_dynamic_simulation_disable gondola_02_b True) (sleep_until (< (+ (ai_living_count gondola_02_grunts) (ai_living_count gondola_02_jetpacks)) 1) 30 1800) (sleep_until (= (ai_trigger_test "done_fighting" gondola_02_enemies) True) 30 1800) (game_save) (object_dynamic_simulation_disable gondola_02_a False) (object_dynamic_simulation_disable gondola_02_b False) (wake music_05b_09_start_alt) (wake gondola_02_reverser) (sleep_until (> (device_get_position gondola_02_a) 0.75)) (ai_set_orders gondola_02_banshees airspace_island) (cs_run_command_script gondola_02_banshees banshee_retreat) (ai_place temple_ent_grunts 4) (cs_run_command_script temple_ent_grunts/1 temple_ent_turret_01) (cs_run_command_script temple_ent_grunts/2 temple_ent_turret_02) (ai_place temple_ent_jackals 2) (sleep_until (> (device_get_position gondola_02_a) 0.9)) (ai_set_orders gondola_02_jetpacks jetpacks_temple) (cs_run_command_script gondola_02_jetpacks/1 boost_to_temple_01) (cs_run_command_script gondola_02_jetpacks/2 boost_to_temple_01) (sleep_until (= (device_get_position gondola_02_a) 1)) (object_dynamic_simulation_disable gondola_02_a True) (object_dynamic_simulation_disable gondola_02_b True) (game_save) (ai_vehicle_exit temple_ent_turrets) (ai_set_orders temple_ent_grunts temple_ent_retreat) (ai_set_orders temple_ent_jackals temple_ent_retreat) (device_set_position gondola_02_launch_a 0) (device_set_position gondola_02_launch_b 0) (cs_run_command_script temple_ent_grunts panic) (sleep 60) (cs_run_command_script temple_ent_jackals panic) ) ) (script command temple_hunker (begin (cs_crouch True) (sleep_forever) ) ) (script command high_charity_ally_comment (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'damn! look at the size of that thing!'") (cs_play_line 1210) ) ) (script dormant temple_ent_cortana_reminder (begin (sleep_until (= (volume_test_objects vol_temple_entry (players)) True) 30 1800) (if (= (volume_test_objects vol_temple_entry (players)) False) (begin (ai_dialogue_enable False) (sleep_until (= (volume_test_objects vol_temple_entry (players)) True) 30 60) (if (= (volume_test_objects vol_temple_entry (players)) False) (begin (print "cortana: 'there's no time, chief! get inside and take care of the prophet!'") (sleep (ai_play_line_on_object none 1220)) )) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command temple_deploy_l (begin (cs_enable_pathfinding_failsafe True) (cs_go_to temple_turrets/deploy_left) (cs_deploy_turret temple_turrets/left) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script command temple_deploy_r (begin (cs_enable_pathfinding_failsafe True) (cs_go_to temple_turrets/deploy_right) (cs_deploy_turret temple_turrets/right) (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script dormant temple_entry_start (begin (sleep_until (or (< (ai_living_count temple_entry_enemies) 1) (= (volume_test_objects vol_temple_ent_cutscene (players)) True)) 5) (ai_disposable gondola_02_enemies True) (wake music_05b_09_stop) (cinematic_fade_to_white) (object_teleport (player0) player0_hide_bsp3) (object_teleport (player1) player1_hide_bsp3) (cs_run_command_script all_allies temple_hunker) (if (cinematic_skip_start) (begin (c05_intra2) )) (cinematic_skip_stop) (sleep 2) (object_teleport (player0) temple_ext_player0) (object_teleport (player1) temple_ext_player1) (object_create_anew fleet01) (object_create_anew fleet02) (object_create_anew fleet_high_char) (cs_run_command_script temple_ent_grunts abort) (cs_run_command_script temple_ent_jackals abort) (cs_run_command_script gondola_02_jetpacks abort) (cs_run_command_script all_allies abort) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (wake 05b_title2) (wake objective_temple_clear) (wake objective_regret_set) (data_mine_set_mission_segment "05b_14_temple_exterior") (ai_renew all_allies) (game_save_immediate) (sleep 30) (ai_set_orders all_allies temple_ent_allies) (ai_scene temple_ent_ally_scene high_charity_ally_comment all_allies) (wake temple_ent_cortana_reminder) (if (difficulty_legendary) (begin (ai_place temple_heavies 2) (begin_random (cs_run_command_script temple_heavies/left temple_deploy_l) (cs_run_command_script temple_heavies/right temple_deploy_r) ) ) (begin (ai_place temple_heavies 1) (begin_random (cs_run_command_script temple_heavies temple_deploy_l) (cs_run_command_script temple_heavies temple_deploy_r) ) )) (sleep 90) (if (difficulty_legendary) (ai_place temple_halls_jackals_01 (- 2 (ai_living_count temple_ent_jackals))) (ai_place temple_halls_jackals_01 (- 3 (ai_living_count temple_ent_jackals)))) (if (difficulty_legendary) (ai_place temple_halls_elites_01 (- 2 (ai_living_count gondola_02_jetpacks))) (ai_place temple_halls_elites_01 (- 1 (ai_living_count gondola_02_jetpacks)))) ) ) (script dormant temple_cortana_warn_02 (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'the covenant fleet has launched multiple waves of reinforcements!'") (print "'too many for me to track! we don't have much time!'") (sleep (ai_play_line_on_object none 0210)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) ) ) (script dormant temple_foyer_start (begin (sleep_until (= (volume_test_objects vol_temple_entry (players)) True)) (data_mine_set_mission_segment "05b_15_temple_halls") (ai_renew all_allies) (game_save_no_timeout) (ai_set_orders all_allies temple_halls_allies) (sleep_until (< (ai_living_count temple_entry_enemies) 3) 30 60) (game_save_no_timeout) (if (= (volume_test_objects vol_temple_left (players)) True) (begin (ai_place temple_halls_jackals_02l (- 4 (ai_living_count temple_halls_jackals_01))) )) (if (= (volume_test_objects vol_temple_right (players)) True) (begin (ai_place temple_halls_jackals_02r (- 4 (+ (ai_living_count temple_halls_jackals_02l) (ai_living_count temple_halls_jackals_01)))) )) (sleep_until (= (volume_test_objects vol_temple_foyer (players)) True)) (game_save_no_timeout) (ai_place temple_halls_elites_02 2) (wake temple_cortana_warn_02) ) ) (script dormant temple_cortana_warn_01 (begin (sleep_until (and (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 15) (= (objects_can_see_object (players) (list_get (ai_actors regret) 0) 30) True))) (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (if (= regret_dead False) (begin (print "cortana: 'there's the target! take him out!'") (sleep (ai_play_line_on_object none 0200)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant temple_cortana_warn_03 (begin (sleep_until (or (= regret_dead True) (> regret_times_dead 0)) 30 5100) (if (= regret_dead False) (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'bad news. the reinforcements are turning around -'") (print "'the fleet is preparing to fire on our position! we need to get out of here!'") (sleep (ai_play_line_on_object none 0220)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant temple_cortana_reminder (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'go! back out the way we came in!'") (sleep (ai_play_line_on_object none 1370)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) ) ) (script dormant regret_hint_01 (begin (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (ai_dialogue_enable False) (sleep_until (game_safe_to_save) 30 600) (game_save_cancel) (if (= regret_dead False) (begin (print "cortana: 'his throne is shielded! it's deflecting everything you throw at it!'") (sleep (ai_play_line_on_object none 1230)) (sleep 15) (print "cortana: 'get in close, and do whatever you can!'") (sleep (ai_play_line_on_object none 1240)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant regret_hint_02 (begin (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (ai_dialogue_enable False) (sleep_until (game_safe_to_save) 30 600) (game_save_cancel) (if (= regret_dead False) (begin (print "cortana: 'you've got to get him out of that throne!'") (sleep (ai_play_line_on_object none 1250)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant regret_hint_03 (begin (sleep_until (= bossfight_chatter True)) (if (= regret_dead False) (begin (set bossfight_chatter False) (ai_dialogue_enable False) (sleep_until (game_safe_to_save) 30 600) (game_save_cancel) (if (= regret_dead False) (begin (print "cortana: 'quick! board his throne!'") (sleep (ai_play_line_on_object none 1290)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) )) ) ) (script dormant regret_teleport_comment (begin (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'phased spatial relocation! the same technology the monitor used on the first halo.'") (print "'seems the prophets save the best toys for themselves '") (sleep (ai_play_line_on_object none 1260)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) ) ) (script dormant regret_beam_comment (begin (sleep_until (>= (ai_combat_status regret) ai_combat_status_clear_los)) (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'keep clear of that beam! i don't think you'll survive a direct hit!'") (sleep (ai_play_line_on_object none 1270)) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) ) ) (script dormant regret_hg_comment (begin (sleep_until (>= (ai_combat_status temple_hg_init) ai_combat_status_clear_los)) (sleep_until (= bossfight_chatter True)) (set bossfight_chatter False) (game_save_cancel) (ai_dialogue_enable False) (sleep 60) (if (= regret_dead False) (begin (print "cortana: 'there are honor-guards all over this place! watch your back!'") (sleep (ai_play_line_on_object none 1280)) )) (sleep 30) (ai_dialogue_enable True) (set bossfight_chatter True) (game_save_no_timeout) ) ) (script static regret_taunt_01 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'warriors! attack! the demon must die!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:point True) (sleep (ai_play_line regret 1300)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_02 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'you dare to interrupt my sermon?!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:cheer True) (sleep (ai_play_line regret 1310)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_03 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'the great journey will not be postponed!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:cheer True) (sleep (ai_play_line regret 1320)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_04 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'guards! remove this vermin from my sight!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:point True) (sleep (ai_play_line regret 1330)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_05 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'human filth! you befoul this holy place!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:taunt True) (sleep (ai_play_line regret 1340)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_06 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'incompetents! i'll kill it myself!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:taunt True) (sleep (ai_play_line regret 1350)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script static regret_taunt_07 (begin (sleep_until (and (= bossfight_chatter True) (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (set bossfight_chatter False) (print "regret: 'your very existence offends me, demon!'") (custom_animation (unit (ai_get_object regret)) objects\characters\prophet\prophet combat:any:any:cheer True) (sleep (ai_play_line regret 1360)) (set bossfight_chatter True) (sleep (random_range 300 600)) ) ) (script dormant regret_taunts (begin (begin_random (regret_taunt_01) (regret_taunt_02) (regret_taunt_03) (regret_taunt_04) (regret_taunt_05) (regret_taunt_06) (regret_taunt_07) ) ) ) (script dormant temple_grunt_spawner (begin (sleep_until (begin (begin_random (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_01) 5) (= (objects_can_see_flag (players) temple_l_01 45) False)) (begin (ai_place honor_grunts_new_l/01) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_02) 5) (= (objects_can_see_flag (players) temple_l_02 45) False)) (begin (ai_place honor_grunts_new_l/02) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_03) 5) (= (objects_can_see_flag (players) temple_l_03 45) False)) (begin (ai_place honor_grunts_new_l/03) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_04) 5) (= (objects_can_see_flag (players) temple_l_04 45) False)) (begin (ai_place honor_grunts_new_l/04) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_l_05) 5) (= (objects_can_see_flag (players) temple_l_05 45) False)) (begin (ai_place honor_grunts_new_l/05) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_01) 5) (= (objects_can_see_flag (players) temple_r_01 45) False)) (begin (ai_place honor_grunts_new_r/01) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_02) 5) (= (objects_can_see_flag (players) temple_r_02 45) False)) (begin (ai_place honor_grunts_new_r/02) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_03) 5) (= (objects_can_see_flag (players) temple_r_03 45) False)) (begin (ai_place honor_grunts_new_r/03) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_04) 5) (= (objects_can_see_flag (players) temple_r_04 45) False)) (begin (ai_place honor_grunts_new_r/04) (sleep (random_range 120 240)) )) (if (and (< (ai_living_count temple_honor_grunts) 2) (> (objects_distance_to_flag (players) temple_r_05) 5) (= (objects_can_see_flag (players) temple_r_05 45) False)) (begin (ai_place honor_grunts_new_r/05) (sleep (random_range 120 240)) )) ) (sleep_until (or (= (ai_vitality_pinned regret) True) (= regret_dead True) (< (ai_living_count temple_honor_grunts) 2))) (= regret_dead True) )) ) ) (script dormant temple_hg_respawner (begin (sleep_until (begin (begin_random (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_01r) 0) (= (volume_test_objects vol_temple_spawnroom_01r (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_01r 1) (sleep (random_range 60 120)) )) (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_01l) 0) (= (volume_test_objects vol_temple_spawnroom_01l (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_01l 1) (sleep (random_range 60 120)) )) (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_02r) 0) (= (volume_test_objects vol_temple_spawnroom_02r (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_02r 1) (sleep (random_range 60 120)) )) (if (and (< (ai_living_count temple_hg) hg_count) (= (device_get_position temple_spawndoor_02l) 0) (= (volume_test_objects vol_temple_spawnroom_02l (players)) False) (> (player_count) 0)) (begin (ai_place temple_hg_02l 1) (sleep (random_range 60 120)) )) ) (sleep_until (or (= (ai_vitality_pinned regret) True) (= regret_dead True) (< (ai_living_count temple_hg) 1))) (sleep_until (or (= (ai_vitality_pinned regret) True) (= regret_dead True)) 30 (/ hg_delay (+ regret_times_dead 1))) (= regret_dead True) )) ) ) (script dormant regret_respawner (begin (sleep_until (begin (sleep_until (= (ai_vitality_pinned regret) True)) (effect_new_on_object_marker regret_teleport regret_corpse body) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (set regret_times_dead (+ regret_times_dead 1)) (= regret_times_dead 4) )) ) ) (script command reserve_throne (begin (sleep 2) (ai_vehicle_reserve (ai_vehicle_get ai_current_actor) True) (sleep 2) ) ) (script command regret_pause (begin (cs_abort_on_damage True) (sleep_until (and (= (volume_test_objects vol_temple_02 (players)) True) (or (= (objects_can_see_object (ai_actors regret) (player0) 45) True) (= (objects_can_see_object (ai_actors regret) (player1) 45) True)))) ) ) (script dormant regret_retreat (begin (if (difficulty_legendary) (set regret_lives 4)) (if (difficulty_heroic) (set regret_lives 2)) (sleep_until (begin (sleep_until (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) (sleep_until (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True) (> (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) 30 150) (if (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True)) (begin (sleep_until (= (ai_vitality_pinned regret) True) 30 150) (if (= (ai_vitality_pinned regret) False) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (game_save) (ai_place regret 1) (ai_cannot_die regret True) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (set regret_times_dead (+ regret_times_dead 1)) (unit_set_enterable_by_player (unit regret_throne) True) )) ) (begin (if (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (print "do nothing") )) )) (= regret_times_dead regret_lives) )) ) ) (script dormant regret_death (begin (object_create_anew fake_corpse) (sleep 2) (object_cannot_take_damage fake_corpse) (object_hide fake_corpse True) (sleep_until (begin (sleep_until (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) (sleep_until (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True) (> (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5)) 30 150) (if (or (= (unit_in_vehicle (player0) ) True) (= (unit_in_vehicle (player1) ) True)) (begin (sleep_until (= (ai_vitality_pinned regret) True) 30 150) (if (= (ai_vitality_pinned regret) False) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (cs_run_command_script regret reserve_throne) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (set regret_dead True) (objects_attach regret_throne driver fake_corpse ) (sleep 2) (object_hide fake_corpse False) (object_hide regret_corpse True) (unit_set_enterable_by_player (unit regret_throne) False) (custom_animation_loop fake_corpse objects\characters\prophet\prophet throne_d:dead True) (ai_play_line_on_object fake_corpse 1380) (sleep 60) (effect_new_on_object_marker effects\objects\characters\prophet\regret_death fake_corpse body) (effect_new_on_object_marker effects\objects\characters\prophet\regret_death regret_throne ) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (ai_cannot_die regret False) (object_hide regret_corpse True) (ai_kill regret) (sleep 1) (object_hide regret_corpse True) (object_clear_all_function_variables regret_throne) (sleep 150) (sound_impulse_start sound\vehicles\damage_effects\cov_damage_large regret_throne 1) )) ) (begin (if (< (objects_distance_to_object (players) (list_get (ai_actors regret) 0)) 5) (begin (unit_set_enterable_by_player (unit regret_throne) False) (effect_new_on_object_marker regret_teleport regret_corpse body) (sleep 30) (unit_exit_vehicle (player0) 1) (unit_exit_vehicle (player1) 1) (sleep_until (and (= (unit_in_vehicle (player0) ) False) (= (unit_in_vehicle (player1) ) False))) (object_destroy regret_corpse) (object_destroy regret_throne) (sleep 60) (ai_place regret 1) (ai_cannot_die regret True) (cs_run_command_script regret reserve_throne) (if (or (= regret_times_dead 1) (= regret_times_dead 2)) (ai_set_orders regret regret_02)) (if (> regret_times_dead 2) (ai_set_orders regret regret_03)) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (effect_new_on_object_marker regret_teleport regret_corpse body) (object_set_function_variable regret_throne effects 1 1) (unit_set_enterable_by_player (unit regret_throne) True) ) (begin (print "do nothing") )) )) (= regret_dead True) )) ) ) (script static regret_test (begin (ai_place regret/1) (sleep 60) (set regret_corpse (list_get (ai_actors regret) 0)) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (object_create_anew regret03) (print "destroy him") (object_destroy regret_corpse) (print "attach him") (objects_attach regret_throne driver regret03 ) (print "animate him") (custom_animation_loop regret03 objects\characters\prophet\prophet combat:any:any:cheer True) ) ) (script command regret_dead_retreat (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_forever) ) ) (script dormant temple_center_start (begin (sleep_until (= (volume_test_objects vol_temple_foyer (players)) True)) (ai_disposable temple_entry_enemies True) (data_mine_set_mission_segment "05b_16_temple_center") (ai_renew all_allies) (game_save_no_timeout) (ai_place regret/1) (ai_cannot_die regret True) (cs_run_command_script regret regret_pause) (set regret_corpse (set regret_corpse (list_get (ai_actors regret) 0))) (set regret_throne (object_get_parent (list_get (ai_actors regret) 0))) (object_set_function_variable regret_throne effects 1 1) (ai_place temple_hg_init 2) (wake regret_hg_comment) (wake temple_hg_respawner) (ai_place honor_grunts_init_r 2) (ai_place honor_grunts_init_l 2) (wake temple_grunt_spawner) (if (or (difficulty_legendary) (difficulty_heroic)) (wake regret_retreat) (wake regret_death)) (sleep_until (= (volume_test_objects vol_temple_02 (players)) True)) (ai_set_orders all_allies temple_left_allies) (wake temple_cortana_warn_01) (wake regret_taunts) (sleep_until (or (= regret_times_dead 1) (= regret_dead True)) 30 3600) (if (and (= regret_times_dead 0) (= regret_dead False)) (wake regret_hint_01)) (sleep_until (or (= regret_times_dead 1) (= regret_dead True)) 30 3600) (if (and (= regret_times_dead 0) (= regret_dead False)) (wake regret_hint_02)) (sleep_until (or (= regret_times_dead 1) (= regret_dead True)) 30 1800) (if (and (= regret_times_dead 0) (= regret_dead False)) (wake regret_hint_03)) (sleep_until (or (= regret_times_dead 1) (= regret_dead True))) (if (difficulty_heroic) (begin (set hg_count 3) (sleep_until (= regret_times_dead 2)) (wake regret_death) )) (if (difficulty_legendary) (begin (set hg_count 3) (sleep_until (= regret_times_dead 3)) (set hg_count 4) (sleep_until (= regret_times_dead 4)) (wake regret_death) )) (sleep_until (= regret_dead True)) (sleep_forever regret_taunts) (ai_set_orders all_enemies everyone_retreat) (ai_set_blind all_enemies True) (ai_set_deaf all_enemies True) (cs_run_command_script all_enemies regret_dead_retreat) (sleep 60) (set bossfight_chatter False) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'bad news. the reinforcements are turning around -'") (print "'the fleet is preparing to fire on our position! we need to get out of here!'") (sleep (ai_play_line_on_object none 0220)) (sleep 30) (ai_dialogue_enable True) (cinematic_fade_to_white) (kill_volume_disable kill_temple_wings) (wake music_05b_10_stop) (object_teleport (player0) player0_hide_bsp3) (object_teleport (player1) player1_hide_bsp3) (ai_kill_silent all_enemies) (if (cinematic_skip_start) (begin (c05_outro) )) (cinematic_skip_stop) (sleep 2) (playtest_mission) (sleep 2) (game_won) ) ) (script dormant temple_foyer_retreat (begin (sleep_until (= regret_dead True)) (data_mine_set_mission_segment "05b_17_temple_retreat") (ai_renew all_allies) (game_save) (device_operates_automatically_set temple_retreat_exit True) (ai_place temple_exit_elites_01 (- 2 (ai_living_count temple_hg))) (sleep_until (or (= (volume_test_objects vol_temple_retreat_01 (players)) True) (= (volume_test_objects vol_temple_retreat_02 (players)) True) (< (+ (ai_living_count temple_hg) (ai_living_count temple_exit_elites_01)) 2))) (game_save) (ai_set_orders all_allies temple_retreat_allies) (ai_place temple_exit_grunts_01 4) (sleep_until (or (= (volume_test_objects vol_temple_foyer (players)) True) (< (ai_living_count temple_escape_enemies) 3))) (game_save) (ai_place temple_exit_jackals_02 2) (ai_place temple_exit_elites_02 (- 2 (ai_living_count temple_exit_elites_01))) ) ) (script dormant temple_entry_retreat (begin (sleep_until (and (= (volume_test_objects vol_temple_entry (players)) True) (= regret_dead True))) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (cinematic_fade_to_white) (kill_volume_disable kill_temple_wings) (wake music_05b_10_stop) (object_teleport (player0) player0_hide_bsp3) (object_teleport (player1) player1_hide_bsp3) (ai_kill_silent all_enemies) (if (cinematic_skip_start) (begin (c05_outro) )) (cinematic_skip_stop) (sleep 2) (cinematic_fade_from_white) (sleep 2) (playtest_mission) (sleep 2) (game_won) ) ) (script static sleep_tower1 (begin (sleep_forever tower1_start) (sleep_forever tower1_holo_looper) (sleep_forever tower1_cortana_comment) ) ) (script static sleep_bridges (begin (sleep_forever bridges_start) (sleep_forever cortana_bridge_reminder) ) ) (script static sleep_tower2 (begin (sleep_forever tower2_start) (sleep_forever tower2_cortana_comment) ) ) (script static sleep_central_platform (begin (sleep_forever central_platform_start) (sleep_forever central_platform_pelican) ) ) (script static sleep_gondola_01 (begin (sleep_forever gondola_01_start) (sleep_forever tower3_dock_above) (sleep_forever gondola_01_nuke) (sleep_forever gondola_01_restarter) (sleep_forever gondola_01_reverser) (sleep_forever gondola_01_go_reminder) (sleep_forever gondola_01_phantom_arrives) (sleep_forever tower3_turret_reman) (sleep_forever tower3_cortana_comment) (sleep_forever gondola_01_wake) (sleep_forever tower_cluster_delete) ) ) (script static sleep_tower3 (begin (sleep_forever tower3_start) (sleep_forever tower3_sleeper_spawn) (sleep_forever tower3_cortana_reminder_02) (sleep_forever elev_under_monitor) (sleep_forever assassin_ice_cream) ) ) (script static sleep_sunken_tunnel_01 (begin (sleep_forever sunken_tunnel1_start) ) ) (script static sleep_sunken_chamber (begin (sleep_forever sunken_chamber_start) (sleep_forever sunken_holo_cortana_comment) (sleep_forever sunken_holo_looper) (sleep_forever sunken_holo_translate) (sleep_forever sunken_chamber_reminder) (sleep_forever hide_rightside_guys) (sleep_forever hide_leftside_guys) (sleep_forever sunk_chamber_hunters_enter) (sleep_forever sunken_chamber_saves) ) ) (script static sleep_sunken_tunnel_02 (begin (sleep_forever sunken_tunnel2_start) ) ) (script static sleep_island_exterior (begin (sleep_forever island_interior_start) (sleep_forever island_gully_start) (sleep_forever island_exterior_start) (sleep_forever elev_up_monitor) (sleep_forever island_holo_looper) (sleep_forever island_int_translate) (sleep_forever island_pelican_arrives) ) ) (script static sleep_gondola_02 (begin (sleep_forever gondola_02_start) (sleep_forever gondola_02_cortana_reminder) (sleep_forever gondola_02_nuke) (sleep_forever gondola_02_restarter) (sleep_forever gondola_02_reverser) (sleep_forever gondola_02_wake) ) ) (script static sleep_temple_entry (begin (sleep_forever temple_entry_start) (sleep_forever temple_foyer_start) (sleep_forever temple_ent_cortana_reminder) ) ) (script static sleep_boss_fight (begin (sleep_forever temple_center_start) (sleep_forever temple_hg_respawner) (sleep_forever regret_respawner) (sleep_forever regret_retreat) (sleep_forever regret_beam_comment) (sleep_forever regret_hg_comment) (sleep_forever temple_cortana_warn_01) (sleep_forever regret_taunts) ) ) (script startup mission (begin (cinematic_snap_to_white) (if (= (volume_test_objects vol_starting_locations (players)) True) (begin (if (cinematic_skip_start) (begin (c05_intra1) )) (cinematic_skip_stop) )) (sound_suppress_ambience_update_on_revert) (sound_class_set_gain "amb" 0 0) (sleep 1) (sound_class_set_gain "amb" 1 15) (sleep 2) (switch_bsp 0) (sleep 2) (ai_allegiance covenant prophet) (ai_allegiance player human) (objectives_clear) (sleep 2) (prep_return_from_intro) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (wake 05b_title0) (wake objective_towers_set) (wake kill_volumes) (wake tower1_start) (sleep_until (or (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True) (= (volume_test_objects vol_tower1_roof (players)) True))) (wake bridges_start) (wake tower2_start) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (structure_bsp_index) 1)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (sleep_island_exterior) (sleep_gondola_02) ) ) (script dormant 05_intra1_01_predict (begin (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\deltatemple\temple_dynamic\bowl_short\bowl_short 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\prophet\prophet 8) (predict_model_section objects\characters\prophet\prophet 9) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 7) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium\stone_block_medium 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 11 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 2 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 4 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 13 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 14 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 15 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 16 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 34 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 65 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 69 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 70 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 74 True) (predict_model_section scenarios\objects\solo\deltatemple\door_tower\door_tower 0) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 10 False) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 2) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 3) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 4) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 8 False) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 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) (sleep 98) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (sleep 9) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (sleep 4) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 65 True) (sleep 14) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 14 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 69 True) (sleep 205) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 2 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 4 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 7 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 67 True) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium\stone_block_medium 0) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (sleep 232) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 66 True) (sleep 6) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (sleep 36) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 17 False) (sleep 22) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 65 True) ) ) (script dormant 05_intra1_02_predict (begin (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 4) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 16 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 22 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 4 False) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section objects\cinematics\matte_paintings\delta_horizon\delta_horizon 0) (predict_model_section objects\cinematics\forerunner\index_holo_human\index_holo_human 0) (sleep 1) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 2) (predict_model_section objects\cinematics\forerunner\mount_doom_holo\mount_doom_holo 0) (sleep 3) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (sleep 7) (predict_model_section scenarios\objects\solo\deltatemple\water_elevator\water_elevator 0) (sleep 16) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 13 False) (sleep 128) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 0) (predict_model_section objects\vehicles\pelican\pelican_rear_gun\pelican_rear_gun 1) (sleep 215) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section objects\characters\marine\marine 61) (predict_model_section objects\characters\marine\marine 54) (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 60) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (sleep 135) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 2 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 73 True) ) ) (script dormant 05_intra1_03_predict (begin (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\deltatemple\temple_dynamic\bowl_short\bowl_short 0) (predict_model_section objects\characters\cortana\cortana 6) (predict_model_section objects\characters\cortana\cortana 7) (predict_model_section objects\characters\cortana\cortana 8) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 11 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 8 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 7 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 16 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 34 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 69 True) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_01 70 True) ) ) (script dormant 05_intra2_01_predict (begin (sleep 1) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium\stone_block_medium 0) (predict_model_section scenarios\objects\solo\deltatemple\door_tower\door_tower 0) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\rifle\beam_rifle\fp_beam_rifle\fp_beam_rifle 0) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 24) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (predict_model_section objects\characters\marine\marine_female\marine_female 27) (predict_model_section objects\weapons\rifle\shotgun\shotgun 2) (predict_model_section objects\characters\bugger\bugger 1) (predict_model_section objects\weapons\pistol\plasma_pistol\plasma_pistol 0) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 62) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) 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objects\characters\marine\marine_female\marine_female 13) (predict_model_section objects\characters\marine\marine_female\marine_female 14) (predict_model_section objects\characters\marine\marine_female\marine_female 16) (predict_model_section objects\weapons\rifle\shotgun\shotgun 1) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 2) (predict_model_section objects\weapons\pistol\needler\projectiles\needler_shard\needler_shard 0) (predict_model_section objects\characters\elite\elite 8) (predict_model_section objects\characters\elite\elite 13) (predict_model_section objects\characters\elite\elite 10) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 40 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 28 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 39 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 7 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 8 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 9 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 10 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 11 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 12 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 13 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 14 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 15 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 16 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 17 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 18 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 20 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 21 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 23 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 24 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 25 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 26 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 27 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 28 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 29 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 30 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 31 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 32 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 34 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 35 True) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 3) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 2) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 1) (predict_model_section objects\weapons\rifle\smg\smg 1) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 2) (sleep 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (sleep 1) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium_tall\stone_block_medium_tall 0) (predict_model_section objects\characters\masterchief\fp\fp 0) (predict_model_section objects\characters\masterchief\fp\fp 1) (predict_model_section objects\weapons\rifle\beam_rifle\fp_beam_rifle\fp_beam_rifle 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_medium\stone_block_medium 0) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 3) (predict_model_section objects\vehicles\gravity_throne\gravity_throne 2) (predict_model_section objects\characters\prophet\prophet 8) (predict_model_section objects\characters\prophet\prophet 9) (predict_model_section objects\characters\prophet\prophet 2) (predict_model_section objects\characters\prophet\prophet 7) (predict_model_section scenarios\objects\covenant\military\cov_floodlight\cov_floodlight 0) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section objects\characters\marine\marine_female\marine_female 19) (predict_model_section objects\characters\marine\marine_female\marine_female 20) (predict_model_section objects\characters\marine\marine_female\marine_female 29) (predict_model_section objects\characters\marine\marine_female\marine_female 22) (predict_model_section objects\characters\marine\marine_female\marine_female 23) (predict_model_section objects\characters\marine\marine_female\marine_female 24) (predict_model_section objects\characters\marine\marine_female\marine_female 25) (predict_model_section objects\characters\marine\marine_female\marine_female 27) (predict_model_section objects\weapons\rifle\shotgun\shotgun 2) (predict_model_section 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13) (predict_model_section objects\characters\masterchief\masterchief 14) (predict_model_section objects\characters\masterchief\masterchief 15) (predict_model_section objects\characters\bugger\bugger 3) (predict_model_section objects\characters\ambient_life\bird_quadwing\bird_quadwing 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_large\stone_block_large 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_short\bowl_short 0) (predict_model_section scenarios\objects\solo\deltatemple\door_tower\door_tower 0) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (sleep 1) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (sleep 150) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 34 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 0 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 35 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 21 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 29 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 12 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 19 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 30 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 31 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 32 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 16 False) (predict_model_section scenarios\objects\human\military\resupply_capsule\resupply_capsule_crate\resupply_capsule_crate 0) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 2) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_branch\tree_branch 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_bush\tree_bush 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\stone_block_large\stone_block_large 0) (sleep 6) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 36 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 26 False) (sleep 41) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 47 True) (sleep 5) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 36 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 26 False) (sleep 4) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 44 True) (sleep 42) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 36 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 26 False) (sleep 4) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 248) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) ) ) (script dormant 05_outro_01_predict (begin (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\05b_deltatowers\bsp_03 28 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 1 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 65 True) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (predict_model_section objects\weapons\pistol\needler\needler 0) (predict_model_section objects\weapons\pistol\needler\needler 1) (sleep 185) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 28 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 42 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 1 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 65 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 5 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 6 True) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 12) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (sleep 6) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (sleep 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 1) (sleep 1) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 2) (sleep 34) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 20) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) ) ) (script dormant 05_outro_02_predict (begin (sleep 2) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 42) (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 23) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 9 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 18 True) (sleep 1) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 10 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 11 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 12 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 13 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 14 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 15 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 16 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 17 True) (sleep 1) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 7 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 19 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 20 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 21 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 23 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 24 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 25 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 28 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 30 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 31 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 32 True) (sleep 1) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant 05_outro_03_predict (begin (sleep 2) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 122) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) ) ) (script dormant 05_outro_04_predict (begin (sleep 2) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) (predict_model_section objects\characters\masterchief\masterchief 0) (predict_model_section objects\characters\masterchief\masterchief 1) (predict_model_section objects\characters\masterchief\masterchief 2) (predict_model_section objects\characters\masterchief\masterchief 3) (predict_model_section objects\gear\covenant\military\crate_space\crate_space 0) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (predict_model_section scenarios\objects\forerunner\industrial\controls\temp_door_switch\temp_door_switch 0) (predict_model_section objects\cinematics\effects\carrier_plasma_beam_closeup\carrier_plasma_beam_closeup 0) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant 05_outro_05_predict (begin (sleep 3) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 4) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 0) (predict_model_section objects\characters\gravemind\tentacle_capture\tentacle_capture 1) (predict_model_section objects\cinematics\effects\05_outro_rubble\05_outro_rubble 0) (sleep 123) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 41 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 40 False) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 2 True) (predict_structure_section scenarios\solo\05b_deltatowers\bsp_03 70 True) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\cinematics\nature\underwater_caustic_light\underwater_caustic_light 0) (sleep 140) (predict_model_section scenarios\objects\solo\deltatemple\temple_dynamic\bowl_tall\bowl_tall 0) (sleep 8) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola\gondola 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 10) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 10) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 2) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (sleep 8) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 10) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (sleep 8) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 0) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 1) (predict_model_section scenarios\objects\solo\deltatemple\gondola\gondola_launch\gondola_launch 2) (sleep 14) (predict_model_section objects\weapons\rifle\covenant_carbine\covenant_carbine 0) ) ) (script static teleport_bridges (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) bridges_player0) (object_teleport (player1) bridges_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) bridges_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) bridges_ally2) (ai_set_orders initial_allies tower1_ext_allies) (sleep_forever mission) (sleep_tower1) (garbage_collect_now) (game_save) (wake bridges_start) (wake tower2_start) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tower2 (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) tower2_player0) (object_teleport (player1) tower2_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) tower2_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) tower2_ally2) (ai_set_orders initial_allies tower2_ext_allies_01) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (garbage_collect_now) (game_save) (wake tower2_start) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_central_platform (players)) True))) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_central_platform (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) center_plat_player0) (object_teleport (player1) center_plat_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) center_plat_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) center_plat_ally2) (ai_set_orders initial_allies tower2_ext_allies_02) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (garbage_collect_now) (game_save) (wake central_platform_start) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_central_platform) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_gondola_01 (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) gondola_01_player0) (object_teleport (player1) gondola_01_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) gondola_01_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) gondola_01_ally2) (ai_set_orders initial_allies gondola_01_allies) (device_set_position_immediate gondola_01_a 1) (device_set_position_immediate gondola_01_b 1) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (garbage_collect_now) (game_save) (wake gondola_01_start) (sleep_until (= (volume_test_objects vol_tower3_entry (players)) True)) (wake tower3_start) (sleep_gondola_01) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tower3 (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) tower3_player0) (object_teleport (player1) tower3_player1) (ai_place initial_allies) (object_teleport (list_get (ai_actors initial_allies) 0) tower3_ally1) (object_teleport (list_get (ai_actors initial_allies) 1) tower3_ally2) (ai_set_orders initial_allies tower3_allies) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (garbage_collect_now) (game_save) (wake tower3_start) (sleep_until (= (volume_test_objects vol_tunnel_01_entry (players)) True)) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_tower3) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tunnel_01 (begin (ai_erase_all) (ai_place temp_bsp2_allies) (switch_bsp 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) tunnel_01_player0) (object_teleport (player1) tunnel_01_player1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 0) tunnel_01_ally1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 1) tunnel_01_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (garbage_collect_now) (game_save) (wake sunken_tunnel1_start) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_sunken_chamber (begin (ai_erase_all) (ai_place temp_bsp2_allies) (switch_bsp 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) sunken_chamber_player0) (object_teleport (player1) sunken_chamber_player1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 0) sunken_chamber_ally1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 1) sunken_chamber_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (garbage_collect_now) (game_save) (wake sunken_chamber_start) (wake sunken_tunnel2_start) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_tunnel_02 (begin (ai_erase_all) (ai_place temp_bsp2_allies) (switch_bsp 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) tunnel_02_player0) (object_teleport (player1) tunnel_02_player1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 0) tunnel_02_ally1) (object_teleport (list_get (ai_actors temp_bsp2_allies) 1) tunnel_02_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (garbage_collect_now) (game_save) (wake sunken_tunnel2_start) (sleep_until (and (= (volume_test_objects vol_island_int_entry (players)) True) (= (structure_bsp_index) 2))) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_sunken_tunnel_02) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_island (begin (ai_erase_all) (ai_place temp_bsp3_allies) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) island_player0) (object_teleport (player1) island_player1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 0) island_ally1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 1) island_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (garbage_collect_now) (game_save) (wake island_interior_start) (wake island_gully_start) (wake island_exterior_start) (wake gondola_02_start) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_island_exterior) (sleep_gondola_02) ) ) (script static teleport_gondola_02 (begin (ai_erase_all) (ai_place temp_bsp3_allies) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) gondola_02_player0) (object_teleport (player1) gondola_02_player1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 0) gondola_02_ally1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 1) gondola_02_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (garbage_collect_now) (game_save) (wake gondola_02_start) (sleep_until (= (volume_test_objects vol_temple_ext (players)) True)) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) (sleep_gondola_02) ) ) (script static teleport_temple_ext (begin (ai_erase_all) (ai_place temp_bsp3_allies) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) temple_ext_player0) (object_teleport (player1) temple_ext_player1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 0) temple_ext_ally1) (object_teleport (list_get (ai_actors temp_bsp3_allies) 1) temple_ext_ally2) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (sleep_gondola_02) (garbage_collect_now) (game_save) (wake temple_entry_start) (wake temple_foyer_start) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) ) ) (script static teleport_temple_int (begin (ai_erase_all) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) temple_int_player0) (object_teleport (player1) temple_int_player1) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (sleep_gondola_02) (sleep_temple_entry) (garbage_collect_now) (game_save) (wake temple_center_start) (wake temple_foyer_retreat) (wake temple_entry_retreat) ) ) (script static teleport_temple_retreat (begin (ai_erase_all) (switch_bsp 2) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (sleep 2) (object_teleport (player0) temple_return_player0) (object_teleport (player1) temple_return_player1) (sleep_forever mission) (sleep_tower1) (sleep_bridges) (sleep_tower2) (sleep_central_platform) (sleep_gondola_01) (sleep_tower3) (sleep_sunken_tunnel_01) (sleep_sunken_chamber) (sleep_sunken_tunnel_02) (sleep_island_exterior) (sleep_gondola_02) (sleep_temple_entry) (sleep_boss_fight) (garbage_collect_now) (game_save) (device_one_sided_set door_main False) (device_one_sided_set temple_retreat_exit False) (wake temple_foyer_retreat) (wake temple_entry_retreat) ) )
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