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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global bool g_mission_over False)
(global bool g_mission_over False)
(global short 15_seconds 450)
(global short 15_seconds 450)
(global short 30_seconds 900)
(global short 30_seconds 900)
(global short 45_seconds 900)
(global short 45_seconds 900)
(global short one_minute 1800)
(global short one_minute 1800)
(global short two_minutes 3600)
(global short two_minutes 3600)
(global script_unit g_cov_stealth_major none)
(global script_unit g_cov_stealth_major none)
(global script_unit g_cov_gold_elite none)
(global script_unit g_cov_gold_elite none)
(global short g_brute_alarm_level 0)
(global short g_brute_alarm_level 0)
(global bool g_e10_started False)
(global bool g_e10_started False)
(global short g_e10_pro_inf1_2_count 4)
(global short g_e10_pro_inf1_2_count 4)
(global script_unit g_e10_weapon_scene0_actor none)
(global script_unit g_e10_weapon_scene0_actor none)
(global effe g_e10_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact)
(global effe g_e10_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact)
(global bool g_e9_started False)
(global bool g_e9_started False)
(global bool g_e8_started False)
(global bool g_e8_started False)
(global bool g_e7_started False)
(global bool g_e7_started False)
(global bool g_e6_started False)
(global bool g_e6_started False)
(global bool g_e6_pro_inf1_arrived False)
(global bool g_e6_pro_inf1_arrived False)
(global bool g_e5_started False)
(global bool g_e5_started False)
(global short g_e5_grunts_released 0)
(global short g_e5_grunts_released 0)
(global bool g_e4_started False)
(global bool g_e4_started False)
(global bool g_e3_started False)
(global bool g_e3_started False)
(global bool g_e2_started False)
(global bool g_e2_started False)
(global bool g_e2_safe_to_migrate_inf2 False)
(global bool g_e2_safe_to_migrate_inf2 False)
(global bool g_e1_started False)
(global bool g_e1_started False)
(global script_unit g_e1_wounded_elite none)
(global script_unit g_e1_wounded_elite none)
(global bool g_e1_cov_inf0_should_die False)
(global bool g_e1_cov_inf0_should_die False)
(global bool g_e1_pro_inf0_searching False)
(global bool g_e1_pro_inf0_searching False)
(global bool g_e1_pro_inf1_was_alerted False)
(global bool g_e1_pro_inf1_was_alerted False)
(global bool g_e1_stealth_major_done False)
(global bool g_e1_stealth_major_done False)
(global bool g_e1_zealot_revealed False)
(global bool g_e1_zealot_revealed False)
(global effe g_e1_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact)
(global effe g_e1_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact)
(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 08_intro_01_predict_stub
(script static 08_intro_01_predict_stub
(begin
(begin
(wake 08_intro_01_predict)
(wake 08_intro_01_predict)
)
)
)
)
(script static 08_intra1_01_predict_stub
(script static 08_intra1_01_predict_stub
(begin
(begin
(wake 08_intra1_01_predict)
(wake 08_intra1_01_predict)
)
)
)
)
(script static 08_intra1_02_predict_stub
(script static 08_intra1_02_predict_stub
(begin
(begin
(wake 08_intra1_02_predict)
(wake 08_intra1_02_predict)
)
)
)
)
(script static 08_intra1_03_predict_stub
(script static 08_intra1_03_predict_stub
(begin
(begin
(wake 08_intra1_03_predict)
(wake 08_intra1_03_predict)
)
)
)
)
(script dormant c08_intro_foley_01
(script dormant c08_intro_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol none 1)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol none 1)
(print "c08_intro foley 01 start")
(print "c08_intro foley 01 start")
)
)
)
)
(script dormant intro_fov
(script dormant intro_fov
(begin
(begin
(sleep 279)
(sleep 279)
(print "fov change: 70 -> 50 over 0 ticks")
(print "fov change: 70 -> 50 over 0 ticks")
(camera_set_field_of_view 50 0)
(camera_set_field_of_view 50 0)
)
)
)
)
(script dormant intro_dof
(script dormant intro_dof
(begin
(begin
(sleep 484)
(sleep 484)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0)
(cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0)
(print "rack focus")
(print "rack focus")
(sleep 60)
(sleep 60)
(print "rack focus")
(print "rack focus")
(cinematic_screen_effect_set_depth_of_field 2 0 0.5 1 0.5 0 1)
(cinematic_screen_effect_set_depth_of_field 2 0 0.5 1 0.5 0 1)
(sleep 103)
(sleep 103)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant effect_teleport
(script dormant effect_teleport
(begin
(begin
(sleep 240)
(sleep 240)
(print "effect - teleport")
(print "effect - teleport")
(effect_new_on_object_marker effects\gameplay\cinematic_teleport teleport marker)
(effect_new_on_object_marker effects\gameplay\cinematic_teleport teleport marker)
)
)
)
)
(script dormant cinematic_lighting_intro
(script dormant cinematic_lighting_intro
(begin
(begin
(cinematic_lighting_set_primary_light 16 -32 0.501961 0.501961 0.4)
(cinematic_lighting_set_primary_light 16 -32 0.501961 0.501961 0.4)
(cinematic_lighting_set_secondary_light 13 120 0.231373 0.231373 0.388235)
(cinematic_lighting_set_secondary_light 13 120 0.231373 0.231373 0.388235)
(cinematic_lighting_set_ambient_light 0.14902 0.14902 0.101961)
(cinematic_lighting_set_ambient_light 0.14902 0.14902 0.101961)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting dervish True)
(object_uses_cinematic_lighting intro_plasma_rifle True)
(object_uses_cinematic_lighting intro_plasma_rifle True)
)
)
)
)
(script dormant plasma_rifle_attach
(script dormant plasma_rifle_attach
(begin
(begin
(sleep 705)
(sleep 705)
(objects_attach dervish right_hand_elite intro_plasma_rifle )
(objects_attach dervish right_hand_elite intro_plasma_rifle )
)
)
)
)
(script static c08_intro_setup
(script static c08_intro_setup
(begin
(begin
(object_create_anew dervish)
(object_create_anew dervish)
(object_create_anew teleport)
(object_create_anew teleport)
(object_create_anew intro_plasma_rifle)
(object_create_anew intro_plasma_rifle)
(object_cinematic_lod dervish True)
(object_cinematic_lod dervish True)
(wake c08_intro_foley_01)
(wake c08_intro_foley_01)
(wake effect_teleport)
(wake effect_teleport)
(wake intro_fov)
(wake intro_fov)
(wake plasma_rifle_attach)
(wake plasma_rifle_attach)
(wake cinematic_lighting_intro)
(wake cinematic_lighting_intro)
)
)
)
)
(script static c08_intro
(script static c08_intro
(begin
(begin
(sound_class_set_gain "amb" 0 0)
(sound_class_set_gain "amb" 0 0)
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(switch_bsp_by_name deltacontrolroom_bsp0)
(switch_bsp_by_name deltacontrolroom_bsp0)
(sleep 1)
(sleep 1)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 70 0)
(camera_set_field_of_view 70 0)
(sound_class_set_gain "amb" 1 60)
(sound_class_set_gain "amb" 1 60)
(08_intro_01_predict_stub)
(08_intro_01_predict_stub)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol)
(sleep 100)
(sleep 100)
(c08_intro_setup)
(c08_intro_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intro\08_intro 08_intro_01 none anchor_flag_intro)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intro\08_intro 08_intro_01 none anchor_flag_intro)
(custom_animation_relative dervish objects\characters\dervish\08_intro\08_intro dervish_01 False anchor_intro)
(custom_animation_relative dervish objects\characters\dervish\08_intro\08_intro dervish_01 False anchor_intro)
(fade_in 0 0 0 30)
(fade_in 0 0 0 30)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(sound_class_set_gain "amb" 0 15)
(sound_class_set_gain "amb" 0 15)
(sleep 15)
(sleep 15)
(object_destroy dervish)
(object_destroy dervish)
(object_destroy intro_plasma_rifle)
(object_destroy intro_plasma_rifle)
)
)
)
)
(script dormant c08_intra1_foley_01
(script dormant c08_intra1_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol none 1)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol none 1)
(print "c08_intra1 foley 01 start")
(print "c08_intra1 foley 01 start")
)
)
)
)
(script dormant c08_2010_soc
(script dormant c08_2010_soc
(begin
(begin
(sleep 461)
(sleep 461)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2010_soc commander 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2010_soc commander 1)
(cinematic_subtitle c08_2010_soc 3)
(cinematic_subtitle c08_2010_soc 3)
)
)
)
)
(script dormant c04_intra1_dof_01
(script dormant c04_intra1_dof_01
(begin
(begin
(time_code_reset)
(time_code_reset)
(time_code_show True)
(time_code_show True)
(time_code_start True)
(time_code_start True)
(sleep 80)
(sleep 80)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1.5 0 0 0 0.5 0.5 0)
(cinematic_screen_effect_set_depth_of_field 1.5 0 0 0 0.5 0.5 0)
(print "rack focus")
(print "rack focus")
(time_code_reset)
(time_code_reset)
(sleep 120)
(sleep 120)
(cinematic_screen_effect_set_depth_of_field 1.5 0 0.5 0.5 0.5 0 0.5)
(cinematic_screen_effect_set_depth_of_field 1.5 0 0.5 0.5 0.5 0 0.5)
(print "rack focus")
(print "rack focus")
(time_code_reset)
(time_code_reset)
(sleep 50)
(sleep 50)
(cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0)
(cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0)
(print "rack focus")
(print "rack focus")
(time_code_reset)
(time_code_reset)
(sleep 86)
(sleep 86)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant cinematic_lighting_intra1_01
(script dormant cinematic_lighting_intra1_01
(begin
(begin
(cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196)
(cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196)
(cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098)
(cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098)
(cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882)
(cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882)
(object_uses_cinematic_lighting dervish_01 True)
(object_uses_cinematic_lighting dervish_01 True)
(object_uses_cinematic_lighting commander True)
(object_uses_cinematic_lighting commander True)
(object_uses_cinematic_lighting wraith_01 True)
(object_uses_cinematic_lighting wraith_01 True)
(object_uses_cinematic_lighting scarab_01 True)
(object_uses_cinematic_lighting scarab_01 True)
)
)
)
)
(script static c08_intra1_01_setup
(script static c08_intra1_01_setup
(begin
(begin
(object_create_anew dervish_01)
(object_create_anew dervish_01)
(object_create_anew commander)
(object_create_anew commander)
(object_create_anew wraith_01)
(object_create_anew wraith_01)
(object_cinematic_lod dervish_01 True)
(object_cinematic_lod dervish_01 True)
(object_cinematic_lod commander True)
(object_cinematic_lod commander True)
(object_cinematic_lod wraith_01 True)
(object_cinematic_lod wraith_01 True)
(cinematic_clone_players_weapon dervish_01 right_hand_elite )
(cinematic_clone_players_weapon dervish_01 right_hand_elite )
(wake c08_intra1_foley_01)
(wake c08_intra1_foley_01)
(wake c08_2010_soc)
(wake c08_2010_soc)
(wake c04_intra1_dof_01)
(wake c04_intra1_dof_01)
(wake cinematic_lighting_intra1_01)
(wake cinematic_lighting_intra1_01)
)
)
)
)
(script static c08_intra1_scene_01
(script static c08_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)
(cinematic_outro_start)
(cinematic_outro_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 50 0)
(camera_set_field_of_view 50 0)
(cinematic_lightmap_shadow_enable)
(cinematic_lightmap_shadow_enable)
(08_intra1_01_predict_stub)
(08_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(c08_intra1_01_setup)
(c08_intra1_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_01 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_01 none anchor_flag_intra1)
(custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_01 False anchor_intra1)
(custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_01 False anchor_intra1)
(custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_01 False anchor_intra1)
(custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_01 False anchor_intra1)
(custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_01 False anchor_intra1)
(custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_01 False anchor_intra1)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(08_intra1_02_predict_stub)
(08_intra1_02_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant c08_intra1_sound_scene2_01
(script dormant c08_intra1_sound_scene2_01
(begin
(begin
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "vehicle" 0 0)
(object_set_function_variable phantom_01 engine_hack 1 0)
(object_set_function_variable phantom_01 engine_hack 1 0)
(object_set_function_variable phantom_02 engine_hack 1 0)
(object_set_function_variable phantom_02 engine_hack 1 0)
(object_set_function_variable phantom_01 engine_audio 1 0)
(object_set_function_variable phantom_01 engine_audio 1 0)
(object_set_function_variable phantom_02 engine_audio 1 0)
(object_set_function_variable phantom_02 engine_audio 1 0)
(object_set_function_variable phantom_01 hover_audio 1 0)
(object_set_function_variable phantom_01 hover_audio 1 0)
(object_set_function_variable phantom_02 hover_audio 1 0)
(object_set_function_variable phantom_02 hover_audio 1 0)
(sleep 210)
(sleep 210)
(sound_class_set_gain "vehicle" 1 60)
(sound_class_set_gain "vehicle" 1 60)
(sleep 60)
(sleep 60)
(sound_class_set_gain "vehicle" 0 150)
(sound_class_set_gain "vehicle" 0 150)
)
)
)
)
(script dormant c08_intra1_score_02
(script dormant c08_intra1_score_02
(begin
(begin
(sleep 337)
(sleep 337)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus none 1)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus none 1)
(print "c08_intra1 score 02 start")
(print "c08_intra1 score 02 start")
)
)
)
)
(script dormant c08_intra1_foley_02
(script dormant c08_intra1_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol none 1)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol none 1)
(print "c08_intra1 foley 02 start")
(print "c08_intra1 foley 02 start")
)
)
)
)
(script dormant c08_2020_der
(script dormant c08_2020_der
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2020_der dervish_01 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2020_der dervish_01 1)
(cinematic_subtitle c08_2020_der 3)
(cinematic_subtitle c08_2020_der 3)
)
)
)
)
(script dormant c08_2030_soc
(script dormant c08_2030_soc
(begin
(begin
(sleep 77)
(sleep 77)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2030_soc commander 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2030_soc commander 1)
(cinematic_subtitle c08_2030_soc 4)
(cinematic_subtitle c08_2030_soc 4)
)
)
)
)
(script dormant c04_intra1_dof_02
(script dormant c04_intra1_dof_02
(begin
(begin
(sleep 427)
(sleep 427)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1.22 0.5 0.5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 1.22 0.5 0.5 0 0 0 0)
(print "rack focus")
(print "rack focus")
(sleep 84)
(sleep 84)
(cinematic_screen_effect_set_depth_of_field 0.5 0.5 0.5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 0.5 0.5 0.5 0 0 0 0)
(print "rack focus")
(print "rack focus")
(sleep 100)
(sleep 100)
(cinematic_screen_effect_set_depth_of_field 0.5 0.5 0 0 0 0.5 0.5)
(cinematic_screen_effect_set_depth_of_field 0.5 0.5 0 0 0 0.5 0.5)
(print "rack focus")
(print "rack focus")
)
)
)
)
(script dormant cinematic_lighting_intra1_02
(script dormant cinematic_lighting_intra1_02
(begin
(begin
(cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196)
(cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196)
(cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098)
(cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098)
(cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882)
(cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882)
(object_uses_cinematic_lighting phantom_01 True)
(object_uses_cinematic_lighting phantom_01 True)
(object_uses_cinematic_lighting phantom_02 True)
(object_uses_cinematic_lighting phantom_02 True)
)
)
)
)
(script static c08_intra1_02_setup
(script static c08_intra1_02_setup
(begin
(begin
(object_create_anew phantom_01)
(object_create_anew phantom_01)
(object_create_anew phantom_02)
(object_create_anew phantom_02)
(object_cinematic_lod phantom_01 True)
(object_cinematic_lod phantom_01 True)
(object_cinematic_lod phantom_02 True)
(object_cinematic_lod phantom_02 True)
(wake c08_intra1_sound_scene2_01)
(wake c08_intra1_sound_scene2_01)
(wake c08_intra1_score_02)
(wake c08_intra1_score_02)
(wake c08_intra1_foley_02)
(wake c08_intra1_foley_02)
(wake c08_2020_der)
(wake c08_2020_der)
(wake c08_2030_soc)
(wake c08_2030_soc)
(wake cinematic_lighting_intra1_02)
(wake cinematic_lighting_intra1_02)
)
)
)
)
(script static c08_intra1_02_cleanup
(script static c08_intra1_02_cleanup
(begin
(begin
(object_destroy dervish_01)
(object_destroy dervish_01)
(object_destroy commander)
(object_destroy commander)
(object_destroy phantom_02)
(object_destroy phantom_02)
)
)
)
)
(script static c08_intra1_scene_02
(script static c08_intra1_scene_02
(begin
(begin
(c08_intra1_02_setup)
(c08_intra1_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_02 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_02 none anchor_flag_intra1)
(custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_02 False anchor_intra1)
(custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_02 False anchor_intra1)
(custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_02 False anchor_intra1)
(custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_02 False anchor_intra1)
(custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_02 False anchor_intra1)
(custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_02 False anchor_intra1)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_02 False anchor_intra1)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_02 False anchor_intra1)
(custom_animation_relative phantom_02 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom02_02 False anchor_intra1)
(custom_animation_relative phantom_02 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom02_02 False anchor_intra1)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(08_intra1_03_predict_stub)
(08_intra1_03_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol)
(sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol)
(sleep (camera_time))
(sleep (camera_time))
(c08_intra1_02_cleanup)
(c08_intra1_02_cleanup)
)
)
)
)
(script dormant c08_intra1_sound_scene3_01
(script dormant c08_intra1_sound_scene3_01
(begin
(begin
(object_set_function_variable phantom_01 engine_hack 0 0)
(object_set_function_variable phantom_01 engine_hack 0 0)
(object_set_function_variable phantom_02 engine_hack 0 0)
(object_set_function_variable phantom_02 engine_hack 0 0)
(object_set_function_variable phantom_01 engine_audio 0 0)
(object_set_function_variable phantom_01 engine_audio 0 0)
(object_set_function_variable phantom_02 engine_audio 0 0)
(object_set_function_variable phantom_02 engine_audio 0 0)
(object_set_function_variable phantom_01 hover_audio 0 0)
(object_set_function_variable phantom_01 hover_audio 0 0)
(object_set_function_variable phantom_02 hover_audio 0 0)
(object_set_function_variable phantom_02 hover_audio 0 0)
(sound_class_set_gain "vehicle" 1 30)
(sound_class_set_gain "vehicle" 1 30)
(sleep 120)
(sleep 120)
(object_set_function_variable phantom_01 engine_hack 1 180)
(object_set_function_variable phantom_01 engine_hack 1 180)
(object_set_function_variable phantom_02 engine_hack 1 180)
(object_set_function_variable phantom_02 engine_hack 1 180)
(object_set_function_variable phantom_01 engine_audio 1 180)
(object_set_function_variable phantom_01 engine_audio 1 180)
(object_set_function_variable phantom_02 engine_audio 1 180)
(object_set_function_variable phantom_02 engine_audio 1 180)
(object_set_function_variable phantom_01 hover_audio 1 180)
(object_set_function_variable phantom_01 hover_audio 1 180)
(object_set_function_variable phantom_02 hover_audio 1 180)
(object_set_function_variable phantom_02 hover_audio 1 180)
(sound_class_set_gain "vehicle" 0 180)
(sound_class_set_gain "vehicle" 0 180)
)
)
)
)
(script dormant c08_intra1_foley_03
(script dormant c08_intra1_foley_03
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol none 1)
(sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol none 1)
(print "c08_intra1 foley 03 start")
(print "c08_intra1 foley 03 start")
)
)
)
)
(script dormant c08_2040_tar
(script dormant c08_2040_tar
(begin
(begin
(sleep 268)
(sleep 268)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2040_tar tartarus 1)
(sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2040_tar tartarus 1)
(cinematic_subtitle c08_2040_tar 2)
(cinematic_subtitle c08_2040_tar 2)
)
)
)
)
(script dormant cinematic_lighting_intra1_03
(script dormant cinematic_lighting_intra1_03
(begin
(begin
(cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196)
(cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196)
(cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098)
(cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098)
(cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882)
(cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882)
(object_uses_cinematic_lighting tartarus True)
(object_uses_cinematic_lighting tartarus True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting monitor True)
(object_uses_cinematic_lighting monitor True)
(object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_01 True)
(object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting brute_02 True)
(object_uses_cinematic_lighting brute_03 True)
(object_uses_cinematic_lighting brute_03 True)
(object_uses_cinematic_lighting brute_04 True)
(object_uses_cinematic_lighting brute_04 True)
)
)
)
)
(script dormant show_brutes
(script dormant show_brutes
(begin
(begin
(sleep 199)
(sleep 199)
(print "show brutes")
(print "show brutes")
(object_hide brute_01 False)
(object_hide brute_01 False)
(object_hide brute_02 False)
(object_hide brute_02 False)
(object_hide brute_03 False)
(object_hide brute_03 False)
(object_hide brute_04 False)
(object_hide brute_04 False)
)
)
)
)
(script dormant door_close
(script dormant door_close
(begin
(begin
(sleep 430)
(sleep 430)
(print "door close")
(print "door close")
(device_set_position intra1_door 0)
(device_set_position intra1_door 0)
)
)
)
)
(script static c08_intra1_03_setup
(script static c08_intra1_03_setup
(begin
(begin
(object_create_anew tartarus)
(object_create_anew tartarus)
(object_create_anew miranda)
(object_create_anew miranda)
(object_create_anew monitor)
(object_create_anew monitor)
(object_create_anew brute_01)
(object_create_anew brute_01)
(object_create_anew brute_02)
(object_create_anew brute_02)
(object_create_anew brute_03)
(object_create_anew brute_03)
(object_create_anew brute_04)
(object_create_anew brute_04)
(object_set_function_variable monitor talking 0 0)
(object_set_function_variable monitor talking 0 0)
(object_cinematic_lod tartarus True)
(object_cinematic_lod tartarus True)
(object_cinematic_lod miranda True)
(object_cinematic_lod miranda True)
(object_cinematic_lod monitor True)
(object_cinematic_lod monitor True)
(object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_01 True)
(object_cinematic_lod brute_02 True)
(object_cinematic_lod brute_02 True)
(object_cinematic_lod brute_03 True)
(object_cinematic_lod brute_03 True)
(object_cinematic_lod brute_04 True)
(object_cinematic_lod brute_04 True)
(object_hide brute_01 True)
(object_hide brute_01 True)
(object_hide brute_02 True)
(object_hide brute_02 True)
(object_hide brute_03 True)
(object_hide brute_03 True)
(object_hide brute_04 True)
(object_hide brute_04 True)
(object_create_anew intra1_door)
(object_create_anew intra1_door)
(device_set_position_immediate intra1_door 1)
(device_set_position_immediate intra1_door 1)
(wake show_brutes)
(wake show_brutes)
(wake door_close)
(wake door_close)
(wake c08_intra1_sound_scene3_01)
(wake c08_intra1_sound_scene3_01)
(wake c08_intra1_foley_03)
(wake c08_intra1_foley_03)
(wake c08_2040_tar)
(wake c08_2040_tar)
(wake cinematic_lighting_intra1_03)
(wake cinematic_lighting_intra1_03)
)
)
)
)
(script static c08_intra1_03_cleanup
(script static c08_intra1_03_cleanup
(begin
(begin
(object_destroy tartarus)
(object_destroy tartarus)
(object_destroy miranda)
(object_destroy miranda)
(object_destroy monitor)
(object_destroy monitor)
(object_destroy_containing "brute")
(object_destroy_containing "brute")
(object_destroy phantom_01)
(object_destroy phantom_01)
)
)
)
)
(script static c08_intra1_scene_03
(script static c08_intra1_scene_03
(begin
(begin
(cinematic_lightmap_shadow_enable)
(cinematic_lightmap_shadow_enable)
(c08_intra1_03_setup)
(c08_intra1_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_03 none anchor_flag_intra1)
(camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_03 none anchor_flag_intra1)
(custom_animation_relative tartarus objects\characters\brute\08_intra1\08_intra1 tartarus_03 False anchor_intra1)
(custom_animation_relative tartarus objects\characters\brute\08_intra1\08_intra1 tartarus_03 False anchor_intra1)
(custom_animation_relative miranda objects\characters\miranda\08_intra1\08_intra1 miranda_03 False anchor_intra1)
(custom_animation_relative miranda objects\characters\miranda\08_intra1\08_intra1 miranda_03 False anchor_intra1)
(custom_animation_relative monitor objects\characters\monitor\08_intra1\08_intra1 monitor_03 False anchor_intra1)
(custom_animation_relative monitor objects\characters\monitor\08_intra1\08_intra1 monitor_03 False anchor_intra1)
(custom_animation_relative brute_01 objects\characters\brute\08_intra1\08_intra1 brute01_03 False anchor_intra1)
(custom_animation_relative brute_01 objects\characters\brute\08_intra1\08_intra1 brute01_03 False anchor_intra1)
(custom_animation_relative brute_02 objects\characters\brute\08_intra1\08_intra1 brute02_03 False anchor_intra1)
(custom_animation_relative brute_02 objects\characters\brute\08_intra1\08_intra1 brute02_03 False anchor_intra1)
(custom_animation_relative brute_03 objects\characters\brute\08_intra1\08_intra1 brute03_03 False anchor_intra1)
(custom_animation_relative brute_03 objects\characters\brute\08_intra1\08_intra1 brute03_03 False anchor_intra1)
(custom_animation_relative brute_04 objects\characters\brute\08_intra1\08_intra1 brute04_03 False anchor_intra1)
(custom_animation_relative brute_04 objects\characters\brute\08_intra1\08_intra1 brute04_03 False anchor_intra1)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_03 False anchor_intra1)
(custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_03 False anchor_intra1)
(sleep (- (camera_time) 15))
(sleep (- (camera_time) 15))
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 15)
(sleep 15)
(c08_intra1_03_cleanup)
(c08_intra1_03_cleanup)
(cinematic_lightmap_shadow_disable)
(cinematic_lightmap_shadow_disable)
)
)
)
)
(script static c08_intra1
(script static c08_intra1
(begin
(begin
(texture_cache_flush)
(texture_cache_flush)
(geometry_cache_flush)
(geometry_cache_flush)
(switch_bsp_by_name deltacontrolroom_bsp0)
(switch_bsp_by_name deltacontrolroom_bsp0)
(sleep 1)
(sleep 1)
(c08_intra1_scene_01)
(c08_intra1_scene_01)
(c08_intra1_scene_02)
(c08_intra1_scene_02)
(c08_intra1_scene_03)
(c08_intra1_scene_03)
(cinematic_lightmap_shadow_disable)
(cinematic_lightmap_shadow_disable)
)
)
)
)
(script static player_in_vehicle
(script static player_in_vehicle
(begin
(begin
(or (unit_in_vehicle (unit
(or (unit_in_vehicle (unit
(player0)
(player0)
))
))
(and (game_is_cooperative) (unit_in_vehicle (unit
(and (game_is_cooperative) (unit_in_vehicle (unit
(player1)
(player1)
))))
))))
)
)
)
)
(script static players_in_vehicle
(script static players_in_vehicle
(begin
(begin
(and (unit_in_vehicle (unit
(and (unit_in_vehicle (unit
(player0)
(player0)
))
))
(or (not (game_is_cooperative)) (unit_in_vehicle (unit
(or (not (game_is_cooperative)) (unit_in_vehicle (unit
(player1)
(player1)
))))
))))
)
)
)
)
(script static cinematic_intro
(script static cinematic_intro
(begin
(begin
(if (cinematic_skip_start)
(if (cinematic_skip_start)
(begin
(begin
(c08_intro)
(c08_intro)
))
))
(cinematic_skip_stop)
(cinematic_skip_stop)
)
)
)
)
(script static cinematic_outro
(script static cinematic_outro
(begin
(begin
(if (cinematic_skip_start)
(if (cinematic_skip_start)
(begin
(begin
(c08_intra1)
(c08_intra1)
))
))
(cinematic_skip_stop)
(cinematic_skip_stop)
)
)
)
)
(script dormant objective0_set
(script dormant objective0_set
(begin
(begin
(sleep 30)
(sleep 30)
(print "new objective set: defend yourself from the brutes")
(print "new objective set: defend yourself from the brutes")
(objectives_show_up_to 0)
(objectives_show_up_to 0)
)
)
)
)
(script dormant objective0_clear
(script dormant objective0_clear
(begin
(begin
(print "objective complete: defend yourself from the brutes")
(print "objective complete: defend yourself from the brutes")
(objectives_finish_up_to 0)
(objectives_finish_up_to 0)
)
)
)
)
(script dormant objective1_set
(script dormant objective1_set
(begin
(begin
(sleep 30)
(sleep 30)
(print "new objective set: exact vengeance on the traitor brutes")
(print "new objective set: exact vengeance on the traitor brutes")
(objectives_show_up_to 1)
(objectives_show_up_to 1)
)
)
)
)
(script dormant objective1_clear
(script dormant objective1_clear
(begin
(begin
(print "objective complete: exact vengeance on the traitor brutes")
(print "objective complete: exact vengeance on the traitor brutes")
(objectives_finish_up_to 1)
(objectives_finish_up_to 1)
)
)
)
)
(script dormant objective2_set
(script dormant objective2_set
(begin
(begin
(sleep 30)
(sleep 30)
(print "new objective set: continue to the canyon floor")
(print "new objective set: continue to the canyon floor")
(objectives_show_up_to 2)
(objectives_show_up_to 2)
)
)
)
)
(script dormant objective2_clear
(script dormant objective2_clear
(begin
(begin
(print "objective complete: continue to the canyon floor")
(print "objective complete: continue to the canyon floor")
(objectives_finish_up_to 2)
(objectives_finish_up_to 2)
)
)
)
)
(script dormant objective3_set
(script dormant objective3_set
(begin
(begin
(sleep 30)
(sleep 30)
(print "new objective set: raze the brute encampment")
(print "new objective set: raze the brute encampment")
(objectives_show_up_to 3)
(objectives_show_up_to 3)
)
)
)
)
(script dormant music_08a_01_stop
(script dormant music_08a_01_stop
(begin
(begin
(print "music 08a_01 stop")
(print "music 08a_01 stop")
(sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_01)
(sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_01)
)
)
)
)
(script dormant music_08a_01_start_alt
(script dormant music_08a_01_start_alt
(begin
(begin
(print "music 08a_01 start alt")
(print "music 08a_01 start alt")
(sound_looping_set_alternate scenarios\solo\08a_deltacliffs\08a_music\08a_01 True)
(sound_looping_set_alternate scenarios\solo\08a_deltacliffs\08a_music\08a_01 True)
)
)
)
)
(script dormant music_08a_01_start
(script dormant music_08a_01_start
(begin
(begin
(print "music 08a_01 start")
(print "music 08a_01 start")
(sound_looping_start scenarios\solo\08a_deltacliffs\08
(sound_looping_start scenarios\solo\08a_deltacliffs\08
Saved diffs
Original text
Open file
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool g_mission_over False) (global short 15_seconds 450) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global script_unit g_cov_stealth_major none) (global script_unit g_cov_gold_elite none) (global short g_brute_alarm_level 0) (global bool g_e10_started False) (global short g_e10_pro_inf1_2_count 4) (global script_unit g_e10_weapon_scene0_actor none) (global effe g_e10_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact) (global bool g_e9_started False) (global bool g_e8_started False) (global bool g_e7_started False) (global bool g_e6_started False) (global bool g_e6_pro_inf1_arrived False) (global bool g_e5_started False) (global short g_e5_grunts_released 0) (global bool g_e4_started False) (global bool g_e3_started False) (global bool g_e2_started False) (global bool g_e2_safe_to_migrate_inf2 False) (global bool g_e1_started False) (global script_unit g_e1_wounded_elite none) (global bool g_e1_cov_inf0_should_die False) (global bool g_e1_pro_inf0_searching False) (global bool g_e1_pro_inf1_was_alerted False) (global bool g_e1_stealth_major_done False) (global bool g_e1_zealot_revealed False) (global effe g_e1_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact) (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 08_intro_01_predict_stub (begin (wake 08_intro_01_predict) ) ) (script static 08_intra1_01_predict_stub (begin (wake 08_intra1_01_predict) ) ) (script static 08_intra1_02_predict_stub (begin (wake 08_intra1_02_predict) ) ) (script static 08_intra1_03_predict_stub (begin (wake 08_intra1_03_predict) ) ) (script dormant c08_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol none 1) (print "c08_intro foley 01 start") ) ) (script dormant intro_fov (begin (sleep 279) (print "fov change: 70 -> 50 over 0 ticks") (camera_set_field_of_view 50 0) ) ) (script dormant intro_dof (begin (sleep 484) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0) (print "rack focus") (sleep 60) (print "rack focus") (cinematic_screen_effect_set_depth_of_field 2 0 0.5 1 0.5 0 1) (sleep 103) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant effect_teleport (begin (sleep 240) (print "effect - teleport") (effect_new_on_object_marker effects\gameplay\cinematic_teleport teleport marker) ) ) (script dormant cinematic_lighting_intro (begin (cinematic_lighting_set_primary_light 16 -32 0.501961 0.501961 0.4) (cinematic_lighting_set_secondary_light 13 120 0.231373 0.231373 0.388235) (cinematic_lighting_set_ambient_light 0.14902 0.14902 0.101961) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting intro_plasma_rifle True) ) ) (script dormant plasma_rifle_attach (begin (sleep 705) (objects_attach dervish right_hand_elite intro_plasma_rifle ) ) ) (script static c08_intro_setup (begin (object_create_anew dervish) (object_create_anew teleport) (object_create_anew intro_plasma_rifle) (object_cinematic_lod dervish True) (wake c08_intro_foley_01) (wake effect_teleport) (wake intro_fov) (wake plasma_rifle_attach) (wake cinematic_lighting_intro) ) ) (script static c08_intro (begin (sound_class_set_gain "amb" 0 0) (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 70 0) (sound_class_set_gain "amb" 1 60) (08_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol) (sleep 100) (c08_intro_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intro\08_intro 08_intro_01 none anchor_flag_intro) (custom_animation_relative dervish objects\characters\dervish\08_intro\08_intro dervish_01 False anchor_intro) (fade_in 0 0 0 30) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (sound_class_set_gain "amb" 0 15) (sleep 15) (object_destroy dervish) (object_destroy intro_plasma_rifle) ) ) (script dormant c08_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol none 1) (print "c08_intra1 foley 01 start") ) ) (script dormant c08_2010_soc (begin (sleep 461) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2010_soc commander 1) (cinematic_subtitle c08_2010_soc 3) ) ) (script dormant c04_intra1_dof_01 (begin (time_code_reset) (time_code_show True) (time_code_start True) (sleep 80) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.5 0 0 0 0.5 0.5 0) (print "rack focus") (time_code_reset) (sleep 120) (cinematic_screen_effect_set_depth_of_field 1.5 0 0.5 0.5 0.5 0 0.5) (print "rack focus") (time_code_reset) (sleep 50) (cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0) (print "rack focus") (time_code_reset) (sleep 86) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant cinematic_lighting_intra1_01 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_01 True) (object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting wraith_01 True) (object_uses_cinematic_lighting scarab_01 True) ) ) (script static c08_intra1_01_setup (begin (object_create_anew dervish_01) (object_create_anew commander) (object_create_anew wraith_01) (object_cinematic_lod dervish_01 True) (object_cinematic_lod commander True) (object_cinematic_lod wraith_01 True) (cinematic_clone_players_weapon dervish_01 right_hand_elite ) (wake c08_intra1_foley_01) (wake c08_2010_soc) (wake c04_intra1_dof_01) (wake cinematic_lighting_intra1_01) ) ) (script static c08_intra1_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 50 0) (cinematic_lightmap_shadow_enable) (08_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol) (sleep prediction_offset) (c08_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_01 none anchor_flag_intra1) (custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_01 False anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_01 False anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_01 False anchor_intra1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (08_intra1_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol) (sleep (camera_time)) ) ) (script dormant c08_intra1_sound_scene2_01 (begin (sound_class_set_gain "vehicle" 0 0) (object_set_function_variable phantom_01 engine_hack 1 0) (object_set_function_variable phantom_02 engine_hack 1 0) (object_set_function_variable phantom_01 engine_audio 1 0) (object_set_function_variable phantom_02 engine_audio 1 0) (object_set_function_variable phantom_01 hover_audio 1 0) (object_set_function_variable phantom_02 hover_audio 1 0) (sleep 210) (sound_class_set_gain "vehicle" 1 60) (sleep 60) (sound_class_set_gain "vehicle" 0 150) ) ) (script dormant c08_intra1_score_02 (begin (sleep 337) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus none 1) (print "c08_intra1 score 02 start") ) ) (script dormant c08_intra1_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol none 1) (print "c08_intra1 foley 02 start") ) ) (script dormant c08_2020_der (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2020_der dervish_01 1) (cinematic_subtitle c08_2020_der 3) ) ) (script dormant c08_2030_soc (begin (sleep 77) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2030_soc commander 1) (cinematic_subtitle c08_2030_soc 4) ) ) (script dormant c04_intra1_dof_02 (begin (sleep 427) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.22 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 84) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 100) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0 0 0 0.5 0.5) (print "rack focus") ) ) (script dormant cinematic_lighting_intra1_02 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_02 True) ) ) (script static c08_intra1_02_setup (begin (object_create_anew phantom_01) (object_create_anew phantom_02) (object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_02 True) (wake c08_intra1_sound_scene2_01) (wake c08_intra1_score_02) (wake c08_intra1_foley_02) (wake c08_2020_der) (wake c08_2030_soc) (wake cinematic_lighting_intra1_02) ) ) (script static c08_intra1_02_cleanup (begin (object_destroy dervish_01) (object_destroy commander) (object_destroy phantom_02) ) ) (script static c08_intra1_scene_02 (begin (c08_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_02 none anchor_flag_intra1) (custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_02 False anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_02 False anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_02 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_02 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom02_02 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (08_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol) (sleep (camera_time)) (c08_intra1_02_cleanup) ) ) (script dormant c08_intra1_sound_scene3_01 (begin (object_set_function_variable phantom_01 engine_hack 0 0) (object_set_function_variable phantom_02 engine_hack 0 0) (object_set_function_variable phantom_01 engine_audio 0 0) (object_set_function_variable phantom_02 engine_audio 0 0) (object_set_function_variable phantom_01 hover_audio 0 0) (object_set_function_variable phantom_02 hover_audio 0 0) (sound_class_set_gain "vehicle" 1 30) (sleep 120) (object_set_function_variable phantom_01 engine_hack 1 180) (object_set_function_variable phantom_02 engine_hack 1 180) (object_set_function_variable phantom_01 engine_audio 1 180) (object_set_function_variable phantom_02 engine_audio 1 180) (object_set_function_variable phantom_01 hover_audio 1 180) (object_set_function_variable phantom_02 hover_audio 1 180) (sound_class_set_gain "vehicle" 0 180) ) ) (script dormant c08_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol none 1) (print "c08_intra1 foley 03 start") ) ) (script dormant c08_2040_tar (begin (sleep 268) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2040_tar tartarus 1) (cinematic_subtitle c08_2040_tar 2) ) ) (script dormant cinematic_lighting_intra1_03 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) ) ) (script dormant show_brutes (begin (sleep 199) (print "show brutes") (object_hide brute_01 False) (object_hide brute_02 False) (object_hide brute_03 False) (object_hide brute_04 False) ) ) (script dormant door_close (begin (sleep 430) (print "door close") (device_set_position intra1_door 0) ) ) (script static c08_intra1_03_setup (begin (object_create_anew tartarus) (object_create_anew miranda) (object_create_anew monitor) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_set_function_variable monitor talking 0 0) (object_cinematic_lod tartarus True) (object_cinematic_lod miranda True) (object_cinematic_lod monitor True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_hide brute_01 True) (object_hide brute_02 True) (object_hide brute_03 True) (object_hide brute_04 True) (object_create_anew intra1_door) (device_set_position_immediate intra1_door 1) (wake show_brutes) (wake door_close) (wake c08_intra1_sound_scene3_01) (wake c08_intra1_foley_03) (wake c08_2040_tar) (wake cinematic_lighting_intra1_03) ) ) (script static c08_intra1_03_cleanup (begin (object_destroy tartarus) (object_destroy miranda) (object_destroy monitor) (object_destroy_containing "brute") (object_destroy phantom_01) ) ) (script static c08_intra1_scene_03 (begin (cinematic_lightmap_shadow_enable) (c08_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_03 none anchor_flag_intra1) (custom_animation_relative tartarus objects\characters\brute\08_intra1\08_intra1 tartarus_03 False anchor_intra1) (custom_animation_relative miranda objects\characters\miranda\08_intra1\08_intra1 miranda_03 False anchor_intra1) (custom_animation_relative monitor objects\characters\monitor\08_intra1\08_intra1 monitor_03 False anchor_intra1) (custom_animation_relative brute_01 objects\characters\brute\08_intra1\08_intra1 brute01_03 False anchor_intra1) (custom_animation_relative brute_02 objects\characters\brute\08_intra1\08_intra1 brute02_03 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\08_intra1\08_intra1 brute03_03 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\08_intra1\08_intra1 brute04_03 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_03 False anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra1_03_cleanup) (cinematic_lightmap_shadow_disable) ) ) (script static c08_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (c08_intra1_scene_01) (c08_intra1_scene_02) (c08_intra1_scene_03) (cinematic_lightmap_shadow_disable) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (begin (c08_intro) )) (cinematic_skip_stop) ) ) (script static cinematic_outro (begin (if (cinematic_skip_start) (begin (c08_intra1) )) (cinematic_skip_stop) ) ) (script dormant objective0_set (begin (sleep 30) (print "new objective set: defend yourself from the brutes") (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (print "objective complete: defend yourself from the brutes") (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep 30) (print "new objective set: exact vengeance on the traitor brutes") (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (print "objective complete: exact vengeance on the traitor brutes") (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 30) (print "new objective set: continue to the canyon floor") (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (print "objective complete: continue to the canyon floor") (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (print "new objective set: raze the brute encampment") (objectives_show_up_to 3) ) ) (script dormant music_08a_01_stop (begin (print "music 08a_01 stop") (sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_01) ) ) (script dormant music_08a_01_start_alt (begin (print "music 08a_01 start alt") (sound_looping_set_alternate scenarios\solo\08a_deltacliffs\08a_music\08a_01 True) ) ) (script dormant music_08a_01_start (begin (print "music 08a_01 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_01 none 1) ) ) (script dormant music_08a_02_stop (begin (print "music 08a_02 stop") (sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_02) ) ) (script dormant music_08a_02_start (begin (print "music 08a_02 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_02 none 1) ) ) (script dormant music_08a_03_stop (begin (print "music 08a_03 stop") (sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_03) ) ) (script dormant music_08a_03_start_alt (begin (print "music 08a_01 start alt") (sound_looping_set_alternate scenarios\solo\08a_deltacliffs\08a_music\08a_03 True) ) ) (script dormant music_08a_03_start (begin (print "music 08a_03 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_03 none 1) ) ) (script dormant music_08a_04_start (begin (print "music 08a_04 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_04 none 1) ) ) (script dormant music_08a_05_start (begin (print "music 08a_05 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_05 none 1) ) ) (script dormant chapter_title0 (begin (sleep 30) (cinematic_set_title title0) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static e10_player_dismounted (begin (or (not (unit_in_vehicle (unit (player0) ))) (not (unit_in_vehicle (unit (player1) )))) ) ) (script static e10_pro_inf_alerted (begin (or (>= (ai_combat_status e10_pro_inf0) ai_combat_status_certain) (>= (ai_combat_status e10_pro_inf1) ai_combat_status_certain)) ) ) (script static e10_player_holding_launcher (begin (unit_has_weapon (unit (player0) ) objects\weapons\support_high\rocket_launcher\rocket_launcher.weapon) ) ) (script static e10_pro_phantom0_should_retreat (begin (or (>= (object_model_targets_destroyed (ai_vehicle_get e10_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e10_pro_phantom0/phantom0)) 0.05)) ) ) (script command cs_e10_pro_phantom0_entry (begin (cs_fly_by e10_pro_phantom0_entry/p0) (cs_fly_by e10_pro_phantom0_entry/p1) (cs_fly_to e10_pro_phantom0_entry/p2) (cs_fly_by e10_pro_phantom0_entry/p3) (cs_enable_targeting True) (if (> (ai_spawn_count e10_pro_ghosts0_1) 0) (begin (cs_fly_to e10_pro_phantom0_entry/p3_1 0.5) (sleep 20) (vehicle_unload (ai_vehicle_get e10_pro_phantom0/phantom0) phantom_sc) (sleep 40) (cs_fly_by e10_pro_phantom0_entry/p3) )) (cs_enable_moving True) (sleep_until (e10_pro_phantom0_should_retreat) 30 one_minute) (cs_enable_moving False) (cs_enable_targeting False) (cs_fly_to e10_pro_phantom0_entry/p3) (cs_fly_by e10_pro_phantom0_entry/p2) (cs_fly_by e10_pro_phantom0_entry/p4) (ai_erase ai_current_squad) ) ) (script command cs_e10_weapon_scene0 (begin (cs_enable_pathfinding_failsafe True) (set g_e10_weapon_scene0_actor (ai_get_unit ai_current_actor)) (cs_go_to e10_armory/p0) (cs_look True e10_armory/rocket_launchers) (sleep 10) (print "elite: what vulgar weapons") (ai_play_line ai_current_actor 0500) (sleep 30) (cs_look_player True) (sleep 45) ) ) (script command cs_e10_weapon_scene1 (begin (cs_look_object True (ai_vehicle_get e10_pro_phantom0/phantom0)) (sleep 30) (cs_look_player True) (sleep 15) (print "elite: perhaps i spoke too soon") (sleep (ai_play_line_at_player ai_current_actor 0510)) ) ) (script command cs_e10_pro_inf1_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (cs_go_to e10_patrol/p0) (cs_enable_looking False) (cs_look True e10_patrol/f0) (sleep (random_range 90 120)) (cs_look False e10_patrol/f0) (cs_enable_looking True) (cs_go_to e10_patrol/p1) (cs_enable_looking False) (cs_look True e10_patrol/f1) (sleep (random_range 90 120)) (cs_look False e10_patrol/f1) (cs_enable_looking True) False) ) ) ) (script command cs_e10_pro_inf1_0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e10_patrol/p2) (cs_movement_mode ai_movement_combat) (cs_aim True e10_patrol/s0) (cs_look True e10_patrol/s0) (sleep (random_range 30 60)) (cs_shoot_point True e10_patrol/s0) (sleep (random_range 60 150)) (cs_shoot_point False e10_patrol/s0) (cs_look False e10_patrol/s0) (cs_aim False e10_patrol/s0) (cs_movement_mode ai_movement_patrol) (cs_go_to e10_patrol/p3) (cs_look True e10_patrol/f1) (sleep (random_range 90 120)) (cs_look False e10_patrol/f1) False) ) ) ) (script command cs_e10_pro_ghosts0_entry (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_go_to e10_pro_ghosts0/p0) ) ) (script dormant e10_pod0_insertion (begin (ai_place e10_cov_inf0/elite0) (object_create e10_pod0_inserter) (objects_attach e10_pod0_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite0) pod_attach) (sleep 1) (device_set_position e10_pod0_inserter 1) (sleep_until (>= (device_get_position e10_pod0_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite0) pod_attach) (objects_detach e10_pod0_inserter (ai_vehicle_get e10_cov_inf0/elite0)) (object_destroy e10_pod0_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite0) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite0) door 500) ) ) (script dormant e10_pod1_insertion (begin (ai_place e10_cov_inf0/elite1) (object_create e10_pod1_inserter) (objects_attach e10_pod1_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite1) pod_attach) (sleep 1) (device_set_position e10_pod1_inserter 1) (sleep_until (>= (device_get_position e10_pod1_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite1) pod_attach) (objects_detach e10_pod1_inserter (ai_vehicle_get e10_cov_inf0/elite1)) (object_destroy e10_pod1_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite1) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite1) door 500) ) ) (script dormant e10_pod2_insertion (begin (ai_place e10_cov_inf0/elite2) (object_create e10_pod2_inserter) (objects_attach e10_pod2_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite2) pod_attach) (sleep 1) (device_set_position e10_pod2_inserter 1) (sleep_until (>= (device_get_position e10_pod2_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite2) pod_attach) (objects_detach e10_pod2_inserter (ai_vehicle_get e10_cov_inf0/elite2)) (object_destroy e10_pod2_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite2) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite2) door 500) ) ) (script dormant e10_pod3_insertion (begin (ai_place e10_cov_inf0/elite3) (object_create e10_pod3_inserter) (objects_attach e10_pod3_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite3) pod_attach) (sleep 1) (device_set_position e10_pod3_inserter 1) (sleep_until (>= (device_get_position e10_pod3_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite3) pod_attach) (objects_detach e10_pod3_inserter (ai_vehicle_get e10_cov_inf0/elite3)) (object_destroy e10_pod3_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite3) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite3) door 500) ) ) (script dormant e10_weapon_scene (begin (sleep_until (and (volume_test_objects tv_e10_armory (players)) (volume_test_objects tv_e10_armory (ai_actors e10_cov_inf0)))) (sleep_until (ai_scene e10_weapon_scene0 cs_e10_weapon_scene0 e10_cov_inf0) 15) (sleep_until (not (volume_test_objects tv_e10_armory (players))) 15) (sleep_until (ai_scene e10_weapon_scene1 cs_e10_weapon_scene1 (object_get_ai g_e10_weapon_scene0_actor)) 15) ) ) (script dormant e10_fallback_checkpoint0 (begin (sleep_until (volume_test_objects tv_e10_armory (players))) (game_save) ) ) (script dormant e10_pro_phantom0_main (begin (sleep_until (or (volume_test_objects tv_e10_armory_entrance (players)) (volume_test_objects tv_e10_second_half (players))) 15) (game_save) (ai_place e10_pro_phantom0) (cs_run_command_script e10_pro_phantom0/phantom0 cs_e10_pro_phantom0_entry) (if (<= (ai_living_count e10_pro_wraith0) 0) (ai_place_in_vehicle e10_pro_ghosts0_1 e10_pro_phantom0)) ) ) (script dormant e10_pro_ghosts0_main (begin (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat0 (players)) 15) (ai_place e10_pro_ghosts0_0) (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat2 (players)) 15) (ai_place e10_pro_ghosts0_0) ) ) (script dormant e10_pro_wraith0_main (begin (ai_place e10_pro_wraith0) (sleep_until (<= (ai_living_count e10_pro_wraith0) 0) 15) (game_save) ) ) (script dormant e10_pro_inf3_main (begin (ai_place e10_pro_inf3 1) (sleep_until (volume_test_objects tv_e10_bridge (players)) 15) (ai_place e10_pro_inf3) (sleep_until (volume_test_objects tv_e10_second_half (players)) 15) (ai_place e10_pro_inf3 (- 2 (ai_living_count e10_pro_inf3))) (ai_set_orders e10_pro_inf3 e10_pro_inf3_retreat0) ) ) (script dormant e10_pro_inf2_main (begin (sleep_until (or (volume_test_objects tv_e10_armory_entrance (players)) (volume_test_objects tv_e10_second_half (players))) 15) (sleep_until (or (<= (ai_living_count e10_pro_wraith0_1) 0) (volume_test_objects tv_e10_pro_inf2_retreat0 (players))) 15) (ai_place e10_pro_inf2_0 (pin (- 7 (ai_living_count prophets)) 2 4)) (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat0 (players)) 15) (wake e10_fallback_checkpoint0) (sleep 60) (ai_place e10_pro_inf2_1 (pin (- 7 (ai_living_count prophets)) 0 4)) (sleep_until (volume_test_objects tv_e10_near_exit (players)) 15) (ai_place e10_pro_inf2_1 (pin (- 7 (ai_living_count prophets)) 0 4)) (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat2 (players)) 15) (ai_place e10_pro_inf2_1 (pin (- 7 (ai_living_count prophets)) 0 4)) ) ) (script dormant e10_pro_inf1_main (begin (ai_place e10_pro_inf1_0) (sleep_until (e10_pro_inf_alerted)) (sleep_until (volume_test_objects tv_e10_inf1_1_init (players)) 15 300) (ai_place e10_pro_inf1_1) (sleep_until (volume_test_objects tv_e10_inf1_2_init (players)) 15) (if (difficulty_normal) (set g_e10_pro_inf1_2_count 3)) (sleep_until (or (game_safe_to_save) (volume_test_objects tv_e10_pro_inf1_do_or_die (players))) 15) (game_save) (sleep_until (begin (if (<= (ai_living_count e10_pro_inf1) 2) (begin (game_save) (sleep_until (volume_test_objects tv_e10_armory_entrance (players)) 15 450) (ai_place e10_pro_inf1_2 (pin (- 4 (ai_living_count e10_pro_inf1)) 1 g_e10_pro_inf1_2_count)) (set g_e10_pro_inf1_2_count (- g_e10_pro_inf1_2_count 1)) )) (or (<= g_e10_pro_inf1_2_count 0) (volume_test_objects tv_e10_armory_entrance (players))) ) 15) (if (volume_test_objects tv_e10_armory_entrance (players)) (ai_disposable e10_pro_inf1 True)) (sleep_until (<= (ai_living_count e10_pro_inf1) 0)) (game_save) ) ) (script dormant e10_pro_inf0_main (begin (ai_place e10_pro_inf0_0) (sleep_until (or (volume_test_objects tv_e10_armory_entrance (players)) (volume_test_objects tv_e10_second_half (players))) 15) (game_save) ) ) (script dormant e10_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e10_bridge (players)) 15) (sleep_until (<= (ai_living_count e10_pro_wraith0_0) 0)) (wake e10_pod0_insertion) (sleep 30) (wake e10_pod1_insertion) (wake e10_weapon_scene) ) ) (script dormant e10_cov_ghosts0_main (begin (ai_migrate e9_cov_ghosts0 e10_cov_ghosts0) ) ) (script dormant e10_key (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create key) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 7) ) ) (script dormant e10_main (begin (sleep_until (volume_test_objects tv_e10_main_begin (players)) 15) (set g_e10_started True) (print "e10_main") (data_mine_set_mission_segment "e10_brute_camp") (game_save) (wake music_08a_04_start) (wake chapter_title2) (wake objective2_clear) (wake objective3_set) (wake e10_cov_ghosts0_main) (wake e10_cov_inf0_main) (wake e10_pro_inf0_main) (wake e10_pro_inf1_main) (wake e10_pro_inf2_main) (wake e10_pro_inf3_main) (wake e10_pro_ghosts0_main) (wake e10_pro_wraith0_main) (wake e10_key) (sleep_until (and (volume_test_objects tv_e10_exit_door (players)) (> (device_get_position e10_exit_door) 0)) 15) ) ) (script static test_brute_camp (begin (object_teleport (player0) e10_test) (ai_place e10_cov_ghosts0) (if (not g_e10_started) (wake e10_main)) (ai_place e9_pro_inf3) ) ) (script command cs_e9_pro_inf1_trap (begin (cs_enable_dialogue True) (cs_abort_on_damage True) (cs_face_object True e9_trap_target0) (sleep_until (volume_test_objects tv_e9_trap_trigger0 (players)) 5) (cs_face_object False e9_trap_target0) (cs_shoot True e9_trap_target0) (sleep_until (or (<= (object_get_health e9_trap_target0) 0) (volume_test_objects tv_e9_trap_trigger1 (players))) 2) (cs_shoot False e9_trap_target0) (sleep_until (volume_test_objects tv_e9_trap_trigger1 (players)) 5) (cs_shoot True e9_trap_target1) (sleep_until (<= (object_get_health e9_trap_target1) 0) 2 30) (sleep (random_range 20 60)) ) ) (script command cs_e9_pro_inf1_abort (begin (sleep 1) ) ) (script command cs_e9_pro_phantom0_overflight (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e9_pro_phantom0/p0) (cs_fly_by e9_pro_phantom0/p1) (cs_fly_by e9_pro_phantom0/p2) (cs_fly_by e9_pro_phantom0/p3) (ai_erase ai_current_squad) ) ) (script dormant e9_weather_control (begin (weather_stop 120) (sleep_until (volume_test_objects tv_e9_first_drop (players)) 15) (weather_stop 90) (sleep_until (volume_test_objects tv_e9_trap_trigger1 (players)) 15) (weather_stop 60) (sleep_until (volume_test_objects tv_e9_pro_inf3_begin (players)) 15) (weather_stop 30) (sleep_until (volume_test_objects tv_e10_entrance (players)) 15) (weather_stop 15) ) ) (script dormant e9_pro_phantom0_main (begin (ai_place e9_pro_phantom0) ) ) (script dormant e9_pro_inf3_main (begin (sleep_until (volume_test_objects tv_e9_pro_inf3_begin (players)) 15) (game_save) (ai_place e9_pro_inf3) ) ) (script dormant e9_pro_inf2_main (begin (sleep_until (volume_test_objects tv_e9_first_drop (players)) 15) (ai_place e9_pro_inf2 (pin (- 10 (ai_living_count prophets)) 2 4)) ) ) (script dormant e9_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e9_first_drop (players)) 15) (ai_place e9_pro_inf1) (cs_run_command_script e9_pro_inf1 cs_e9_pro_inf1_trap) (sleep_until (volume_test_objects tv_e9_trap_trigger0 (players)) 5) (sleep_until (< (ai_strength e9_pro_inf1) 0.9) 15 300) (cs_run_command_script e9_pro_inf1 cs_e9_pro_inf1_abort) ) ) (script dormant e9_pro_inf0_main (begin (ai_place e9_pro_inf0_0 (pin (- 10 (ai_living_count prophets)) 0 2)) (ai_place e9_pro_inf0_1 (pin (- 10 (ai_living_count prophets)) 0 2)) (sleep_until (or (volume_test_objects tv_e9_trap_trigger0 (players)) (<= (ai_living_count e9_pro_inf0) 0)) 5) (game_save) (sleep_until (volume_test_objects tv_e9_trap_trigger0 (players)) 5) (ai_place e9_pro_inf0_2 (pin (- 10 (ai_living_count prophets)) 0 2)) ) ) (script dormant e9_cov_ghosts0_main (begin (ai_place e9_cov_ghosts0) (sleep_until (and (<= (ai_living_count e8_pro_spectre0) 0) (<= (ai_living_count e8_pro) 2))) (ai_migrate e8_cov_inf0 e9_cov_ghosts0) (ai_migrate e8_cov_ghosts0 e9_cov_ghosts0) ) ) (script dormant e9_main (begin (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (set g_e9_started True) (print "e9_main") (data_mine_set_mission_segment "e9_ski_run") (game_save) (wake music_08a_03_stop) (wake e10_main) (wake e9_cov_ghosts0_main) (wake e9_pro_inf0_main) (wake e9_pro_inf1_main) (wake e9_pro_inf2_main) (wake e9_pro_inf3_main) (wake e9_pro_phantom0_main) (wake e9_weather_control) (sleep_until g_e10_started) (sleep_forever e9_pro_inf0_main) (sleep_forever e9_pro_inf1_main) (sleep_forever e9_pro_inf2_main) (sleep_forever e9_pro_inf3_main) (sleep_forever e9_pro_phantom0_main) (ai_disposable e9_pro True) (ai_disposable e9_pro_phantom0 False) ) ) (script static test_ski_run (begin (object_teleport (player0) e9_test) (ai_place e9_cov_ghosts0) (if (not g_e9_started) (wake e9_main)) ) ) (script command cs_e8_cov_inf0_init (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_patrol) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_looking True) (sleep_until (ai_trigger_test "generic_player_sighted" ai_current_squad) 10) (cs_movement_mode ai_movement_flee) (cs_enable_moving True) (sleep_until (volume_test_objects tv_e8_spectre_begin (players)) 15) (sleep_until (or (and (> (ai_spawn_count e8_pro_spectre0) 0) (<= (ai_living_count e8_pro_spectre0) 1)) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 2)) 10 450) (sleep (random_range 0 45)) (cs_movement_mode ai_movement_combat) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e8_cov_inf0/turret0)) (ai_disregard (ai_get_object ai_current_actor) False) ) ) (script dormant e8_pro_spectre0_main (begin (sleep 30) (sleep_until (or (volume_test_objects tv_e8_exit (players)) (<= (ai_living_count e8_pro) 2)) 15) (ai_place e8_pro_spectre0) (sleep 1) (ai_vehicle_reserve_seat (ai_vehicle_get e8_pro_spectre0/starting_locations_0) spectre_p_l True) (wake music_08a_03_start_alt) (sleep_until (<= (ai_living_count e8_pro_spectre0) 0)) (wake music_08a_03_stop) ) ) (script dormant e8_pro_inf2_main (begin (ai_place e8_pro_inf2) ) ) (script dormant e8_pro_inf1_main (begin (ai_place e8_pro_inf1_0) (sleep_until (or (<= (ai_living_count e8_pro_inf1) 0) (volume_test_objects tv_e8_exit (players)))) (ai_place e8_pro_inf1_1 (- 4 (ai_living_count e8_pro_inf1))) ) ) (script dormant e8_pro_inf0_main (begin (ai_place e8_pro_inf0) ) ) (script dormant e8_cov_inf0_main (begin (ai_place e8_cov_inf0 (pin (- 6 (ai_living_count covenant)) 4 6)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost0) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost1) True) (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost0) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost1) False) ) ) (script dormant e8_cov_ghosts0_main (begin (ai_migrate e7_cov_ghosts0 e8_cov_ghosts0) (ai_migrate e7_cov_ghosts1 e8_cov_ghosts0) ) ) (script dormant e8_main (begin (sleep_until (volume_test_objects tv_e8_main_begin (players)) 15) (set g_e8_started True) (print "e8_main") (data_mine_set_mission_segment "e8_kidney1") (game_save) (weather_start 120) (wake e9_main) (wake e8_cov_inf0_main) (wake e8_cov_ghosts0_main) (wake e8_pro_inf0_main) (wake e8_pro_inf1_main) (wake e8_pro_inf2_main) (wake e8_pro_spectre0_main) (sleep_until g_e9_started) (sleep_forever e8_cov_ghosts0_main) (sleep_forever e8_pro_inf0_main) (sleep_forever e8_pro_inf1_main) (sleep_forever e8_pro_inf2_main) (sleep_forever e8_pro_spectre0_main) (ai_disposable e8_pro True) ) ) (script command cs_e7_cov_grunt0 (begin (cs_movement_mode ai_movement_patrol) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_looking True) (sleep_until (or (ai_trigger_test "generic_player_sighted" ai_current_squad) (>= (ai_combat_status e7_pro_inf0_0) ai_combat_status_active)) 15) (cs_enable_dialogue True) (cs_face_player True) (sleep (random_range 25 45)) (cs_movement_mode ai_movement_flee) (cs_face_player False) (cs_enable_looking True) (cs_go_to e7_patrol/p0_2) (sleep_until (and (not (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) c_turret_ap_d (ai_actors e7_pro_inf0))) (not (volume_test_objects tv_e7_grunts_unsafe (ai_actors e7_pro_inf0)))) 60) (cs_movement_mode ai_movement_combat) (sleep (random_range 25 45)) (ai_disregard (ai_get_object ai_current_actor) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) False) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0)) ) ) (script command cs_e7_cov_grunt1 (begin (cs_movement_mode ai_movement_patrol) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_looking True) (sleep_until (or (ai_trigger_test "generic_player_sighted" ai_current_squad) (>= (ai_combat_status e7_pro_inf0_0) ai_combat_status_active)) 15) (cs_enable_dialogue True) (cs_face_player True) (sleep (random_range 25 45)) (cs_movement_mode ai_movement_flee) (cs_face_player False) (cs_enable_looking True) (cs_go_to e7_patrol/p1_2) (sleep_until (and (not (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) c_turret_ap_d (ai_actors e7_pro_inf0))) (not (volume_test_objects tv_e7_grunts_unsafe (ai_actors e7_pro_inf0)))) 60) (cs_movement_mode ai_movement_combat) (sleep (random_range 25 45)) (ai_disregard (ai_get_object ai_current_actor) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1) False) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1)) ) ) (script dormant e7_pro_inf2_main (begin (ai_place e7_pro_inf2) ) ) (script static e7_pro_inf1_spawn (begin (sleep_until (not (volume_test_objects tv_e7_pro_inf1_0_unsafe (players))) 10 60) (if (not (volume_test_objects tv_e7_pro_inf1_0_unsafe (players))) (ai_place e7_pro_inf1_0) (if (not (volume_test_objects tv_e7_end_section (players))) (ai_place e7_pro_inf1_1) (if (not (volume_test_objects tv_e7_pro_inf1_2_unsafe (players))) (ai_place e7_pro_inf1_2)))) ) ) (script dormant e7_pro_inf1_main (begin (sleep_until (or (<= (ai_living_count e7_pro_inf0) 1) (volume_test_objects tv_e7_middle_section (players))) 15) (ai_migrate e7_pro_inf0 e7_pro_inf1_0) (sleep_until (begin (if (<= (ai_living_count e7_pro_inf) 2) (e7_pro_inf1_spawn)) (or (volume_test_objects tv_e8_main_begin (players)) (>= (ai_spawn_count e7_pro_inf1) 16)) ) 15) ) ) (script dormant e7_pro_inf0_main (begin (ai_place e7_pro_inf0_0 (pin (- 10 (ai_living_count prophets)) 1 3)) (ai_place e7_pro_inf0_1) ) ) (script dormant e7_cov_ghosts1_main (begin (ai_place e7_cov_ghosts1 (pin (- 4 (ai_living_count e7_cov_ghosts0)) 2 4)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1) True) (sleep_until (not (volume_test_objects tv_e7_grunts_unsafe (ai_actors e7_pro_inf0))) 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1) False) ) ) (script dormant e7_cov_ghosts0_main (begin (ai_migrate e6_cov e7_cov_ghosts0) (wake e7_cov_ghosts1_main) ) ) (script dormant e7_main (begin (sleep_until (or (volume_test_objects tv_e7_main_begin0 (players)) (volume_test_objects tv_e7_main_begin1 (players))) 15) (set g_e7_started True) (print "e7_main") (data_mine_set_mission_segment "e7_kidney0") (game_save) (wake music_08a_03_start) (wake e8_main) (wake e7_cov_ghosts0_main) (wake e7_pro_inf0_main) (wake e7_pro_inf1_main) (wake e7_pro_inf2_main) (sleep_until g_e8_started) (sleep_forever e7_cov_ghosts0_main) (sleep_forever e7_cov_ghosts1_main) (sleep_forever e7_pro_inf0_main) (sleep_forever e7_pro_inf1_main) (sleep_forever e7_pro_inf2_main) (sleep_until g_e8_started) (ai_disposable e7_pro True) ) ) (script static test_kidney0 (begin (object_teleport (player0) e7_test) (if (not g_e7_started) (wake e7_main)) (sleep 1) (drop "objects\vehicles\ghost\ghost") ) ) (script command cs_e6_weapon_scene (begin (sleep (ai_play_line_at_player ai_current_actor 0480)) ) ) (script dormant e6_weapon_scene (begin (sleep_until (or (ai_scene e6_weapon_scene cs_e6_weapon_scene e6_cov) (<= (ai_living_count e6_pro_inf1) 0)) 15 two_minutes) (sleep_until (ai_scene e6_weapon_scene cs_e6_weapon_scene e6_cov) 15 300) ) ) (script command cs_e6_pro_phantom0_entry (begin (cs_vehicle_boost True) (cs_fly_by e6_pro_phantom0_entry/p0) (cs_vehicle_boost False) (cs_fly_by e6_pro_phantom0_entry/p0_1) (cs_fly_to_and_face e6_pro_phantom0_entry/p1 e6_pro_phantom0_entry/p2 1) (cs_vehicle_speed 0.5) (cs_fly_to e6_pro_phantom0_entry/p2 0.5) (sleep_until (or (ai_trigger_test "e6_player_exited_onto_ledge" e6_pro_inf1) g_e7_started (volume_test_objects tv_e6_ledge0 (players)) (volume_test_objects tv_e6_ledge1 (players))) 15) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep 100) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (set g_e6_pro_inf1_arrived True) (wake e6_weapon_scene) (cs_vehicle_speed 1) (cs_fly_to_and_face e6_pro_phantom0_entry/p3 e6_pro_phantom0_entry/p2) ) ) (script command cs_e6_pro_phantom0_exit (begin (cs_fly_to_and_face e6_pro_phantom0_exit/p0 e6_pro_phantom0_exit/p1) (cs_vehicle_boost True) (cs_fly_to e6_pro_phantom0_exit/p1) (ai_erase ai_current_squad) ) ) (script command cs_e6_pro_inf0_1_firing (begin (cs_abort_on_damage True) (cs_aim True e6_pro_inf0_ambush/p0) (cs_crouch True) (sleep_until (> (device_get_position e6_ghost_ledge_door) 0) 15) (cs_enable_dialogue True) (sleep 15) (cs_aim False e6_pro_inf0_ambush/p0) (cs_enable_targeting True) (sleep_until (or (volume_test_objects tv_e6_on_ledge0 (players)) (< (ai_strength ai_current_squad) 0.95)) 10 90) (sleep_until (< (ai_strength ai_current_squad) 0.95) 10 60) ) ) (script command cs_e6_pro_inf0_0_firing (begin (cs_abort_on_damage True) (cs_aim True e6_pro_inf0_ambush/p0) (sleep_until (> (device_get_position e6_ghost_ledge_door) 0) 15) (cs_enable_dialogue True) (sleep 15) (cs_aim False e6_pro_inf0_ambush/p0) (cs_enable_targeting True) (sleep_until (or (volume_test_objects tv_e6_on_ledge0 (players)) (< (ai_strength ai_current_squad) 0.95)) 10 90) ) ) (script command cs_e6_pro_inf1_entry (begin (cs_vehicle_boost True) (cs_go_to e6_pro_inf1_entry/p0) (ai_vehicle_exit ai_current_actor) ) ) (script static e6_pro_phantom0_should_retreat (begin (or (>= (object_model_targets_destroyed (ai_vehicle_get e6_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e6_pro_phantom0/phantom0)) 0.05)) ) ) (script dormant e6_objectives (begin (sleep_until (> (ai_spawn_count e6_pro_phantom0) 0)) (sleep_until (or (e6_pro_phantom0_should_retreat) (volume_test_objects tv_e7_main_begin0 (players)) (volume_test_objects tv_e7_main_begin1 (players)))) (wake objective1_clear) (wake objective2_set) ) ) (script dormant e6_pro_phantom0_main (begin (sleep_until (> (device_get_position e6_ghost_ledge_door) 0) 15) (sleep_until (volume_test_objects tv_e6_on_ledge0 (players)) 15 210) (ai_place e6_pro_phantom0) (sleep_until g_e6_pro_inf1_arrived) (sleep_until (or g_e7_started (>= (object_model_targets_destroyed (ai_vehicle_get e6_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e6_pro_phantom0/phantom0)) 0.05) (and g_e6_pro_inf1_arrived (<= (ai_living_count e6_pro_inf1) 0)))) (cs_run_command_script e6_pro_phantom0/phantom0 cs_e6_pro_phantom0_exit) ) ) (script dormant e6_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e6_pro_inf1_begin (players)) 15) (ai_place e6_pro_inf1 (pin (- 6 (ai_living_count e6_pro_inf0)) 2 6)) ) ) (script dormant e6_pro_inf0_main (begin (ai_place e6_pro_inf0) (sleep 6) (objects_predict (ai_actors e6_pro_inf0)) ) ) (script dormant e6_cov_ghosts0_main (begin (ai_place e6_cov_ghosts0) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost0) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost2) True) (sleep_until g_e6_pro_inf1_arrived) (sleep_until (or (and (<= (ai_living_count e6_pro_inf0) 0) (<= (ai_living_count e6_pro_inf1) 0) (> (ai_spawn_count e6_pro_inf1) 0)) g_e7_started (player_in_vehicle)) 30 two_minutes) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost0) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost2) False) (ai_migrate e6_cov_inf0 e6_cov_ghosts0) (ai_migrate e6_cov_gold_elite e6_cov_ghosts0) (ai_enter_squad_vehicles e6_cov_ghosts0) (sleep_until (player_in_vehicle)) (wake music_08a_03_start) ) ) (script dormant e6_cov_gold_elite_main (begin (ai_migrate e5_cov_gold_elite e6_cov_gold_elite) (ai_teleport_to_starting_location_if_outside_bsp e6_cov_gold_elite) ) ) (script dormant e6_cov_inf1_main (begin (sleep 1) ) ) (script dormant e6_cov_grunts0_main (begin (ai_migrate e5_cov_grunts0 e6_cov_grunts0) (ai_teleport_to_starting_location_if_outside_bsp e6_cov_grunts0) ) ) (script dormant e6_cov_inf0_main (begin (ai_migrate e5_cov_inf0 e6_cov_inf0) (ai_teleport_to_starting_location_if_outside_bsp e6_cov_inf0) ) ) (script dormant e6_main (begin (sleep_until (and (volume_test_objects tv_e6_main_begin (players)) (= (structure_bsp_index) 0)) 15) (set g_e6_started True) (print "e6_main") (data_mine_set_mission_segment "e6_ghost_ledge") (game_save) (device_operates_automatically_set e6_ghost_ledge_door True) (wake chapter_title1) (wake e7_main) (wake e6_cov_inf0_main) (wake e6_cov_gold_elite_main) (wake e6_cov_ghosts0_main) (wake e6_cov_grunts0_main) (wake e6_pro_inf0_main) (wake e6_pro_inf1_main) (sleep_until g_e7_started) (ai_disposable e6_pro True) (ai_disposable e6_pro_phantom0 False) ) ) (script static test_ghost_ledge (begin (object_teleport (player0) e6_test) (ai_place e6_cov_inf0) (ai_place e6_cov_gold_elite) (if (not g_e6_started) (wake e6_main)) ) ) (script command cs_e5_cov_gold_elite_creep (begin (cs_enable_dialogue True) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to e5_cov_gold_elite_creep/p0) (cs_crouch True) (sleep_until (>= (ai_combat_status e5_pro_inf0) ai_combat_status_dangerous)) (sleep 60) (cs_go_to e5_cov_gold_elite_creep/p1) (sleep_forever) ) ) (script command cs_e5_cov_gold_elite_attack (begin (cs_crouch False) ) ) (script command cs_e5_cov_grunts0_cower (begin (cs_movement_mode ai_movement_flee) (ai_disregard ai_current_actor True) (sleep_until (or (< (ai_living_count e5_pro) 3) (<= (ai_strength e5_cov_grunts0) 0.8) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0.75) (>= g_e5_grunts_released 2)) 15) (set g_e5_grunts_released (+ g_e5_grunts_released 1)) (cs_enable_dialogue True) (cs_look_player True) (sleep (random_range 15 45)) (ai_disregard ai_current_actor False) ) ) (script dormant e5_pro_inf1_main (begin (sleep_until (or (volume_test_objects tv_e5_exit (players)) (and (<= (ai_living_count e5_pro_inf0) 3) (> (ai_spawn_count e5_pro_inf0) 0))) 20) (ai_place e5_pro_inf1 (pin (- 10 (ai_living_count prophets)) 1 4)) ) ) (script dormant e5_pro_inf0_main (begin (ai_place e5_pro_inf0 (pin (- 10 (ai_living_count prophets)) 2 6)) (ai_vehicle_reserve (ai_vehicle_get e5_pro_inf0/turret0) True) ) ) (script dormant e5_cov_grunts0_main (begin (ai_place e5_cov_grunts0 (pin (- 10 (+ (ai_living_count covenant) (ai_living_count prophets))) 1 5)) ) ) (script dormant e5_cov_gold_elite_main (begin (ai_migrate e4_cov_gold_elite e5_cov_gold_elite) (ai_renew e5_cov_gold_elite) (cs_run_command_script e5_cov_gold_elite cs_e5_cov_gold_elite_creep) (sleep_until (or (< (ai_strength e5_cov_gold_elite) 1) (< (ai_strength e5_pro_inf0) 0.5) (volume_test_objects tv_e5_lower_level (players))) 5) (cs_run_command_script e5_cov_gold_elite cs_e5_cov_gold_elite_attack) (ai_set_orders e5_cov_gold_elite e5_cov_gold_elite_killomatic) ) ) (script dormant e5_cov_inf0_main (begin (ai_migrate e4_cov_inf0 e5_cov_inf0) (ai_renew e5_cov_inf0) (wake e5_cov_grunts0_main) ) ) (script dormant e5_main (begin (sleep_until (volume_test_objects tv_e5_main_begin (players)) 15) (set g_e5_started True) (print "e5_main") (data_mine_set_mission_segment "e5_ramp_room1") (game_save) (wake e5_cov_inf0_main) (wake e5_cov_gold_elite_main) (wake e5_pro_inf0_main) (wake e5_pro_inf1_main) (sleep_until g_e6_started) (sleep_forever e5_cov_inf0_main) (sleep_forever e5_cov_gold_elite_main) (sleep_forever e5_pro_inf0_main) (sleep_forever e5_pro_inf1_main) (ai_disposable e5_pro True) ) ) (script static test_ramp_room2 (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e5_test) (ai_place e5_cov_inf0) (ai_place e5_cov_gold_elite) (if (not g_e5_started) (wake e5_main)) (if (not g_e6_started) (wake e6_main)) ) ) (script command cs_e4_alarm_scene (begin (cs_switch brute0) (sleep (ai_play_line ai_current_actor 0450)) (cs_enable_pathfinding_failsafe True) (cs_go_to e4_alarm_scene/p0) (sleep (ai_play_line ai_current_actor 0400)) (sleep (- (ai_play_line ai_current_actor 0440) 30)) ) ) (script dormant e4_pro_inf2_main (begin (sleep_until (volume_test_objects tv_e4_first_step (players)) 15) (ai_place e4_pro_inf2_0 (pin (- 10 (ai_living_count prophets)) 1 4)) (sleep 150) (sleep_until (or (ai_scene e4_alarm_scene cs_e4_alarm_scene e4_pro_inf0) (<= (ai_living_count e4_pro_inf2_0) 0)) 15) ) ) (script dormant e4_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e4_second_step (players)) 15) (game_save) (sleep 15) (ai_place e4_pro_inf1 (pin (- 10 (ai_living_count prophets)) 1 4)) ) ) (script dormant e4_pro_inf0_main (begin (ai_place e4_pro_inf0_0 (pin (- 10 (ai_living_count prophets)) 1 5)) ) ) (script dormant e4_cov_gold_elite_main (begin (ai_migrate e3_cov_gold_elite e4_cov_gold_elite) (ai_renew e4_cov_gold_elite) ) ) (script dormant e4_cov_inf0_main (begin (ai_migrate e3_cov_inf0 e4_cov_inf0) (ai_renew e4_cov_inf0) (sleep_until (volume_test_objects tv_e4_first_step (players)) 15) (sleep_until (or (volume_test_objects tv_e4_ground_floor_exit (players)) (<= (ai_fighting_count e4_pro) 2)) 15) (device_operates_automatically_set e4_door0 True) (ai_place e4_cov_inf0 (pin (- 3 (ai_living_count covenant)) 1 3)) (ai_set_orders e4_cov_inf0 e4_cov_inf0_advance2) ) ) (script dormant e4_main (begin (sleep_until (volume_test_objects tv_e4_pre_main (players)) 15) (game_save) (sleep_until (volume_test_objects tv_e4_main_begin (players)) 15) (set g_e4_started True) (print "e4_main") (data_mine_set_mission_segment "e4_step_room") (wake e5_main) (wake e4_cov_inf0_main) (wake e4_cov_gold_elite_main) (wake e4_pro_inf0_main) (wake e4_pro_inf1_main) (wake e4_pro_inf2_main) (sleep_until g_e5_started) (sleep_forever e4_cov_inf0_main) (sleep_forever e4_cov_gold_elite_main) (sleep_forever e4_pro_inf0_main) (sleep_forever e4_pro_inf1_main) (sleep_forever e4_pro_inf2_main) (ai_disposable e4_pro True) ) ) (script command cs_e3_alarm_scene (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e3_alarm_scene/p0) (sleep (ai_play_line ai_current_actor 0410)) (sleep (ai_play_line ai_current_actor 0440)) ) ) (script command cs_e3_cov_grunts0_cower (begin (cs_movement_mode ai_movement_flee) (sleep_until (and (ai_trigger_test "generic_player_within_2wu" ai_current_squad) (or (not (volume_test_objects tv_e3_lower_level (ai_actors e3_pro_inf0))) (<= (ai_strength ai_current_squad) 0.5)))) (cs_look_player True) (print "grunt scene") (ai_play_line_at_player ai_current_actor 0460) (sleep_forever) ) ) (script command cs_e3_cov_gold_elite_charge (begin (cs_enable_dialogue True) (cs_go_to e3_sword_elites/p0) (cs_go_to e3_sword_elites/p1) (cs_jump 10 4) ) ) (script command cs_e3_cov_stealth_major_charge (begin (cs_enable_pathfinding_failsafe True) (ai_set_active_camo ai_current_actor True) (cs_go_to e3_sword_elites/p2) (cs_go_to e3_sword_elites/p3) (ai_set_active_camo ai_current_actor False) ) ) (script dormant e3_pro_inf1_main (begin (sleep_until (and (> (device_get_position e3_exit_door) 0) (volume_test_objects tv_e3_near_exit (players))) 15) (ai_place e3_pro_inf1) ) ) (script dormant e3_pro_inf0_main (begin (sleep 5) (ai_place e3_pro_inf0_0) (ai_place e3_pro_inf0_1 (pin (- 8 (ai_living_count prophets)) 1 4)) (sleep_until (or (ai_scene e3_alarm_scene cs_e3_alarm_scene e3_pro_inf0) (<= (ai_living_count e3_pro_inf0) 0)) 15) ) ) (script dormant e3_cov_grunts0_main (begin (ai_place e3_cov_grunts0) (ai_disregard (ai_actors e3_cov_grunts0) True) (cs_run_command_script e3_cov_grunts0 cs_e3_cov_grunts0_cower) ) ) (script dormant e3_cov_gold_elite_main (begin (ai_migrate e2_cov_gold_elite e3_cov_gold_elite) (ai_renew e3_cov_gold_elite) (cs_run_command_script e3_cov_gold_elite cs_e3_cov_gold_elite_charge) ) ) (script dormant e3_cov_inf0_main (begin (ai_migrate e2_cov_inf0 e3_cov_inf0) (ai_renew e3_cov_inf0) (cs_run_command_script (object_get_ai g_cov_stealth_major) cs_e3_cov_stealth_major_charge) ) ) (script dormant e3_main (begin (sleep_until (volume_test_objects tv_e3_main_begin (players)) 15) (set g_e3_started True) (print "e3_main") (data_mine_set_mission_segment "e3_ramp_room0") (game_save) (wake e4_main) (wake e3_cov_inf0_main) (wake e3_cov_gold_elite_main) (wake e3_cov_grunts0_main) (wake e3_pro_inf0_main) (wake e3_pro_inf1_main) (sleep_until g_e4_started) (sleep_forever e3_cov_inf0_main) (sleep_forever e3_cov_gold_elite_main) (sleep_forever e3_cov_grunts0_main) (sleep_forever e3_pro_inf0_main) (sleep_forever e3_pro_inf1_main) (ai_disposable e3_pro True) ) ) (script static test_ramp_room1 (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e3_test) (ai_place e3_cov_inf0) (set g_cov_stealth_major (ai_get_unit e3_cov_inf0/stealth_major)) (ai_place e3_cov_gold_elite) (if (not g_e3_started) (wake e3_main)) ) ) (script command cs_e2_alarm_scene (begin (cs_switch brute0) (cs_enable_moving True) (cs_enable_targeting True) (sleep (ai_play_line_at_player ai_current_actor 0420)) (sleep (ai_play_line_at_player ai_current_actor 0430)) (cs_enable_dialogue True) (cs_switch brute1) (cs_enable_moving False) (cs_enable_targeting True) (cs_enable_pathfinding_failsafe True) (cs_start_to e2_alarm_scene/p0) (sleep_until (or (not (cs_moving)) (<= (object_get_health e2_antennae) 0)) 5) (cs_enable_targeting False) (if (> (object_get_health e2_antennae) 0) (begin (cs_face_object True e2_antennae) (print "brute1 operates the antennae") (sleep_until (<= (object_get_health e2_antennae) 0) 5 60) (if (> (object_get_health e2_antennae) 0) (begin (set g_brute_alarm_level (+ g_brute_alarm_level 1)) ) (begin (print "brute1 growls") (sleep 20) )) ) (begin (print "brute1 growls") (sleep 20) )) ) ) (script command cs_e2_cov_grunts0_flee (begin (cs_enable_dialogue True) (cs_face_player True) (sleep (random_range 0 60)) (cs_face_player False) (cs_movement_mode ai_movement_flee) (sleep_until (begin (begin_random (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p0) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p1) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p2) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p3) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p4) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p5) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) ) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1) )) (ai_disregard (ai_get_object ai_current_actor) False) (ai_migrate ai_current_actor e2_cov_inf0) ) ) (script command cs_e2_cov_grunts0_abort (begin (if (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 2) (cs_crouch True) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) ) ) (script command cs_e2_cov_gold_elite_charge0 (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (structure_bsp_index) 1)) (cs_enable_moving False) (cs_enable_looking False) (ai_play_line ai_current_actor 0370) (cs_go_to e2_sword_elites/p0) (cs_enable_dialogue True) (cs_start_to e2_sword_elites/p1) (sleep_until (or (not (cs_moving)) (<= (objects_distance_to_object (ai_actors e2_pro_inf0) (ai_get_object ai_current_actor)) 2))) ) ) (script command cs_e2_cov_stealth_elite_charge0 (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (structure_bsp_index) 1)) (cs_enable_moving False) (cs_enable_looking False) (ai_renew ai_current_actor) (ai_set_active_camo ai_current_actor True) (cs_go_to e2_sword_elites/p2) (cs_crouch True) (cs_face True e2_sword_elites/p1) (cs_start_to e2_sword_elites/p3) (sleep_until (or (<= (objects_distance_to_object (ai_actors e2_pro_inf0) (ai_get_object ai_current_actor)) 2) (<= (ai_strength ai_current_actor) 0.75) (<= (ai_living_count e2_pro_inf0) 1))) (ai_set_active_camo ai_current_actor False) ) ) (script static e2_cov_sword_elites_charge0 (begin (cs_run_command_script e2_cov_gold_elite cs_e2_cov_gold_elite_charge0) (cs_run_command_script (object_get_ai g_cov_stealth_major) cs_e2_cov_stealth_elite_charge0) ) ) (script dormant e2_alarm_scene (begin (sleep_until (>= (ai_combat_status e2_pro_inf0) ai_combat_status_visible) 15) (sleep_until (ai_scene e2_alarm_scene cs_e2_alarm_scene e2_pro_inf0) 15 300) ) ) (script dormant e2_pro_inf3_main (begin (sleep_until (or (and (> (ai_spawn_count e2_pro_inf1) 0) (<= (ai_living_count e2_pro_inf1) 0)) (volume_test_objects tv_e2_pro_inf3_begin (players)))) (ai_place e2_pro_inf3 (pin (- 9 (ai_living_count prophets)) 2 6)) (sleep_until (and (<= (ai_living_count e2_pro_inf3) 0) (game_safe_to_save))) (game_save) ) ) (script dormant e2_pro_inf2_main (begin (sleep_until (or (<= (ai_living_count e2_pro_inf0) 2) (volume_test_objects tv_e2_pro_inf1_begin (players)))) (ai_place e2_pro_inf2) ) ) (script dormant e2_pro_inf1_main (begin (sleep_until (or (<= (ai_living_count e2_pro_inf0) 0) (volume_test_objects tv_e2_pro_inf1_begin (players)))) (game_save) (sleep 15) (ai_place e2_pro_inf1 (pin (- 6 (ai_living_count e2_pro_inf0)) 0 4)) ) ) (script dormant e2_pro_inf0_main (begin (ai_place e2_pro_inf0) (wake e2_alarm_scene) ) ) (script dormant e2_cov_grunts0_main (begin (ai_place e2_cov_grunts0) (ai_disregard (ai_actors e2_cov_grunts0) True) (sleep_until (ai_trigger_test "generic_player_sighted" e2_cov_grunts0) 5) (sleep (ai_play_line_at_player e2_cov_grunts0/grunt0 0330)) (cs_run_command_script e2_cov_grunts0 cs_e2_cov_grunts0_flee) (sleep 300) (sleep_until (and (<= (ai_living_count e2_pro) 4) (<= (ai_fighting_count e2_pro) 0))) (cs_run_command_script e2_cov_grunts0 cs_e2_cov_grunts0_abort) (ai_disregard (ai_actors e2_cov_grunts0) False) (ai_migrate e2_cov_grunts0 e2_cov_inf0) ) ) (script dormant e2_cov_gold_elite_main (begin (sleep_until g_e2_safe_to_migrate_inf2) (ai_migrate e1_cov_inf2/gold_elite e2_cov_gold_elite) (ai_migrate e1_cov_inf2 e2_cov_inf0) (sleep 5) (ai_teleport_to_starting_location_if_outside_bsp e2_cov_inf0) (ai_teleport_to_starting_location_if_outside_bsp e2_cov_gold_elite) (ai_renew e2_cov_gold_elite) ) ) (script dormant e2_cov_inf1_main (begin (sleep_until (volume_test_objects tv_e2_pro_inf1_begin (players)) 15) (wake music_08a_02_stop) (sleep_until (<= (ai_living_count e2_cov) 1)) (sleep_until (not (volume_test_objects tv_e2_cov_inf1_unsafe (players))) 15) (ai_place e2_cov_inf1) (ai_migrate e2_cov_inf1 e2_cov_inf0) ) ) (script dormant e2_cov_inf0_main (begin (sleep_until (> (ai_spawn_count e1_cov_inf1) 0)) (ai_migrate e1_cov_inf1 e2_cov_inf0) (sleep_until (= (structure_bsp_index) 1) 15) (ai_teleport_to_starting_location_if_outside_bsp e2_cov_inf0) (ai_renew e2_cov_inf0) ) ) (script dormant e2_main (begin (sleep_until (= (structure_bsp_index) 1) 15) (set g_e2_started True) (print "e2_main") (data_mine_set_mission_segment "e2_cylinder_room") (game_save) (wake music_08a_01_stop) (wake music_08a_02_start) (wake e3_main) (wake e2_cov_inf0_main) (wake e2_cov_inf1_main) (wake e2_cov_gold_elite_main) (wake e2_cov_grunts0_main) (wake e2_pro_inf0_main) (wake e2_pro_inf1_main) (wake e2_pro_inf2_main) (wake e2_pro_inf3_main) (sleep_until (volume_test_objects tv_e2_main_end (players)) 15) (sleep_forever e2_cov_inf0_main) (sleep_forever e2_cov_inf1_main) (sleep_forever e2_cov_gold_elite_main) (sleep_forever e2_cov_grunts0_main) (sleep_forever e2_pro_inf0_main) (sleep_forever e2_pro_inf1_main) (sleep_forever e2_pro_inf2_main) (sleep_forever e2_pro_inf3_main) (ai_disposable e2_pro True) ) ) (script static test_cylinder_room (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e2_test) (ai_place e2_cov_inf0) (set g_cov_stealth_major (ai_get_unit e2_cov_inf0/stealth_major)) (ai_place e2_cov_gold_elite) (if (not g_e2_started) (wake e2_main)) ) ) (script command cs_e1_pro_inf0_0_patrol0 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_go_to e1_pro_inf0_0_patrol/p0) (cs_aim_object True e1_elite0) (ai_play_line_at_player ai_current_actor 0230) (sleep 15) (cs_aim_object False e1_elite0) (cs_shoot True e1_elite0) (sleep 30) (cs_shoot False e1_elite0) (sleep (random_range 30 60)) (cs_go_to e1_pro_inf0_0_patrol/p1) (cs_aim_object True e1_elite1) (sleep (random_range 60 90)) (cs_aim_object False e1_elite1) (cs_shoot True e1_elite1) (sleep 30) (cs_shoot False e1_elite1) (sleep (random_range 30 60)) (cs_go_to e1_pro_inf0_0_patrol/p2) (cs_look True e1_pro_inf0_0_patrol/p2_look0) (sleep (random_range 45 75)) (cs_look True e1_pro_inf0_0_patrol/p2_look1) (sleep (random_range 60 90)) (cs_look False e1_pro_inf0_0_patrol/p2_look1) (cs_go_to e1_pro_inf0_0_patrol/p3) (cs_face True e1_pro_inf0_0_patrol/p3_look0) (sleep (random_range 210 300)) (cs_face True e1_pro_inf0_0_patrol/p3_look1) ) ) (script command cs_e1_pro_inf0_1_patrol0 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_go_to e1_pro_inf0_1_patrol/p0) (sleep 30) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute patrol:any:any:posing:var1 True) (sleep (ai_play_line ai_current_actor 0240)) (sleep 25) (ai_play_line e1_pro_inf0_1_1/brute0 0250) (sleep (random_range 90 120)) (cs_go_to e1_pro_inf0_1_patrol/p1) (cs_aim_object True e1_elite2) (sleep (random_range 60 90)) (cs_aim_object False e1_elite2) (cs_shoot True e1_elite2) (sleep 30) (cs_shoot False e1_elite2) (sleep (random_range 30 60)) (if (> (ai_living_count e1_pro_inf0_0) 0) (begin (sleep (ai_play_line e1_pro_inf0_0/brute0 0260)) (ai_play_line e1_pro_inf0_1/brute0 0270) )) (cs_face True e1_pro_inf0_1_patrol/p1_look0) (sleep (random_range 60 90)) (cs_face False e1_pro_inf0_1_patrol/p1_look0) (sleep_until (begin (cs_go_to e1_pro_inf0_1_patrol/p2) (cs_face True e1_pro_inf0_1_patrol/p2_look0) (sleep (random_range 210 300)) (cs_face False e1_pro_inf0_1_patrol/p2_look0) (cs_go_to e1_pro_inf0_1_patrol/p1) (cs_face True e1_pro_inf0_1_patrol/p1_look0) (sleep (random_range 210 300)) (cs_face False e1_pro_inf0_1_patrol/p1_look0) False) ) ) ) (script command cs_e1_pro_inf0_1_patrol1 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_go_to e1_pro_inf0_2_patrol/p0) (cs_aim_object True e1_elite3) (sleep (random_range 60 90)) (cs_aim_object False e1_elite3) (cs_shoot True e1_elite3) (sleep 30) (cs_shoot False e1_elite3) (sleep (random_range 30 60)) (cs_go_to e1_pro_inf0_2_patrol/p1) (cs_aim_object True e1_elite4) (sleep (random_range 60 90)) (cs_aim_object False e1_elite4) (cs_shoot True e1_elite4) (sleep 30) (cs_shoot False e1_elite4) (sleep (random_range 30 60)) (cs_aim_object True e1_elite5) (sleep (random_range 90 120)) (cs_aim_object False e1_elite4) (cs_shoot True e1_elite4) (sleep 30) (cs_shoot False e1_elite4) (sleep (random_range 30 60)) ) ) (script command cs_e1_cov_inf0_scene (begin (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:unarmed:mortal_wound False) (unit_set_maximum_vitality (ai_get_unit ai_current_actor) 5 0) (sleep_until (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) (cs_look_player True) (sleep (ai_play_line_at_player ai_current_actor 0200)) (sleep 45) (set g_e1_cov_inf0_should_die True) (unit_stop_custom_animation (ai_get_unit ai_current_actor)) (sleep_forever) ) ) (script command cs_e1_stealth_major_scene (begin (ai_set_active_camo ai_current_actor False) (cs_go_to e1_watch_pods/p1) (if (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5) (cs_look_player True) (cs_look True e1_zealot/p1)) (print "stealth: by the prophets...") (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:sword:posing:var1 True) (sleep (ai_play_line_at_player ai_current_actor 0300)) (sleep 20) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5) 10 450) (cs_face_player True) (sleep 30) (sleep_until (or (objects_can_see_object (ai_get_object ai_current_actor) (player0) 10) (and (game_is_cooperative) (objects_can_see_object (ai_get_object ai_current_actor) (player1) 10))) 1 30) (print "stealth: they have shed our brother's blood...") (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:sword:posing:var4 True) (sleep (ai_play_line_at_player ai_current_actor 0310)) (wake music_08a_02_start) (set g_e1_stealth_major_done True) (sleep_forever) ) ) (script command cs_e1_watch_pods (begin (sleep 15) (cs_go_to_nearest e1_watch_pods/p0) (cs_look_object True (ai_vehicle_get e1_cov_inf2/gold_elite)) (cs_face_object True (ai_vehicle_get e1_cov_inf2/gold_elite)) (sleep_until g_e1_zealot_revealed 10) (print "stealth: a zealot? so much for stealth...") (sleep (ai_play_line_at_player ai_current_actor 0320)) ) ) (script command cs_e1_zealot_intro (begin (cs_look True e1_zealot/p0) (sleep 25) (ai_play_line ai_current_actor 0330) (print "zealot: over so soon? bah") (cs_look True e1_zealot/p1) (sleep 30) ) ) (script dormant e1_pod0_insertion (begin (ai_place e1_cov_inf2/gold_elite) (object_create e1_pod0_inserter) (objects_attach e1_pod0_inserter pod_attach (ai_vehicle_get e1_cov_inf2/gold_elite) pod_attach) (sleep 1) (device_set_position e1_pod0_inserter 1) (sleep_until (>= (device_get_position e1_pod0_inserter) 1) 1) (effect_new_on_object_marker g_e1_pod_impact_effect (ai_vehicle_get e1_cov_inf2/gold_elite) pod_attach) (objects_detach e1_pod0_inserter (ai_vehicle_get e1_cov_inf2/gold_elite)) (object_destroy e1_pod0_inserter) (sleep (random_range 20 45)) (set g_e1_zealot_revealed True) (sleep_until (= (structure_bsp_index) 0)) (ai_vehicle_exit e1_cov_inf2/gold_elite) (sleep 10) (object_damage_damage_section (ai_vehicle_get e1_cov_inf2/gold_elite) door 500) ) ) (script dormant e1_pod1_insertion (begin (ai_place e1_cov_inf2/elite1) (object_create e1_pod1_inserter) (objects_attach e1_pod1_inserter pod_attach (ai_vehicle_get e1_cov_inf2/elite1) pod_attach) (sleep 1) (device_set_position e1_pod1_inserter 1) (sleep_until (>= (device_get_position e1_pod1_inserter) 1) 1) (effect_new_on_object_marker g_e1_pod_impact_effect (ai_vehicle_get e1_cov_inf2/elite1) pod_attach) (objects_detach e1_pod1_inserter (ai_vehicle_get e1_cov_inf2/elite1)) (object_destroy e1_pod1_inserter) (sleep (random_range 20 45)) (sleep_until (= (structure_bsp_index) 0)) (ai_vehicle_exit e1_cov_inf2/elite1) (sleep 10) (object_damage_damage_section (ai_vehicle_get e1_cov_inf2/elite1) door 500) ) ) (script dormant e1_pod2_insertion (begin (ai_place e1_cov_inf2/elite2) (object_create e1_pod2_inserter) (objects_attach e1_pod2_inserter pod_attach (ai_vehicle_get e1_cov_inf2/elite2) pod_attach) (sleep 1) (device_set_position e1_pod2_inserter 1) (sleep_until (>= (device_get_position e1_pod2_inserter) 1) 1) (effect_new_on_object_marker g_e1_pod_impact_effect (ai_vehicle_get e1_cov_inf2/elite2) pod_attach) (objects_detach e1_pod2_inserter (ai_vehicle_get e1_cov_inf2/elite2)) (object_destroy e1_pod2_inserter) (sleep (random_range 20 45)) (sleep_until (= (structure_bsp_index) 0)) (ai_vehicle_exit e1_cov_inf2/elite2) (sleep 10) (object_damage_damage_section (ai_vehicle_get e1_cov_inf2/elite2) door 500) (sleep 30) (set g_e2_safe_to_migrate_inf2 True) ) ) (script dormant e1_objectives (begin (sleep 150) (sleep_until (or (<= (ai_living_count e1_cov_inf0) 0) (> (ai_combat_status e1_pro) ai_combat_status_active)) 30 one_minute) (wake objective0_set) (sleep_until (> (ai_living_count e1_cov_inf2) 0) 15) (sleep 150) (wake objective0_clear) (wake objective1_set) ) ) (script dormant e1_guns_aux (begin (sleep_until (volume_test_objects tv_e1_area_entrance (players)) 15) (object_create e1_gun4) (sleep 1) (weapon_hold_trigger e1_gun4 0 True) (sleep 10) (weapon_hold_trigger e1_gun4 0 False) (sleep 1) (object_destroy e1_gun4) ) ) (script dormant e1_guns (begin (wake e1_guns_aux) (object_create e1_gun0) (object_create e1_gun1) (sleep 1) (weapon_hold_trigger e1_gun0 0 True) (sleep 5) (weapon_hold_trigger e1_gun0 0 False) (object_destroy e1_gun0) (sleep 15) (weapon_hold_trigger e1_gun1 0 True) (sleep 5) (weapon_hold_trigger e1_gun1 0 False) (sleep 1) (object_destroy e1_gun1) (sleep 90) (object_create e1_gun2) (sleep 1) (weapon_hold_trigger e1_gun2 0 True) (sleep 15) (weapon_hold_trigger e1_gun2 0 False) (sleep 1) (object_destroy e1_gun2) (sleep 60) (object_create e1_gun3) (sleep 1) (weapon_hold_trigger e1_gun3 0 True) (sleep 30) (weapon_hold_trigger e1_gun3 0 False) (sleep 90) (weapon_hold_trigger e1_gun3 0 True) (sleep 20) (weapon_hold_trigger e1_gun3 0 False) (sleep 1) (object_destroy e1_gun3) ) ) (script dormant e1_music_aux (begin (sleep_until (volume_test_objects tv_e1_third_wall (players)) 15) (wake music_08a_01_start_alt) ) ) (script dormant e1_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e1_second_wall (players)) 15) (wake e1_music_aux) (ai_place e1_pro_inf1) (sleep_until (or (>= (ai_combat_status e1_pro_inf1) ai_combat_status_clear_los) (<= (ai_living_count e1_pro_inf1) 0)) 30 30_seconds) (print "alerted") (if (>= (ai_combat_status e1_pro_inf1) ai_combat_status_clear_los) (set g_e1_pro_inf1_was_alerted True)) (sleep_until (<= (ai_combat_status e1_pro_inf1) ai_combat_status_active) 10) (sleep_until (<= (ai_combat_status e1_pro_inf1) ai_combat_status_alert) 10 240) (print "alerted") (if (and (> (ai_living_count e1_pro_inf1) 0) (> (ai_living_count e1_pro_inf0) 0)) (begin (if g_e1_pro_inf1_was_alerted (begin (print "cpn: he's just an elite--kill him!") (ai_play_line e1_pro_inf1/brute0 0290) (sleep 20) (custom_animation (ai_get_unit e1_pro_inf1/brute0) objects\characters\brute\brute combat:support:hold True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) ) (ai_play_line e1_pro_inf1/brute0 0280)) (sleep 30) (ai_set_orders e1_pro_inf0 e1_pro_inf0_search) (set g_e1_pro_inf0_searching True) )) ) ) (script dormant e1_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e1_pro_inf0_begin (players)) 15) (ai_place e1_pro_inf0_0) (ai_place e1_pro_inf0_1) (ai_place e1_pro_inf0_1_1) (cs_run_command_script e1_pro_inf0_0 cs_e1_pro_inf0_0_patrol0) (cs_run_command_script e1_pro_inf0_1/brute0 cs_e1_pro_inf0_1_patrol0) (cs_run_command_script e1_pro_inf0_1_1/brute0 cs_e1_pro_inf0_1_patrol1) (sleep_until (or (<= (ai_living_count e1_pro_inf0) 0) (volume_test_objects tv_e1_second_wall (players))) 15) (sleep 15) (ai_place e1_pro_inf0_2) (ai_place e1_pro_inf0_3) (sleep_until (<= (ai_living_count e1_pro_inf0) 0) 15) (game_save) ) ) (script dormant e1_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e1_exit (players)) 15) (sleep_until (or g_e1_stealth_major_done (and (> (ai_spawn_count e1_cov_inf1) 0) (<= (ai_living_count e1_cov_inf1) 0)))) (sleep_until (= (structure_bsp_index) 0)) (wake e1_pod0_insertion) (sleep 60) (wake e1_pod1_insertion) (sleep 15) (wake e1_pod2_insertion) (sleep_until (not (unit_in_vehicle (ai_get_unit e1_cov_inf2/gold_elite))) 15) (sleep 15) (if (<= (ai_living_count e1_pro) 0) (cs_run_command_script e1_cov_inf2/gold_elite cs_e1_zealot_intro)) (sleep_until (volume_test_objects tv_e1_exit (ai_get_object e1_cov_inf2/gold_elite)) 15) (if (volume_test_objects tv_e1_ledge (players)) (begin (print "zlt: there are brutes to kill!") (ai_play_line e1_cov_inf2/gold_elite 0340) ) (begin (print "zlt: wait up!") (ai_play_line e1_cov_inf2/gold_elite 0350) )) ) ) (script dormant e1_cov_inf1_main (begin (sleep_until (or (and (> (ai_spawn_count e1_pro_inf1) 0) (<= (ai_living_count e1_pro_inf0) 0)) (volume_test_objects tv_e1_exit (players))) 15) (ai_place e1_cov_inf1) (set g_cov_stealth_major (ai_get_unit e1_cov_inf1/stealth_major)) (sleep_until (or (ai_scene e1_stealth_major_scene cs_e1_stealth_major_scene e1_cov_inf1) (> (ai_spawn_count e1_cov_inf2) 0)) 10) (sleep_until (and (<= (ai_living_count e1_pro) 0) (> (ai_spawn_count e1_cov_inf2) 0)) 5) (cs_run_command_script e1_cov_inf1 cs_e1_watch_pods) ) ) (script dormant e1_cov_inf0_main (begin (ai_place e1_cov_inf0) (ai_disregard (ai_actors e1_cov_inf0) True) (set g_e1_wounded_elite (ai_get_unit e1_cov_inf0)) (unit_kill g_e1_wounded_elite) (sleep 13) (biped_ragdoll g_e1_wounded_elite) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\melee\energy_blade\energy_blade.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\melee\energy_blade\energy_blade.weapon)) 10 one_minute) (sleep 20) (print "corpse: the brutes...") (sleep (ai_play_line_on_object g_e1_wounded_elite 0200)) (sleep 30) (game_save) ) ) (script dormant e1_main (begin (set g_e1_started True) (print "e1_main") (data_mine_set_mission_segment "e1_stealthy_insertion") (wake e2_main) (wake e1_cov_inf0_main) (wake e1_cov_inf1_main) (wake e1_cov_inf2_main) (wake e1_pro_inf0_main) (wake e1_pro_inf1_main) (wake e1_objectives) (wake e1_guns) (sleep_until g_e2_started) (ai_disposable e1_pro True) (sleep_until g_e3_started) (sleep_forever e1_cov_inf0_main) (sleep_forever e1_cov_inf1_main) (sleep_forever e1_cov_inf2_main) (sleep_forever e1_pro_inf0_main) (sleep_forever e1_pro_inf1_main) (sleep_forever e1_objectives) (sleep_forever e1_guns) ) ) (script dormant mission_start (begin (sound_class_set_gain "amb" 1 5) (wake music_08a_01_start) (sleep 2) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_snap_to_white) (cinematic_intro) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_title0) (wake e1_main) (wake e6_main) (sleep_until (volume_test_objects tv_mission_end (players)) 15) (wake music_08a_05_start) (playtest_mission) (sleep 15) (cinematic_fade_to_white) (if (unit_in_vehicle (unit (player0) )) (object_teleport (object_get_parent (player0) ) player0_end) (object_teleport (player0) player0_end)) (if (unit_in_vehicle (unit (player1) )) (object_teleport (object_get_parent (player1) ) player1_end) (object_teleport (player1) player1_end)) (object_hide (player0) False) (object_hide (player1) False) (object_cannot_take_damage (players)) (sleep 5) (cinematic_outro) (sleep 5) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (sound_class_set_gain "amb" 0 0) (ai_allegiance player covenant) (weather_stop 0) (objectives_clear) (if (> (player_count) 0) (start)) ) ) (script dormant 08_intro_01_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 25 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 13 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 18 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 15 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 86 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 114 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 11 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 118 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 93 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 103 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 95 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 81 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 65 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 109 False) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 4 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 47 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 60 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 88 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 76 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 134 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 29 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 38 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 36 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 133 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 136 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 130 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 8 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 20 False) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 124 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 122 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 125 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 32 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 126 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 132 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 44 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130 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 47 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 125 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 137 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 132 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 124 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 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(predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 21 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 22 False) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 46) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 21 False) (sleep 4) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 34 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 127 False) (sleep 9) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 91) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 127 False) ) ) (script dormant 08_intra1_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 19 False) (predict_structure_section 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(predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 39 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 40 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 83) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 126 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 29 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 26 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 0 True) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 37) (predict_model_section 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objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 50 False) (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 10 True) (sleep 31) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 43 True) (sleep 38) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 132 False) (sleep 10) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (sleep 29) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 1) (sleep 21) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 66) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 42 True) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) ) ) (script dormant 08_intra1_03_predict (begin (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 26 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 74 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 34 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 0 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 6 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 15 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 38 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 39 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 40 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 2) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 0) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 0) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section 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objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 154) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 23 False) (sleep 21) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 124 False) (sleep 24) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 126 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 8 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 2) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 40) (sleep 58) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) ) )
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global bool g_mission_over False) (global short 15_seconds 450) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global script_unit g_cov_stealth_major none) (global script_unit g_cov_gold_elite none) (global short g_brute_alarm_level 0) (global bool g_e10_started False) (global short g_e10_pro_inf1_2_count 4) (global script_unit g_e10_weapon_scene0_actor none) (global effe g_e10_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact) (global bool g_e9_started False) (global bool g_e8_started False) (global bool g_e7_started False) (global bool g_e6_started False) (global bool g_e6_pro_inf1_arrived False) (global bool g_e5_started False) (global short g_e5_grunts_released 0) (global bool g_e4_started False) (global bool g_e3_started False) (global bool g_e2_started False) (global bool g_e2_safe_to_migrate_inf2 False) (global bool g_e1_started False) (global script_unit g_e1_wounded_elite none) (global bool g_e1_cov_inf0_should_die False) (global bool g_e1_pro_inf0_searching False) (global bool g_e1_pro_inf1_was_alerted False) (global bool g_e1_stealth_major_done False) (global bool g_e1_zealot_revealed False) (global effe g_e1_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact) (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 08_intro_01_predict_stub (begin (wake 08_intro_01_predict) ) ) (script static 08_intra1_01_predict_stub (begin (wake 08_intra1_01_predict) ) ) (script static 08_intra1_02_predict_stub (begin (wake 08_intra1_02_predict) ) ) (script static 08_intra1_03_predict_stub (begin (wake 08_intra1_03_predict) ) ) (script dormant c08_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol none 1) (print "c08_intro foley 01 start") ) ) (script dormant intro_fov (begin (sleep 279) (print "fov change: 70 -> 50 over 0 ticks") (camera_set_field_of_view 50 0) ) ) (script dormant intro_dof (begin (sleep 484) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0) (print "rack focus") (sleep 60) (print "rack focus") (cinematic_screen_effect_set_depth_of_field 2 0 0.5 1 0.5 0 1) (sleep 103) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant effect_teleport (begin (sleep 240) (print "effect - teleport") (effect_new_on_object_marker effects\gameplay\cinematic_teleport teleport marker) ) ) (script dormant cinematic_lighting_intro (begin (cinematic_lighting_set_primary_light 16 -32 0.501961 0.501961 0.4) (cinematic_lighting_set_secondary_light 13 120 0.231373 0.231373 0.388235) (cinematic_lighting_set_ambient_light 0.14902 0.14902 0.101961) (object_uses_cinematic_lighting dervish True) (object_uses_cinematic_lighting intro_plasma_rifle True) ) ) (script dormant plasma_rifle_attach (begin (sleep 705) (objects_attach dervish right_hand_elite intro_plasma_rifle ) ) ) (script static c08_intro_setup (begin (object_create_anew dervish) (object_create_anew teleport) (object_create_anew intro_plasma_rifle) (object_cinematic_lod dervish True) (wake c08_intro_foley_01) (wake effect_teleport) (wake intro_fov) (wake plasma_rifle_attach) (wake cinematic_lighting_intro) ) ) (script static c08_intro (begin (sound_class_set_gain "amb" 0 0) (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 70 0) (sound_class_set_gain "amb" 1 60) (08_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intro\foley\c08_intro_01_fol) (sleep 100) (c08_intro_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intro\08_intro 08_intro_01 none anchor_flag_intro) (custom_animation_relative dervish objects\characters\dervish\08_intro\08_intro dervish_01 False anchor_intro) (fade_in 0 0 0 30) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (sound_class_set_gain "amb" 0 15) (sleep 15) (object_destroy dervish) (object_destroy intro_plasma_rifle) ) ) (script dormant c08_intra1_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol none 1) (print "c08_intra1 foley 01 start") ) ) (script dormant c08_2010_soc (begin (sleep 461) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2010_soc commander 1) (cinematic_subtitle c08_2010_soc 3) ) ) (script dormant c04_intra1_dof_01 (begin (time_code_reset) (time_code_show True) (time_code_start True) (sleep 80) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.5 0 0 0 0.5 0.5 0) (print "rack focus") (time_code_reset) (sleep 120) (cinematic_screen_effect_set_depth_of_field 1.5 0 0.5 0.5 0.5 0 0.5) (print "rack focus") (time_code_reset) (sleep 50) (cinematic_screen_effect_set_depth_of_field 2 0 0 0 0.5 0.5 0) (print "rack focus") (time_code_reset) (sleep 86) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant cinematic_lighting_intra1_01 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_01 True) (object_uses_cinematic_lighting commander True) (object_uses_cinematic_lighting wraith_01 True) (object_uses_cinematic_lighting scarab_01 True) ) ) (script static c08_intra1_01_setup (begin (object_create_anew dervish_01) (object_create_anew commander) (object_create_anew wraith_01) (object_cinematic_lod dervish_01 True) (object_cinematic_lod commander True) (object_cinematic_lod wraith_01 True) (cinematic_clone_players_weapon dervish_01 right_hand_elite ) (wake c08_intra1_foley_01) (wake c08_2010_soc) (wake c04_intra1_dof_01) (wake cinematic_lighting_intra1_01) ) ) (script static c08_intra1_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 50 0) (cinematic_lightmap_shadow_enable) (08_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_01_fol) (sleep prediction_offset) (c08_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_01 none anchor_flag_intra1) (custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_01 False anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_01 False anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_01 False anchor_intra1) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (08_intra1_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol) (sleep (camera_time)) ) ) (script dormant c08_intra1_sound_scene2_01 (begin (sound_class_set_gain "vehicle" 0 0) (object_set_function_variable phantom_01 engine_hack 1 0) (object_set_function_variable phantom_02 engine_hack 1 0) (object_set_function_variable phantom_01 engine_audio 1 0) (object_set_function_variable phantom_02 engine_audio 1 0) (object_set_function_variable phantom_01 hover_audio 1 0) (object_set_function_variable phantom_02 hover_audio 1 0) (sleep 210) (sound_class_set_gain "vehicle" 1 60) (sleep 60) (sound_class_set_gain "vehicle" 0 150) ) ) (script dormant c08_intra1_score_02 (begin (sleep 337) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_02_mus none 1) (print "c08_intra1 score 02 start") ) ) (script dormant c08_intra1_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_02_fol none 1) (print "c08_intra1 foley 02 start") ) ) (script dormant c08_2020_der (begin (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2020_der dervish_01 1) (cinematic_subtitle c08_2020_der 3) ) ) (script dormant c08_2030_soc (begin (sleep 77) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2030_soc commander 1) (cinematic_subtitle c08_2030_soc 4) ) ) (script dormant c04_intra1_dof_02 (begin (sleep 427) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1.22 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 84) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0.5 0 0 0 0) (print "rack focus") (sleep 100) (cinematic_screen_effect_set_depth_of_field 0.5 0.5 0 0 0 0.5 0.5) (print "rack focus") ) ) (script dormant cinematic_lighting_intra1_02 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting phantom_01 True) (object_uses_cinematic_lighting phantom_02 True) ) ) (script static c08_intra1_02_setup (begin (object_create_anew phantom_01) (object_create_anew phantom_02) (object_cinematic_lod phantom_01 True) (object_cinematic_lod phantom_02 True) (wake c08_intra1_sound_scene2_01) (wake c08_intra1_score_02) (wake c08_intra1_foley_02) (wake c08_2020_der) (wake c08_2030_soc) (wake cinematic_lighting_intra1_02) ) ) (script static c08_intra1_02_cleanup (begin (object_destroy dervish_01) (object_destroy commander) (object_destroy phantom_02) ) ) (script static c08_intra1_scene_02 (begin (c08_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_02 none anchor_flag_intra1) (custom_animation_relative dervish_01 objects\characters\dervish\08_intra1\08_intra1 dervish_02 False anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 commander_02 False anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 wraith_02 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_02 False anchor_intra1) (custom_animation_relative phantom_02 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom02_02 False anchor_intra1) (sleep (- (camera_time) prediction_offset)) (08_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol) (sleep (camera_time)) (c08_intra1_02_cleanup) ) ) (script dormant c08_intra1_sound_scene3_01 (begin (object_set_function_variable phantom_01 engine_hack 0 0) (object_set_function_variable phantom_02 engine_hack 0 0) (object_set_function_variable phantom_01 engine_audio 0 0) (object_set_function_variable phantom_02 engine_audio 0 0) (object_set_function_variable phantom_01 hover_audio 0 0) (object_set_function_variable phantom_02 hover_audio 0 0) (sound_class_set_gain "vehicle" 1 30) (sleep 120) (object_set_function_variable phantom_01 engine_hack 1 180) (object_set_function_variable phantom_02 engine_hack 1 180) (object_set_function_variable phantom_01 engine_audio 1 180) (object_set_function_variable phantom_02 engine_audio 1 180) (object_set_function_variable phantom_01 hover_audio 1 180) (object_set_function_variable phantom_02 hover_audio 1 180) (sound_class_set_gain "vehicle" 0 180) ) ) (script dormant c08_intra1_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_03_fol none 1) (print "c08_intra1 foley 03 start") ) ) (script dormant c08_2040_tar (begin (sleep 268) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2040_tar tartarus 1) (cinematic_subtitle c08_2040_tar 2) ) ) (script dormant cinematic_lighting_intra1_03 (begin (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting tartarus True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting monitor True) (object_uses_cinematic_lighting brute_01 True) (object_uses_cinematic_lighting brute_02 True) (object_uses_cinematic_lighting brute_03 True) (object_uses_cinematic_lighting brute_04 True) ) ) (script dormant show_brutes (begin (sleep 199) (print "show brutes") (object_hide brute_01 False) (object_hide brute_02 False) (object_hide brute_03 False) (object_hide brute_04 False) ) ) (script dormant door_close (begin (sleep 430) (print "door close") (device_set_position intra1_door 0) ) ) (script static c08_intra1_03_setup (begin (object_create_anew tartarus) (object_create_anew miranda) (object_create_anew monitor) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_set_function_variable monitor talking 0 0) (object_cinematic_lod tartarus True) (object_cinematic_lod miranda True) (object_cinematic_lod monitor True) (object_cinematic_lod brute_01 True) (object_cinematic_lod brute_02 True) (object_cinematic_lod brute_03 True) (object_cinematic_lod brute_04 True) (object_hide brute_01 True) (object_hide brute_02 True) (object_hide brute_03 True) (object_hide brute_04 True) (object_create_anew intra1_door) (device_set_position_immediate intra1_door 1) (wake show_brutes) (wake door_close) (wake c08_intra1_sound_scene3_01) (wake c08_intra1_foley_03) (wake c08_2040_tar) (wake cinematic_lighting_intra1_03) ) ) (script static c08_intra1_03_cleanup (begin (object_destroy tartarus) (object_destroy miranda) (object_destroy monitor) (object_destroy_containing "brute") (object_destroy phantom_01) ) ) (script static c08_intra1_scene_03 (begin (cinematic_lightmap_shadow_enable) (c08_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 08_intra1_03 none anchor_flag_intra1) (custom_animation_relative tartarus objects\characters\brute\08_intra1\08_intra1 tartarus_03 False anchor_intra1) (custom_animation_relative miranda objects\characters\miranda\08_intra1\08_intra1 miranda_03 False anchor_intra1) (custom_animation_relative monitor objects\characters\monitor\08_intra1\08_intra1 monitor_03 False anchor_intra1) (custom_animation_relative brute_01 objects\characters\brute\08_intra1\08_intra1 brute01_03 False anchor_intra1) (custom_animation_relative brute_02 objects\characters\brute\08_intra1\08_intra1 brute02_03 False anchor_intra1) (custom_animation_relative brute_03 objects\characters\brute\08_intra1\08_intra1 brute03_03 False anchor_intra1) (custom_animation_relative brute_04 objects\characters\brute\08_intra1\08_intra1 brute04_03 False anchor_intra1) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\08_intra1\08_intra1 phantom01_03 False anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra1_03_cleanup) (cinematic_lightmap_shadow_disable) ) ) (script static c08_intra1 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (c08_intra1_scene_01) (c08_intra1_scene_02) (c08_intra1_scene_03) (cinematic_lightmap_shadow_disable) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (begin (c08_intro) )) (cinematic_skip_stop) ) ) (script static cinematic_outro (begin (if (cinematic_skip_start) (begin (c08_intra1) )) (cinematic_skip_stop) ) ) (script dormant objective0_set (begin (sleep 30) (print "new objective set: defend yourself from the brutes") (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (print "objective complete: defend yourself from the brutes") (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep 30) (print "new objective set: exact vengeance on the traitor brutes") (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (print "objective complete: exact vengeance on the traitor brutes") (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 30) (print "new objective set: continue to the canyon floor") (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (print "objective complete: continue to the canyon floor") (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (print "new objective set: raze the brute encampment") (objectives_show_up_to 3) ) ) (script dormant music_08a_01_stop (begin (print "music 08a_01 stop") (sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_01) ) ) (script dormant music_08a_01_start_alt (begin (print "music 08a_01 start alt") (sound_looping_set_alternate scenarios\solo\08a_deltacliffs\08a_music\08a_01 True) ) ) (script dormant music_08a_01_start (begin (print "music 08a_01 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_01 none 1) ) ) (script dormant music_08a_02_stop (begin (print "music 08a_02 stop") (sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_02) ) ) (script dormant music_08a_02_start (begin (print "music 08a_02 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_02 none 1) ) ) (script dormant music_08a_03_stop (begin (print "music 08a_03 stop") (sound_looping_stop scenarios\solo\08a_deltacliffs\08a_music\08a_03) ) ) (script dormant music_08a_03_start_alt (begin (print "music 08a_01 start alt") (sound_looping_set_alternate scenarios\solo\08a_deltacliffs\08a_music\08a_03 True) ) ) (script dormant music_08a_03_start (begin (print "music 08a_03 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_03 none 1) ) ) (script dormant music_08a_04_start (begin (print "music 08a_04 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_04 none 1) ) ) (script dormant music_08a_05_start (begin (print "music 08a_05 start") (sound_looping_start scenarios\solo\08a_deltacliffs\08a_music\08a_05 none 1) ) ) (script dormant chapter_title0 (begin (sleep 30) (cinematic_set_title title0) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script static e10_player_dismounted (begin (or (not (unit_in_vehicle (unit (player0) ))) (not (unit_in_vehicle (unit (player1) )))) ) ) (script static e10_pro_inf_alerted (begin (or (>= (ai_combat_status e10_pro_inf0) ai_combat_status_certain) (>= (ai_combat_status e10_pro_inf1) ai_combat_status_certain)) ) ) (script static e10_player_holding_launcher (begin (unit_has_weapon (unit (player0) ) objects\weapons\support_high\rocket_launcher\rocket_launcher.weapon) ) ) (script static e10_pro_phantom0_should_retreat (begin (or (>= (object_model_targets_destroyed (ai_vehicle_get e10_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e10_pro_phantom0/phantom0)) 0.05)) ) ) (script command cs_e10_pro_phantom0_entry (begin (cs_fly_by e10_pro_phantom0_entry/p0) (cs_fly_by e10_pro_phantom0_entry/p1) (cs_fly_to e10_pro_phantom0_entry/p2) (cs_fly_by e10_pro_phantom0_entry/p3) (cs_enable_targeting True) (if (> (ai_spawn_count e10_pro_ghosts0_1) 0) (begin (cs_fly_to e10_pro_phantom0_entry/p3_1 0.5) (sleep 20) (vehicle_unload (ai_vehicle_get e10_pro_phantom0/phantom0) phantom_sc) (sleep 40) (cs_fly_by e10_pro_phantom0_entry/p3) )) (cs_enable_moving True) (sleep_until (e10_pro_phantom0_should_retreat) 30 one_minute) (cs_enable_moving False) (cs_enable_targeting False) (cs_fly_to e10_pro_phantom0_entry/p3) (cs_fly_by e10_pro_phantom0_entry/p2) (cs_fly_by e10_pro_phantom0_entry/p4) (ai_erase ai_current_squad) ) ) (script command cs_e10_weapon_scene0 (begin (cs_enable_pathfinding_failsafe True) (set g_e10_weapon_scene0_actor (ai_get_unit ai_current_actor)) (cs_go_to e10_armory/p0) (cs_look True e10_armory/rocket_launchers) (sleep 10) (print "elite: what vulgar weapons") (ai_play_line ai_current_actor 0500) (sleep 30) (cs_look_player True) (sleep 45) ) ) (script command cs_e10_weapon_scene1 (begin (cs_look_object True (ai_vehicle_get e10_pro_phantom0/phantom0)) (sleep 30) (cs_look_player True) (sleep 15) (print "elite: perhaps i spoke too soon") (sleep (ai_play_line_at_player ai_current_actor 0510)) ) ) (script command cs_e10_pro_inf1_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (cs_go_to e10_patrol/p0) (cs_enable_looking False) (cs_look True e10_patrol/f0) (sleep (random_range 90 120)) (cs_look False e10_patrol/f0) (cs_enable_looking True) (cs_go_to e10_patrol/p1) (cs_enable_looking False) (cs_look True e10_patrol/f1) (sleep (random_range 90 120)) (cs_look False e10_patrol/f1) (cs_enable_looking True) False) ) ) ) (script command cs_e10_pro_inf1_0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e10_patrol/p2) (cs_movement_mode ai_movement_combat) (cs_aim True e10_patrol/s0) (cs_look True e10_patrol/s0) (sleep (random_range 30 60)) (cs_shoot_point True e10_patrol/s0) (sleep (random_range 60 150)) (cs_shoot_point False e10_patrol/s0) (cs_look False e10_patrol/s0) (cs_aim False e10_patrol/s0) (cs_movement_mode ai_movement_patrol) (cs_go_to e10_patrol/p3) (cs_look True e10_patrol/f1) (sleep (random_range 90 120)) (cs_look False e10_patrol/f1) False) ) ) ) (script command cs_e10_pro_ghosts0_entry (begin (cs_ignore_obstacles True) (cs_enable_pathfinding_failsafe True) (cs_go_to e10_pro_ghosts0/p0) ) ) (script dormant e10_pod0_insertion (begin (ai_place e10_cov_inf0/elite0) (object_create e10_pod0_inserter) (objects_attach e10_pod0_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite0) pod_attach) (sleep 1) (device_set_position e10_pod0_inserter 1) (sleep_until (>= (device_get_position e10_pod0_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite0) pod_attach) (objects_detach e10_pod0_inserter (ai_vehicle_get e10_cov_inf0/elite0)) (object_destroy e10_pod0_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite0) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite0) door 500) ) ) (script dormant e10_pod1_insertion (begin (ai_place e10_cov_inf0/elite1) (object_create e10_pod1_inserter) (objects_attach e10_pod1_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite1) pod_attach) (sleep 1) (device_set_position e10_pod1_inserter 1) (sleep_until (>= (device_get_position e10_pod1_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite1) pod_attach) (objects_detach e10_pod1_inserter (ai_vehicle_get e10_cov_inf0/elite1)) (object_destroy e10_pod1_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite1) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite1) door 500) ) ) (script dormant e10_pod2_insertion (begin (ai_place e10_cov_inf0/elite2) (object_create e10_pod2_inserter) (objects_attach e10_pod2_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite2) pod_attach) (sleep 1) (device_set_position e10_pod2_inserter 1) (sleep_until (>= (device_get_position e10_pod2_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite2) pod_attach) (objects_detach e10_pod2_inserter (ai_vehicle_get e10_cov_inf0/elite2)) (object_destroy e10_pod2_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite2) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite2) door 500) ) ) (script dormant e10_pod3_insertion (begin (ai_place e10_cov_inf0/elite3) (object_create e10_pod3_inserter) (objects_attach e10_pod3_inserter pod_attach (ai_vehicle_get e10_cov_inf0/elite3) pod_attach) (sleep 1) (device_set_position e10_pod3_inserter 1) (sleep_until (>= (device_get_position e10_pod3_inserter) 1) 1) (effect_new_on_object_marker g_e10_pod_impact_effect (ai_vehicle_get e10_cov_inf0/elite3) pod_attach) (objects_detach e10_pod3_inserter (ai_vehicle_get e10_cov_inf0/elite3)) (object_destroy e10_pod3_inserter) (sleep (random_range 20 45)) (ai_vehicle_exit e10_cov_inf0/elite3) (sleep 10) (object_damage_damage_section (ai_vehicle_get e10_cov_inf0/elite3) door 500) ) ) (script dormant e10_weapon_scene (begin (sleep_until (and (volume_test_objects tv_e10_armory (players)) (volume_test_objects tv_e10_armory (ai_actors e10_cov_inf0)))) (sleep_until (ai_scene e10_weapon_scene0 cs_e10_weapon_scene0 e10_cov_inf0) 15) (sleep_until (not (volume_test_objects tv_e10_armory (players))) 15) (sleep_until (ai_scene e10_weapon_scene1 cs_e10_weapon_scene1 (object_get_ai g_e10_weapon_scene0_actor)) 15) ) ) (script dormant e10_fallback_checkpoint0 (begin (sleep_until (volume_test_objects tv_e10_armory (players))) (game_save) ) ) (script dormant e10_pro_phantom0_main (begin (sleep_until (or (volume_test_objects tv_e10_armory_entrance (players)) (volume_test_objects tv_e10_second_half (players))) 15) (game_save) (ai_place e10_pro_phantom0) (cs_run_command_script e10_pro_phantom0/phantom0 cs_e10_pro_phantom0_entry) (if (<= (ai_living_count e10_pro_wraith0) 0) (ai_place_in_vehicle e10_pro_ghosts0_1 e10_pro_phantom0)) ) ) (script dormant e10_pro_ghosts0_main (begin (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat0 (players)) 15) (ai_place e10_pro_ghosts0_0) (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat2 (players)) 15) (ai_place e10_pro_ghosts0_0) ) ) (script dormant e10_pro_wraith0_main (begin (ai_place e10_pro_wraith0) (sleep_until (<= (ai_living_count e10_pro_wraith0) 0) 15) (game_save) ) ) (script dormant e10_pro_inf3_main (begin (ai_place e10_pro_inf3 1) (sleep_until (volume_test_objects tv_e10_bridge (players)) 15) (ai_place e10_pro_inf3) (sleep_until (volume_test_objects tv_e10_second_half (players)) 15) (ai_place e10_pro_inf3 (- 2 (ai_living_count e10_pro_inf3))) (ai_set_orders e10_pro_inf3 e10_pro_inf3_retreat0) ) ) (script dormant e10_pro_inf2_main (begin (sleep_until (or (volume_test_objects tv_e10_armory_entrance (players)) (volume_test_objects tv_e10_second_half (players))) 15) (sleep_until (or (<= (ai_living_count e10_pro_wraith0_1) 0) (volume_test_objects tv_e10_pro_inf2_retreat0 (players))) 15) (ai_place e10_pro_inf2_0 (pin (- 7 (ai_living_count prophets)) 2 4)) (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat0 (players)) 15) (wake e10_fallback_checkpoint0) (sleep 60) (ai_place e10_pro_inf2_1 (pin (- 7 (ai_living_count prophets)) 0 4)) (sleep_until (volume_test_objects tv_e10_near_exit (players)) 15) (ai_place e10_pro_inf2_1 (pin (- 7 (ai_living_count prophets)) 0 4)) (sleep_until (volume_test_objects tv_e10_pro_inf2_retreat2 (players)) 15) (ai_place e10_pro_inf2_1 (pin (- 7 (ai_living_count prophets)) 0 4)) ) ) (script dormant e10_pro_inf1_main (begin (ai_place e10_pro_inf1_0) (sleep_until (e10_pro_inf_alerted)) (sleep_until (volume_test_objects tv_e10_inf1_1_init (players)) 15 300) (ai_place e10_pro_inf1_1) (sleep_until (volume_test_objects tv_e10_inf1_2_init (players)) 15) (if (difficulty_normal) (set g_e10_pro_inf1_2_count 3)) (sleep_until (or (game_safe_to_save) (volume_test_objects tv_e10_pro_inf1_do_or_die (players))) 15) (game_save) (sleep_until (begin (if (<= (ai_living_count e10_pro_inf1) 2) (begin (game_save) (sleep_until (volume_test_objects tv_e10_armory_entrance (players)) 15 450) (ai_place e10_pro_inf1_2 (pin (- 4 (ai_living_count e10_pro_inf1)) 1 g_e10_pro_inf1_2_count)) (set g_e10_pro_inf1_2_count (- g_e10_pro_inf1_2_count 1)) )) (or (<= g_e10_pro_inf1_2_count 0) (volume_test_objects tv_e10_armory_entrance (players))) ) 15) (if (volume_test_objects tv_e10_armory_entrance (players)) (ai_disposable e10_pro_inf1 True)) (sleep_until (<= (ai_living_count e10_pro_inf1) 0)) (game_save) ) ) (script dormant e10_pro_inf0_main (begin (ai_place e10_pro_inf0_0) (sleep_until (or (volume_test_objects tv_e10_armory_entrance (players)) (volume_test_objects tv_e10_second_half (players))) 15) (game_save) ) ) (script dormant e10_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e10_bridge (players)) 15) (sleep_until (<= (ai_living_count e10_pro_wraith0_0) 0)) (wake e10_pod0_insertion) (sleep 30) (wake e10_pod1_insertion) (wake e10_weapon_scene) ) ) (script dormant e10_cov_ghosts0_main (begin (ai_migrate e9_cov_ghosts0 e10_cov_ghosts0) ) ) (script dormant e10_key (begin (if (not (difficulty_legendary)) (sleep_forever)) (object_create key) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 7) ) ) (script dormant e10_main (begin (sleep_until (volume_test_objects tv_e10_main_begin (players)) 15) (set g_e10_started True) (print "e10_main") (data_mine_set_mission_segment "e10_brute_camp") (game_save) (wake music_08a_04_start) (wake chapter_title2) (wake objective2_clear) (wake objective3_set) (wake e10_cov_ghosts0_main) (wake e10_cov_inf0_main) (wake e10_pro_inf0_main) (wake e10_pro_inf1_main) (wake e10_pro_inf2_main) (wake e10_pro_inf3_main) (wake e10_pro_ghosts0_main) (wake e10_pro_wraith0_main) (wake e10_key) (sleep_until (and (volume_test_objects tv_e10_exit_door (players)) (> (device_get_position e10_exit_door) 0)) 15) ) ) (script static test_brute_camp (begin (object_teleport (player0) e10_test) (ai_place e10_cov_ghosts0) (if (not g_e10_started) (wake e10_main)) (ai_place e9_pro_inf3) ) ) (script command cs_e9_pro_inf1_trap (begin (cs_enable_dialogue True) (cs_abort_on_damage True) (cs_face_object True e9_trap_target0) (sleep_until (volume_test_objects tv_e9_trap_trigger0 (players)) 5) (cs_face_object False e9_trap_target0) (cs_shoot True e9_trap_target0) (sleep_until (or (<= (object_get_health e9_trap_target0) 0) (volume_test_objects tv_e9_trap_trigger1 (players))) 2) (cs_shoot False e9_trap_target0) (sleep_until (volume_test_objects tv_e9_trap_trigger1 (players)) 5) (cs_shoot True e9_trap_target1) (sleep_until (<= (object_get_health e9_trap_target1) 0) 2 30) (sleep (random_range 20 60)) ) ) (script command cs_e9_pro_inf1_abort (begin (sleep 1) ) ) (script command cs_e9_pro_phantom0_overflight (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e9_pro_phantom0/p0) (cs_fly_by e9_pro_phantom0/p1) (cs_fly_by e9_pro_phantom0/p2) (cs_fly_by e9_pro_phantom0/p3) (ai_erase ai_current_squad) ) ) (script dormant e9_weather_control (begin (weather_stop 120) (sleep_until (volume_test_objects tv_e9_first_drop (players)) 15) (weather_stop 90) (sleep_until (volume_test_objects tv_e9_trap_trigger1 (players)) 15) (weather_stop 60) (sleep_until (volume_test_objects tv_e9_pro_inf3_begin (players)) 15) (weather_stop 30) (sleep_until (volume_test_objects tv_e10_entrance (players)) 15) (weather_stop 15) ) ) (script dormant e9_pro_phantom0_main (begin (ai_place e9_pro_phantom0) ) ) (script dormant e9_pro_inf3_main (begin (sleep_until (volume_test_objects tv_e9_pro_inf3_begin (players)) 15) (game_save) (ai_place e9_pro_inf3) ) ) (script dormant e9_pro_inf2_main (begin (sleep_until (volume_test_objects tv_e9_first_drop (players)) 15) (ai_place e9_pro_inf2 (pin (- 10 (ai_living_count prophets)) 2 4)) ) ) (script dormant e9_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e9_first_drop (players)) 15) (ai_place e9_pro_inf1) (cs_run_command_script e9_pro_inf1 cs_e9_pro_inf1_trap) (sleep_until (volume_test_objects tv_e9_trap_trigger0 (players)) 5) (sleep_until (< (ai_strength e9_pro_inf1) 0.9) 15 300) (cs_run_command_script e9_pro_inf1 cs_e9_pro_inf1_abort) ) ) (script dormant e9_pro_inf0_main (begin (ai_place e9_pro_inf0_0 (pin (- 10 (ai_living_count prophets)) 0 2)) (ai_place e9_pro_inf0_1 (pin (- 10 (ai_living_count prophets)) 0 2)) (sleep_until (or (volume_test_objects tv_e9_trap_trigger0 (players)) (<= (ai_living_count e9_pro_inf0) 0)) 5) (game_save) (sleep_until (volume_test_objects tv_e9_trap_trigger0 (players)) 5) (ai_place e9_pro_inf0_2 (pin (- 10 (ai_living_count prophets)) 0 2)) ) ) (script dormant e9_cov_ghosts0_main (begin (ai_place e9_cov_ghosts0) (sleep_until (and (<= (ai_living_count e8_pro_spectre0) 0) (<= (ai_living_count e8_pro) 2))) (ai_migrate e8_cov_inf0 e9_cov_ghosts0) (ai_migrate e8_cov_ghosts0 e9_cov_ghosts0) ) ) (script dormant e9_main (begin (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (set g_e9_started True) (print "e9_main") (data_mine_set_mission_segment "e9_ski_run") (game_save) (wake music_08a_03_stop) (wake e10_main) (wake e9_cov_ghosts0_main) (wake e9_pro_inf0_main) (wake e9_pro_inf1_main) (wake e9_pro_inf2_main) (wake e9_pro_inf3_main) (wake e9_pro_phantom0_main) (wake e9_weather_control) (sleep_until g_e10_started) (sleep_forever e9_pro_inf0_main) (sleep_forever e9_pro_inf1_main) (sleep_forever e9_pro_inf2_main) (sleep_forever e9_pro_inf3_main) (sleep_forever e9_pro_phantom0_main) (ai_disposable e9_pro True) (ai_disposable e9_pro_phantom0 False) ) ) (script static test_ski_run (begin (object_teleport (player0) e9_test) (ai_place e9_cov_ghosts0) (if (not g_e9_started) (wake e9_main)) ) ) (script command cs_e8_cov_inf0_init (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_patrol) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_looking True) (sleep_until (ai_trigger_test "generic_player_sighted" ai_current_squad) 10) (cs_movement_mode ai_movement_flee) (cs_enable_moving True) (sleep_until (volume_test_objects tv_e8_spectre_begin (players)) 15) (sleep_until (or (and (> (ai_spawn_count e8_pro_spectre0) 0) (<= (ai_living_count e8_pro_spectre0) 1)) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 2)) 10 450) (sleep (random_range 0 45)) (cs_movement_mode ai_movement_combat) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e8_cov_inf0/turret0)) (ai_disregard (ai_get_object ai_current_actor) False) ) ) (script dormant e8_pro_spectre0_main (begin (sleep 30) (sleep_until (or (volume_test_objects tv_e8_exit (players)) (<= (ai_living_count e8_pro) 2)) 15) (ai_place e8_pro_spectre0) (sleep 1) (ai_vehicle_reserve_seat (ai_vehicle_get e8_pro_spectre0/starting_locations_0) spectre_p_l True) (wake music_08a_03_start_alt) (sleep_until (<= (ai_living_count e8_pro_spectre0) 0)) (wake music_08a_03_stop) ) ) (script dormant e8_pro_inf2_main (begin (ai_place e8_pro_inf2) ) ) (script dormant e8_pro_inf1_main (begin (ai_place e8_pro_inf1_0) (sleep_until (or (<= (ai_living_count e8_pro_inf1) 0) (volume_test_objects tv_e8_exit (players)))) (ai_place e8_pro_inf1_1 (- 4 (ai_living_count e8_pro_inf1))) ) ) (script dormant e8_pro_inf0_main (begin (ai_place e8_pro_inf0) ) ) (script dormant e8_cov_inf0_main (begin (ai_place e8_cov_inf0 (pin (- 6 (ai_living_count covenant)) 4 6)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost0) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost1) True) (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost0) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e8_cov_inf0/ghost1) False) ) ) (script dormant e8_cov_ghosts0_main (begin (ai_migrate e7_cov_ghosts0 e8_cov_ghosts0) (ai_migrate e7_cov_ghosts1 e8_cov_ghosts0) ) ) (script dormant e8_main (begin (sleep_until (volume_test_objects tv_e8_main_begin (players)) 15) (set g_e8_started True) (print "e8_main") (data_mine_set_mission_segment "e8_kidney1") (game_save) (weather_start 120) (wake e9_main) (wake e8_cov_inf0_main) (wake e8_cov_ghosts0_main) (wake e8_pro_inf0_main) (wake e8_pro_inf1_main) (wake e8_pro_inf2_main) (wake e8_pro_spectre0_main) (sleep_until g_e9_started) (sleep_forever e8_cov_ghosts0_main) (sleep_forever e8_pro_inf0_main) (sleep_forever e8_pro_inf1_main) (sleep_forever e8_pro_inf2_main) (sleep_forever e8_pro_spectre0_main) (ai_disposable e8_pro True) ) ) (script command cs_e7_cov_grunt0 (begin (cs_movement_mode ai_movement_patrol) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_looking True) (sleep_until (or (ai_trigger_test "generic_player_sighted" ai_current_squad) (>= (ai_combat_status e7_pro_inf0_0) ai_combat_status_active)) 15) (cs_enable_dialogue True) (cs_face_player True) (sleep (random_range 25 45)) (cs_movement_mode ai_movement_flee) (cs_face_player False) (cs_enable_looking True) (cs_go_to e7_patrol/p0_2) (sleep_until (and (not (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) c_turret_ap_d (ai_actors e7_pro_inf0))) (not (volume_test_objects tv_e7_grunts_unsafe (ai_actors e7_pro_inf0)))) 60) (cs_movement_mode ai_movement_combat) (sleep (random_range 25 45)) (ai_disregard (ai_get_object ai_current_actor) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) False) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0)) ) ) (script command cs_e7_cov_grunt1 (begin (cs_movement_mode ai_movement_patrol) (ai_disregard (ai_get_object ai_current_actor) True) (cs_enable_looking True) (sleep_until (or (ai_trigger_test "generic_player_sighted" ai_current_squad) (>= (ai_combat_status e7_pro_inf0_0) ai_combat_status_active)) 15) (cs_enable_dialogue True) (cs_face_player True) (sleep (random_range 25 45)) (cs_movement_mode ai_movement_flee) (cs_face_player False) (cs_enable_looking True) (cs_go_to e7_patrol/p1_2) (sleep_until (and (not (vehicle_test_seat_list (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) c_turret_ap_d (ai_actors e7_pro_inf0))) (not (volume_test_objects tv_e7_grunts_unsafe (ai_actors e7_pro_inf0)))) 60) (cs_movement_mode ai_movement_combat) (sleep (random_range 25 45)) (ai_disregard (ai_get_object ai_current_actor) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1) False) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1)) ) ) (script dormant e7_pro_inf2_main (begin (ai_place e7_pro_inf2) ) ) (script static e7_pro_inf1_spawn (begin (sleep_until (not (volume_test_objects tv_e7_pro_inf1_0_unsafe (players))) 10 60) (if (not (volume_test_objects tv_e7_pro_inf1_0_unsafe (players))) (ai_place e7_pro_inf1_0) (if (not (volume_test_objects tv_e7_end_section (players))) (ai_place e7_pro_inf1_1) (if (not (volume_test_objects tv_e7_pro_inf1_2_unsafe (players))) (ai_place e7_pro_inf1_2)))) ) ) (script dormant e7_pro_inf1_main (begin (sleep_until (or (<= (ai_living_count e7_pro_inf0) 1) (volume_test_objects tv_e7_middle_section (players))) 15) (ai_migrate e7_pro_inf0 e7_pro_inf1_0) (sleep_until (begin (if (<= (ai_living_count e7_pro_inf) 2) (e7_pro_inf1_spawn)) (or (volume_test_objects tv_e8_main_begin (players)) (>= (ai_spawn_count e7_pro_inf1) 16)) ) 15) ) ) (script dormant e7_pro_inf0_main (begin (ai_place e7_pro_inf0_0 (pin (- 10 (ai_living_count prophets)) 1 3)) (ai_place e7_pro_inf0_1) ) ) (script dormant e7_cov_ghosts1_main (begin (ai_place e7_cov_ghosts1 (pin (- 4 (ai_living_count e7_cov_ghosts0)) 2 4)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1) True) (sleep_until (not (volume_test_objects tv_e7_grunts_unsafe (ai_actors e7_pro_inf0))) 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost0) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e7_cov_ghosts1/ghost1) False) ) ) (script dormant e7_cov_ghosts0_main (begin (ai_migrate e6_cov e7_cov_ghosts0) (wake e7_cov_ghosts1_main) ) ) (script dormant e7_main (begin (sleep_until (or (volume_test_objects tv_e7_main_begin0 (players)) (volume_test_objects tv_e7_main_begin1 (players))) 15) (set g_e7_started True) (print "e7_main") (data_mine_set_mission_segment "e7_kidney0") (game_save) (wake music_08a_03_start) (wake e8_main) (wake e7_cov_ghosts0_main) (wake e7_pro_inf0_main) (wake e7_pro_inf1_main) (wake e7_pro_inf2_main) (sleep_until g_e8_started) (sleep_forever e7_cov_ghosts0_main) (sleep_forever e7_cov_ghosts1_main) (sleep_forever e7_pro_inf0_main) (sleep_forever e7_pro_inf1_main) (sleep_forever e7_pro_inf2_main) (sleep_until g_e8_started) (ai_disposable e7_pro True) ) ) (script static test_kidney0 (begin (object_teleport (player0) e7_test) (if (not g_e7_started) (wake e7_main)) (sleep 1) (drop "objects\vehicles\ghost\ghost") ) ) (script command cs_e6_weapon_scene (begin (sleep (ai_play_line_at_player ai_current_actor 0480)) ) ) (script dormant e6_weapon_scene (begin (sleep_until (or (ai_scene e6_weapon_scene cs_e6_weapon_scene e6_cov) (<= (ai_living_count e6_pro_inf1) 0)) 15 two_minutes) (sleep_until (ai_scene e6_weapon_scene cs_e6_weapon_scene e6_cov) 15 300) ) ) (script command cs_e6_pro_phantom0_entry (begin (cs_vehicle_boost True) (cs_fly_by e6_pro_phantom0_entry/p0) (cs_vehicle_boost False) (cs_fly_by e6_pro_phantom0_entry/p0_1) (cs_fly_to_and_face e6_pro_phantom0_entry/p1 e6_pro_phantom0_entry/p2 1) (cs_vehicle_speed 0.5) (cs_fly_to e6_pro_phantom0_entry/p2 0.5) (sleep_until (or (ai_trigger_test "e6_player_exited_onto_ledge" e6_pro_inf1) g_e7_started (volume_test_objects tv_e6_ledge0 (players)) (volume_test_objects tv_e6_ledge1 (players))) 15) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep 100) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (set g_e6_pro_inf1_arrived True) (wake e6_weapon_scene) (cs_vehicle_speed 1) (cs_fly_to_and_face e6_pro_phantom0_entry/p3 e6_pro_phantom0_entry/p2) ) ) (script command cs_e6_pro_phantom0_exit (begin (cs_fly_to_and_face e6_pro_phantom0_exit/p0 e6_pro_phantom0_exit/p1) (cs_vehicle_boost True) (cs_fly_to e6_pro_phantom0_exit/p1) (ai_erase ai_current_squad) ) ) (script command cs_e6_pro_inf0_1_firing (begin (cs_abort_on_damage True) (cs_aim True e6_pro_inf0_ambush/p0) (cs_crouch True) (sleep_until (> (device_get_position e6_ghost_ledge_door) 0) 15) (cs_enable_dialogue True) (sleep 15) (cs_aim False e6_pro_inf0_ambush/p0) (cs_enable_targeting True) (sleep_until (or (volume_test_objects tv_e6_on_ledge0 (players)) (< (ai_strength ai_current_squad) 0.95)) 10 90) (sleep_until (< (ai_strength ai_current_squad) 0.95) 10 60) ) ) (script command cs_e6_pro_inf0_0_firing (begin (cs_abort_on_damage True) (cs_aim True e6_pro_inf0_ambush/p0) (sleep_until (> (device_get_position e6_ghost_ledge_door) 0) 15) (cs_enable_dialogue True) (sleep 15) (cs_aim False e6_pro_inf0_ambush/p0) (cs_enable_targeting True) (sleep_until (or (volume_test_objects tv_e6_on_ledge0 (players)) (< (ai_strength ai_current_squad) 0.95)) 10 90) ) ) (script command cs_e6_pro_inf1_entry (begin (cs_vehicle_boost True) (cs_go_to e6_pro_inf1_entry/p0) (ai_vehicle_exit ai_current_actor) ) ) (script static e6_pro_phantom0_should_retreat (begin (or (>= (object_model_targets_destroyed (ai_vehicle_get e6_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e6_pro_phantom0/phantom0)) 0.05)) ) ) (script dormant e6_objectives (begin (sleep_until (> (ai_spawn_count e6_pro_phantom0) 0)) (sleep_until (or (e6_pro_phantom0_should_retreat) (volume_test_objects tv_e7_main_begin0 (players)) (volume_test_objects tv_e7_main_begin1 (players)))) (wake objective1_clear) (wake objective2_set) ) ) (script dormant e6_pro_phantom0_main (begin (sleep_until (> (device_get_position e6_ghost_ledge_door) 0) 15) (sleep_until (volume_test_objects tv_e6_on_ledge0 (players)) 15 210) (ai_place e6_pro_phantom0) (sleep_until g_e6_pro_inf1_arrived) (sleep_until (or g_e7_started (>= (object_model_targets_destroyed (ai_vehicle_get e6_pro_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e6_pro_phantom0/phantom0)) 0.05) (and g_e6_pro_inf1_arrived (<= (ai_living_count e6_pro_inf1) 0)))) (cs_run_command_script e6_pro_phantom0/phantom0 cs_e6_pro_phantom0_exit) ) ) (script dormant e6_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e6_pro_inf1_begin (players)) 15) (ai_place e6_pro_inf1 (pin (- 6 (ai_living_count e6_pro_inf0)) 2 6)) ) ) (script dormant e6_pro_inf0_main (begin (ai_place e6_pro_inf0) (sleep 6) (objects_predict (ai_actors e6_pro_inf0)) ) ) (script dormant e6_cov_ghosts0_main (begin (ai_place e6_cov_ghosts0) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost0) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost2) True) (sleep_until g_e6_pro_inf1_arrived) (sleep_until (or (and (<= (ai_living_count e6_pro_inf0) 0) (<= (ai_living_count e6_pro_inf1) 0) (> (ai_spawn_count e6_pro_inf1) 0)) g_e7_started (player_in_vehicle)) 30 two_minutes) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost0) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location e6_cov_ghosts0/ghost2) False) (ai_migrate e6_cov_inf0 e6_cov_ghosts0) (ai_migrate e6_cov_gold_elite e6_cov_ghosts0) (ai_enter_squad_vehicles e6_cov_ghosts0) (sleep_until (player_in_vehicle)) (wake music_08a_03_start) ) ) (script dormant e6_cov_gold_elite_main (begin (ai_migrate e5_cov_gold_elite e6_cov_gold_elite) (ai_teleport_to_starting_location_if_outside_bsp e6_cov_gold_elite) ) ) (script dormant e6_cov_inf1_main (begin (sleep 1) ) ) (script dormant e6_cov_grunts0_main (begin (ai_migrate e5_cov_grunts0 e6_cov_grunts0) (ai_teleport_to_starting_location_if_outside_bsp e6_cov_grunts0) ) ) (script dormant e6_cov_inf0_main (begin (ai_migrate e5_cov_inf0 e6_cov_inf0) (ai_teleport_to_starting_location_if_outside_bsp e6_cov_inf0) ) ) (script dormant e6_main (begin (sleep_until (and (volume_test_objects tv_e6_main_begin (players)) (= (structure_bsp_index) 0)) 15) (set g_e6_started True) (print "e6_main") (data_mine_set_mission_segment "e6_ghost_ledge") (game_save) (device_operates_automatically_set e6_ghost_ledge_door True) (wake chapter_title1) (wake e7_main) (wake e6_cov_inf0_main) (wake e6_cov_gold_elite_main) (wake e6_cov_ghosts0_main) (wake e6_cov_grunts0_main) (wake e6_pro_inf0_main) (wake e6_pro_inf1_main) (sleep_until g_e7_started) (ai_disposable e6_pro True) (ai_disposable e6_pro_phantom0 False) ) ) (script static test_ghost_ledge (begin (object_teleport (player0) e6_test) (ai_place e6_cov_inf0) (ai_place e6_cov_gold_elite) (if (not g_e6_started) (wake e6_main)) ) ) (script command cs_e5_cov_gold_elite_creep (begin (cs_enable_dialogue True) (cs_abort_on_damage True) (cs_enable_pathfinding_failsafe True) (cs_go_to e5_cov_gold_elite_creep/p0) (cs_crouch True) (sleep_until (>= (ai_combat_status e5_pro_inf0) ai_combat_status_dangerous)) (sleep 60) (cs_go_to e5_cov_gold_elite_creep/p1) (sleep_forever) ) ) (script command cs_e5_cov_gold_elite_attack (begin (cs_crouch False) ) ) (script command cs_e5_cov_grunts0_cower (begin (cs_movement_mode ai_movement_flee) (ai_disregard ai_current_actor True) (sleep_until (or (< (ai_living_count e5_pro) 3) (<= (ai_strength e5_cov_grunts0) 0.8) (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 0.75) (>= g_e5_grunts_released 2)) 15) (set g_e5_grunts_released (+ g_e5_grunts_released 1)) (cs_enable_dialogue True) (cs_look_player True) (sleep (random_range 15 45)) (ai_disregard ai_current_actor False) ) ) (script dormant e5_pro_inf1_main (begin (sleep_until (or (volume_test_objects tv_e5_exit (players)) (and (<= (ai_living_count e5_pro_inf0) 3) (> (ai_spawn_count e5_pro_inf0) 0))) 20) (ai_place e5_pro_inf1 (pin (- 10 (ai_living_count prophets)) 1 4)) ) ) (script dormant e5_pro_inf0_main (begin (ai_place e5_pro_inf0 (pin (- 10 (ai_living_count prophets)) 2 6)) (ai_vehicle_reserve (ai_vehicle_get e5_pro_inf0/turret0) True) ) ) (script dormant e5_cov_grunts0_main (begin (ai_place e5_cov_grunts0 (pin (- 10 (+ (ai_living_count covenant) (ai_living_count prophets))) 1 5)) ) ) (script dormant e5_cov_gold_elite_main (begin (ai_migrate e4_cov_gold_elite e5_cov_gold_elite) (ai_renew e5_cov_gold_elite) (cs_run_command_script e5_cov_gold_elite cs_e5_cov_gold_elite_creep) (sleep_until (or (< (ai_strength e5_cov_gold_elite) 1) (< (ai_strength e5_pro_inf0) 0.5) (volume_test_objects tv_e5_lower_level (players))) 5) (cs_run_command_script e5_cov_gold_elite cs_e5_cov_gold_elite_attack) (ai_set_orders e5_cov_gold_elite e5_cov_gold_elite_killomatic) ) ) (script dormant e5_cov_inf0_main (begin (ai_migrate e4_cov_inf0 e5_cov_inf0) (ai_renew e5_cov_inf0) (wake e5_cov_grunts0_main) ) ) (script dormant e5_main (begin (sleep_until (volume_test_objects tv_e5_main_begin (players)) 15) (set g_e5_started True) (print "e5_main") (data_mine_set_mission_segment "e5_ramp_room1") (game_save) (wake e5_cov_inf0_main) (wake e5_cov_gold_elite_main) (wake e5_pro_inf0_main) (wake e5_pro_inf1_main) (sleep_until g_e6_started) (sleep_forever e5_cov_inf0_main) (sleep_forever e5_cov_gold_elite_main) (sleep_forever e5_pro_inf0_main) (sleep_forever e5_pro_inf1_main) (ai_disposable e5_pro True) ) ) (script static test_ramp_room2 (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e5_test) (ai_place e5_cov_inf0) (ai_place e5_cov_gold_elite) (if (not g_e5_started) (wake e5_main)) (if (not g_e6_started) (wake e6_main)) ) ) (script command cs_e4_alarm_scene (begin (cs_switch brute0) (sleep (ai_play_line ai_current_actor 0450)) (cs_enable_pathfinding_failsafe True) (cs_go_to e4_alarm_scene/p0) (sleep (ai_play_line ai_current_actor 0400)) (sleep (- (ai_play_line ai_current_actor 0440) 30)) ) ) (script dormant e4_pro_inf2_main (begin (sleep_until (volume_test_objects tv_e4_first_step (players)) 15) (ai_place e4_pro_inf2_0 (pin (- 10 (ai_living_count prophets)) 1 4)) (sleep 150) (sleep_until (or (ai_scene e4_alarm_scene cs_e4_alarm_scene e4_pro_inf0) (<= (ai_living_count e4_pro_inf2_0) 0)) 15) ) ) (script dormant e4_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e4_second_step (players)) 15) (game_save) (sleep 15) (ai_place e4_pro_inf1 (pin (- 10 (ai_living_count prophets)) 1 4)) ) ) (script dormant e4_pro_inf0_main (begin (ai_place e4_pro_inf0_0 (pin (- 10 (ai_living_count prophets)) 1 5)) ) ) (script dormant e4_cov_gold_elite_main (begin (ai_migrate e3_cov_gold_elite e4_cov_gold_elite) (ai_renew e4_cov_gold_elite) ) ) (script dormant e4_cov_inf0_main (begin (ai_migrate e3_cov_inf0 e4_cov_inf0) (ai_renew e4_cov_inf0) (sleep_until (volume_test_objects tv_e4_first_step (players)) 15) (sleep_until (or (volume_test_objects tv_e4_ground_floor_exit (players)) (<= (ai_fighting_count e4_pro) 2)) 15) (device_operates_automatically_set e4_door0 True) (ai_place e4_cov_inf0 (pin (- 3 (ai_living_count covenant)) 1 3)) (ai_set_orders e4_cov_inf0 e4_cov_inf0_advance2) ) ) (script dormant e4_main (begin (sleep_until (volume_test_objects tv_e4_pre_main (players)) 15) (game_save) (sleep_until (volume_test_objects tv_e4_main_begin (players)) 15) (set g_e4_started True) (print "e4_main") (data_mine_set_mission_segment "e4_step_room") (wake e5_main) (wake e4_cov_inf0_main) (wake e4_cov_gold_elite_main) (wake e4_pro_inf0_main) (wake e4_pro_inf1_main) (wake e4_pro_inf2_main) (sleep_until g_e5_started) (sleep_forever e4_cov_inf0_main) (sleep_forever e4_cov_gold_elite_main) (sleep_forever e4_pro_inf0_main) (sleep_forever e4_pro_inf1_main) (sleep_forever e4_pro_inf2_main) (ai_disposable e4_pro True) ) ) (script command cs_e3_alarm_scene (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e3_alarm_scene/p0) (sleep (ai_play_line ai_current_actor 0410)) (sleep (ai_play_line ai_current_actor 0440)) ) ) (script command cs_e3_cov_grunts0_cower (begin (cs_movement_mode ai_movement_flee) (sleep_until (and (ai_trigger_test "generic_player_within_2wu" ai_current_squad) (or (not (volume_test_objects tv_e3_lower_level (ai_actors e3_pro_inf0))) (<= (ai_strength ai_current_squad) 0.5)))) (cs_look_player True) (print "grunt scene") (ai_play_line_at_player ai_current_actor 0460) (sleep_forever) ) ) (script command cs_e3_cov_gold_elite_charge (begin (cs_enable_dialogue True) (cs_go_to e3_sword_elites/p0) (cs_go_to e3_sword_elites/p1) (cs_jump 10 4) ) ) (script command cs_e3_cov_stealth_major_charge (begin (cs_enable_pathfinding_failsafe True) (ai_set_active_camo ai_current_actor True) (cs_go_to e3_sword_elites/p2) (cs_go_to e3_sword_elites/p3) (ai_set_active_camo ai_current_actor False) ) ) (script dormant e3_pro_inf1_main (begin (sleep_until (and (> (device_get_position e3_exit_door) 0) (volume_test_objects tv_e3_near_exit (players))) 15) (ai_place e3_pro_inf1) ) ) (script dormant e3_pro_inf0_main (begin (sleep 5) (ai_place e3_pro_inf0_0) (ai_place e3_pro_inf0_1 (pin (- 8 (ai_living_count prophets)) 1 4)) (sleep_until (or (ai_scene e3_alarm_scene cs_e3_alarm_scene e3_pro_inf0) (<= (ai_living_count e3_pro_inf0) 0)) 15) ) ) (script dormant e3_cov_grunts0_main (begin (ai_place e3_cov_grunts0) (ai_disregard (ai_actors e3_cov_grunts0) True) (cs_run_command_script e3_cov_grunts0 cs_e3_cov_grunts0_cower) ) ) (script dormant e3_cov_gold_elite_main (begin (ai_migrate e2_cov_gold_elite e3_cov_gold_elite) (ai_renew e3_cov_gold_elite) (cs_run_command_script e3_cov_gold_elite cs_e3_cov_gold_elite_charge) ) ) (script dormant e3_cov_inf0_main (begin (ai_migrate e2_cov_inf0 e3_cov_inf0) (ai_renew e3_cov_inf0) (cs_run_command_script (object_get_ai g_cov_stealth_major) cs_e3_cov_stealth_major_charge) ) ) (script dormant e3_main (begin (sleep_until (volume_test_objects tv_e3_main_begin (players)) 15) (set g_e3_started True) (print "e3_main") (data_mine_set_mission_segment "e3_ramp_room0") (game_save) (wake e4_main) (wake e3_cov_inf0_main) (wake e3_cov_gold_elite_main) (wake e3_cov_grunts0_main) (wake e3_pro_inf0_main) (wake e3_pro_inf1_main) (sleep_until g_e4_started) (sleep_forever e3_cov_inf0_main) (sleep_forever e3_cov_gold_elite_main) (sleep_forever e3_cov_grunts0_main) (sleep_forever e3_pro_inf0_main) (sleep_forever e3_pro_inf1_main) (ai_disposable e3_pro True) ) ) (script static test_ramp_room1 (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e3_test) (ai_place e3_cov_inf0) (set g_cov_stealth_major (ai_get_unit e3_cov_inf0/stealth_major)) (ai_place e3_cov_gold_elite) (if (not g_e3_started) (wake e3_main)) ) ) (script command cs_e2_alarm_scene (begin (cs_switch brute0) (cs_enable_moving True) (cs_enable_targeting True) (sleep (ai_play_line_at_player ai_current_actor 0420)) (sleep (ai_play_line_at_player ai_current_actor 0430)) (cs_enable_dialogue True) (cs_switch brute1) (cs_enable_moving False) (cs_enable_targeting True) (cs_enable_pathfinding_failsafe True) (cs_start_to e2_alarm_scene/p0) (sleep_until (or (not (cs_moving)) (<= (object_get_health e2_antennae) 0)) 5) (cs_enable_targeting False) (if (> (object_get_health e2_antennae) 0) (begin (cs_face_object True e2_antennae) (print "brute1 operates the antennae") (sleep_until (<= (object_get_health e2_antennae) 0) 5 60) (if (> (object_get_health e2_antennae) 0) (begin (set g_brute_alarm_level (+ g_brute_alarm_level 1)) ) (begin (print "brute1 growls") (sleep 20) )) ) (begin (print "brute1 growls") (sleep 20) )) ) ) (script command cs_e2_cov_grunts0_flee (begin (cs_enable_dialogue True) (cs_face_player True) (sleep (random_range 0 60)) (cs_face_player False) (cs_movement_mode ai_movement_flee) (sleep_until (begin (begin_random (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p0) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p1) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p2) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p3) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p4) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) (begin (ai_renew ai_current_actor) (cs_start_to e2_cov_grunts_flee/p5) (sleep_until (or (not (cs_moving)) (< (object_get_health (ai_get_object ai_current_actor)) 1) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1)) 5) ) ) (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 1) )) (ai_disregard (ai_get_object ai_current_actor) False) (ai_migrate ai_current_actor e2_cov_inf0) ) ) (script command cs_e2_cov_grunts0_abort (begin (if (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 2) (cs_crouch True) (sleep_until (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 4))) ) ) (script command cs_e2_cov_gold_elite_charge0 (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (structure_bsp_index) 1)) (cs_enable_moving False) (cs_enable_looking False) (ai_play_line ai_current_actor 0370) (cs_go_to e2_sword_elites/p0) (cs_enable_dialogue True) (cs_start_to e2_sword_elites/p1) (sleep_until (or (not (cs_moving)) (<= (objects_distance_to_object (ai_actors e2_pro_inf0) (ai_get_object ai_current_actor)) 2))) ) ) (script command cs_e2_cov_stealth_elite_charge0 (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (structure_bsp_index) 1)) (cs_enable_moving False) (cs_enable_looking False) (ai_renew ai_current_actor) (ai_set_active_camo ai_current_actor True) (cs_go_to e2_sword_elites/p2) (cs_crouch True) (cs_face True e2_sword_elites/p1) (cs_start_to e2_sword_elites/p3) (sleep_until (or (<= (objects_distance_to_object (ai_actors e2_pro_inf0) (ai_get_object ai_current_actor)) 2) (<= (ai_strength ai_current_actor) 0.75) (<= (ai_living_count e2_pro_inf0) 1))) (ai_set_active_camo ai_current_actor False) ) ) (script static e2_cov_sword_elites_charge0 (begin (cs_run_command_script e2_cov_gold_elite cs_e2_cov_gold_elite_charge0) (cs_run_command_script (object_get_ai g_cov_stealth_major) cs_e2_cov_stealth_elite_charge0) ) ) (script dormant e2_alarm_scene (begin (sleep_until (>= (ai_combat_status e2_pro_inf0) ai_combat_status_visible) 15) (sleep_until (ai_scene e2_alarm_scene cs_e2_alarm_scene e2_pro_inf0) 15 300) ) ) (script dormant e2_pro_inf3_main (begin (sleep_until (or (and (> (ai_spawn_count e2_pro_inf1) 0) (<= (ai_living_count e2_pro_inf1) 0)) (volume_test_objects tv_e2_pro_inf3_begin (players)))) (ai_place e2_pro_inf3 (pin (- 9 (ai_living_count prophets)) 2 6)) (sleep_until (and (<= (ai_living_count e2_pro_inf3) 0) (game_safe_to_save))) (game_save) ) ) (script dormant e2_pro_inf2_main (begin (sleep_until (or (<= (ai_living_count e2_pro_inf0) 2) (volume_test_objects tv_e2_pro_inf1_begin (players)))) (ai_place e2_pro_inf2) ) ) (script dormant e2_pro_inf1_main (begin (sleep_until (or (<= (ai_living_count e2_pro_inf0) 0) (volume_test_objects tv_e2_pro_inf1_begin (players)))) (game_save) (sleep 15) (ai_place e2_pro_inf1 (pin (- 6 (ai_living_count e2_pro_inf0)) 0 4)) ) ) (script dormant e2_pro_inf0_main (begin (ai_place e2_pro_inf0) (wake e2_alarm_scene) ) ) (script dormant e2_cov_grunts0_main (begin (ai_place e2_cov_grunts0) (ai_disregard (ai_actors e2_cov_grunts0) True) (sleep_until (ai_trigger_test "generic_player_sighted" e2_cov_grunts0) 5) (sleep (ai_play_line_at_player e2_cov_grunts0/grunt0 0330)) (cs_run_command_script e2_cov_grunts0 cs_e2_cov_grunts0_flee) (sleep 300) (sleep_until (and (<= (ai_living_count e2_pro) 4) (<= (ai_fighting_count e2_pro) 0))) (cs_run_command_script e2_cov_grunts0 cs_e2_cov_grunts0_abort) (ai_disregard (ai_actors e2_cov_grunts0) False) (ai_migrate e2_cov_grunts0 e2_cov_inf0) ) ) (script dormant e2_cov_gold_elite_main (begin (sleep_until g_e2_safe_to_migrate_inf2) (ai_migrate e1_cov_inf2/gold_elite e2_cov_gold_elite) (ai_migrate e1_cov_inf2 e2_cov_inf0) (sleep 5) (ai_teleport_to_starting_location_if_outside_bsp e2_cov_inf0) (ai_teleport_to_starting_location_if_outside_bsp e2_cov_gold_elite) (ai_renew e2_cov_gold_elite) ) ) (script dormant e2_cov_inf1_main (begin (sleep_until (volume_test_objects tv_e2_pro_inf1_begin (players)) 15) (wake music_08a_02_stop) (sleep_until (<= (ai_living_count e2_cov) 1)) (sleep_until (not (volume_test_objects tv_e2_cov_inf1_unsafe (players))) 15) (ai_place e2_cov_inf1) (ai_migrate e2_cov_inf1 e2_cov_inf0) ) ) (script dormant e2_cov_inf0_main (begin (sleep_until (> (ai_spawn_count e1_cov_inf1) 0)) (ai_migrate e1_cov_inf1 e2_cov_inf0) (sleep_until (= (structure_bsp_index) 1) 15) (ai_teleport_to_starting_location_if_outside_bsp e2_cov_inf0) (ai_renew e2_cov_inf0) ) ) (script dormant e2_main (begin (sleep_until (= (structure_bsp_index) 1) 15) (set g_e2_started True) (print "e2_main") (data_mine_set_mission_segment "e2_cylinder_room") (game_save) (wake music_08a_01_stop) (wake music_08a_02_start) (wake e3_main) (wake e2_cov_inf0_main) (wake e2_cov_inf1_main) (wake e2_cov_gold_elite_main) (wake e2_cov_grunts0_main) (wake e2_pro_inf0_main) (wake e2_pro_inf1_main) (wake e2_pro_inf2_main) (wake e2_pro_inf3_main) (sleep_until (volume_test_objects tv_e2_main_end (players)) 15) (sleep_forever e2_cov_inf0_main) (sleep_forever e2_cov_inf1_main) (sleep_forever e2_cov_gold_elite_main) (sleep_forever e2_cov_grunts0_main) (sleep_forever e2_pro_inf0_main) (sleep_forever e2_pro_inf1_main) (sleep_forever e2_pro_inf2_main) (sleep_forever e2_pro_inf3_main) (ai_disposable e2_pro True) ) ) (script static test_cylinder_room (begin (switch_bsp 1) (sleep 1) (object_teleport (player0) e2_test) (ai_place e2_cov_inf0) (set g_cov_stealth_major (ai_get_unit e2_cov_inf0/stealth_major)) (ai_place e2_cov_gold_elite) (if (not g_e2_started) (wake e2_main)) ) ) (script command cs_e1_pro_inf0_0_patrol0 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_go_to e1_pro_inf0_0_patrol/p0) (cs_aim_object True e1_elite0) (ai_play_line_at_player ai_current_actor 0230) (sleep 15) (cs_aim_object False e1_elite0) (cs_shoot True e1_elite0) (sleep 30) (cs_shoot False e1_elite0) (sleep (random_range 30 60)) (cs_go_to e1_pro_inf0_0_patrol/p1) (cs_aim_object True e1_elite1) (sleep (random_range 60 90)) (cs_aim_object False e1_elite1) (cs_shoot True e1_elite1) (sleep 30) (cs_shoot False e1_elite1) (sleep (random_range 30 60)) (cs_go_to e1_pro_inf0_0_patrol/p2) (cs_look True e1_pro_inf0_0_patrol/p2_look0) (sleep (random_range 45 75)) (cs_look True e1_pro_inf0_0_patrol/p2_look1) (sleep (random_range 60 90)) (cs_look False e1_pro_inf0_0_patrol/p2_look1) (cs_go_to e1_pro_inf0_0_patrol/p3) (cs_face True e1_pro_inf0_0_patrol/p3_look0) (sleep (random_range 210 300)) (cs_face True e1_pro_inf0_0_patrol/p3_look1) ) ) (script command cs_e1_pro_inf0_1_patrol0 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_go_to e1_pro_inf0_1_patrol/p0) (sleep 30) (custom_animation (ai_get_unit ai_current_actor) objects\characters\brute\brute patrol:any:any:posing:var1 True) (sleep (ai_play_line ai_current_actor 0240)) (sleep 25) (ai_play_line e1_pro_inf0_1_1/brute0 0250) (sleep (random_range 90 120)) (cs_go_to e1_pro_inf0_1_patrol/p1) (cs_aim_object True e1_elite2) (sleep (random_range 60 90)) (cs_aim_object False e1_elite2) (cs_shoot True e1_elite2) (sleep 30) (cs_shoot False e1_elite2) (sleep (random_range 30 60)) (if (> (ai_living_count e1_pro_inf0_0) 0) (begin (sleep (ai_play_line e1_pro_inf0_0/brute0 0260)) (ai_play_line e1_pro_inf0_1/brute0 0270) )) (cs_face True e1_pro_inf0_1_patrol/p1_look0) (sleep (random_range 60 90)) (cs_face False e1_pro_inf0_1_patrol/p1_look0) (sleep_until (begin (cs_go_to e1_pro_inf0_1_patrol/p2) (cs_face True e1_pro_inf0_1_patrol/p2_look0) (sleep (random_range 210 300)) (cs_face False e1_pro_inf0_1_patrol/p2_look0) (cs_go_to e1_pro_inf0_1_patrol/p1) (cs_face True e1_pro_inf0_1_patrol/p1_look0) (sleep (random_range 210 300)) (cs_face False e1_pro_inf0_1_patrol/p1_look0) False) ) ) ) (script command cs_e1_pro_inf0_1_patrol1 (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_go_to e1_pro_inf0_2_patrol/p0) (cs_aim_object True e1_elite3) (sleep (random_range 60 90)) (cs_aim_object False e1_elite3) (cs_shoot True e1_elite3) (sleep 30) (cs_shoot False e1_elite3) (sleep (random_range 30 60)) (cs_go_to e1_pro_inf0_2_patrol/p1) (cs_aim_object True e1_elite4) (sleep (random_range 60 90)) (cs_aim_object False e1_elite4) (cs_shoot True e1_elite4) (sleep 30) (cs_shoot False e1_elite4) (sleep (random_range 30 60)) (cs_aim_object True e1_elite5) (sleep (random_range 90 120)) (cs_aim_object False e1_elite4) (cs_shoot True e1_elite4) (sleep 30) (cs_shoot False e1_elite4) (sleep (random_range 30 60)) ) ) (script command cs_e1_cov_inf0_scene (begin (custom_animation_loop (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:unarmed:mortal_wound False) (unit_set_maximum_vitality (ai_get_unit ai_current_actor) 5 0) (sleep_until (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 3)) (cs_look_player True) (sleep (ai_play_line_at_player ai_current_actor 0200)) (sleep 45) (set g_e1_cov_inf0_should_die True) (unit_stop_custom_animation (ai_get_unit ai_current_actor)) (sleep_forever) ) ) (script command cs_e1_stealth_major_scene (begin (ai_set_active_camo ai_current_actor False) (cs_go_to e1_watch_pods/p1) (if (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5) (cs_look_player True) (cs_look True e1_zealot/p1)) (print "stealth: by the prophets...") (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:sword:posing:var1 True) (sleep (ai_play_line_at_player ai_current_actor 0300)) (sleep 20) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 5) 10 450) (cs_face_player True) (sleep 30) (sleep_until (or (objects_can_see_object (ai_get_object ai_current_actor) (player0) 10) (and (game_is_cooperative) (objects_can_see_object (ai_get_object ai_current_actor) (player1) 10))) 1 30) (print "stealth: they have shed our brother's blood...") (custom_animation (ai_get_unit ai_current_actor) objects\characters\elite\elite combat:sword:posing:var4 True) (sleep (ai_play_line_at_player ai_current_actor 0310)) (wake music_08a_02_start) (set g_e1_stealth_major_done True) (sleep_forever) ) ) (script command cs_e1_watch_pods (begin (sleep 15) (cs_go_to_nearest e1_watch_pods/p0) (cs_look_object True (ai_vehicle_get e1_cov_inf2/gold_elite)) (cs_face_object True (ai_vehicle_get e1_cov_inf2/gold_elite)) (sleep_until g_e1_zealot_revealed 10) (print "stealth: a zealot? so much for stealth...") (sleep (ai_play_line_at_player ai_current_actor 0320)) ) ) (script command cs_e1_zealot_intro (begin (cs_look True e1_zealot/p0) (sleep 25) (ai_play_line ai_current_actor 0330) (print "zealot: over so soon? bah") (cs_look True e1_zealot/p1) (sleep 30) ) ) (script dormant e1_pod0_insertion (begin (ai_place e1_cov_inf2/gold_elite) (object_create e1_pod0_inserter) (objects_attach e1_pod0_inserter pod_attach (ai_vehicle_get e1_cov_inf2/gold_elite) pod_attach) (sleep 1) (device_set_position e1_pod0_inserter 1) (sleep_until (>= (device_get_position e1_pod0_inserter) 1) 1) (effect_new_on_object_marker g_e1_pod_impact_effect (ai_vehicle_get e1_cov_inf2/gold_elite) pod_attach) (objects_detach e1_pod0_inserter (ai_vehicle_get e1_cov_inf2/gold_elite)) (object_destroy e1_pod0_inserter) (sleep (random_range 20 45)) (set g_e1_zealot_revealed True) (sleep_until (= (structure_bsp_index) 0)) (ai_vehicle_exit e1_cov_inf2/gold_elite) (sleep 10) (object_damage_damage_section (ai_vehicle_get e1_cov_inf2/gold_elite) door 500) ) ) (script dormant e1_pod1_insertion (begin (ai_place e1_cov_inf2/elite1) (object_create e1_pod1_inserter) (objects_attach e1_pod1_inserter pod_attach (ai_vehicle_get e1_cov_inf2/elite1) pod_attach) (sleep 1) (device_set_position e1_pod1_inserter 1) (sleep_until (>= (device_get_position e1_pod1_inserter) 1) 1) (effect_new_on_object_marker g_e1_pod_impact_effect (ai_vehicle_get e1_cov_inf2/elite1) pod_attach) (objects_detach e1_pod1_inserter (ai_vehicle_get e1_cov_inf2/elite1)) (object_destroy e1_pod1_inserter) (sleep (random_range 20 45)) (sleep_until (= (structure_bsp_index) 0)) (ai_vehicle_exit e1_cov_inf2/elite1) (sleep 10) (object_damage_damage_section (ai_vehicle_get e1_cov_inf2/elite1) door 500) ) ) (script dormant e1_pod2_insertion (begin (ai_place e1_cov_inf2/elite2) (object_create e1_pod2_inserter) (objects_attach e1_pod2_inserter pod_attach (ai_vehicle_get e1_cov_inf2/elite2) pod_attach) (sleep 1) (device_set_position e1_pod2_inserter 1) (sleep_until (>= (device_get_position e1_pod2_inserter) 1) 1) (effect_new_on_object_marker g_e1_pod_impact_effect (ai_vehicle_get e1_cov_inf2/elite2) pod_attach) (objects_detach e1_pod2_inserter (ai_vehicle_get e1_cov_inf2/elite2)) (object_destroy e1_pod2_inserter) (sleep (random_range 20 45)) (sleep_until (= (structure_bsp_index) 0)) (ai_vehicle_exit e1_cov_inf2/elite2) (sleep 10) (object_damage_damage_section (ai_vehicle_get e1_cov_inf2/elite2) door 500) (sleep 30) (set g_e2_safe_to_migrate_inf2 True) ) ) (script dormant e1_objectives (begin (sleep 150) (sleep_until (or (<= (ai_living_count e1_cov_inf0) 0) (> (ai_combat_status e1_pro) ai_combat_status_active)) 30 one_minute) (wake objective0_set) (sleep_until (> (ai_living_count e1_cov_inf2) 0) 15) (sleep 150) (wake objective0_clear) (wake objective1_set) ) ) (script dormant e1_guns_aux (begin (sleep_until (volume_test_objects tv_e1_area_entrance (players)) 15) (object_create e1_gun4) (sleep 1) (weapon_hold_trigger e1_gun4 0 True) (sleep 10) (weapon_hold_trigger e1_gun4 0 False) (sleep 1) (object_destroy e1_gun4) ) ) (script dormant e1_guns (begin (wake e1_guns_aux) (object_create e1_gun0) (object_create e1_gun1) (sleep 1) (weapon_hold_trigger e1_gun0 0 True) (sleep 5) (weapon_hold_trigger e1_gun0 0 False) (object_destroy e1_gun0) (sleep 15) (weapon_hold_trigger e1_gun1 0 True) (sleep 5) (weapon_hold_trigger e1_gun1 0 False) (sleep 1) (object_destroy e1_gun1) (sleep 90) (object_create e1_gun2) (sleep 1) (weapon_hold_trigger e1_gun2 0 True) (sleep 15) (weapon_hold_trigger e1_gun2 0 False) (sleep 1) (object_destroy e1_gun2) (sleep 60) (object_create e1_gun3) (sleep 1) (weapon_hold_trigger e1_gun3 0 True) (sleep 30) (weapon_hold_trigger e1_gun3 0 False) (sleep 90) (weapon_hold_trigger e1_gun3 0 True) (sleep 20) (weapon_hold_trigger e1_gun3 0 False) (sleep 1) (object_destroy e1_gun3) ) ) (script dormant e1_music_aux (begin (sleep_until (volume_test_objects tv_e1_third_wall (players)) 15) (wake music_08a_01_start_alt) ) ) (script dormant e1_pro_inf1_main (begin (sleep_until (volume_test_objects tv_e1_second_wall (players)) 15) (wake e1_music_aux) (ai_place e1_pro_inf1) (sleep_until (or (>= (ai_combat_status e1_pro_inf1) ai_combat_status_clear_los) (<= (ai_living_count e1_pro_inf1) 0)) 30 30_seconds) (print "alerted") (if (>= (ai_combat_status e1_pro_inf1) ai_combat_status_clear_los) (set g_e1_pro_inf1_was_alerted True)) (sleep_until (<= (ai_combat_status e1_pro_inf1) ai_combat_status_active) 10) (sleep_until (<= (ai_combat_status e1_pro_inf1) ai_combat_status_alert) 10 240) (print "alerted") (if (and (> (ai_living_count e1_pro_inf1) 0) (> (ai_living_count e1_pro_inf0) 0)) (begin (if g_e1_pro_inf1_was_alerted (begin (print "cpn: he's just an elite--kill him!") (ai_play_line e1_pro_inf1/brute0 0290) (sleep 20) (custom_animation (ai_get_unit e1_pro_inf1/brute0) objects\characters\brute\brute combat:support:hold True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) ) (ai_play_line e1_pro_inf1/brute0 0280)) (sleep 30) (ai_set_orders e1_pro_inf0 e1_pro_inf0_search) (set g_e1_pro_inf0_searching True) )) ) ) (script dormant e1_pro_inf0_main (begin (sleep_until (volume_test_objects tv_e1_pro_inf0_begin (players)) 15) (ai_place e1_pro_inf0_0) (ai_place e1_pro_inf0_1) (ai_place e1_pro_inf0_1_1) (cs_run_command_script e1_pro_inf0_0 cs_e1_pro_inf0_0_patrol0) (cs_run_command_script e1_pro_inf0_1/brute0 cs_e1_pro_inf0_1_patrol0) (cs_run_command_script e1_pro_inf0_1_1/brute0 cs_e1_pro_inf0_1_patrol1) (sleep_until (or (<= (ai_living_count e1_pro_inf0) 0) (volume_test_objects tv_e1_second_wall (players))) 15) (sleep 15) (ai_place e1_pro_inf0_2) (ai_place e1_pro_inf0_3) (sleep_until (<= (ai_living_count e1_pro_inf0) 0) 15) (game_save) ) ) (script dormant e1_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e1_exit (players)) 15) (sleep_until (or g_e1_stealth_major_done (and (> (ai_spawn_count e1_cov_inf1) 0) (<= (ai_living_count e1_cov_inf1) 0)))) (sleep_until (= (structure_bsp_index) 0)) (wake e1_pod0_insertion) (sleep 60) (wake e1_pod1_insertion) (sleep 15) (wake e1_pod2_insertion) (sleep_until (not (unit_in_vehicle (ai_get_unit e1_cov_inf2/gold_elite))) 15) (sleep 15) (if (<= (ai_living_count e1_pro) 0) (cs_run_command_script e1_cov_inf2/gold_elite cs_e1_zealot_intro)) (sleep_until (volume_test_objects tv_e1_exit (ai_get_object e1_cov_inf2/gold_elite)) 15) (if (volume_test_objects tv_e1_ledge (players)) (begin (print "zlt: there are brutes to kill!") (ai_play_line e1_cov_inf2/gold_elite 0340) ) (begin (print "zlt: wait up!") (ai_play_line e1_cov_inf2/gold_elite 0350) )) ) ) (script dormant e1_cov_inf1_main (begin (sleep_until (or (and (> (ai_spawn_count e1_pro_inf1) 0) (<= (ai_living_count e1_pro_inf0) 0)) (volume_test_objects tv_e1_exit (players))) 15) (ai_place e1_cov_inf1) (set g_cov_stealth_major (ai_get_unit e1_cov_inf1/stealth_major)) (sleep_until (or (ai_scene e1_stealth_major_scene cs_e1_stealth_major_scene e1_cov_inf1) (> (ai_spawn_count e1_cov_inf2) 0)) 10) (sleep_until (and (<= (ai_living_count e1_pro) 0) (> (ai_spawn_count e1_cov_inf2) 0)) 5) (cs_run_command_script e1_cov_inf1 cs_e1_watch_pods) ) ) (script dormant e1_cov_inf0_main (begin (ai_place e1_cov_inf0) (ai_disregard (ai_actors e1_cov_inf0) True) (set g_e1_wounded_elite (ai_get_unit e1_cov_inf0)) (unit_kill g_e1_wounded_elite) (sleep 13) (biped_ragdoll g_e1_wounded_elite) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\melee\energy_blade\energy_blade.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\melee\energy_blade\energy_blade.weapon)) 10 one_minute) (sleep 20) (print "corpse: the brutes...") (sleep (ai_play_line_on_object g_e1_wounded_elite 0200)) (sleep 30) (game_save) ) ) (script dormant e1_main (begin (set g_e1_started True) (print "e1_main") (data_mine_set_mission_segment "e1_stealthy_insertion") (wake e2_main) (wake e1_cov_inf0_main) (wake e1_cov_inf1_main) (wake e1_cov_inf2_main) (wake e1_pro_inf0_main) (wake e1_pro_inf1_main) (wake e1_objectives) (wake e1_guns) (sleep_until g_e2_started) (ai_disposable e1_pro True) (sleep_until g_e3_started) (sleep_forever e1_cov_inf0_main) (sleep_forever e1_cov_inf1_main) (sleep_forever e1_cov_inf2_main) (sleep_forever e1_pro_inf0_main) (sleep_forever e1_pro_inf1_main) (sleep_forever e1_objectives) (sleep_forever e1_guns) ) ) (script dormant mission_start (begin (sound_class_set_gain "amb" 1 5) (wake music_08a_01_start) (sleep 2) (object_cannot_take_damage (players)) (object_hide (player0) True) (object_hide (player1) True) (cinematic_snap_to_white) (cinematic_intro) (object_teleport (player0) player0_start) (object_teleport (player1) player1_start) (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (cinematic_fade_from_white_bars) (wake chapter_title0) (wake e1_main) (wake e6_main) (sleep_until (volume_test_objects tv_mission_end (players)) 15) (wake music_08a_05_start) (playtest_mission) (sleep 15) (cinematic_fade_to_white) (if (unit_in_vehicle (unit (player0) )) (object_teleport (object_get_parent (player0) ) player0_end) (object_teleport (player0) player0_end)) (if (unit_in_vehicle (unit (player1) )) (object_teleport (object_get_parent (player1) ) player1_end) (object_teleport (player1) player1_end)) (object_hide (player0) False) (object_hide (player1) False) (object_cannot_take_damage (players)) (sleep 5) (cinematic_outro) (sleep 5) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (sound_class_set_gain "amb" 0 0) (ai_allegiance player covenant) (weather_stop 0) (objectives_clear) (if (> (player_count) 0) (start)) ) ) (script dormant 08_intro_01_predict (begin (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 25 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 13 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 18 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 15 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 86 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 114 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 11 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 118 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 93 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 103 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 95 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 81 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 65 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 109 False) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 4 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 47 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 60 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 88 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 76 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 134 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 29 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 38 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 36 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 133 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 136 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 130 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 8 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 19 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 20 False) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 124 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 122 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 125 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 32 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 126 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 132 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 44 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 33 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 23 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 16 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 22 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 26 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 27 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 12 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 28 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 8 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 9 True) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 10 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 43 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 44 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 45 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\elite\elite 0) (predict_model_section objects\characters\elite\elite 3) (predict_model_section objects\characters\elite\elite 2) (predict_model_section objects\characters\elite\elite 23) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplings\redalder_saplings 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 1) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom 0) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom 1) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom 2) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom 3) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom 4) (predict_model_section scenarios\skies\solo\deltacontrolroom\deltacontrolroom 5) (sleep 9) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 22 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 21 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 36 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 17 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 6 True) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 2) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_angled\redalder_angled 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 1) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 14 True) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 44 True) (sleep 7) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (sleep 3) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 131 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (sleep 6) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (sleep 4) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 43 True) (sleep 24) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 29 True) (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 True) (sleep 13) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 131 False) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 49 True) (sleep 9) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 131 False) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 46 True) (sleep 18) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 0) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 137 False) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (sleep 5) (predict_model_section scenarios\objects\solo\deltacontrolroom\lightfixture_outdoor_toughy\lightfixture_outdoor_toughy 0) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 138 False) (sleep 20) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 39 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 49 False) (sleep 29) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 3 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 131 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 102 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 36 True) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_angled\redalder_angled 1) (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 137 False) (predict_structure_section 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False) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 102 False) (sleep 14) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 25 False) (sleep 15) (predict_model_section scenarios\objects\special\invisible_box1x2x2\invisible_box1x2x2 0) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 24 True) (sleep 8) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 3 False) (sleep 10) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 36 True) (sleep 3) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (sleep 6) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 0) (predict_model_section objects\weapons\melee\energy_blade\energy_blade 1) (sleep 29) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 34 False) (sleep 39) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 21 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 22 False) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 46) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 21 False) (sleep 4) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 34 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 127 False) (sleep 9) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 3) (sleep 91) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 127 False) ) ) (script dormant 08_intra1_01_predict (begin (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 19 False) (predict_structure_section 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(predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 9 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 10 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 45 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 43 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 44 True) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 3) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 8) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 9) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 2) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section objects\characters\elite\elite 25) (predict_model_section objects\characters\elite\elite 26) (predict_model_section objects\characters\elite\elite 27) (predict_model_section objects\characters\elite\elite 32) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 156) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 26 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 14 True) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 6 True) (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 True) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 0) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 15 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 29 True) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 74 False) (sleep 4) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 1) (sleep 1) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (sleep 1) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 48 True) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 22 True) (sleep 1) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_angled\redalder_angled 0) (sleep 7) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 6 True) (sleep 1) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 18 True) (sleep 2) (predict_model_section objects\characters\dervish\dervish 8) (predict_model_section objects\characters\dervish\dervish 10) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 1) (sleep 4) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 12) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 122 False) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (sleep 5) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 29 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 38 True) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 0) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 0) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 1) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (sleep 12) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 14) (predict_model_section objects\vehicles\phantom\phantom 12) (predict_model_section objects\vehicles\phantom\phantom 13) (predict_model_section objects\vehicles\phantom\phantom 14) (predict_model_section objects\vehicles\phantom\phantom 19) (predict_model_section objects\vehicles\phantom\phantom 16) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 2) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (sleep 26) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 126 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 125 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 39 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 124 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 49 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 24 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 26 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 51 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 28 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 23 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 31 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 52 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 108 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 48 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 8 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 9 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 45 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 15 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 42 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 6 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 39 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 40 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 0 True) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_l\redcedar_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 50 False) (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 10 True) (sleep 31) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 43 True) (sleep 38) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 132 False) (sleep 10) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (sleep 29) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 2) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 1) (sleep 21) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 66) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 42 True) (sleep 2) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) ) ) (script dormant 08_intra1_03_predict (begin (sleep 3) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 79 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 72 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 26 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 74 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 30 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 34 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 2 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 0 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 6 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 14 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 15 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 38 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 39 True) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 40 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 2) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section objects\vehicles\wraith\wraith 66) (predict_model_section objects\vehicles\wraith\wraith 67) (predict_model_section objects\vehicles\wraith\wraith 68) (predict_model_section objects\vehicles\wraith\wraith 69) (predict_model_section objects\vehicles\wraith\wraith 70) (predict_model_section objects\vehicles\wraith\wraith 71) (predict_model_section objects\vehicles\wraith\wraith 72) (predict_model_section objects\vehicles\wraith\turrets\minigun\minigun 0) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 0) (predict_model_section objects\vehicles\wraith\turrets\mortar\mortar 1) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple\maple 0) (predict_model_section scenarios\objects\nature\trees\tree_maple\maple_l\maple_l 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_m\redalder_m 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_angled\redalder_angled 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_s\redalder_s 0) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplingm\redalder_saplingm 0) (predict_model_section scenarios\objects\nature\trees\tree_redalder\redalder_saplings\redalder_saplings 0) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 109 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 86 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 18 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 11 False) (predict_model_section objects\characters\brute\brute 26) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 29) (predict_model_section objects\characters\brute\brute 40) (predict_model_section objects\characters\brute\brute 36) (predict_model_section objects\characters\brute\brute 37) (predict_model_section objects\characters\brute\brute 33) (predict_model_section objects\characters\monitor\monitor 2) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\brute\brute 35) (predict_model_section objects\characters\brute\brute 34) (predict_model_section scenarios\objects\nature\trees\tree_redcedar\redcedar_m\redcedar_m 1) (sleep 154) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 23 False) (sleep 21) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 124 False) (sleep 24) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 126 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 53 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 123 False) (predict_structure_section scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 8 True) (predict_model_section scenarios\objects\solo\deltacontrolroom\door_large\door_large 2) (predict_model_section objects\characters\brute\brute 28) (predict_model_section objects\characters\brute\brute 40) (sleep 58) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) ) )
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