-1 Removal
+1 Addition
(global string data_mine_mission_segment "")(global string data_mine_mission_segment "")
(global short sound_offset 15)(global short sound_offset 15)
(global short prediction_offset 60)(global short prediction_offset 60)
(global bool tower1_holo_trans False)(global bool tower1_holo_trans False)
(global bool tower1_holo_chant True)(global bool tower1_holo_chant True)
(global short bridges_sniper_count 3)(global short bridges_sniper_count 3)
(global bool miranda_pel_comment_done False)(global bool miranda_pel_comment_done False)
(global bool central_plat_pel_arrives False)(global bool central_plat_pel_arrives False)
(global real gondola_01_wake_state 0)(global real gondola_01_wake_state 0)
(global real gondola_01_state 0)(global real gondola_01_state 0)
(global effe splashy effects\scenarios\solo\deltatemple\elevator_splash)(global effe splashy effects\scenarios\solo\deltatemple\elevator_splash)
(global bool tower3_cortana_cont False)(global bool tower3_cortana_cont False)
(global bool tower3_done_blabbing False)(global bool tower3_done_blabbing False)
(global bool elev_under_scene_gone False)(global bool elev_under_scene_gone False)
(global bool sunken_holo_trans False)(global bool sunken_holo_trans False)
(global bool sunken_holo_chant True)(global bool sunken_holo_chant True)
(global short sunken_sniper_total 2)(global short sunken_sniper_total 2)
(global short sunken_hg_total 1)(global short sunken_hg_total 1)
(global short sunken_jacks_total 2)(global short sunken_jacks_total 2)
(global bool sunken_save_again False)(global bool sunken_save_again False)
(global bool island_holo_trans False)(global bool island_holo_trans False)
(global bool island_holo_chant True)(global bool island_holo_chant True)
(global bool island_pelican_arrived False)(global bool island_pelican_arrived False)
(global real gondola_02_wake_state 0)(global real gondola_02_wake_state 0)
(global real gondola_02_state 0)(global real gondola_02_state 0)
(global bool bossfight_chatter True)(global bool bossfight_chatter True)
(global bool regret_dead False)(global bool regret_dead False)
(global short regret_times_dead 0)(global short regret_times_dead 0)
(global short hg_count 2)(global short hg_count 2)
(global short hg_delay 600)(global short hg_delay 600)
(global script_object regret_corpse none)(global script_object regret_corpse none)
(global script_object regret_throne none)(global script_object regret_throne none)
(global effe regret_teleport effects\gameplay\regret_teleport)(global effe regret_teleport effects\gameplay\regret_teleport)
(global effe regret_blood effects\contact\collision\blood_aoe\blood_aoe_human)(global effe regret_blood effects\contact\collision\blood_aoe\blood_aoe_human)
(global short regret_lives 0)(global short regret_lives 0)
(script static player0 (script static player0
(begin (begin
(unit (list_get (players) 0)) (unit (list_get (players) 0))
) )
))
(script static player1 (script static player1
(begin (begin
(unit (list_get (players) 1)) (unit (list_get (players) 1))
) )
))
(script static player_count (script static player_count
(begin (begin
(list_count (players)) (list_count (players))
) )
))
(script static end_segment (script static end_segment
(begin (begin
(camera_control True) (camera_control True)
(cinematic_start) (cinematic_start)
(fade_out 0 0 0 15) (fade_out 0 0 0 15)
(sleep 30) (sleep 30)
(print "end gameplay segment! thank you for playing!") (print "end gameplay segment! thank you for playing!")
(sleep 15) (sleep 15)
(print "grab jaime or paul to give feedback!") (print "grab jaime or paul to give feedback!")
(player_action_test_reset) (player_action_test_reset)
(sleep 15) (sleep 15)
(print "press the “a” button to reset!") (print "press the “a” button to reset!")
(sleep_until (player_action_test_accept)) (sleep_until (player_action_test_accept))
(print "reloading map...") (print "reloading map...")
(sleep 15) (sleep 15)
(map_reset) (map_reset)
) )
))
(script static difficulty_legendary (script static difficulty_legendary
(begin (begin
(= (game_difficulty_get) legendary) (= (game_difficulty_get) legendary)
) )
))
(script static difficulty_heroic (script static difficulty_heroic
(begin (begin
(= (game_difficulty_get) heroic) (= (game_difficulty_get) heroic)
) )
))
(script static difficulty_normal (script static difficulty_normal
(begin (begin
(= (game_difficulty_get) normal) (= (game_difficulty_get) normal)
) )
))
(script static cinematic_skip_start (script static cinematic_skip_start
(begin (begin
(cinematic_skip_start_internal) (cinematic_skip_start_internal)
(game_save_cinematic_skip) (game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted)) (sleep_until (not (game_saving)) 1) (not (game_reverted))
) )
))
(script static cinematic_skip_stop (script static cinematic_skip_stop
(begin (begin
(cinematic_skip_stop_internal) (cinematic_skip_stop_internal)
(if (not (game_reverted)) (if (not (game_reverted))
(game_revert)) (game_revert))
) )
))
(script static cinematic_fade_to_white (script static cinematic_fade_to_white
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_start) (cinematic_start)
(fade_out 1 1 1 30) (fade_out 1 1 1 30)
(sleep 30) (sleep 30)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_fade_from_white (script static cinematic_fade_from_white
(begin (begin
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_stop) (cinematic_stop)
(camera_control False) (camera_control False)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_fade_from_white_bars (script static cinematic_fade_from_white_bars
(begin (begin
(cinematic_stop) (cinematic_stop)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control False) (camera_control False)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_fade_from_black_bars (script static cinematic_fade_from_black_bars
(begin (begin
(cinematic_stop) (cinematic_stop)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control False) (camera_control False)
(fade_in 0 0 0 15) (fade_in 0 0 0 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_fade_to_black (script static cinematic_fade_to_black
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_start) (cinematic_start)
(fade_out 0 0 0 30) (fade_out 0 0 0 30)
(sleep 30) (sleep 30)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_fade_from_black (script static cinematic_fade_from_black
(begin (begin
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_stop) (cinematic_stop)
(camera_control False) (camera_control False)
(fade_in 0 0 0 15) (fade_in 0 0 0 15)
(sleep 15) (sleep 15)
(player_enable_input True) (player_enable_input True)
(player_camera_control True) (player_camera_control True)
) )
))
(script static cinematic_snap_to_black (script static cinematic_snap_to_black
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(fade_out 0 0 0 0) (fade_out 0 0 0 0)
(hud_cinematic_fade 0 0) (hud_cinematic_fade 0 0)
(cinematic_start) (cinematic_start)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_snap_to_white (script static cinematic_snap_to_white
(begin (begin
(player_enable_input False) (player_enable_input False)
(player_camera_control False) (player_camera_control False)
(fade_out 1 1 1 0) (fade_out 1 1 1 0)
(hud_cinematic_fade 0 0) (hud_cinematic_fade 0 0)
(cinematic_start) (cinematic_start)
(cinematic_show_letterbox_immediate True) (cinematic_show_letterbox_immediate True)
(camera_control True) (camera_control True)
) )
))
(script static cinematic_stash_players (script static cinematic_stash_players
(begin (begin
(object_hide (object_hide
(player0) (player0)
True) True)
(object_hide (object_hide
(player1) (player1)
True) True)
(object_cannot_take_damage (players)) (object_cannot_take_damage (players))
) )
))
(script static cinematic_unstash_players (script static cinematic_unstash_players
(begin (begin
(object_hide (object_hide
(player0) (player0)
False) False)
(object_hide (object_hide
(player1) (player1)
False) False)
(object_can_take_damage (players)) (object_can_take_damage (players))
) )
))
(script dormant _stealth_toggle_monitor (script dormant _stealth_toggle_monitor
(begin (begin
(sleep_until (sleep_until
(begin (begin
(sleep_until (if (and (>= (unit_get_shield (sleep_until (if (and (>= (unit_get_shield
(player0) (player0)
) 1) (player_action_test_vision_trigger)) (= 1 1) ) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin (begin
(player_action_test_reset) (= 1 0) (player_action_test_reset) (= 1 0)
)) 1) )) 1)
(cheat_active_camouflage_by_player 0 True) (cheat_active_camouflage_by_player 0 True)
(print "stealth engaged") (print "stealth engaged")
(unit_set_maximum_vitality (unit_set_maximum_vitality
(player0) (player0)
50 0) 50 0)
(unit_set_current_vitality (unit_set_current_vitality
(player0) (player0)
50 0) 50 0)
(object_set_shield (object_set_shield
(player0) (player0)
0) 0)
(sleep 30) (sleep 30)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (or (< (object_get_health (sleep_until (or (< (object_get_health
(player0) (player0)
) 1) (player_action_test_vision_trigger)) 1) ) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False) (cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged") (print "stealth disengaged")
(unit_set_maximum_vitality (unit_set_maximum_vitality
(player0) (player0)
30 70) 30 70)
(object_set_shield (object_set_shield
(player0) (player0)
0) 0)
(sleep 30) (sleep 30)
(player_action_test_reset) False) (player_action_test_reset) False)
1) 1)
) )
))
(script dormant _stealth_timer_monitor (script dormant _stealth_timer_monitor
(begin (begin
(sleep_until (sleep_until
(begin (begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1) (sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin (begin
(player_action_test_reset) (= 1 0) (player_action_test_reset) (= 1 0)
)) 1) )) 1)
(cheat_active_camouflage_by_player 0 True) (cheat_active_camouflage_by_player 0 True)
(print "stealth engaged") (print "stealth engaged")
(sleep 15) (sleep 15)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False) (cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged") (print "stealth disengaged")
(sleep 30) (sleep 30)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (sleep_until
(begin (begin
(print "+") False) (print "+") False)
30 (* 5 30)) False) 30 (* 5 30)) False)
1) 1)
) )
))
(script static activate_stealth_toggle_monitor (script static activate_stealth_toggle_monitor
(begin (begin
(sleep 1) (sleep 1)
) )
))
(script static activate_stealth_timer_monitor (script static activate_stealth_timer_monitor
(begin (begin
(sleep 1) (sleep 1)
) )
))
(script static playtest_mission (script static playtest_mission
(begin (begin
(if (game_is_playtest) (if (game_is_playtest)
(begin (begin
(sleep 30) (sleep 30)
(hud_set_training_text playtest_raisehand) (hud_set_training_text playtest_raisehand)
(hud_show_training_text True) (hud_show_training_text True)
(player_action_test_reset) (player_action_test_reset)
(sleep_until (player_action_test_accept) 1) (sleep_until (player_action_test_accept) 1)
(hud_show_training_text False) (hud_show_training_text False)
(sleep 30) (sleep 30)
)) ))
) )
))
(script static 05_intra1_01_predict_stub (script static 05_intra1_01_predict_stub
(begin (begin
(wake 05_intra1_01_predict) (wake 05_intra1_01_predict)
) )
))
(script static 05_intra1_02_predict_stub (script static 05_intra1_02_predict_stub
(begin (begin
(wake 05_intra1_02_predict) (wake 05_intra1_02_predict)
(print "just started 02 predict") (print "just started 02 predict")
) )
))
(script static 05_intra1_03_predict_stub (script static 05_intra1_03_predict_stub
(begin (begin
(wake 05_intra1_03_predict) (wake 05_intra1_03_predict)
) )
))
(script static 05_intra2_01_predict_stub (script static 05_intra2_01_predict_stub
(begin (begin
(wake 05_intra2_01_predict) (wake 05_intra2_01_predict)
) )
))
(script static 05_outro_01_predict_stub (script static 05_outro_01_predict_stub
(begin (begin
(wake 05_outro_01_predict) (wake 05_outro_01_predict)
) )
))
(script static 05_outro_02_predict_stub (script static 05_outro_02_predict_stub
(begin (begin
(wake 05_outro_02_predict) (wake 05_outro_02_predict)
) )
))
(script static 05_outro_03_predict_stub (script static 05_outro_03_predict_stub
(begin (begin
(wake 05_outro_03_predict) (wake 05_outro_03_predict)
) )
))
(script static 05_outro_04_predict_stub (script static 05_outro_04_predict_stub
(begin (begin
(wake 05_outro_04_predict) (wake 05_outro_04_predict)
) )
))
(script static 05_outro_05_predict_stub (script static 05_outro_05_predict_stub
(begin (begin
(wake 05_outro_05_predict) (wake 05_outro_05_predict)
) )
))
(script dormant c05_intra1_score_01 (script dormant c05_intra1_score_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1)
(print "c05_intra1 score 01 start") (print "c05_intra1 score 01 start")
) )
))
(script dormant c05_intra1_foley_01 (script dormant c05_intra1_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1)
(print "c05_intra1 foley 01 start") (print "c05_intra1 foley 01 start")
) )
))
(script dormant c05_2010_cor (script dormant c05_2010_cor
(begin (begin
(sleep 17) (sleep 17)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1)
(cinematic_subtitle c05_2010_cor 1) (cinematic_subtitle c05_2010_cor 1)
) )
))
(script dormant c05_2020_cor (script dormant c05_2020_cor
(begin (begin
(sleep 135) (sleep 135)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1)
(cinematic_subtitle c05_2020_cor 1) (cinematic_subtitle c05_2020_cor 1)
(unit_set_emotional_state cortana angry 0.5 60) (unit_set_emotional_state cortana angry 0.5 60)
(print "cortana - angry .5 60") (print "cortana - angry .5 60")
) )
))
(script dormant c05_2030_cor (script dormant c05_2030_cor
(begin (begin
(sleep 200) (sleep 200)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1)
(cinematic_subtitle c05_2030_cor 3) (cinematic_subtitle c05_2030_cor 3)
) )
))
(script dormant c05_2040_mas (script dormant c05_2040_mas
(begin (begin
(sleep 299) (sleep 299)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1)
(cinematic_subtitle c05_2040_mas 1) (cinematic_subtitle c05_2040_mas 1)
) )
))
(script dormant c05_2050_por (script dormant c05_2050_por
(begin (begin
(sleep 357) (sleep 357)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1)
(cinematic_subtitle c05_2050_por 8) (cinematic_subtitle c05_2050_por 8)
) )
))
(script dormant c05_2060_cor (script dormant c05_2060_cor
(begin (begin
(sleep 553) (sleep 553)
(unit_set_emotional_state cortana annoyed 0.25 60) (unit_set_emotional_state cortana annoyed 0.25 60)
(print "cortana - annoyed .25 60") (print "cortana - annoyed .25 60")
(sleep 30) (sleep 30)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1)
(cinematic_subtitle c05_2060_cor 1) (cinematic_subtitle c05_2060_cor 1)
) )
))
(script dormant c05_2070_mas (script dormant c05_2070_mas
(begin (begin
(sleep 622) (sleep 622)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1)
(cinematic_subtitle c05_2070_mas 2) (cinematic_subtitle c05_2070_mas 2)
) )
))
(script dormant c05_2080_mir (script dormant c05_2080_mir
(begin (begin
(sleep 678) (sleep 678)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in)
(cinematic_subtitle c05_2080_mir 1) (cinematic_subtitle c05_2080_mir 1)
) )
))
(script dormant cortana_appear (script dormant cortana_appear
(begin (begin
(sleep 98) (sleep 98)
(print "cortana appears") (print "cortana appears")
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker)
) )
))
(script dormant c05_intra1_cinematic_light_01 (script dormant c05_intra1_cinematic_light_01
(begin (begin
(cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725)
(cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902)
(cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314)
(object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting cortana True) (object_uses_cinematic_lighting cortana True)
(object_uses_cinematic_lighting regret True) (object_uses_cinematic_lighting regret True)
) )
))
(script static c05_intra1_02_problem_actors (script static c05_intra1_02_problem_actors
(begin (begin
(print "problem actors") (print "problem actors")
(object_create_anew miranda) (object_create_anew miranda)
(object_create_anew johnson) (object_create_anew johnson)
(object_create_anew pilot) (object_create_anew pilot)
(object_create_anew pelican_01) (object_create_anew pelican_01)
(object_create_anew holo_index) (object_create_anew holo_index)
(object_create_anew iac_bridge) (object_create_anew iac_bridge)
(object_create_anew matte_horizon) (object_create_anew matte_horizon)
(object_cinematic_lod miranda True) (object_cinematic_lod miranda True)
(object_cinematic_lod johnson True) (object_cinematic_lod johnson True)
(object_cinematic_lod pilot True) (object_cinematic_lod pilot True)
(object_cinematic_lod pelican_01 True) (object_cinematic_lod pelican_01 True)
(object_cinematic_lod holo_index True) (object_cinematic_lod holo_index True)
(object_cinematic_lod iac_bridge True) (object_cinematic_lod iac_bridge True)
(object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting iac_bridge True)
(object_hide johnson True) (object_hide johnson True)
(object_hide pilot True) (object_hide pilot True)
(object_hide pelican_01 True) (object_hide pelican_01 True)
(object_hide matte_horizon True) (object_hide matte_horizon True)
) )
))
(script static c05_intra1_01_setup (script static c05_intra1_01_setup
(begin (begin
(object_create_anew chief) (object_create_anew chief)
(object_create_anew cortana) (object_create_anew cortana)
(object_create_anew regret) (object_create_anew regret)
(object_create_anew throne_regret) (object_create_anew throne_regret)
(object_cinematic_lod chief True) (object_cinematic_lod chief True)
(object_cinematic_lod cortana True) (object_cinematic_lod cortana True)
(object_cinematic_lod regret True) (object_cinematic_lod regret True)
(object_cinematic_lod throne_regret True) (object_cinematic_lod throne_regret True)
(cinematic_clone_players_weapon chief right_hand ) (cinematic_clone_players_weapon chief right_hand )
(objects_attach regret driver throne_regret driver_cinematic) (objects_attach regret driver throne_regret driver_cinematic)
(wake c05_2010_cor) (wake c05_2010_cor)
(wake c05_2020_cor) (wake c05_2020_cor)
(wake c05_2030_cor) (wake c05_2030_cor)
(wake c05_2040_mas) (wake c05_2040_mas)
(wake c05_2050_por) (wake c05_2050_por)
(wake c05_2060_cor) (wake c05_2060_cor)
(wake c05_2070_mas) (wake c05_2070_mas)
(wake c05_2080_mir) (wake c05_2080_mir)
(wake c05_intra1_score_01) (wake c05_intra1_score_01)
(wake c05_intra1_foley_01) (wake c05_intra1_foley_01)
(wake cortana_appear) (wake cortana_appear)
(wake c05_intra1_cinematic_light_01) (wake c05_intra1_cinematic_light_01)
) )
))
(script static c05_intra1_scene_01 (script static c05_intra1_scene_01
(begin (begin
(fade_out 1 1 1 0) (fade_out 1 1 1 0)
(camera_control True) (camera_control True)
(cinematic_start) (cinematic_start)
(set cinematic_letterbox_style 1) (set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(05_intra1_01_predict_stub) (05_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol)
(sleep prediction_offset) (sleep prediction_offset)
(c05_intra1_01_setup) (c05_intra1_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_01 none anchor_flag_intra1a) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_01 none anchor_flag_intra1a)
(custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_01 False anchor_intra1a) (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_01 False anchor_intra1a)
(custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 regret_01 False anchor_intra1a) (custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 regret_01 False anchor_intra1a)
(sleep 5) (sleep 5)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep 94) (sleep 94)
(custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_01 False anchor_intra1a) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_01 False anchor_intra1a)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(05_intra1_02_predict_stub) (05_intra1_02_predict_stub)
(c05_intra1_02_problem_actors) (c05_intra1_02_problem_actors)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol)
(sleep (- (camera_time) 5)) (sleep (- (camera_time) 5))
(fade_out 1 1 1 5) (fade_out 1 1 1 5)
(sleep 5) (sleep 5)
) )
))
(script dormant c05_intra1_foley_02 (script dormant c05_intra1_foley_02
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1)
(print "c05_intra1 foley 02 start") (print "c05_intra1 foley 02 start")
) )
))
(script dormant c05_2090_mir (script dormant c05_2090_mir
(begin (begin
(unit_set_emotional_state miranda pensive 0.5 0) (unit_set_emotional_state miranda pensive 0.5 0)
(print "miranda - pensive .5 0") (print "miranda - pensive .5 0")
(sleep 7) (sleep 7)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1)
(cinematic_subtitle c05_2090_mir 5) (cinematic_subtitle c05_2090_mir 5)
) )
))
(script dormant c05_2100_mir (script dormant c05_2100_mir
(begin (begin
(sleep 162) (sleep 162)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1)
(cinematic_subtitle c05_2100_mir 7) (cinematic_subtitle c05_2100_mir 7)
) )
))
(script dormant c05_2110_jon (script dormant c05_2110_jon
(begin (begin
(sleep 373) (sleep 373)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop)
(cinematic_subtitle c05_2110_jon 3) (cinematic_subtitle c05_2110_jon 3)
) )
))
(script dormant c05_2120_mir (script dormant c05_2120_mir
(begin (begin
(sleep 455) (sleep 455)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1)
(cinematic_subtitle c05_2120_mir 2) (cinematic_subtitle c05_2120_mir 2)
) )
))
(script dormant c05_2130_mir (script dormant c05_2130_mir
(begin (begin
(sleep 509) (sleep 509)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1)
(cinematic_subtitle c05_2130_mir 2) (cinematic_subtitle c05_2130_mir 2)
(texture_camera_off) (texture_camera_off)
(sleep 45) (sleep 45)
(unit_set_emotional_state miranda angry 0.25 60) (unit_set_emotional_state miranda angry 0.25 60)
(print "miranda - angry .25 60") (print "miranda - angry .25 60")
) )
))
(script dormant c05_2140_jon (script dormant c05_2140_jon
(begin (begin
(sleep 574) (sleep 574)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop)
(cinematic_subtitle c05_2140_jon 1) (cinematic_subtitle c05_2140_jon 1)
) )
))
(script dormant intra1_texture_camera_on (script dormant intra1_texture_camera_on
(begin (begin
(object_create_anew texture_camera) (object_create_anew texture_camera)
(scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 texture_camera_02 anchor_intra1b) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 texture_camera_02 anchor_intra1b)
(sleep 150) (sleep 150)
(print "texture camera on") (print "texture camera on")
(texture_camera_set_object_marker texture_camera marker 50) (texture_camera_set_object_marker texture_camera marker 50)
(object_hide johnson False) (object_hide johnson False)
(object_hide pilot False) (object_hide pilot False)
(object_hide pelican_01 False) (object_hide pelican_01 False)
(object_hide matte_horizon False) (object_hide matte_horizon False)
) )
))
(script dormant c05_intra1_cinematic_light_02 (script dormant c05_intra1_cinematic_light_02
(begin (begin
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting pilot True)
(object_uses_cinematic_lighting index True) (object_uses_cinematic_lighting index True)
(object_uses_cinematic_lighting pelican_01 True) (object_uses_cinematic_lighting pelican_01 True)
) )
))
(script static c05_intra1_02_setup (script static c05_intra1_02_setup
(begin (begin
(object_create_anew holo_library) (object_create_anew holo_library)
(object_create_anew matte_horizon) (object_create_anew matte_horizon)
(object_cinematic_lod holo_library True) (object_cinematic_lod holo_library True)
(wake c05_2090_mir) (wake c05_2090_mir)
(wake c05_2100_mir) (wake c05_2100_mir)
(wake c05_2110_jon) (wake c05_2110_jon)
(wake c05_2120_mir) (wake c05_2120_mir)
(wake c05_2130_mir) (wake c05_2130_mir)
(wake c05_2140_jon) (wake c05_2140_jon)
(wake c05_intra1_foley_02) (wake c05_intra1_foley_02)
(wake intra1_texture_camera_on) (wake intra1_texture_camera_on)
(wake c05_intra1_cinematic_light_02) (wake c05_intra1_cinematic_light_02)
) )
))
(script static c05_intra1_02_cleanup (script static c05_intra1_02_cleanup
(begin (begin
(object_destroy miranda) (object_destroy miranda)
(object_destroy johnson) (object_destroy johnson)
(object_destroy pilot) (object_destroy pilot)
(object_destroy holo_index) (object_destroy holo_index)
(object_destroy holo_library) (object_destroy holo_library)
(object_destroy pelican_01) (object_destroy pelican_01)
(object_destroy iac_bridge) (object_destroy iac_bridge)
(object_destroy texture_camera) (object_destroy texture_camera)
(object_destroy matte_horizon) (object_destroy matte_horizon)
) )
))
(script static c05_intra1_scene_02 (script static c05_intra1_scene_02
(begin (begin
(c05_intra1_02_setup) (c05_intra1_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_02 none anchor_flag_intra1b) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_02 none anchor_flag_intra1b)
(custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 miranda_02 False anchor_intra1b) (custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 miranda_02 False anchor_intra1b)
(custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 johnson_02 False anchor_intra1b) (custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 johnson_02 False anchor_intra1b)
(custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 marine01_02 False anchor_intra1b) (custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 marine01_02 False anchor_intra1b)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 bridge_02 anchor_intra1b) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 bridge_02 anchor_intra1b)
(scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 index_holo_human_02 anchor_intra1b) (scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 index_holo_human_02 anchor_intra1b)
(scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 mount_doom_holo_02 anchor_intra1b) (scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 mount_doom_holo_02 anchor_intra1b)
(scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 delta_horizon_02 anchor_intra1b) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 delta_horizon_02 anchor_intra1b)
(custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 pelican_02 False anchor_intra1b) (custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 pelican_02 False anchor_intra1b)
(sleep 30) (sleep 30)
(fade_in 1 1 1 5) (fade_in 1 1 1 5)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(05_intra1_03_predict_stub) (05_intra1_03_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol)
(sleep (camera_time)) (sleep (camera_time))
(c05_intra1_02_cleanup) (c05_intra1_02_cleanup)
) )
))
(script dormant c05_intra1_foley_03 (script dormant c05_intra1_foley_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1)
(print "c05_intra1 foley 03 start") (print "c05_intra1 foley 03 start")
) )
))
(script dormant c05_2150_mir (script dormant c05_2150_mir
(begin (begin
(unit_set_emotional_state cortana angry 0.5 0) (unit_set_emotional_state cortana angry 0.5 0)
(print "cortana - angry .5 0") (print "cortana - angry .5 0")
(sleep 0) (sleep 0)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop)
(cinematic_subtitle c05_2150_mir 3) (cinematic_subtitle c05_2150_mir 3)
) )
))
(script dormant c05_2160_mir (script dormant c05_2160_mir
(begin (begin
(sleep 99) (sleep 99)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out)
(cinematic_subtitle c05_2160_mir 2) (cinematic_subtitle c05_2160_mir 2)
) )
))
(script dormant cortana_disappear (script dormant cortana_disappear
(begin (begin
(sleep 35) (sleep 35)
(print "cortana disappears") (print "cortana disappears")
(effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base marker)
) )
))
(script dormant c05_intra1_cinematic_light_03 (script dormant c05_intra1_cinematic_light_03
(begin (begin
(cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725)
(cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902)
(cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314)
) )
))
(script static c05_intra1_03_setup (script static c05_intra1_03_setup
(begin (begin
(wake c05_2150_mir) (wake c05_2150_mir)
(wake c05_2160_mir) (wake c05_2160_mir)
(wake c05_intra1_foley_03) (wake c05_intra1_foley_03)
(wake c05_intra1_cinematic_light_03) (wake c05_intra1_cinematic_light_03)
(wake cortana_disappear) (wake cortana_disappear)
) )
))
(script static c05_intra1_03_cleanup (script static c05_intra1_03_cleanup
(begin (begin
(object_destroy chief) (object_destroy chief)
(object_destroy regret) (object_destroy regret)
(object_destroy throne_regret) (object_destroy throne_regret)
(object_destroy cortana_base) (object_destroy cortana_base)
) )
))
(script static c05_intra1_scene_03 (script static c05_intra1_scene_03
(begin (begin
(c05_intra1_03_setup) (c05_intra1_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_03 none anchor_flag_intra1a) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 05_intra1_03 none anchor_flag_intra1a)
(custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_03 False anchor_intra1a) (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 chief_03 False anchor_intra1a)
(custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_03 False anchor_intra1a) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 cortana_03 False anchor_intra1a)
(sleep 50) (sleep 50)
(object_destroy cortana) (object_destroy cortana)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(fade_out 1 1 1 15) (fade_out 1 1 1 15)
(sleep 15) (sleep 15)
(c05_intra1_03_cleanup) (c05_intra1_03_cleanup)
) )
))
(script static c05_intra1 (script static c05_intra1
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(switch_bsp_by_name bsp_01) (switch_bsp_by_name bsp_01)
(sleep 1) (sleep 1)
(sound_class_set_gain "amb" 0 0) (sound_class_set_gain "amb" 0 0)
(sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "vehicle" 0 0)
(c05_intra1_scene_01) (c05_intra1_scene_01)
(c05_intra1_scene_02) (c05_intra1_scene_02)
(c05_intra1_scene_03) (c05_intra1_scene_03)
(sound_class_set_gain "amb" 0 15) (sound_class_set_gain "amb" 0 15)
) )
))
(script dormant c05_intra2_foley (script dormant c05_intra2_foley
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1)
(print "c05_intra2 foley start") (print "c05_intra2 foley start")
) )
))
(script dormant c05_3010_cor (script dormant c05_3010_cor
(begin (begin
(sleep 275) (sleep 275)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1)
(cinematic_subtitle c05_3010_cor 2) (cinematic_subtitle c05_3010_cor 2)
) )
))
(script dormant c05_3020_cor (script dormant c05_3020_cor
(begin (begin
(sleep 359) (sleep 359)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1)
(cinematic_subtitle c05_3020_cor 2) (cinematic_subtitle c05_3020_cor 2)
) )
))
(script dormant c05_3030_cor (script dormant c05_3030_cor
(begin (begin
(sleep 513) (sleep 513)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1)
(cinematic_subtitle c05_3030_cor 3) (cinematic_subtitle c05_3030_cor 3)
) )
))
(script dormant c05_intra2_dof (script dormant c05_intra2_dof
(begin (begin
(sleep 250) (sleep 250)
(cinematic_screen_effect_start True) (cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(print "rack focus") (print "rack focus")
(sleep 250) (sleep 250)
(cinematic_screen_effect_stop) (cinematic_screen_effect_stop)
(print "rack focus stop") (print "rack focus stop")
) )
))
(script dormant c05_intra2_cinematic_light (script dormant c05_intra2_cinematic_light
(begin (begin
(cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235)
(cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804)
(cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961)
(object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting chief True)
) )
))
(script dormant fleet_arrival (script dormant fleet_arrival
(begin (begin
(sleep 251) (sleep 251)
(print "fleet arrival") (print "fleet arrival")
(object_create_anew intra2_fleet) (object_create_anew intra2_fleet)
) )
))
(script static c05_intra2_setup (script static c05_intra2_setup
(begin (begin
(object_create chief) (object_create chief)
(object_cinematic_lod chief True) (object_cinematic_lod chief True)
(cinematic_clone_players_weapon chief right_hand ) (cinematic_clone_players_weapon chief right_hand )
(wake c05_3010_cor) (wake c05_3010_cor)
(wake c05_3020_cor) (wake c05_3020_cor)
(wake c05_3030_cor) (wake c05_3030_cor)
(wake c05_intra2_foley) (wake c05_intra2_foley)
(wake fleet_arrival) (wake fleet_arrival)
(wake c05_intra2_dof) (wake c05_intra2_dof)
(wake c05_intra2_cinematic_light) (wake c05_intra2_cinematic_light)
) )
))
(script static c05_intra2 (script static c05_intra2
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(switch_bsp_by_name bsp_03) (switch_bsp_by_name bsp_03)
(sleep 1) (sleep 1)
(camera_control True) (camera_control True)
(cinematic_start) (cinematic_start)
(set cinematic_letterbox_style 1) (set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(cinematic_lightmap_shadow_enable) (cinematic_lightmap_shadow_enable)
(05_intra1_01_predict_stub) (05_intra1_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol)
(sleep prediction_offset) (sleep prediction_offset)
(c05_intra2_setup) (c05_intra2_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 05_intra2_01 none anchor_flag_outro) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 05_intra2_01 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 chief_01 False anchor_outro) (custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 chief_01 False anchor_outro)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) 15)) (sleep (- (camera_time) 15))
(fade_out 1 1 1 15) (fade_out 1 1 1 15)
(sleep 15) (sleep 15)
(object_destroy chief) (object_destroy chief)
(object_destroy intra2_fleet) (object_destroy intra2_fleet)
) )
))
(script dormant c05_outro_score_01 (script dormant c05_outro_score_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1)
(print "c05_outro score 01 start") (print "c05_outro score 01 start")
) )
))
(script dormant c05_outro_foley_01 (script dormant c05_outro_foley_01
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1)
(print "c05_outro foley 01 start") (print "c05_outro foley 01 start")
) )
))
(script dormant effect_dust_scrape (script dormant effect_dust_scrape
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 240) (sleep 240)
(print "effect - dust scrape") (print "effect - dust scrape")
(object_create_anew outro_dust_scrape) (object_create_anew outro_dust_scrape)
) )
))
(script dormant c05_outro_01_dof (script dormant c05_outro_01_dof
(begin (begin
(sleep 55) (sleep 55)
(cinematic_screen_effect_start True) (cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0) (cinematic_screen_effect_set_depth_of_field 1 0.5 0.5 0 0 0 0)
(print "rack focus") (print "rack focus")
(sleep 130) (sleep 130)
(cinematic_screen_effect_stop) (cinematic_screen_effect_stop)
(print "rack focus stop") (print "rack focus stop")
) )
))
(script dormant c05_outro_cinematic_light_01 (script dormant c05_outro_cinematic_light_01
(begin (begin
(cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235)
(cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804)
(cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961)
(object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting carrier True) (object_uses_cinematic_lighting carrier True)
) )
))
(script dormant c05_outro_problem_actors (script dormant c05_outro_problem_actors
(begin (begin
(print "problem actors") (print "problem actors")
(object_create_anew chief) (object_create_anew chief)
(object_cinematic_lod chief True) (object_cinematic_lod chief True)
) )
))
(script static c05_outro_01_setup (script static c05_outro_01_setup
(begin (begin
(object_create_anew carrier) (object_create_anew carrier)
(object_cinematic_lod carrier True) (object_cinematic_lod carrier True)
(wake c05_outro_score_01) (wake c05_outro_score_01)
(wake c05_outro_foley_01) (wake c05_outro_foley_01)
(wake effect_dust_scrape) (wake effect_dust_scrape)
(wake c05_outro_01_dof) (wake c05_outro_01_dof)
(wake c05_outro_cinematic_light_01) (wake c05_outro_cinematic_light_01)
(effect_new_on_object_marker effects\cinematics\05\covenant_beam carrier beam) (effect_new_on_object_marker effects\cinematics\05\covenant_beam carrier beam)
) )
))
(script static c05_outro_scene_01 (script static c05_outro_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 60 0) (camera_set_field_of_view 60 0)
(cinematic_lightmap_shadow_enable) (cinematic_lightmap_shadow_enable)
(05_outro_01_predict_stub) (05_outro_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol)
(wake c05_outro_problem_actors) (wake c05_outro_problem_actors)
(sleep prediction_offset) (sleep prediction_offset)
(c05_outro_01_setup) (c05_outro_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_01 none anchor_flag_outro) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_01 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_01 False anchor_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_01 False anchor_outro)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_01 anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_01 anchor_outro)
(fade_in 1 1 1 15) (fade_in 1 1 1 15)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(05_outro_02_predict_stub) (05_outro_02_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant c05_outro_foley_02 (script dormant c05_outro_foley_02
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol none 1)
(print "c05_outro foley 02 start") (print "c05_outro foley 02 start")
) )
))
(script dormant effect_dust_land (script dormant effect_dust_land
(begin (begin
(sleep 59) (sleep 59)
(print "effect - dust land") (print "effect - dust land")
(object_create_anew outro_dust_land) (object_create_anew outro_dust_land)
) )
))
(script static c05_outro_scene_02 (script static c05_outro_scene_02
(begin (begin
(wake c05_outro_foley_02) (wake c05_outro_foley_02)
(wake effect_dust_land) (wake effect_dust_land)
(camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_02 none anchor_flag_outro) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_02 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_02 False anchor_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_02 False anchor_outro)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_02 anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_02 anchor_outro)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(05_outro_03_predict_stub) (05_outro_03_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant c05_outro_foley_03 (script dormant c05_outro_foley_03
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol none 1)
(print "c05_outro foley 03 start") (print "c05_outro foley 03 start")
) )
))
(script dormant c05_outro_fov_01 (script dormant c05_outro_fov_01
(begin (begin
(sleep 122) (sleep 122)
(camera_set_field_of_view 7 0) (camera_set_field_of_view 7 0)
) )
))
(script static c05_outro_03_setup (script static c05_outro_03_setup
(begin (begin
(wake c05_outro_foley_03) (wake c05_outro_foley_03)
(wake c05_outro_fov_01) (wake c05_outro_fov_01)
) )
))
(script static c05_outro_scene_03 (script static c05_outro_scene_03
(begin (begin
(c05_outro_03_setup) (c05_outro_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_03 none anchor_flag_outro) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_03 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_03 False anchor_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_03 False anchor_outro)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(05_outro_04_predict_stub) (05_outro_04_predict_stub)
(sleep (- (camera_time) sound_offset)) (sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol)
(sleep (camera_time)) (sleep (camera_time))
) )
))
(script dormant c05_outro_foley_04 (script dormant c05_outro_foley_04
(begin (begin
(sleep 0) (sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol none 1) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol none 1)
(print "c05_outro foley 04 start") (print "c05_outro foley 04 start")
) )
))
(script static c05_outro_scene_04 (script static c05_outro_scene_04
(begin (begin
(wake c05_outro_foley_04) (wake c05_outro_foley_04)
(object_create_anew outro_beam) (object_create_anew outro_beam)
(print "start beam") (print "start beam")
(camera_set_field_of_view 60 0) (camera_set_field_of_view 60 0)
(camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_04 none anchor_flag_outro) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_04 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_04 False anchor_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_04 False anchor_outro)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_04 anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro cruiser_04 anchor_outro)
(sleep (- (camera_time) prediction_offset)) (sleep (- (camera_time) prediction_offset))
(05_outro_05_predict_stub) (05_outro_05_predict_stub)
(sleep (- (camera_time) 1)) (sleep (- (camera_time) 1))
(fade_out 0 0 0 0) (fade_out 0 0 0 0)
(sleep 60) (sleep 60)
(object_destroy outro_beam) (object_destroy outro_beam)
) )
))
(script dormant x07_0220_grv (script dormant x07_0220_grv
(begin (begin
(sleep 207) (sleep 207)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0220_grv none 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0220_grv none 1)
(cinematic_subtitle x07_0220_grv 7) (cinematic_subtitle x07_0220_grv 7)
) )
))
(script dormant x07_0230_grv (script dormant x07_0230_grv
(begin (begin
(sleep 426) (sleep 426)
(sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0230_grv none 1) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0230_grv none 1)
(cinematic_subtitle x07_0230_grv 6) (cinematic_subtitle x07_0230_grv 6)
) )
))
(script dormant c05_outro_bubbles (script dormant c05_outro_bubbles
(begin (begin
(object_create_anew bubbles_01) (object_create_anew bubbles_01)
(objects_attach chief bubbles_01 ) (objects_attach chief bubbles_01 )
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles01) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles01)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles04) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles04)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles06) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles06)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles08) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles08)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles09) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles09)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles11) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles11)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles12) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles12)
(effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles14) (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble bubbles14)
) )
))
(script dormant c05_outro_caustic (script dormant c05_outro_caustic
(begin (begin
(time_code_reset) (time_code_reset)
(sleep 127) (sleep 127)
(print "create caustic light") (print "create caustic light")
(object_create_anew_containing "caustic_light") (object_create_anew_containing "caustic_light")
) )
))
(script dormant c05_outro_cinematic_light_05 (script dormant c05_outro_cinematic_light_05
(begin (begin
(cinematic_lighting_set_primary_light 54 138 0.129412 0.121569 0.0705882) (cinematic_lighting_set_primary_light 54 138 0.129412 0.121569 0.0705882)
(cinematic_lighting_set_secondary_light -46 238 0.0705882 0.160784 0.329412) (cinematic_lighting_set_secondary_light -46 238 0.0705882 0.160784 0.329412)
(cinematic_lighting_set_ambient_light 0.0901961 0.129412 0.219608) (cinematic_lighting_set_ambient_light 0.0901961 0.129412 0.219608)
(object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting rubble True) (object_uses_cinematic_lighting rubble True)
(object_uses_cinematic_lighting tentacle_capture_01 True) (object_uses_cinematic_lighting tentacle_capture_01 True)
(object_uses_cinematic_lighting tentacle_capture_02 True) (object_uses_cinematic_lighting tentacle_capture_02 True)
) )
))
(script static c05_outro_05_setup (script static c05_outro_05_setup
(begin (begin
(object_create_anew rubble) (object_create_anew rubble)
(object_create_anew tentacle_capture_01) (object_create_anew tentacle_capture_01)
(object_create_anew tentacle_capture_02) (object_create_anew tentacle_capture_02)
(wake x07_0220_grv) (wake x07_0220_grv)
(wake x07_0230_grv) (wake x07_0230_grv)
(wake c05_outro_cinematic_light_05) (wake c05_outro_cinematic_light_05)
(wake c05_outro_bubbles) (wake c05_outro_bubbles)
(wake c05_outro_caustic) (wake c05_outro_caustic)
) )
))
(script static c05_outro_05_cleanup (script static c05_outro_05_cleanup
(begin (begin
(object_destroy chief) (object_destroy chief)
(object_destroy rubble) (object_destroy rubble)
(object_destroy carrier) (object_destroy carrier)
(object_destroy_containing "caustic_light") (object_destroy_containing "caustic_light")
(object_destroy_containing "tentacle") (object_destroy_containing "tentacle")
(object_destroy_containing "bubbles") (object_destroy_containing "bubbles")
) )
))
(script static c05_outro_scene_05 (script static c05_outro_scene_05
(begin (begin
(c05_outro_05_setup) (c05_outro_05_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_05 none anchor_flag_outro) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro 05_outro_05 none anchor_flag_outro)
(custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_05 False anchor_outro) (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro chief_05 False anchor_outro)
(scenery_animation_start_relative rubble objects\cinematics\effects\05_outro_rubble\05_outro_rubble 05_outro_05 anchor_outro) (scenery_animation_start_relative rubble objects\cinematics\effects\05_outro_rubble\05_outro_rubble 05_outro_05 anchor_outro)
(scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle1_05 anchor_outro) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle1_05 anchor_outro)
(scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle2_05 anchor_outro) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture\05_outro\05_outro tentacle2_05 anchor_outro)
(fade_in 0 0 0 60) (fade_in 0 0 0 60)
(sleep (- (camera_time) 30)) (sleep (- (camera_time) 30))
(fade_out 0 0 0 60) (fade_out 0 0 0 60)
(sleep 60) (sleep 60)
(c05_outro_05_cleanup) (c05_outro_05_cleanup)
(cinematic_lightmap_shadow_disable) (cinematic_lightmap_shadow_disable)
) )
))
(script static c05_outro (script static c05_outro
(begin (begin
(texture_cache_flush) (texture_cache_flush)
(geometry_cache_flush) (geometry_cache_flush)
(switch_bsp_by_name bsp_03) (switch_bsp_by_name bsp_03)
(sleep 1) (sleep 1)
(c05_outro_scene_01) (c05_outro_scene_01)
(c05_outro_scene_02) (c05_outro_scene_02)
(c05_outro_scene_03) (c05_outro_scene_03)
(c05_outro_scene_04) (c05_outro_scene_04)
(c05_outro_scene_05) (c05_outro_scene_05)
) )
))
(script command long_pause (script command long_pause
(begin (begin
(cs_abort_on_alert True) (cs_abort_on_alert True)
(sleep_forever) (sleep_forever)
) )
))
(script command forever_pause (script command forever_pause
(begin (begin
(cs_pause -1) (cs_pause -1)
) )
))
(script command abort (script command abort
(begin (begin
(cs_pause 0.1) (cs_pause 0.1)
) )
))
(script dormant 05b_title0 (script dormant 05b_title0
(begin (begin
(cinematic_fade_from_white_bars) (cinematic_fade_from_white_bars)
(sleep 30) (sleep 30)
(cinematic_set_title title_1) (cinematic_set_title title_1)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant 05b_title1 (script dormant 05b_title1
(begin (begin
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_show_letterbox True) (cinematic_show_letterbox True)
(sleep 30) (sleep 30)
(cinematic_set_title title_2) (cinematic_set_title title_2)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant 05b_title1_alt (script dormant 05b_title1_alt
(begin (begin
(hud_cinematic_fade 0 0.5) (hud_cinematic_fade 0 0.5)
(cinematic_show_letterbox True) (cinematic_show_letterbox True)
(sleep 30) (sleep 30)
(cinematic_set_title title_2alt) (cinematic_set_title title_2alt)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant 05b_title2 (script dormant 05b_title2
(begin (begin
(cinematic_fade_from_white_bars) (cinematic_fade_from_white_bars)
(sleep 30) (sleep 30)
(cinematic_set_title title_3) (cinematic_set_title title_3)
(sleep 150) (sleep 150)
(hud_cinematic_fade 1 0.5) (hud_cinematic_fade 1 0.5)
(cinematic_show_letterbox False) (cinematic_show_letterbox False)
) )
))
(script dormant objective_towers_set (script dormant objective_towers_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "make your way through the first set of towers.") (print "make your way through the first set of towers.")
(objectives_show_up_to 0) (objectives_show_up_to 0)
) )
))
(script dormant objective_towers_clear (script dormant objective_towers_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "make your way through the first set of towers.") (print "make your way through the first set of towers.")
(objectives_finish_up_to 0) (objectives_finish_up_to 0)
) )
))
(script dormant objective_gondola1_set (script dormant objective_gondola1_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "ride the gondola to the far towers.") (print "ride the gondola to the far towers.")
(objectives_show_up_to 1) (objectives_show_up_to 1)
) )
))
(script dormant objective_gondola1_clear (script dormant objective_gondola1_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "ride the gondola to the far towers.") (print "ride the gondola to the far towers.")
(objectives_finish_up_to 1) (objectives_finish_up_to 1)
) )
))
(script dormant objective_sunken_set (script dormant objective_sunken_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "pass through the submerged structures.") (print "pass through the submerged structures.")
(objectives_show_up_to 2) (objectives_show_up_to 2)
) )
))
(script dormant objective_sunken_clear (script dormant objective_sunken_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "pass through the submerged structures.") (print "pass through the submerged structures.")
(objectives_finish_up_to 2) (objectives_finish_up_to 2)
) )
))
(script dormant objective_temple_set (script dormant objective_temple_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "reach the main temple.") (print "reach the main temple.")
(objectives_show_up_to 3) (objectives_show_up_to 3)
) )
))
(script dormant objective_temple_clear (script dormant objective_temple_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "reach the main temple.") (print "reach the main temple.")
(objectives_finish_up_to 3) (objectives_finish_up_to 3)
) )
))
(script dormant objective_regret_set (script dormant objective_regret_set
(begin (begin
(sleep 30) (sleep 30)
(print "new objective set:") (print "new objective set:")
(print "kill the prophet of regret, and escape.") (print "kill the prophet of regret, and escape.")
(objectives_show_up_to 4) (objectives_show_up_to 4)
) )
))
(script dormant objective_regret_clear (script dormant objective_regret_clear
(begin (begin
(print "objective complete:") (print "objective complete:")
(print "kill the prophet of regret, and escape.") (print "kill the prophet of regret, and escape.")
(objectives_finish_up_to 4) (objectives_finish_up_to 4)
) )
))
(script dormant music_05b_01_start (script dormant music_05b_01_start
(begin (begin
(print "music 05b_01 start") (print "music 05b_01 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_01 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_01 none 1)
) )
))
(script dormant music_05b_01_stop (script dormant music_05b_01_stop
(begin (begin
(print "music 05b_01 stop") (print "music 05b_01 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_01) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_01)
) )
))
(script dormant music_05b_02_start (script dormant music_05b_02_start
(begin (begin
(print "music 05b_02 start") (print "music 05b_02 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_02 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_02 none 1)
) )
))
(script dormant music_05b_02_stop (script dormant music_05b_02_stop
(begin (begin
(print "music 05b_02 stop") (print "music 05b_02 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_02) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_02)
) )
))
(script dormant music_05b_03_start (script dormant music_05b_03_start
(begin (begin
(print "music 05b_03 start") (print "music 05b_03 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_03 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_03 none 1)
) )
))
(script dormant music_05b_03_stop (script dormant music_05b_03_stop
(begin (begin
(print "music 05b_03 stop") (print "music 05b_03 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_03) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_03)
) )
))
(script dormant music_05b_04_start (script dormant music_05b_04_start
(begin (begin
(print "music 05b_04 start") (print "music 05b_04 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_04 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_04 none 1)
) )
))
(script dormant music_05b_04_stop (script dormant music_05b_04_stop
(begin (begin
(print "music 05b_04 stop") (print "music 05b_04 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_04) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_04)
) )
))
(script dormant music_05b_05_start (script dormant music_05b_05_start
(begin (begin
(print "music 05b_05 start") (print "music 05b_05 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_05 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_05 none 1)
) )
))
(script dormant music_05b_06_start (script dormant music_05b_06_start
(begin (begin
(print "music 05b_06 start") (print "music 05b_06 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_06 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_06 none 1)
) )
))
(script dormant music_05b_06_stop (script dormant music_05b_06_stop
(begin (begin
(print "music 05b_06 stop") (print "music 05b_06 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_06) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_06)
) )
))
(script dormant music_05b_07_start (script dormant music_05b_07_start
(begin (begin
(print "music 05b_07 start") (print "music 05b_07 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_07 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_07 none 1)
) )
))
(script dormant music_05b_08_start (script dormant music_05b_08_start
(begin (begin
(print "music 05b_08 start") (print "music 05b_08 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_08 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_08 none 1)
) )
))
(script dormant music_05b_09_start (script dormant music_05b_09_start
(begin (begin
(print "music 05b_09 start") (print "music 05b_09 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_09 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_09 none 1)
) )
))
(script dormant music_05b_09_start_alt (script dormant music_05b_09_start_alt
(begin (begin
(print "music 05b_09 start alt") (print "music 05b_09 start alt")
(sound_looping_set_alternate scenarios\solo\05b_deltatowers\05b_music\05b_09 True) (sound_looping_set_alternate scenarios\solo\05b_deltatowers\05b_music\05b_09 True)
) )
))
(script dormant music_05b_09_stop (script dormant music_05b_09_stop
(begin (begin
(print "music 05b_09 stop") (print "music 05b_09 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_09) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_09)
) )
))
(script dormant music_05b_10_start (script dormant music_05b_10_start
(begin (begin
(print "music 05b_10 start") (print "music 05b_10 start")
(sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_10 none 1) (sound_looping_start scenarios\solo\05b_deltatowers\05b_music\05b_10 none 1)
) )
))
(script dormant music_05b_10_stop (script dormant music_05b_10_stop
(begin (begin
(print "music 05b_10 stop") (print "music 05b_10 stop")
(sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_10) (sound_looping_stop scenarios\solo\05b_deltatowers\05b_music\05b_10)
) )
))
(script dormant kill_volumes (script dormant kill_volumes
(begin (begin
(kill_volume_disable kill_no_riders_up) (kill_volume_disable kill_no_riders_up)
(kill_volume_disable kill_bsp03) (kill_volume_disable kill_bsp03)
(kill_volume_disable kill_temple_wings) (kill_volume_disable kill_temple_wings)
(sleep_until (= (structure_bsp_index) 2)) (sleep_until (= (structure_bsp_index) 2))
(kill_volume_enable kill_bsp03) (kill_volume_enable kill_bsp03)
(kill_volume_enable kill_temple_wings) (kill_volume_enable kill_temple_wings)
(kill_volume_disable kill_bsp01_01) (kill_volume_disable kill_bsp01_01)
(kill_volume_disable kill_bsp01_02) (kill_volume_disable kill_bsp01_02)
) )
))
(script dormant tower1_holo_looper (script dormant tower1_holo_looper
(begin (begin
(sleep_until (sleep_until
(begin (begin
(begin_random (begin_random
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant1a True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant1a True)
(sleep (ai_play_line_on_object regret01 3000)) (sleep (ai_play_line_on_object regret01 3000))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant2b True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2b True)
(sleep (ai_play_line_on_object regret01 3001)) (sleep (ai_play_line_on_object regret01 3001))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant2c True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2c True)
(sleep (ai_play_line_on_object regret01 3002)) (sleep (ai_play_line_on_object regret01 3002))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant3a True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3a True)
(sleep (ai_play_line_on_object regret01 3003)) (sleep (ai_play_line_on_object regret01 3003))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant3c True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3c True)
(sleep (ai_play_line_on_object regret01 3004)) (sleep (ai_play_line_on_object regret01 3004))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant5a True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant5a True)
(sleep (ai_play_line_on_object regret01 3005)) (sleep (ai_play_line_on_object regret01 3005))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
(if (= tower1_holo_trans False) (if (= tower1_holo_trans False)
(begin (begin
(set tower1_holo_chant True) (set tower1_holo_chant True)
(custom_animation regret01 objects\characters\prophet\prophet regret_chant6a True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant6a True)
(sleep (ai_play_line_on_object regret01 3006)) (sleep (ai_play_line_on_object regret01 3006))
(sleep (random_range 240 480)) (sleep (random_range 240 480))
(set tower1_holo_chant False) (set tower1_holo_chant False)
)) ))
) False) ) False)
) )
) )
))
(script static prep_return_from_intro (script static prep_return_from_intro
(begin (begin
(object_create_anew in_game_throne) (object_create_anew in_game_throne)
(object_create_anew regret01) (object_create_anew regret01)
(objects_attach in_game_throne driver regret01 ) (objects_attach in_game_throne driver regret01 )
(ai_disregard regret01 True) (ai_disregard regret01 True)
(ai_place initial_allies 2) (ai_place initial_allies 2)
(object_teleport (object_teleport
(player0) (player0)
tower1_player0) tower1_player0)
(object_teleport (object_teleport
(player1) (player1)
tower1_player1) tower1_player1)
) )
))
(script dormant tower1_cortana_comment (script dormant tower1_cortana_comment
(begin (begin
(sleep_until (or (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True)) 30 300) (sleep_until (or (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True)) 30 300)
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(if (and (= (volume_test_objects vol_tower1_exit (players)) False) (= (volume_test_objects vol_tower1_exit_01 (players)) False) (= (volume_test_objects vol_tower1_exit_02 (players)) False) (> (player_count) 0)) (if (and (= (volume_test_objects vol_tower1_exit (players)) False) (= (volume_test_objects vol_tower1_exit_01 (players)) False) (= (volume_test_objects vol_tower1_exit_02 (players)) False) (> (player_count) 0))
(begin (begin
(print "cortana: 'you know, i think the forerunners built these new structures...'") (print "cortana: 'you know, i think the forerunners built these new structures...'")
(print "'...around the old - to protect them, honor them...'") (print "'...around the old - to protect them, honor them...'")
(sleep (ai_play_line_on_object none 0810)) (sleep (ai_play_line_on_object none 0810))
(sleep 30) (sleep 30)
(print "'pure speculation, mind you. i'd need to make a thorough survey to be sure.'") (print "'pure speculation, mind you. i'd need to make a thorough survey to be sure.'")
(sleep (ai_play_line_on_object none 0820)) (sleep (ai_play_line_on_object none 0820))
)) ))
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
) )
))
(script dormant tower1_start (script dormant tower1_start
(begin (begin
(data_mine_set_mission_segment "05b_1_tower1") (data_mine_set_mission_segment "05b_1_tower1")
(game_save_immediate) (game_save_immediate)
(sleep 90) (sleep 90)
(ai_place tower1_buggers_01 4) (ai_place tower1_buggers_01 4)
(sleep 90) (sleep 90)
(if (difficulty_legendary) (if (difficulty_legendary)
(ai_place tower1_elites_01 2) (ai_place tower1_elites_01 2)
(ai_place tower1_elites_01 1)) (ai_place tower1_elites_01 1))
(wake tower1_holo_looper) (wake tower1_holo_looper)
(sleep_until (or (< (ai_living_count tower1_enemies) 3) (= (volume_test_objects vol_tower1_upper (players)) True) (= (volume_test_objects vol_tower1_upper_right (players)) True))) (sleep_until (or (< (ai_living_count tower1_enemies) 3) (= (volume_test_objects vol_tower1_upper (players)) True) (= (volume_test_objects vol_tower1_upper_right (players)) True)))
(ai_place tower1_buggers_02 (- 4 (ai_living_count tower1_buggers_01))) (ai_place tower1_buggers_02 (- 4 (ai_living_count tower1_buggers_01)))
(sleep_until (or (< (ai_living_count tower1_enemies) 2) (= (volume_test_objects vol_tower1_upper_right (players)) True))) (sleep_until (or (< (ai_living_count tower1_enemies) 2) (= (volume_test_objects vol_tower1_upper_right (players)) True)))
(if (difficulty_legendary) (if (difficulty_legendary)
(ai_place tower1_elites_02 (- 2 (ai_living_count tower1_elites_01))) (ai_place tower1_elites_02 (- 2 (ai_living_count tower1_elites_01)))
(ai_place tower1_elites_02 (- 1 (ai_living_count tower1_elites_01)))) (ai_place tower1_elites_02 (- 1 (ai_living_count tower1_elites_01))))
(sleep_until (or (< (ai_living_count tower1_enemies) 1) (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True) (= (volume_test_objects vol_tower1_roof (players)) True))) (sleep_until (or (< (ai_living_count tower1_enemies) 1) (= (volume_test_objects vol_tower1_exit (players)) True) (= (volume_test_objects vol_tower1_exit_01 (players)) True) (= (volume_test_objects vol_tower1_exit_02 (players)) True) (= (volume_test_objects vol_tower1_roof (players)) True)))
(game_save) (game_save)
(wake tower1_cortana_comment) (wake tower1_cortana_comment)
(sleep 60) (sleep 60)
(wake music_05b_01_start) (wake music_05b_01_start)
) )
))
(script command tower1_escape (script command tower1_escape
(begin (begin
(cs_enable_pathfinding_failsafe True) (cs_enable_pathfinding_failsafe True)
(cs_go_to_nearest bridges) (cs_go_to_nearest bridges)
) )
))
(script dormant cortana_bridge_reminder (script dormant cortana_bridge_reminder
(begin (begin
(sleep_until (or (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_central_platform (players)) True)) 30 8000) (sleep_until (or (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_central_platform (players)) True)) 30 8000)
(if (and (= (volume_test_objects vol_tower2_ext_entry (players)) False) (= (volume_test_objects vol_central_platform (players)) False) (> (player_count) 0)) (if (and (= (volume_test_objects vol_tower2_ext_entry (players)) False) (= (volume_test_objects vol_central_platform (players)) False) (> (player_count) 0))
(begin (begin
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(print "cortana: 'there's some sort of transport-system on the far side...'") (print "cortana: 'there's some sort of transport-system on the far side...'")
(print "'...of that center platform. let's check it out.'") (print "'...of that center platform. let's check it out.'")
(sleep (ai_play_line_on_object none 0860)) (sleep (ai_play_line_on_object none 0860))
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
)) ))
) )
))
(script dormant bridges_start (script dormant bridges_start
(begin (begin
(ai_disposable tower1_enemies True) (ai_disposable tower1_enemies True)
(data_mine_set_mission_segment "05b_2_bridges") (data_mine_set_mission_segment "05b_2_bridges")
(ai_renew all_allies) (ai_renew all_allies)
(game_save) (game_save)
(if (difficulty_heroic) (if (difficulty_heroic)
(set bridges_sniper_count 4)) (set bridges_sniper_count 4))
(if (difficulty_legendary) (if (difficulty_legendary)
(set bridges_sniper_count 5)) (set bridges_sniper_count 5))
(begin_random (begin_random
(if (> bridges_sniper_count 0) (if (> bridges_sniper_count 0)
(begin (begin
(ai_place bridge_jackals_01 1) (ai_place bridge_jackals_01 1)
(set bridges_sniper_count (set bridges_sniper_count
(- bridges_sniper_count 1)) (- bridges_sniper_count 1))
)) ))
(if (> bridges_sniper_count 0) (if (> bridges_sniper_count 0)
(begin (begin
(ai_place bridge_jackals_02 1) (ai_place bridge_jackals_02 1)
(set bridges_sniper_count (set bridges_sniper_count
(- bridges_sniper_count 1)) (- bridges_sniper_count 1))
)) ))
(if (> bridges_sniper_count 0) (if (> bridges_sniper_count 0)
(begin (begin
(ai_place bridge_jackals_03 1) (ai_place bridge_jackals_03 1)
(set bridges_sniper_count (set bridges_sniper_count
(- bridges_sniper_count 1)) (- bridges_sniper_count 1))
)) ))
(if (> bridges_sniper_count 0) (if (> bridges_sniper_count 0)
(begin (begin
(ai_place bridge_jackals_04 1) (ai_place bridge_jackals_04 1)
(set bridges_sniper_count (set bridges_sniper_count
(- bridges_sniper_count 1)) (- bridges_sniper_count 1))
)) ))
(if (> bridges_sniper_count 0) (if (> bridges_sniper_count 0)
(begin (begin
(ai_place bridge_jackals_05 1) (ai_place bridge_jackals_05 1)
(set bridges_sniper_count (set bridges_sniper_count
(- bridges_sniper_count 1)) (- bridges_sniper_count 1))
)) ))
(if (> bridges_sniper_count 0) (if (> bridges_sniper_count 0)
(begin (begin
(ai_place bridge_jackals_06 1) (ai_place bridge_jackals_06 1)
(set bridges_sniper_count (set bridges_sniper_count
(- bridges_sniper_count 1)) (- bridges_sniper_count 1))
)) ))
) )
(ai_place bridge_elites_01 1) (ai_place bridge_elites_01 1)
(ai_place bridge_elites_02 1) (ai_place bridge_elites_02 1)
(ai_place bridge_grunts_01 2) (ai_place bridge_grunts_01 2)
(ai_set_orders all_allies tower1_ext_allies) (ai_set_orders all_allies tower1_ext_allies)
(cs_run_command_script all_allies tower1_escape) (cs_run_command_script all_allies tower1_escape)
(wake cortana_bridge_reminder) (wake cortana_bridge_reminder)
(sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True)))
(game_save) (game_save)
(if (< (ai_living_count bridge_enemies) 8) (if (< (ai_living_count bridge_enemies) 8)
(ai_place bridge_grunts_02 (- 3 (ai_living_count bridge_grunts_01)))) (ai_place bridge_grunts_02 (- 3 (ai_living_count bridge_grunts_01))))
(if (< (ai_living_count bridge_enemies) 8) (if (< (ai_living_count bridge_enemies) 8)
(ai_place bridge_elites_03 1)) (ai_place bridge_elites_03 1))
(sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_bridge_far_half (players)) True))) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True) (= (volume_test_objects vol_bridge_far_half (players)) True)))
(game_save) (game_save)
(if (< (ai_living_count bridge_enemies) 8) (if (< (ai_living_count bridge_enemies) 8)
(ai_place bridge_grunts_03 (- 2 (ai_living_count bridge_grunts_02)))) (ai_place bridge_grunts_03 (- 2 (ai_living_count bridge_grunts_02))))
(if (< (ai_living_count bridge_enemies) 8) (if (< (ai_living_count bridge_enemies) 8)
(ai_place bridge_jackals_07 1)) (ai_place bridge_jackals_07 1))
(sleep_until (or (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (sleep_until (or (= (volume_test_objects vol_bridge (players)) True) (= (volume_test_objects vol_tower2_ext_entry (players)) True)))
(ai_set_orders all_allies bridge_allies) (ai_set_orders all_allies bridge_allies)
(sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True))) (sleep_until (or (< (ai_living_count bridge_enemies) 5) (= (volume_test_objects vol_tower2_ext_entry (players)) True)))
(game_save) (game_save)
(if (< (ai_living_count bridge_enemies) 8) (if (< (ai_living_count bridge_enemies) 8)
(ai_place bridge_grunts_04 (- 2 (ai_living_count bridge_grunts_03)))) (ai_place bridge_grunts_04 (- 2 (ai_living_count bridge_grunts_03))))
(if (< (ai_living_count bridge_enemies) 8) (if (< (ai_living_count bridge_enemies) 8)
(ai_place bridge_elites_04 1)) (ai_place bridge_elites_04 1))
(sleep_until (= (volume_test_objects vol_tower2_ext_entry (players)) True)) (sleep_until (= (volume_test_objects vol_tower2_ext_entry (players)) True))
(game_save) (game_save)
(ai_set_orders all_allies tower2_ext_allies_01) (ai_set_orders all_allies tower2_ext_allies_01)
) )
))
(script dormant tower2_cortana_comment (script dormant tower2_cortana_comment
(begin (begin
(sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_tower2_ext_exit (players)) True) (= (volume_test_objects vol_tower2_exit_mid (players)) True)) 30 300) (sleep_until (or (= (volume_test_objects vol_tower2_exit (players)) True) (= (volume_test_objects vol_tower2_ext_exit (players)) True) (= (volume_test_objects vol_tower2_exit_mid (players)) True)) 30 300)
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(if (and (= (volume_test_objects vol_tower2_exit (players)) False) (= (volume_test_objects vol_tower2_ext_exit (players)) False) (= (volume_test_objects vol_tower2_exit_mid (players)) True) (> (player_count) 0)) (if (and (= (volume_test_objects vol_tower2_exit (players)) False) (= (volume_test_objects vol_tower2_ext_exit (players)) False) (= (volume_test_objects vol_tower2_exit_mid (players)) True) (> (player_count) 0))
(begin (begin
(print "cortana: 'i wish i had time to decipher these inscriptions.'") (print "cortana: 'i wish i had time to decipher these inscriptions.'")
(sleep (ai_play_line_on_object none 0870)) (sleep (ai_play_line_on_object none 0870))
(sleep 60) (sleep 60)
(print "'the forerunners revered this place - that much is clear.'") (print "'the forerunners revered this place - that much is clear.'")
(sleep (ai_play_line_on_object none 0880)) (sleep (ai_play_line_on_object none 0880))
(sleep 60) (sleep 60)
(print "'but was it a temple? a university? i can't say...'") (print "'but was it a temple? a university? i can't say...'")
(sleep (ai_play_line_on_object none 0890)) (sleep (ai_play_line_on_object none 0890))
)) ))
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
) )
))
(script dormant tower2_start (script dormant tower2_start
(begin (begin
(sleep_until (or (= (volume_test_objects vol_tower2_entry (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True))) (sleep_until (or (= (volume_test_objects vol_tower2_entry (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True)))
(ai_disposable bridge_enemies True) (ai_disposable bridge_enemies True)
(data_mine_set_mission_segment "05b_3_tower2") (data_mine_set_mission_segment "05b_3_tower2")
(ai_renew all_allies) (ai_renew all_allies)
(wake music_05b_01_stop) (wake music_05b_01_stop)
(game_save) (game_save)
(ai_place tower2_jackals_01 2) (ai_place tower2_jackals_01 2)
(ai_place tower2_grunts_01 2) (ai_place tower2_grunts_01 2)
(ai_place tower2_grunts_02 2) (ai_place tower2_grunts_02 2)
(sleep_until (= (volume_test_objects vol_in_tower2 (players)) True)) (sleep_until (= (volume_test_objects vol_in_tower2 (players)) True))
(ai_set_orders all_allies tower2_allies) (ai_set_orders all_allies tower2_allies)
(sleep_until (or (< (ai_living_count tower2_enemies) 3) (= (volume_test_objects vol_tower2_by_exit (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True))) (sleep_until (or (< (ai_living_count tower2_enemies) 3) (= (volume_test_objects vol_tower2_by_exit (players)) True) (= (volume_test_objects vol_tower2_exit (players)) True)))
(game_save) (game_save)
(ai_place tower2_jackals_02 (- 2 (ai_living_count tower2_jackals_01))) (ai_place tower2_jackals_02 (- 2 (ai_living_count tower2_jackals_01)))
(sleep_until (or (<= (ai_living_count tower2_enemies) 0) (= (volume_test_objects vol_tower2_exit (players)) True))) (sleep_until (or (<= (ai_living_count tower2_enemies) 0) (= (volume_test_objects vol_tower2_exit (players)) True)))
(game_save) (game_save)
(wake tower2_cortana_comment) (wake tower2_cortana_comment)
) )
))
(script dormant miranda_pelican_comment (script dormant miranda_pelican_comment
(begin (begin
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(print "miranda: 'cortana? the covenant's getting nosy.'") (print "miranda: 'cortana? the covenant's getting nosy.'")
(print "'i don't want to give away my position,'") (print "'i don't want to give away my position,'")
(print "'so i'm re-routing a few stragglers back to you.'") (print "'so i'm re-routing a few stragglers back to you.'")
(sleep (ai_play_line_on_object none 0830)) (sleep (ai_play_line_on_object none 0830))
(sleep 30) (sleep 30)
(print "'i apologize. these pelicans are all the support you're going to get.'") (print "'i apologize. these pelicans are all the support you're going to get.'")
(sleep (ai_play_line_on_object none 0840)) (sleep (ai_play_line_on_object none 0840))
(sleep 60) (sleep 60)
(print "'understood, ma'am.'") (print "'understood, ma'am.'")
(sleep (ai_play_line_on_object none 0850)) (sleep (ai_play_line_on_object none 0850))
(set miranda_pel_comment_done True) (set miranda_pel_comment_done True)
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
) )
))
(script dormant gondola_01_cortana_warn (script dormant gondola_01_cortana_warn
(begin (begin
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(print "cortana: 'a gondola's launching from the far towers!'") (print "cortana: 'a gondola's launching from the far towers!'")
(print "'big surprise: it's full of covenant reinforcements!'") (print "'big surprise: it's full of covenant reinforcements!'")
(sleep (ai_play_line_on_object none 0900)) (sleep (ai_play_line_on_object none 0900))
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
) )
))
(script dormant gondola_01_cortana_comment (script dormant gondola_01_cortana_comment
(begin (begin
(if (and (= (volume_test_objects vol_gondola_01 (players)) False) (> (player_count) 0) (= (ai_trigger_test "done_fighting" central_platform_enemies) True) (= (ai_trigger_test "done_fighting" gondola_01_enemies) True)) (if (and (= (volume_test_objects vol_gondola_01 (players)) False) (> (player_count) 0) (= (ai_trigger_test "done_fighting" central_platform_enemies) True) (= (ai_trigger_test "done_fighting" gondola_01_enemies) True))
(begin (begin
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(print "cortana: 'well, they were nice enough to bring us a ride.'") (print "cortana: 'well, they were nice enough to bring us a ride.'")
(sleep (ai_play_line_on_object none 0910)) (sleep (ai_play_line_on_object none 0910))
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
)) ))
) )
))
(script dormant gondola_01_cortana_reminder (script dormant gondola_01_cortana_reminder
(begin (begin
(ai_dialogue_enable False) (ai_dialogue_enable False)
(sleep 60) (sleep 60)
(print "cortana: 'this gondola won't bring us all the way to the main-temple,'") (print "cortana: 'this gondola won't bring us all the way to the main-temple,'")
(print "'but it'll get us close. let's get on-board.'") (print "'but it'll get us close. let's get on-board.'")
(sleep (ai_play_line_on_object none 0950)) (sleep (ai_play_line_on_object none 0950))
(sleep 30) (sleep 30)
(ai_dialogue_enable True) (ai_dialogue_enable True)
) )
))
(script command gondola_01_ally_comment (script command gondola_01_ally_comment
(begin (begin
(cs_switch ally01) (cs_switch ally01)
(cs_enable_pathfinding_failsafe True) (cs_enable_pathfinding_failsafe True)
(cs_abort_on_damage True) (cs_abort_on_damage True)
(print "ally_01: 'all aboard!'") (print "ally_01: 'all aboard!'")
(cs_play_line 0920) (cs_play_line 0920)
(cs_switch ally02) (cs_switch ally02)
(cs_enable_pathfinding_failsafe True) (cs_enable_pathfinding_failsafe True)
(cs_abort_on_damage True) (cs_abort_on_damage True)
(sleep 5) (sleep 5)
(print "ally_02: 'i'll drive!'") (print "ally_02: 'i'll drive!'")
(cs_play_line 0930) (cs_play_line 0930)
(cs_switch ally01) (cs_switch ally01)
(sleep 15) (sleep 15)
(print "ally_01: 'what's to drive? it comes here. it goes there.'") (print "ally_01: 'what's to drive? it comes here. it goes there.'")
(cs_play_line 0940) (cs_play_line 0940)
) )
))
(script dormant hunter_drop (script dormant hunter_drop
(begin (begin
(object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True) (object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) True)
(sleep 60) (sleep 60)
(vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a01) (vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a01)
(sleep 60) (sleep 60)
(vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a02) (vehicle_unload (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) phantom_p_a02)
(sleep 60) (sleep 60)
(object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) False) (object_set_phantom_power (ai_vehicle_get_from_starting_location central_platform_phantom/pilot) False)
(ai_set_blind central_platform_hunters False) (ai_set_blind central_platform_hunters False)
) )
))
(script command central_platform_dropship (script command central_platform_dropship
(begin (begin
(cs_enable_pathfinding_failsafe True) (cs_enable_pathfinding_failsafe True)
(cs_vehicle_boost True) (cs_vehicle_boost True)
(cs_fly_by bsp1_airspace/ph_01_0 10) (cs_fly_by bsp1_airspace/ph_01_0 10)
(cs_fly_by bsp1_airspace/ph_01_1 10) (cs_fly_by bsp1_airspace/ph_01_1 10)
(cs_vehicle_boost False) (cs_vehicle_boost False)
(cs_fly_by bsp1_airspace/ph_01_2 5) (cs_fly_by bsp1_airspace/ph_01_2 5)
(cs_vehicle_speed 0.5) (cs_vehicle_speed 0.5)
(wake hunter_drop) (wake hunter_drop)
(cs_fly_to bsp1_airspace/ph_01_2 1) (cs_fly_to bsp1_airspace/ph_01_2 1)
(sleep_until (< (ai_living_count central_platform_phantom) 2)) (sleep_until (< (ai_living_count central_platform_phantom) 2))
(sleep 60) (sleep 60)
(cs_fly_to_and_face bsp1_airspace/ph_01_3 bsp1_airspace/ph_01_1 1) (cs_fly_to_and_face bsp1_airspace/ph_01_3 bsp1_airspace/ph_01_1 1)
(cs_vehicle_speed 1) (cs_vehicle_speed 1)
(cs_fly_by bsp1_airspace/ph_01_1 5) (cs_fly_by bsp1_airspace/ph_01_1 5)
(cs_vehicle_boost True) (cs_vehicle_boost True)
(cs_fly_by bsp1_airspace/ph_01_0 20) (cs_fly_by bsp1_airspace/ph_01_0 20)
(cs_fly_by bsp1_airspace/ph_01_x 40) (cs_fly_by bsp1_airspace/ph_01_x 40)
(ai_erase central_platform_phantom) (ai_erase central_platform_phantom)
) )
))
(script command central_platform_pelican_path (script command central_platform_pelican_path
(begin (begin
(cs_enable_pathfinding_failsafe True) (cs_enable_pathfinding_failsafe True)
(cs_fly_by bsp1_airspace/p0 2) (cs_fly_by bsp1_airspace/p0 2)
(cs_vehicle_boost True) (cs_vehicle_boost True)
(cs_fly_by bsp1_airspace/pel0 20) (cs_fly_by bsp1_airspace/pel0 20)
(cs_fly_by bsp1_airspace/pel1 20) (cs_fly_by bsp1_airspace/pel1 20)
(cs_vehicle_boost False) (cs_vehicle_boost False)
(cs_fly_by bsp1_airspace/pel3 10) (cs_fly_by bsp1_airspace/pel3 10)
(cs_vehicle_speed 0.5) (cs_vehicle_speed 0.5)
(cs_fly_by bsp1_airspace/pel4 5) (cs_fly_by bsp1_airspace/pel4 5)
(set central_plat_pel_arrives True) (set central_plat_pel_arrives True)
(cs_vehicle_speed 0.3) (cs_vehicle_speed 0.3)
(cs_fly_to bsp1_airspace/pel4 1) (cs_fly_to bsp1_airspace/pel4 1)
(ai_place central_plat_pelican_allies (- 2 (ai_living_count allies_infantry))) (ai_place central_plat_pelican_allies (- 2 (ai_living_count allies_infantry)))
(vehicle_load_magic (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p (ai_actors central_plat_pelican_allies)) (vehicle_load_magic (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p (ai_actors central_plat_pelican_allies))
(cs_fly_to bsp1_airspace/pel5 1) (cs_fly_to bsp1_airspace/pel5 1)
(vehicle_unload (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p) (vehicle_unload (ai_vehicle_get_from_starting_location central_plat_pelican/pilot) pelican_p)
(sleep_until (< (ai_living_count central_plat_pelican) 4)) (sleep_until (< (ai_living_count central_plat_pelican) 4))
(sleep 60) (sleep 60)
(cs_vehicle_speed 0.5) (cs_vehicle_speed 0.5)
(cs_fly_to_and_face bsp1_airspace/pel4 bsp1_airspace/pel3 1) (cs_fly_to_and_face bsp1_airspace/pel4 bsp1_airspace/pel3 1)
(cs_fly_by bsp1_airspace/pel3 2) (cs_fly_by bsp1_airspace/pel3 2)
(cs_vehicle_speed 1) (cs_vehicle_speed 1)
(cs_fly_by bsp1_airspace/pel2 2) (cs_fly_by bsp1_airspace/pel2 2)
(cs_vehicle_boost True) (cs_vehicle_boost True)
(cs_fly_by bsp1_airspace/pel2 20) (cs_fly_by bsp1_airspace/pel2 20)
(cs_fly_by bsp1_airspace/pel1 20) (cs_fly_by bsp1_airspace/pel1 20)
(cs_fly_by bsp1_airspace/pel0 20) (cs_fly_by bsp1_airspace/pel0 20)
(cs_vehicle_boost False) (cs_vehicle_boost False)
(cs_fly_by bsp1_airspace/pelx 5) (cs_fly_by bsp1_airspace/pelx 5)