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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 75)
(global short prediction_offset 75)
(global bool g_mission_over False)
(global bool g_mission_over False)
(global short 15_seconds 450)
(global short 15_seconds 450)
(global short 30_seconds 900)
(global short 30_seconds 900)
(global short 45_seconds 900)
(global short 45_seconds 900)
(global short one_minute 1800)
(global short one_minute 1800)
(global short two_minutes 3600)
(global short two_minutes 3600)
(global bool g_e13_started False)
(global bool g_e13_started False)
(global bool g_e13_creep_end0_free True)
(global bool g_e13_creep_end0_free True)
(global bool g_e13_creep_end1_free True)
(global bool g_e13_creep_end1_free True)
(global bool g_e13_creep_end2_free True)
(global bool g_e13_creep_end2_free True)
(global bool g_e12_started False)
(global bool g_e12_started False)
(global bool g_e11_started False)
(global bool g_e11_started False)
(global bool g_e11_cov_phantom0_leaving False)
(global bool g_e11_cov_phantom0_leaving False)
(global script_vehicle g_e8_warthog none)
(global script_vehicle g_e8_warthog none)
(global script_vehicle g_e10_warthog none)
(global script_vehicle g_e10_warthog none)
(global bool g_e10_cov_phantom0_leaving False)
(global bool g_e10_cov_phantom0_leaving False)
(global effe g_e11_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact)
(global effe g_e11_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact)
(global bool g_e10_started False)
(global bool g_e10_started False)
(global bool g_e10_cov_phantom0_arrived False)
(global bool g_e10_cov_phantom0_arrived False)
(global bool g_e10_cov_ghosts0_unloaded False)
(global bool g_e10_cov_ghosts0_unloaded False)
(global bool g_e9_started False)
(global bool g_e9_started False)
(global bool g_e8_started False)
(global bool g_e8_started False)
(global bool g_e8_cov_phantom0_arrived False)
(global bool g_e8_cov_phantom0_arrived False)
(global bool g_e8_cov_phantom0_leaving False)
(global bool g_e8_cov_phantom0_leaving False)
(global bool g_e8_cov_inf1_unloaded False)
(global bool g_e8_cov_inf1_unloaded False)
(global bool g_e7_started False)
(global bool g_e7_started False)
(global bool g_e6_started False)
(global bool g_e6_started False)
(global bool g_e5b_started False)
(global bool g_e5b_started False)
(global bool g_e5b_finished False)
(global bool g_e5b_finished False)
(global bool g_e5_started False)
(global bool g_e5_started False)
(global bool g_e5_cov_inf1_done False)
(global bool g_e5_cov_inf1_done False)
(global short g_e5_cov_inf1_max 10)
(global short g_e5_cov_inf1_max 10)
(global short g_e5_cov_inf1_spawn_delay 30)
(global short g_e5_cov_inf1_spawn_delay 30)
(global bool g_e4_started False)
(global bool g_e4_started False)
(global bool g_e3_started False)
(global bool g_e3_started False)
(global bool g_e3_mars_pelican0_arrived False)
(global bool g_e3_mars_pelican0_arrived False)
(global bool g_e3_mars_pelican0_landed False)
(global bool g_e3_mars_pelican0_landed False)
(global bool g_e3_johnson_should_load False)
(global bool g_e3_johnson_should_load False)
(global bool g_e3_johnson_in_pelican False)
(global bool g_e3_johnson_in_pelican False)
(global short g_e3_cov_inf0_0_limit 12)
(global short g_e3_cov_inf0_0_limit 12)
(global bool g_e2_started False)
(global bool g_e2_started False)
(global bool g_e2_door_breached False)
(global bool g_e2_door_breached False)
(global bool g_e2_cov_hunters0_active False)
(global bool g_e2_cov_hunters0_active False)
(global bool g_e1_started False)
(global bool g_e1_started False)
(global short g_e1_cov_inf2_spawned 0)
(global short g_e1_cov_inf2_spawned 0)
(global short g_e1_cov_inf2_limit 0)
(global short g_e1_cov_inf2_limit 0)
(global bool g_e1_cov_inf2_wave0 True)
(global bool g_e1_cov_inf2_wave0 True)
(global bool g_e1_cov_phantom0_1_arrived False)
(global bool g_e1_cov_phantom0_1_arrived False)
(global bool g_e1_cov_phantom0_1_retreating False)
(global bool g_e1_cov_phantom0_1_retreating False)
(global bool g_e1_cov_inf4_0_arrived False)
(global bool g_e1_cov_inf4_0_arrived False)
(global bool g_e1_mars_pelican0_appeared False)
(global bool g_e1_mars_pelican0_appeared False)
(global bool g_e1_mars_pelican0_departing False)
(global bool g_e1_mars_pelican0_departing False)
(global short g_e1_cov_snipers0_limit 2)
(global short g_e1_cov_snipers0_limit 2)
(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 03_intro_01_predict_stub
(script static 03_intro_01_predict_stub
(begin
(begin
(wake 03_intro_01_predict)
(wake 03_intro_01_predict)
)
)
)
)
(script static 03_intro_02_predict_stub
(script static 03_intro_02_predict_stub
(begin
(begin
(wake 03_intro_02_predict)
(wake 03_intro_02_predict)
)
)
)
)
(script static 03_intro_03_predict_stub
(script static 03_intro_03_predict_stub
(begin
(begin
(wake 03_intro_03_predict)
(wake 03_intro_03_predict)
)
)
)
)
(script static 03_intro_04_predict_stub
(script static 03_intro_04_predict_stub
(begin
(begin
(wake 03_intro_04_predict)
(wake 03_intro_04_predict)
)
)
)
)
(script dormant c03_intro_score_01
(script dormant c03_intro_score_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus none 1)
(print "c03_intro score 01 start")
(print "c03_intro score 01 start")
)
)
)
)
(script dormant c03_intro_foley_01
(script dormant c03_intro_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol none 1)
(print "c03_intro foley 01 start")
(print "c03_intro foley 01 start")
)
)
)
)
(script dormant c03_intro_sound_scene1_01
(script dormant c03_intro_sound_scene1_01
(begin
(begin
(object_set_function_variable pelican_01 engine_hack 1 0)
(object_set_function_variable pelican_01 engine_hack 1 0)
(object_set_function_variable pelican_02 engine_hack 1 0)
(object_set_function_variable pelican_02 engine_hack 1 0)
(object_set_function_variable pelican_03 engine_hack 1 0)
(object_set_function_variable pelican_03 engine_hack 1 0)
(object_set_function_variable pelican_04 engine_hack 1 0)
(object_set_function_variable pelican_04 engine_hack 1 0)
(object_set_function_variable pelican_01 engine_audio 1 0)
(object_set_function_variable pelican_01 engine_audio 1 0)
(object_set_function_variable pelican_02 engine_audio 1 0)
(object_set_function_variable pelican_02 engine_audio 1 0)
(object_set_function_variable pelican_03 engine_audio 1 0)
(object_set_function_variable pelican_03 engine_audio 1 0)
(object_set_function_variable pelican_04 engine_audio 1 0)
(object_set_function_variable pelican_04 engine_audio 1 0)
(object_set_function_variable pelican_01 hover_audio 1 0)
(object_set_function_variable pelican_01 hover_audio 1 0)
(object_set_function_variable pelican_02 hover_audio 1 0)
(object_set_function_variable pelican_02 hover_audio 1 0)
(object_set_function_variable pelican_03 hover_audio 1 0)
(object_set_function_variable pelican_03 hover_audio 1 0)
(object_set_function_variable pelican_04 hover_audio 1 0)
(object_set_function_variable pelican_04 hover_audio 1 0)
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "vehicle" 1 115)
(sound_class_set_gain "vehicle" 1 115)
(object_set_velocity pelican_01 8)
(object_set_velocity pelican_01 8)
(object_set_velocity pelican_02 8)
(object_set_velocity pelican_02 8)
(object_set_velocity pelican_03 8)
(object_set_velocity pelican_03 8)
(sleep 130)
(sleep 130)
(sound_class_set_gain "vehicle" 0 120)
(sound_class_set_gain "vehicle" 0 120)
)
)
)
)
(script dormant c03_intro_sound_scene1_02
(script dormant c03_intro_sound_scene1_02
(begin
(begin
(sleep 260)
(sleep 260)
(sound_class_set_gain "vehicle" 0.5 10)
(sound_class_set_gain "vehicle" 0.5 10)
)
)
)
)
(script dormant c03_intro_sound_scene1_03
(script dormant c03_intro_sound_scene1_03
(begin
(begin
(sleep 350)
(sleep 350)
(sound_class_set_gain "vehicle" 0 10)
(sound_class_set_gain "vehicle" 0 10)
)
)
)
)
(script dormant c03_intro_sound_scene1_04
(script dormant c03_intro_sound_scene1_04
(begin
(begin
(sleep 435)
(sleep 435)
(sound_class_set_gain "vehicle" 0.5 10)
(sound_class_set_gain "vehicle" 0.5 10)
)
)
)
)
(script dormant c03_1010_cor
(script dormant c03_1010_cor
(begin
(begin
(sleep 212)
(sleep 212)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1010_cor none 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1010_cor none 1)
(cinematic_subtitle c03_1010_cor 1)
(cinematic_subtitle c03_1010_cor 1)
)
)
)
)
(script dormant c03_1011_cor
(script dormant c03_1011_cor
(begin
(begin
(sleep 265)
(sleep 265)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1011_cor none 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1011_cor none 1)
(cinematic_subtitle c03_1011_cor 2)
(cinematic_subtitle c03_1011_cor 2)
)
)
)
)
(script dormant c03_1020_mir
(script dormant c03_1020_mir
(begin
(begin
(sleep 333)
(sleep 333)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1020_mir none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1020_mir none 1 radio_default_loop)
(cinematic_subtitle c03_1020_mir 1)
(cinematic_subtitle c03_1020_mir 1)
)
)
)
)
(script dormant c03_1021_mir
(script dormant c03_1021_mir
(begin
(begin
(sleep 357)
(sleep 357)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1021_mir miranda 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1021_mir miranda 1)
(cinematic_subtitle c03_1021_mir 1)
(cinematic_subtitle c03_1021_mir 1)
)
)
)
)
(script dormant c03_1030_jon
(script dormant c03_1030_jon
(begin
(begin
(sleep 396)
(sleep 396)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1030_jon none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1030_jon none 1 radio_default_loop)
(cinematic_subtitle c03_1030_jon 5)
(cinematic_subtitle c03_1030_jon 5)
)
)
)
)
(script dormant c03_1040_jon
(script dormant c03_1040_jon
(begin
(begin
(sleep 560)
(sleep 560)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1040_jon johnson 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1040_jon johnson 1)
(cinematic_subtitle c03_1040_jon 4)
(cinematic_subtitle c03_1040_jon 4)
)
)
)
)
(script dormant c03_1050_och_1
(script dormant c03_1050_och_1
(begin
(begin
(sleep 684)
(sleep 684)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och pilot 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och pilot 1)
(cinematic_subtitle c03_1050_och 1)
(cinematic_subtitle c03_1050_och 1)
)
)
)
)
(script dormant c03_1050_och_2
(script dormant c03_1050_och_2
(begin
(begin
(sleep 684)
(sleep 684)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och copilot 1)
(sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och copilot 1)
(cinematic_subtitle c03_1050_och 2)
(cinematic_subtitle c03_1050_och 2)
)
)
)
)
(script dormant c03_intro_shake_01_1
(script dormant c03_intro_shake_01_1
(begin
(begin
(sleep 113)
(sleep 113)
(print "shake")
(print "shake")
(player_effect_set_max_rotation 0 1 1)
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
(player_effect_start 0.25 0)
(player_effect_stop 1.5)
(player_effect_stop 1.5)
)
)
)
)
(script dormant c03_intro_shake_01_2
(script dormant c03_intro_shake_01_2
(begin
(begin
(sleep 259)
(sleep 259)
(print "shake")
(print "shake")
(player_effect_set_max_rotation 0 1 1)
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
(player_effect_start 0.25 0)
(sleep 91)
(sleep 91)
(player_effect_stop 0)
(player_effect_stop 0)
(print "shake stop")
(print "shake stop")
)
)
)
)
(script dormant c03_intro_shake_01_3
(script dormant c03_intro_shake_01_3
(begin
(begin
(sleep 560)
(sleep 560)
(print "shake")
(print "shake")
(player_effect_set_max_rotation 0 1 1)
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
(player_effect_start 0.25 0)
)
)
)
)
(script dormant c03_intro_01_dof_1
(script dormant c03_intro_01_dof_1
(begin
(begin
(sleep 436)
(sleep 436)
(print "dof values: 12 5 5 0 0 0 0")
(print "dof values: 12 5 5 0 0 0 0")
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 12 5 5 0 0 0 0)
(cinematic_screen_effect_set_depth_of_field 12 5 5 0 0 0 0)
(sleep 123)
(sleep 123)
(print "dof stop")
(print "dof stop")
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
)
)
)
)
(script dormant cinematic_light_01_city_01
(script dormant cinematic_light_01_city_01
(begin
(begin
(cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902)
(cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902)
(cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078)
(cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda 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 copilot True)
(object_uses_cinematic_lighting copilot True)
(object_uses_cinematic_lighting pelican_01 True)
(object_uses_cinematic_lighting pelican_01 True)
(object_uses_cinematic_lighting pelican_02 True)
(object_uses_cinematic_lighting pelican_02 True)
(object_uses_cinematic_lighting pelican_03 True)
(object_uses_cinematic_lighting pelican_03 True)
(object_uses_cinematic_lighting pelican_04 True)
(object_uses_cinematic_lighting pelican_04 True)
(object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting carrier True)
(object_uses_cinematic_lighting carrier True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override True)
(rasterizer_bloom_override_threshold 0.6)
(rasterizer_bloom_override_threshold 0.6)
(rasterizer_bloom_override_brightness 0.5)
(rasterizer_bloom_override_brightness 0.5)
)
)
)
)
(script dormant cinematic_light_01_pelican_01
(script dormant cinematic_light_01_pelican_01
(begin
(begin
(sleep 259)
(sleep 259)
(object_destroy carrier)
(object_destroy carrier)
(print "destroy carrier")
(print "destroy carrier")
(cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902)
(cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902)
(cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392)
(cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
(sleep 86)
(sleep 86)
(fade_out 1 1 1 5)
(fade_out 1 1 1 5)
)
)
)
)
(script dormant cinematic_light_01_iac_01
(script dormant cinematic_light_01_iac_01
(begin
(begin
(sleep 350)
(sleep 350)
(object_hide chief True)
(object_hide chief True)
(print "hide chief")
(print "hide chief")
(cinematic_lighting_set_primary_light -52 282 0.156863 0.180392 0.333333)
(cinematic_lighting_set_primary_light -52 282 0.156863 0.180392 0.333333)
(cinematic_lighting_set_secondary_light -75 150 0.121569 0.121569 0.180392)
(cinematic_lighting_set_secondary_light -75 150 0.121569 0.121569 0.180392)
(cinematic_lighting_set_ambient_light 0.0588235 0.0509804 0.0392157)
(cinematic_lighting_set_ambient_light 0.0588235 0.0509804 0.0392157)
(sleep 20)
(sleep 20)
(fade_in 1 1 1 5)
(fade_in 1 1 1 5)
)
)
)
)
(script dormant cinematic_light_01_city_02
(script dormant cinematic_light_01_city_02
(begin
(begin
(sleep 435)
(sleep 435)
(object_destroy miranda)
(object_destroy miranda)
(object_destroy iac_bridge)
(object_destroy iac_bridge)
(print "destroy miranda, iac bridge")
(print "destroy miranda, iac bridge")
(cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902)
(cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902)
(cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078)
(cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961)
)
)
)
)
(script dormant cinematic_light_01_pelican_02
(script dormant cinematic_light_01_pelican_02
(begin
(begin
(sleep 558)
(sleep 558)
(print "light pelican")
(print "light pelican")
(cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412)
(cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412)
(cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314)
(cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
)
)
)
)
(script static c03_intro_01_problem_actors
(script static c03_intro_01_problem_actors
(begin
(begin
(print "problem actors")
(print "problem actors")
(object_create_anew iac)
(object_create_anew iac)
(object_create_anew pelican_01)
(object_create_anew pelican_01)
(object_create_anew pelican_02)
(object_create_anew pelican_02)
(object_create_anew pelican_03)
(object_create_anew pelican_03)
(object_create_anew pelican_04)
(object_create_anew pelican_04)
(object_cinematic_lod iac True)
(object_cinematic_lod iac True)
(object_cinematic_lod pelican_01 True)
(object_cinematic_lod pelican_01 True)
(object_cinematic_lod pelican_02 True)
(object_cinematic_lod pelican_02 True)
(object_cinematic_lod pelican_03 True)
(object_cinematic_lod pelican_03 True)
(object_cinematic_lod pelican_04 True)
(object_cinematic_lod pelican_04 True)
(object_cinematic_visibility iac True)
(object_cinematic_visibility iac True)
)
)
)
)
(script static c03_intro_01_setup
(script static c03_intro_01_setup
(begin
(begin
(object_create_anew chief)
(object_create_anew chief)
(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 copilot)
(object_create_anew copilot)
(object_create_anew iac_bridge)
(object_create_anew iac_bridge)
(object_create_anew carrier)
(object_create_anew carrier)
(unit_set_emotional_state miranda inquisitive 0.25 0)
(unit_set_emotional_state miranda inquisitive 0.25 0)
(object_set_scale carrier 0.4 0)
(object_set_scale carrier 0.4 0)
(object_set_function_variable carrier grav_lift_control 1 0)
(object_set_function_variable carrier grav_lift_control 1 0)
(object_create_anew intro_flak_01)
(object_create_anew intro_flak_01)
(object_create_anew intro_flak_02)
(object_create_anew intro_flak_02)
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(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 copilot True)
(object_cinematic_lod copilot True)
(object_cinematic_lod carrier True)
(object_cinematic_lod carrier True)
(object_set_permutation copilot head smith)
(object_set_permutation copilot head smith)
(unit_set_emotional_state johnson happy 0.25 0)
(unit_set_emotional_state johnson happy 0.25 0)
(unit_set_emotional_state pilot angry 0.25 0)
(unit_set_emotional_state pilot angry 0.25 0)
(unit_set_emotional_state copilot angry 0.25 0)
(unit_set_emotional_state copilot angry 0.25 0)
(wake c03_intro_score_01)
(wake c03_intro_score_01)
(wake c03_intro_foley_01)
(wake c03_intro_foley_01)
(wake c03_intro_sound_scene1_01)
(wake c03_intro_sound_scene1_01)
(wake c03_intro_sound_scene1_02)
(wake c03_intro_sound_scene1_02)
(wake c03_intro_sound_scene1_03)
(wake c03_intro_sound_scene1_03)
(wake c03_intro_sound_scene1_04)
(wake c03_intro_sound_scene1_04)
(wake c03_1010_cor)
(wake c03_1010_cor)
(wake c03_1011_cor)
(wake c03_1011_cor)
(wake c03_1020_mir)
(wake c03_1020_mir)
(wake c03_1021_mir)
(wake c03_1021_mir)
(wake c03_1030_jon)
(wake c03_1030_jon)
(wake c03_1040_jon)
(wake c03_1040_jon)
(wake c03_1050_och_1)
(wake c03_1050_och_1)
(wake c03_1050_och_2)
(wake c03_1050_och_2)
(wake c03_intro_shake_01_1)
(wake c03_intro_shake_01_1)
(wake c03_intro_shake_01_2)
(wake c03_intro_shake_01_2)
(wake c03_intro_shake_01_3)
(wake c03_intro_shake_01_3)
(wake cinematic_light_01_city_01)
(wake cinematic_light_01_city_01)
(wake cinematic_light_01_pelican_01)
(wake cinematic_light_01_pelican_01)
(wake cinematic_light_01_iac_01)
(wake cinematic_light_01_iac_01)
(wake cinematic_light_01_city_02)
(wake cinematic_light_01_city_02)
(wake cinematic_light_01_pelican_02)
(wake cinematic_light_01_pelican_02)
)
)
)
)
(script static c03_intro_01_cleanup
(script static c03_intro_01_cleanup
(begin
(begin
(object_destroy pelican_04)
(object_destroy pelican_04)
(player_effect_stop 0)
(player_effect_stop 0)
)
)
)
)
(script static c03_intro_scene_01
(script static c03_intro_scene_01
(begin
(begin
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(c03_intro_01_problem_actors)
(c03_intro_01_problem_actors)
(03_intro_01_predict_stub)
(03_intro_01_predict_stub)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_01 none anchor_flag_intro)
(camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_01 none anchor_flag_intro)
(c03_intro_01_setup)
(c03_intro_01_setup)
(custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro mc_01 False anchor_intro)
(custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro mc_01 False anchor_intro)
(custom_animation_relative johnson objects\characters\marine\03_intro\03_intro johnson_01 False anchor_intro)
(custom_animation_relative johnson objects\characters\marine\03_intro\03_intro johnson_01 False anchor_intro)
(custom_animation_relative miranda objects\characters\miranda\03_intro\03_intro miranda_01 False anchor_intro)
(custom_animation_relative miranda objects\characters\miranda\03_intro\03_intro miranda_01 False anchor_intro)
(custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_01 False anchor_intro)
(custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_01 False anchor_intro)
(custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_01 False anchor_intro)
(custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_01 False anchor_intro)
(custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_01 False anchor_intro)
(custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_01 False anchor_intro)
(custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_01 False anchor_intro)
(custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_01 False anchor_intro)
(custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_01 False anchor_intro)
(custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_01 False anchor_intro)
(custom_animation_relative pelican_04 objects\vehicles\pelican\03_intro\03_intro pel4_01 False anchor_intro)
(custom_animation_relative pelican_04 objects\vehicles\pelican\03_intro\03_intro pel4_01 False anchor_intro)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\03_intro\03_intro iac_01 anchor_intro)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\03_intro\03_intro iac_01 anchor_intro)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\03_intro\03_intro iac_bridge_01 anchor_intro)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\03_intro\03_intro iac_bridge_01 anchor_intro)
(sleep 10)
(sleep 10)
(fade_in 0 0 0 60)
(fade_in 0 0 0 60)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(03_intro_02_predict_stub)
(03_intro_02_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol)
(sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol)
(sleep (camera_time))
(sleep (camera_time))
(c03_intro_01_cleanup)
(c03_intro_01_cleanup)
)
)
)
)
(script command cs_hog_01
(script command cs_hog_01
(begin
(begin
(cs_force_combat_status 3)
(cs_force_combat_status 3)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(cs_vehicle_speed 0.9)
(cs_vehicle_speed 0.9)
(ai_vehicle_enter_immediate intro_hog_01/driver (ai_vehicle_get_from_starting_location intro_hog_01/hog) warthog_d)
(ai_vehicle_enter_immediate intro_hog_01/driver (ai_vehicle_get_from_starting_location intro_hog_01/hog) warthog_d)
(sleep 1)
(sleep 1)
(object_hide (ai_get_object ai_current_actor) True)
(object_hide (ai_get_object ai_current_actor) True)
(cs_go_to intro_hog_targets/p0)
(cs_go_to intro_hog_targets/p0)
(ai_erase ai_current_actor)
(ai_erase ai_current_actor)
)
)
)
)
(script command cs_hog_02
(script command cs_hog_02
(begin
(begin
(cs_force_combat_status 3)
(cs_force_combat_status 3)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(cs_vehicle_speed 0.9)
(cs_vehicle_speed 0.9)
(ai_vehicle_enter_immediate intro_hog_02/driver (ai_vehicle_get_from_starting_location intro_hog_02/hog) warthog_d)
(ai_vehicle_enter_immediate intro_hog_02/driver (ai_vehicle_get_from_starting_location intro_hog_02/hog) warthog_d)
(sleep 1)
(sleep 1)
(object_hide (ai_get_object ai_current_actor) True)
(object_hide (ai_get_object ai_current_actor) True)
(cs_go_to intro_hog_targets/p0)
(cs_go_to intro_hog_targets/p0)
)
)
)
)
(script command cs_hog_03
(script command cs_hog_03
(begin
(begin
(cs_force_combat_status 3)
(cs_force_combat_status 3)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(ai_vehicle_enter_immediate intro_hog_03/driver (ai_vehicle_get_from_starting_location intro_hog_03/hog) warthog_d)
(ai_vehicle_enter_immediate intro_hog_03/driver (ai_vehicle_get_from_starting_location intro_hog_03/hog) warthog_d)
(cs_vehicle_speed 0.9)
(cs_vehicle_speed 0.9)
(sleep 1)
(sleep 1)
(object_hide (ai_get_object ai_current_actor) True)
(object_hide (ai_get_object ai_current_actor) True)
(cs_go_to intro_hog_targets/p1)
(cs_go_to intro_hog_targets/p1)
)
)
)
)
(script command cs_hog_04
(script command cs_hog_04
(begin
(begin
(cs_force_combat_status 3)
(cs_force_combat_status 3)
(cs_enable_pathfinding_failsafe True)
(cs_enable_pathfinding_failsafe True)
(cs_ignore_obstacles True)
(cs_ignore_obstacles True)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(object_set_velocity (ai_vehicle_get ai_current_actor) 1)
(cs_vehicle_speed 0.9)
(cs_vehicle_speed 0.9)
(ai_vehicle_enter_immediate intro_hog_04/driver (ai_vehicle_get_from_starting_location intro_hog_04/hog) warthog_d)
(ai_vehicle_enter_immediate intro_hog_04/driver (ai_vehicle_get_from_starting_location intro_hog_04/hog) warthog_d)
(sleep 1)
(sleep 1)
(object_hide (ai_get_object ai_current_actor) True)
(object_hide (ai_get_object ai_current_actor) True)
(cs_go_to intro_hog_targets/p1)
(cs_go_to intro_hog_targets/p1)
)
)
)
)
(script dormant intro_hogs
(script dormant intro_hogs
(begin
(begin
(sleep 146)
(sleep 146)
(ai_place intro_hog_01)
(ai_place intro_hog_01)
(ai_place intro_hog_02)
(ai_place intro_hog_02)
(ai_place intro_hog_03)
(ai_place intro_hog_03)
(ai_place intro_hog_04)
(ai_place intro_hog_04)
(cs_run_command_script intro_hog_01/driver cs_hog_01)
(cs_run_command_script intro_hog_01/driver cs_hog_01)
(cs_run_command_script intro_hog_02/driver cs_hog_02)
(cs_run_command_script intro_hog_02/driver cs_hog_02)
(cs_run_command_script intro_hog_03/driver cs_hog_03)
(cs_run_command_script intro_hog_03/driver cs_hog_03)
(cs_run_command_script intro_hog_04/driver cs_hog_04)
(cs_run_command_script intro_hog_04/driver cs_hog_04)
)
)
)
)
(script dormant c03_intro_foley_02
(script dormant c03_intro_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol none 1)
(sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol none 1)
(print "c03_intro foley 02 start")
(print "c03_intro foley 02 start")
)
)
)
)
(script dormant c03_intro_sound_scene2_01
(script dormant c03_intro_sound_scene2_01
(begin
(begin
(sound_class_set_gain "vehicle" 0 0)
(sound_class_set_gain "vehicle" 0 0)
(sleep 144)
(sleep 144)
(sound_class_set_gain "vehicle" 0.25 0)
(sound_class_set_gain "vehicle" 0.25 0)
)
)
)
)
(script dormant c03_intro_sound_scene2_03
(script dormant c03_intro_sound_scene2_03
(begin
(begin
(sleep 145)
(sleep 145)
(sound_class_set_gain "vehicle" 0.25 15)
(sound_class_set_gain "vehicle" 0.25 15)
(sound_class_set_gain "vehicle" 0.5 120)
(sound_class_set_gain "vehicle" 0.5 120)
)
)
)
)
(script dormant c03_intro_sound_scene2_04
(script dormant c03_intro_sound_scene2_04
(begin
(begin
(sleep 280)
(sleep 280)
(sound_class_set_gain "vehicle" 0.25 10)
(sound_class_set_gain "vehicle" 0.25 10)
(sound_class_set_gain "vehicle" 0.5 75)
(sound_class_set_gain "vehicle" 0.5 75)
)
)
)
)
(script dormant c03_intro_sound_scene2_05
(script dormant c03_intro_sound_scene2_05
(begin
(begin
(sleep 480)
(sleep 480)
(sound_class_set_gain "vehicle" 0.5 50)
(sound_class_set_gain "vehicle" 0.5 50)
)
)
)
)
(script dormant c03_1060_cor
(script dormant c03_1060_cor
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1060_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1060_cor none 1 radio_default_loop)
(cinematic_subtitle c03_1060_cor 5)
(cinematic_subtitle c03_1060_cor 5)
)
)
)
)
(script dormant c03_1070_cor
(script dormant c03_1070_cor
(begin
(begin
(sleep 150)
(sleep 150)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1070_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1070_cor none 1 radio_default_loop)
(cinematic_subtitle c03_1070_cor 3)
(cinematic_subtitle c03_1070_cor 3)
)
)
)
)
(script dormant c03_1080_mrs
(script dormant c03_1080_mrs
(begin
(begin
(sleep 290)
(sleep 290)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1080_mrs spotter 1 radio_default_in)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1080_mrs spotter 1 radio_default_in)
(cinematic_subtitle c03_1080_mrs 4)
(cinematic_subtitle c03_1080_mrs 4)
)
)
)
)
(script dormant c03_1090_dp1
(script dormant c03_1090_dp1
(begin
(begin
(sleep 407)
(sleep 407)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1090_dp1 none 1 radio_default_out)
(sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1090_dp1 none 1 radio_default_out)
(cinematic_subtitle c03_1090_dp1 1)
(cinematic_subtitle c03_1090_dp1 1)
)
)
)
)
(script dormant c03_intro_shake_02
(script dormant c03_intro_shake_02
(begin
(begin
(sleep 350)
(sleep 350)
(print "shake")
(print "shake")
(player_effect_set_max_rotation 0 1 1)
(player_effect_set_max_rotation 0 1 1)
(player_effect_start 0.25 0)
(player_effect_start 0.25 0)
(player_effect_stop 1.5)
(player_effect_stop 1.5)
)
)
)
)
(script dormant c03_intro_fov_01
(script dormant c03_intro_fov_01
(begin
(begin
(sleep 232)
(sleep 232)
(camera_set_field_of_view 36 0)
(camera_set_field_of_view 36 0)
(print "fov change: 50 -> 16 over 0 ticks")
(print "fov change: 50 -> 16 over 0 ticks")
(sleep 13)
(sleep 13)
(camera_set_field_of_view 60 14)
(camera_set_field_of_view 60 14)
(print "fov change: 16 -> 50 over 14 ticks")
(print "fov change: 16 -> 50 over 14 ticks")
)
)
)
)
(script dormant cinematic_lighting_scene_02
(script dormant cinematic_lighting_scene_02
(begin
(begin
(cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902)
(cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902)
(cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078)
(cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961)
(cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961)
(object_uses_cinematic_lighting sniper True)
(object_uses_cinematic_lighting sniper True)
(object_uses_cinematic_lighting spotter True)
(object_uses_cinematic_lighting spotter True)
(object_uses_cinematic_lighting sniper_rifle True)
(object_uses_cinematic_lighting sniper_rifle True)
(object_uses_cinematic_lighting scope True)
(object_uses_cinematic_lighting scope True)
)
)
)
)
(script dormant white_flash
(script dormant white_flash
(begin
(begin
(sleep 130)
(sleep 130)
(fade_out 1 1 1 15)
(fade_out 1 1 1 15)
(sleep 30)
(sleep 30)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
)
)
)
)
(script dormant erase_hogs
(script dormant erase_hogs
(begin
(begin
(time_code_reset)
(time_code_reset)
(sleep 279)
(sleep 279)
(print "erase hogs")
(print "erase hogs")
(ai_erase intro_hog_01)
(ai_erase intro_hog_01)
(ai_erase intro_hog_02)
(ai_erase intro_hog_02)
(ai_erase intro_hog_03)
(ai_erase intro_hog_03)
(ai_erase intro_
(ai_erase intro_
已保存差异
原始文本
打开文件
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 75) (global bool g_mission_over False) (global short 15_seconds 450) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global bool g_e13_started False) (global bool g_e13_creep_end0_free True) (global bool g_e13_creep_end1_free True) (global bool g_e13_creep_end2_free True) (global bool g_e12_started False) (global bool g_e11_started False) (global bool g_e11_cov_phantom0_leaving False) (global script_vehicle g_e8_warthog none) (global script_vehicle g_e10_warthog none) (global bool g_e10_cov_phantom0_leaving False) (global effe g_e11_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact) (global bool g_e10_started False) (global bool g_e10_cov_phantom0_arrived False) (global bool g_e10_cov_ghosts0_unloaded False) (global bool g_e9_started False) (global bool g_e8_started False) (global bool g_e8_cov_phantom0_arrived False) (global bool g_e8_cov_phantom0_leaving False) (global bool g_e8_cov_inf1_unloaded False) (global bool g_e7_started False) (global bool g_e6_started False) (global bool g_e5b_started False) (global bool g_e5b_finished False) (global bool g_e5_started False) (global bool g_e5_cov_inf1_done False) (global short g_e5_cov_inf1_max 10) (global short g_e5_cov_inf1_spawn_delay 30) (global bool g_e4_started False) (global bool g_e3_started False) (global bool g_e3_mars_pelican0_arrived False) (global bool g_e3_mars_pelican0_landed False) (global bool g_e3_johnson_should_load False) (global bool g_e3_johnson_in_pelican False) (global short g_e3_cov_inf0_0_limit 12) (global bool g_e2_started False) (global bool g_e2_door_breached False) (global bool g_e2_cov_hunters0_active False) (global bool g_e1_started False) (global short g_e1_cov_inf2_spawned 0) (global short g_e1_cov_inf2_limit 0) (global bool g_e1_cov_inf2_wave0 True) (global bool g_e1_cov_phantom0_1_arrived False) (global bool g_e1_cov_phantom0_1_retreating False) (global bool g_e1_cov_inf4_0_arrived False) (global bool g_e1_mars_pelican0_appeared False) (global bool g_e1_mars_pelican0_departing False) (global short g_e1_cov_snipers0_limit 2) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 03_intro_01_predict_stub (begin (wake 03_intro_01_predict) ) ) (script static 03_intro_02_predict_stub (begin (wake 03_intro_02_predict) ) ) (script static 03_intro_03_predict_stub (begin (wake 03_intro_03_predict) ) ) (script static 03_intro_04_predict_stub (begin (wake 03_intro_04_predict) ) ) (script dormant c03_intro_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus none 1) (print "c03_intro score 01 start") ) ) (script dormant c03_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol none 1) (print "c03_intro foley 01 start") ) ) (script dormant c03_intro_sound_scene1_01 (begin (object_set_function_variable pelican_01 engine_hack 1 0) (object_set_function_variable pelican_02 engine_hack 1 0) (object_set_function_variable pelican_03 engine_hack 1 0) (object_set_function_variable pelican_04 engine_hack 1 0) (object_set_function_variable pelican_01 engine_audio 1 0) (object_set_function_variable pelican_02 engine_audio 1 0) (object_set_function_variable pelican_03 engine_audio 1 0) (object_set_function_variable pelican_04 engine_audio 1 0) (object_set_function_variable pelican_01 hover_audio 1 0) (object_set_function_variable pelican_02 hover_audio 1 0) (object_set_function_variable pelican_03 hover_audio 1 0) (object_set_function_variable pelican_04 hover_audio 1 0) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "vehicle" 1 115) (object_set_velocity pelican_01 8) (object_set_velocity pelican_02 8) (object_set_velocity pelican_03 8) (sleep 130) (sound_class_set_gain "vehicle" 0 120) ) ) (script dormant c03_intro_sound_scene1_02 (begin (sleep 260) (sound_class_set_gain "vehicle" 0.5 10) ) ) (script dormant c03_intro_sound_scene1_03 (begin (sleep 350) (sound_class_set_gain "vehicle" 0 10) ) ) (script dormant c03_intro_sound_scene1_04 (begin (sleep 435) (sound_class_set_gain "vehicle" 0.5 10) ) ) (script dormant c03_1010_cor (begin (sleep 212) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1010_cor none 1) (cinematic_subtitle c03_1010_cor 1) ) ) (script dormant c03_1011_cor (begin (sleep 265) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1011_cor none 1) (cinematic_subtitle c03_1011_cor 2) ) ) (script dormant c03_1020_mir (begin (sleep 333) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1020_mir none 1 radio_default_loop) (cinematic_subtitle c03_1020_mir 1) ) ) (script dormant c03_1021_mir (begin (sleep 357) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1021_mir miranda 1) (cinematic_subtitle c03_1021_mir 1) ) ) (script dormant c03_1030_jon (begin (sleep 396) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1030_jon none 1 radio_default_loop) (cinematic_subtitle c03_1030_jon 5) ) ) (script dormant c03_1040_jon (begin (sleep 560) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1040_jon johnson 1) (cinematic_subtitle c03_1040_jon 4) ) ) (script dormant c03_1050_och_1 (begin (sleep 684) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och pilot 1) (cinematic_subtitle c03_1050_och 1) ) ) (script dormant c03_1050_och_2 (begin (sleep 684) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och copilot 1) (cinematic_subtitle c03_1050_och 2) ) ) (script dormant c03_intro_shake_01_1 (begin (sleep 113) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (player_effect_stop 1.5) ) ) (script dormant c03_intro_shake_01_2 (begin (sleep 259) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 91) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c03_intro_shake_01_3 (begin (sleep 560) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant c03_intro_01_dof_1 (begin (sleep 436) (print "dof values: 12 5 5 0 0 0 0") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 12 5 5 0 0 0 0) (sleep 123) (print "dof stop") (cinematic_screen_effect_stop) ) ) (script dormant cinematic_light_01_city_01 (begin (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting copilot True) (object_uses_cinematic_lighting pelican_01 True) (object_uses_cinematic_lighting pelican_02 True) (object_uses_cinematic_lighting pelican_03 True) (object_uses_cinematic_lighting pelican_04 True) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting carrier True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant cinematic_light_01_pelican_01 (begin (sleep 259) (object_destroy carrier) (print "destroy carrier") (cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392) (cinematic_lighting_set_ambient_light 0 0 0) (sleep 86) (fade_out 1 1 1 5) ) ) (script dormant cinematic_light_01_iac_01 (begin (sleep 350) (object_hide chief True) (print "hide chief") (cinematic_lighting_set_primary_light -52 282 0.156863 0.180392 0.333333) (cinematic_lighting_set_secondary_light -75 150 0.121569 0.121569 0.180392) (cinematic_lighting_set_ambient_light 0.0588235 0.0509804 0.0392157) (sleep 20) (fade_in 1 1 1 5) ) ) (script dormant cinematic_light_01_city_02 (begin (sleep 435) (object_destroy miranda) (object_destroy iac_bridge) (print "destroy miranda, iac bridge") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ) (script dormant cinematic_light_01_pelican_02 (begin (sleep 558) (print "light pelican") (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static c03_intro_01_problem_actors (begin (print "problem actors") (object_create_anew iac) (object_create_anew pelican_01) (object_create_anew pelican_02) (object_create_anew pelican_03) (object_create_anew pelican_04) (object_cinematic_lod iac True) (object_cinematic_lod pelican_01 True) (object_cinematic_lod pelican_02 True) (object_cinematic_lod pelican_03 True) (object_cinematic_lod pelican_04 True) (object_cinematic_visibility iac True) ) ) (script static c03_intro_01_setup (begin (object_create_anew chief) (object_create_anew miranda) (object_create_anew johnson) (object_create_anew pilot) (object_create_anew copilot) (object_create_anew iac_bridge) (object_create_anew carrier) (unit_set_emotional_state miranda inquisitive 0.25 0) (object_set_scale carrier 0.4 0) (object_set_function_variable carrier grav_lift_control 1 0) (object_create_anew intro_flak_01) (object_create_anew intro_flak_02) (object_cinematic_lod chief True) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod pilot True) (object_cinematic_lod copilot True) (object_cinematic_lod carrier True) (object_set_permutation copilot head smith) (unit_set_emotional_state johnson happy 0.25 0) (unit_set_emotional_state pilot angry 0.25 0) (unit_set_emotional_state copilot angry 0.25 0) (wake c03_intro_score_01) (wake c03_intro_foley_01) (wake c03_intro_sound_scene1_01) (wake c03_intro_sound_scene1_02) (wake c03_intro_sound_scene1_03) (wake c03_intro_sound_scene1_04) (wake c03_1010_cor) (wake c03_1011_cor) (wake c03_1020_mir) (wake c03_1021_mir) (wake c03_1030_jon) (wake c03_1040_jon) (wake c03_1050_och_1) (wake c03_1050_och_2) (wake c03_intro_shake_01_1) (wake c03_intro_shake_01_2) (wake c03_intro_shake_01_3) (wake cinematic_light_01_city_01) (wake cinematic_light_01_pelican_01) (wake cinematic_light_01_iac_01) (wake cinematic_light_01_city_02) (wake cinematic_light_01_pelican_02) ) ) (script static c03_intro_01_cleanup (begin (object_destroy pelican_04) (player_effect_stop 0) ) ) (script static c03_intro_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (c03_intro_01_problem_actors) (03_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_01 none anchor_flag_intro) (c03_intro_01_setup) (custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro mc_01 False anchor_intro) (custom_animation_relative johnson objects\characters\marine\03_intro\03_intro johnson_01 False anchor_intro) (custom_animation_relative miranda objects\characters\miranda\03_intro\03_intro miranda_01 False anchor_intro) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_01 False anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_01 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_01 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_01 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_01 False anchor_intro) (custom_animation_relative pelican_04 objects\vehicles\pelican\03_intro\03_intro pel4_01 False anchor_intro) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\03_intro\03_intro iac_01 anchor_intro) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\03_intro\03_intro iac_bridge_01 anchor_intro) (sleep 10) (fade_in 0 0 0 60) (sleep (- (camera_time) prediction_offset)) (03_intro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol) (sleep (camera_time)) (c03_intro_01_cleanup) ) ) (script command cs_hog_01 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed 0.9) (ai_vehicle_enter_immediate intro_hog_01/driver (ai_vehicle_get_from_starting_location intro_hog_01/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p0) (ai_erase ai_current_actor) ) ) (script command cs_hog_02 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed 0.9) (ai_vehicle_enter_immediate intro_hog_02/driver (ai_vehicle_get_from_starting_location intro_hog_02/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p0) ) ) (script command cs_hog_03 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (ai_vehicle_enter_immediate intro_hog_03/driver (ai_vehicle_get_from_starting_location intro_hog_03/hog) warthog_d) (cs_vehicle_speed 0.9) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p1) ) ) (script command cs_hog_04 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed 0.9) (ai_vehicle_enter_immediate intro_hog_04/driver (ai_vehicle_get_from_starting_location intro_hog_04/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p1) ) ) (script dormant intro_hogs (begin (sleep 146) (ai_place intro_hog_01) (ai_place intro_hog_02) (ai_place intro_hog_03) (ai_place intro_hog_04) (cs_run_command_script intro_hog_01/driver cs_hog_01) (cs_run_command_script intro_hog_02/driver cs_hog_02) (cs_run_command_script intro_hog_03/driver cs_hog_03) (cs_run_command_script intro_hog_04/driver cs_hog_04) ) ) (script dormant c03_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol none 1) (print "c03_intro foley 02 start") ) ) (script dormant c03_intro_sound_scene2_01 (begin (sound_class_set_gain "vehicle" 0 0) (sleep 144) (sound_class_set_gain "vehicle" 0.25 0) ) ) (script dormant c03_intro_sound_scene2_03 (begin (sleep 145) (sound_class_set_gain "vehicle" 0.25 15) (sound_class_set_gain "vehicle" 0.5 120) ) ) (script dormant c03_intro_sound_scene2_04 (begin (sleep 280) (sound_class_set_gain "vehicle" 0.25 10) (sound_class_set_gain "vehicle" 0.5 75) ) ) (script dormant c03_intro_sound_scene2_05 (begin (sleep 480) (sound_class_set_gain "vehicle" 0.5 50) ) ) (script dormant c03_1060_cor (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1060_cor none 1 radio_default_loop) (cinematic_subtitle c03_1060_cor 5) ) ) (script dormant c03_1070_cor (begin (sleep 150) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1070_cor none 1 radio_default_loop) (cinematic_subtitle c03_1070_cor 3) ) ) (script dormant c03_1080_mrs (begin (sleep 290) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1080_mrs spotter 1 radio_default_in) (cinematic_subtitle c03_1080_mrs 4) ) ) (script dormant c03_1090_dp1 (begin (sleep 407) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1090_dp1 none 1 radio_default_out) (cinematic_subtitle c03_1090_dp1 1) ) ) (script dormant c03_intro_shake_02 (begin (sleep 350) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (player_effect_stop 1.5) ) ) (script dormant c03_intro_fov_01 (begin (sleep 232) (camera_set_field_of_view 36 0) (print "fov change: 50 -> 16 over 0 ticks") (sleep 13) (camera_set_field_of_view 60 14) (print "fov change: 16 -> 50 over 14 ticks") ) ) (script dormant cinematic_lighting_scene_02 (begin (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) (object_uses_cinematic_lighting sniper True) (object_uses_cinematic_lighting spotter True) (object_uses_cinematic_lighting sniper_rifle True) (object_uses_cinematic_lighting scope True) ) ) (script dormant white_flash (begin (sleep 130) (fade_out 1 1 1 15) (sleep 30) (fade_in 1 1 1 15) ) ) (script dormant erase_hogs (begin (time_code_reset) (sleep 279) (print "erase hogs") (ai_erase intro_hog_01) (ai_erase intro_hog_02) (ai_erase intro_hog_03) (ai_erase intro_hog_04) ) ) (script static c03_intro_02_setup (begin (object_create_anew sniper) (object_create_anew spotter) (object_create_anew sniper_rifle) (object_create_anew scope) (object_cinematic_lod sniper True) (object_cinematic_lod spotter True) (object_cinematic_lod sniper_rifle True) (object_cinematic_lod scope True) (wake c03_intro_sound_scene2_01) (wake c03_intro_sound_scene2_03) (wake c03_intro_sound_scene2_04) (wake c03_intro_sound_scene2_05) (unit_set_emotional_state sniper pensive 0.5 0) (unit_set_emotional_state spotter pain 0.5 0) (wake c03_intro_foley_02) (wake c03_1060_cor) (wake c03_1070_cor) (wake c03_1080_mrs) (wake c03_1090_dp1) (wake intro_hogs) (wake erase_hogs) (wake c03_intro_shake_02) (wake c03_intro_fov_01) (wake cinematic_lighting_scene_02) (wake white_flash) ) ) (script static c03_intro_02_cleanup (begin (object_destroy sniper) (object_destroy spotter) (object_destroy scope) ) ) (script static c03_intro_scene_02 (begin (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_02 none anchor_flag_intro) (c03_intro_02_setup) (pvs_set_object pelican_01) (custom_animation_relative sniper objects\characters\marine\03_intro\03_intro sniper_02 False anchor_intro) (custom_animation_relative spotter objects\characters\marine\03_intro\03_intro spotter_02 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_02 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_02 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_02 False anchor_intro) (scenery_animation_start_relative sniper_rifle objects\weapons\rifle\sniper_rifle\03_intro\03_intro sniper_rifle_02 anchor_intro) (scenery_animation_start_relative scope scenarios\objects\human\military\spotting_scope\03_intro\03_intro scope_02 anchor_intro) (sleep (- (camera_time) prediction_offset)) (03_intro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_03_fol) (sleep (camera_time)) (c03_intro_02_cleanup) ) ) (script dormant c03_intro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_03_fol none 1) (print "c03_intro foley 03 start") ) ) (script dormant c03_intro_sound_scene3_01 (begin (sleep 635) (sound_class_set_gain "vehicle" 0 5) ) ) (script dormant c03_intro_sound_scene3_02 (begin (sleep 640) (sound_class_set_gain "vehicle" 0.5 135) ) ) (script dormant c03_intro_sound_scene3_03 (begin (sleep 805) (object_set_function_variable pelican_01 turn_absolute 1 75) (object_set_function_variable pelican_02 turn_absolute 1 75) (object_set_function_variable pelican_03 turn_absolute 1 75) (object_set_function_variable pelican_01 banking_audio 1 75) (object_set_function_variable pelican_02 banking_audio 1 75) (object_set_function_variable pelican_03 banking_audio 1 75) ) ) (script dormant c03_1100_dp1 (begin (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1100_dp1 pilot 1) (cinematic_subtitle c03_1100_dp1 1) ) ) (script dormant c03_1110_jon (begin (sleep 63) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1110_jon johnson 1) (cinematic_subtitle c03_1110_jon 1) ) ) (script dormant c03_1120_jon (begin (sleep 135) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1120_jon johnson 1) (cinematic_subtitle c03_1120_jon 2) ) ) (script dormant c03_1130_lhd (begin (sleep 190) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1130_lhd none 1 radio_default_in) (cinematic_subtitle c03_1130_lhd 4) ) ) (script dormant c03_1140_lhd (begin (sleep 314) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1140_lhd none 1 radio_default_out) (cinematic_subtitle c03_1140_lhd 5) ) ) (script dormant c03_1150_dp2 (begin (sleep 490) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1150_dp2 none 1 radio_default_loop) (cinematic_subtitle c03_1150_dp2 1) ) ) (script dormant c03_intro_shake_03 (begin (sleep 0) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 405) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c03_intro_03_dof_1 (begin (sleep 96) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0) (print "rack focus") (sleep 83) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c03_intro_03_dof_2 (begin (sleep 319) (print "dof values: 3 0 0 0 1 1 0") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 1 1 0) (sleep 85) (print "dof values: 9 2.5 2.5 0 0 0 0") (cinematic_screen_effect_set_depth_of_field 9 2.5 2.5 0 0 0 0) (sleep 116) (print "dof stop") (cinematic_screen_effect_stop) ) ) (script dormant cinematic_lighting_scene_03 (begin (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting odst_01 True) (object_uses_cinematic_lighting odst_02 True) (object_uses_cinematic_lighting odst_03 True) (object_uses_cinematic_lighting odst_04 True) (object_uses_cinematic_lighting helmet True) (object_uses_cinematic_lighting battle_rifle_01 True) (object_uses_cinematic_lighting battle_rifle_02 True) ) ) (script dormant cinematic_light_troopbay_03_01 (begin (sleep 178) (print "light bay") (object_hide odst_01 False) (object_hide odst_02 False) (object_hide odst_03 False) (cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_chief_03_01 (begin (sleep 318) (print "light chief rev") (object_hide chief False) (object_hide odst_04 False) (cinematic_lighting_set_primary_light 4 240 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.145098 0.141176 0.184314) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_street_03_01 (begin (sleep 403) (print "light street") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ) (script dormant save_dof_01 (begin (sleep 318) (print "delete marines, hide pelican") (object_destroy odst_01) (object_destroy odst_02) (object_destroy odst_03) (object_destroy battle_rifle_01) (object_destroy battle_rifle_02) (object_destroy sniper_rifle) (object_hide pelican_03 True) (object_hide offending_palm_01 True) (object_hide offending_palm_02 True) (object_hide offending_palm_03 True) (object_hide offending_palm_04 True) (object_hide offending_palm_05 True) (object_hide offending_palm_06 True) (object_hide offending_palm_07 True) (object_hide offending_palm_08 True) (object_hide offending_palm_09 True) (object_hide offending_palm_10 True) (object_hide offending_palm_11 True) (object_hide offending_palm_12 True) (object_hide offending_palm_13 True) (object_hide offending_palm_14 True) (object_hide offending_palm_15 True) (object_hide offending_palm_16 True) (object_hide offending_palm_17 True) (object_hide offending_palm_18 True) (object_hide offending_palm_19 True) (object_hide offending_palm_20 True) ) ) (script dormant show_trees_pelican (begin (sleep 405) (print "show trees, pelican") (object_hide pelican_03 False) (object_hide offending_palm_01 False) (object_hide offending_palm_02 False) (object_hide offending_palm_03 False) (object_hide offending_palm_04 False) (object_hide offending_palm_05 False) (object_hide offending_palm_06 False) (object_hide offending_palm_07 False) (object_hide offending_palm_08 False) (object_hide offending_palm_09 False) (object_hide offending_palm_10 False) (object_hide offending_palm_11 False) (object_hide offending_palm_12 False) (object_hide offending_palm_13 False) (object_hide offending_palm_14 False) (object_hide offending_palm_15 False) (object_hide offending_palm_16 False) (object_hide offending_palm_17 False) (object_hide offending_palm_18 False) (object_hide offending_palm_19 False) (object_hide offending_palm_20 False) ) ) (script static c03_intro_03_setup (begin (object_create_anew odst_01) (object_create_anew odst_02) (object_create_anew odst_03) (object_create_anew odst_04) (object_create_anew helmet) (object_create_anew battle_rifle_01) (object_create_anew battle_rifle_02) (object_cinematic_lod odst_01 True) (object_cinematic_lod odst_02 True) (object_cinematic_lod odst_03 True) (object_cinematic_lod odst_04 True) (object_cinematic_lod helmet True) (object_cinematic_lod battle_rifle_01 True) (object_cinematic_lod battle_rifle_02 True) (object_hide odst_01 True) (object_hide odst_02 True) (object_hide odst_03 True) (object_hide odst_04 True) (object_set_permutation odst_01 head morgan) (object_set_permutation odst_02 head perez) (object_set_permutation odst_03 head walter) (object_set_permutation odst_04 head banks) (unit_set_emotional_state odst_01 angry 0.25 0) (unit_set_emotional_state odst_02 angry 0.25 0) (unit_set_emotional_state odst_03 angry 0.25 0) (unit_set_emotional_state odst_04 angry 0.25 0) (object_set_region_state odst_03 helmet destroyed) (object_set_region_state odst_04 helmet destroyed) (objects_attach odst_01 right_hand battle_rifle_01 ) (objects_attach odst_02 right_hand battle_rifle_02 ) (wake c03_intro_foley_03) (wake c03_intro_sound_scene3_01) (wake c03_intro_sound_scene3_02) (wake c03_intro_sound_scene3_03) (wake c03_1100_dp1) (wake c03_1110_jon) (wake c03_1120_jon) (wake c03_1130_lhd) (wake c03_1140_lhd) (wake c03_1150_dp2) (wake save_dof_01) (wake show_trees_pelican) (wake c03_intro_shake_03) (wake cinematic_lighting_scene_03) (wake cinematic_light_troopbay_03_01) (wake cinematic_light_chief_03_01) (wake cinematic_light_street_03_01) ) ) (script static c03_intro_03_cleanup (begin (object_destroy chief) (object_destroy johnson) (object_destroy_containing "odst") (object_destroy helmet) (object_destroy battle_rifle_01) (object_destroy battle_rifle_02) (object_destroy sniper_rifle) (object_destroy magazine) ) ) (script static c03_intro_scene_03 (begin (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_03 none anchor_flag_intro) (c03_intro_03_setup) (pvs_set_object pelican_01) (custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro mc_03 False anchor_intro) (custom_animation_relative johnson objects\characters\marine\03_intro\03_intro johnson_03 False anchor_intro) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_03 False anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_03 False anchor_intro) (custom_animation_relative odst_01 objects\characters\marine\03_intro\03_intro odst1_03 False anchor_intro) (custom_animation_relative odst_02 objects\characters\marine\03_intro\03_intro odst2_03 False anchor_intro) (custom_animation_relative odst_03 objects\characters\marine\03_intro\03_intro odst3_03 False anchor_intro) (custom_animation_relative odst_04 objects\characters\marine\03_intro\03_intro odst4_03 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_03 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_03 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_03 False anchor_intro) (scenery_animation_start_relative helmet objects\characters\marine\helmet_odst\03_intro\03_intro helmet_03 anchor_intro) (scenery_animation_start_relative sniper_rifle objects\weapons\rifle\sniper_rifle\03_intro\03_intro sniper_rifle_03 anchor_intro) (sleep (- (camera_time) prediction_offset)) (03_intro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_04_fol) (sleep (camera_time)) (c03_intro_03_cleanup) ) ) (script dormant intro_scarab_gun_charge (begin (sleep 200) (print "scarab gun charge") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_beam_charging scarab primary_trigger) ) ) (script dormant intro_scarab_gun_fire (begin (object_create intro_scarab_gun) (objects_attach scarab primary_trigger intro_scarab_gun ) (sleep 240) (print "scarab gun fire") (object_hide intro_scarab_gun True) (weapon_hold_trigger intro_scarab_gun 0 True) (sleep 120) (weapon_hold_trigger intro_scarab_gun 0 False) ) ) (script dormant intro_scarab_turret_fire (begin (object_create intro_scarab_gun_turret) (objects_attach scarab_turret primary_trigger intro_scarab_gun_turret ) (object_hide intro_scarab_gun_turret True) (sleep 285) (print "scarab turret fire") (weapon_hold_trigger intro_scarab_gun_turret 0 True) ) ) (script dormant effect_pelican_hit_01 (begin (sleep 265) (print "pelican hit") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 johnson) ) ) (script dormant effect_pelican_impact_01 (begin (sleep 410) (print "pelican impact 1") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_03 light_cockpit_back) (sleep 5) (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_03 hardpoint_left) ) ) (script dormant effect_pelican_impact_02 (begin (sleep 434) (print "pelican impact 2") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_03 johnson) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_junction_flag_01) ) ) (script dormant effect_blow_railings (begin (sleep 450) (print "blow railings far") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_01) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_02) (sleep 5) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_03) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_04) ) ) (script dormant c03_intro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_04_fol none 1) (print "c03_intro foley 04 start") ) ) (script dormant c03_1160_dp2 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1160_dp2 pilot 1) (cinematic_subtitle c03_1160_dp2 2) ) ) (script dormant c03_intro_fov_02 (begin (sleep 382) (camera_set_field_of_view 30 0) (print "fov change: 50 -> 20 over 0 ticks") (sleep 18) (camera_set_field_of_view 60 20) (print "fov change: 20 -> 50 over 20 ticks") ) ) (script dormant c03_intro_shake_04 (begin (sleep 137) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 0) (player_effect_stop 1) ) ) (script dormant c03_intro_04_dof_1 (begin (sleep 58) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 2 1 1 0 0 0 0) (print "rack focus") (sleep 59) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c03_intro_04_dof_3 (begin (sleep 382) (print "dof stop") (cinematic_screen_effect_stop) ) ) (script dormant cinematic_lighting_scene_04 (begin (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_street_04_01 (begin (sleep 117) (print "light street") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ) (script dormant effect_big_foot (begin (time_code_reset) (sleep 126) (print "big foot") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion bus_flag_01) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion bus_flag_02) ) ) (script static c03_intro_04_setup (begin (object_create_anew scarab) (object_create_anew scarab_turret) (object_create_anew_containing "intro_railing") (object_create_anew_containing "intro_crash") (object_create_anew the_fiscal_year) (object_cinematic_lod scarab True) (object_cinematic_lod scarab_turret True) (object_cinematic_lod the_fiscal_year True) (object_uses_cinematic_lighting scarab True) (object_uses_cinematic_lighting scarab_turret True) (wake c03_intro_foley_04) (wake c03_1160_dp2) (wake c03_intro_fov_02) (wake c03_intro_shake_04) (wake intro_scarab_gun_charge) (wake intro_scarab_gun_fire) (wake intro_scarab_turret_fire) (wake effect_big_foot) (wake effect_pelican_hit_01) (wake effect_pelican_impact_01) (wake effect_pelican_impact_02) (wake effect_blow_railings) (wake cinematic_lighting_scene_04) (wake cinematic_light_street_04_01) ) ) (script static c03_intro_04_cleanup (begin (object_destroy pilot) (object_destroy copilot) (object_destroy_containing "scarab") (object_destroy_containing "pelican") (object_destroy the_fiscal_year) ) ) (script static c03_intro_scene_04 (begin (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_04 none anchor_flag_intro) (c03_intro_04_setup) (pvs_set_object pelican_01) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_04 False anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_04 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_04 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_04 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_04 False anchor_intro) (scenery_animation_start_relative scarab scenarios\objects\covenant\military\scarab\03_intro\03_intro scarab_04 anchor_intro) (scenery_animation_start_relative scarab_turret scenarios\objects\covenant\military\scarab\scarab_upper_gun\03_intro\03_intro scarab_upper_gun_04 anchor_intro) (sleep (- (camera_time) 60)) (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 2) (sleep (- (camera_time) 5)) (print "cut to black") (fade_out 0 0 0 5) (sleep 5) (c03_intro_04_cleanup) (sleep 30) (player_effect_stop 0) ) ) (script static c03_intro (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name earthcity_cine_intro_bsp) (sleep 1) (c03_intro_scene_01) (c03_intro_scene_02) (c03_intro_scene_03) (c03_intro_scene_04) (rasterizer_bloom_override False) ) ) (script static chief_recovery_sequence (begin (camera_control False) (player_camera_control True) (if (= easy (game_difficulty_get_real)) (begin (print "recovery - easy") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9000_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) (if (= normal (game_difficulty_get_real)) (begin (print "recovery - normal") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9030_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) (if (= heroic (game_difficulty_get_real)) (begin (print "recovery - heroic") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9020_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) (if (= legendary (game_difficulty_get_real)) (begin (print "recovery - legendary") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9010_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (begin (c03_intro) )) (cinematic_skip_stop) ) ) (script dormant chapter_title0 (begin (sleep 30) (cinematic_set_title title0) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective0_set (begin (sleep 30) (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep 30) (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 30) (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (objectives_show_up_to 3) ) ) (script dormant objective3_clear (begin (objectives_finish_up_to 3) ) ) (script dormant objective4_set (begin (sleep 30) (objectives_show_up_to 4) ) ) (script dormant objective4_clear (begin (objectives_finish_up_to 4) ) ) (script dormant music_03a_01_start (begin (print "music 03a_01 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_01 none 1) ) ) (script dormant music_03a_01_stop (begin (print "music 03a_01 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_01) ) ) (script dormant music_03a_02_stop_alt (begin (sleep two_minutes) (print "music 03a_02 stop alt") (sound_looping_set_alternate scenarios\solo\03a_oldmombasa\03a_music\03a_02 False) ) ) (script dormant music_03a_02_stop (begin (sleep one_minute) (print "music 03a_02 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_02) (sleep_forever music_03a_02_stop_alt) ) ) (script dormant music_03a_02_start_alt (begin (print "music 03a_02 start alt") (sound_looping_set_alternate scenarios\solo\03a_oldmombasa\03a_music\03a_02 True) (wake music_03a_02_stop_alt) ) ) (script dormant music_03a_02_start (begin (print "music 03a_02 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_02 none 1) ) ) (script dormant music_03a_03_start (begin (print "music 03a_03 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_03 none 1) ) ) (script dormant music_03a_03_stop (begin (print "music 03a_03 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_03) ) ) (script dormant music_03a_04_start (begin (print "music 03a_04 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_04 none 1) ) ) (script dormant music_03a_04_stop (begin (print "music 03a_04 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_04) ) ) (script dormant music_03a_05_start (begin (sleep 60) (print "music 03a_05 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_05 none 1) ) ) (script dormant music_03a_05_stop (begin (print "music 03a_05 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_05) ) ) (script dormant music_03a_06_start (begin (print "music 03a_06 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_06 none 1) ) ) (script dormant music_03a_06_stop (begin (print "music 03a_06 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_06) ) ) (script dormant music_03a_065_start (begin (print "music 03a_065 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_065 none 1) ) ) (script dormant music_03a_065_stop (begin (sleep two_minutes) (print "music 03a_065 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_065) ) ) (script dormant music_03a_065_start_alt (begin (print "music 03a_065 start alt") (sound_looping_set_alternate scenarios\solo\03a_oldmombasa\03a_music\03a_065 True) (wake music_03a_065_stop) ) ) (script dormant music_03a_066_start (begin (print "music 03a_066 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_066 none 1) ) ) (script dormant music_03a_067_start (begin (print "music 03a_067 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_067 none 1) ) ) (script dormant music_03a_067_stop (begin (print "music 03a_067 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_067) ) ) (script dormant music_03a_07_start (begin (print "music 03a_07 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_07 none 1) ) ) (script dormant music_03a_07_stop (begin (print "music 03a_07 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_07) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script dormant flashlight_control (begin (sleep_until (begin (if (or (= (structure_bsp_index) 2) (volume_test_objects tv_dark_area0 (players)) (volume_test_objects tv_dark_area1 (players)) (volume_test_objects tv_dark_area2 (players)) (volume_test_objects tv_dark_area3 (players))) (begin (game_can_use_flashlights True) (weapon_enable_warthog_chaingun_light True) ) (begin (game_can_use_flashlights False) (weapon_enable_warthog_chaingun_light False) )) False) 60) ) ) (script command cs_e13_mars_continue (begin (cs_go_to e13_mars_exit/p0) (cs_ignore_obstacles True) (cs_go_to e13_mars_exit/p1) (cs_ignore_obstacles False) (cs_go_to e13_mars_exit/p2) ) ) (script command cs_e13_cov_creep0_unload (begin (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e13_cov_creep0_end0 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e13_cov_creep0_chase/first_end) (cs_face True e13_cov_creep0_chase/end_facing) (sleep 150) (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_unload) ) ) (script command cs_e13_cov_creep0_end1 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e13_cov_creep0_chase/second_end) (cs_face True e13_cov_creep0_chase/end_facing) (sleep 150) (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_unload) ) ) (script command cs_e13_cov_creep0_end2 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e13_cov_creep0_chase/third_end) (cs_face True e13_cov_creep0_chase/end_facing) (sleep 150) (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_unload) ) ) (script command cs_e13_cov_creep0_drive1 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_go_to e13_cov_creep0_chase/p11) (cs_go_to e13_cov_creep0_chase/end) (if (= g_e13_creep_end0_free True) (begin (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_end0) (set g_e13_creep_end0_free False) ) ) (if (= g_e13_creep_end1_free True) (begin (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_end1) (set g_e13_creep_end1_free False) ) ) (if (= g_e13_creep_end2_free True) (begin (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_end2) (set g_e13_creep_end2_free False) ) ) void))) ) ) (script command cs_e13_cov_creep0_drive0 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_go_to e13_cov_creep0_chase/p2 1) (cs_ignore_obstacles False) (cs_go_to e13_cov_creep0_chase/p2_0 1) (cs_go_to e13_cov_creep0_chase/p3 1) (cs_go_to e13_cov_creep0_chase/p4 1) (cs_go_to e13_cov_creep0_chase/p5 1) (cs_go_to e13_cov_creep0_chase/p5_1 1) (cs_go_to e13_cov_creep0_chase/p6 1) (cs_go_to e13_cov_creep0_chase/p7 0.5) (cs_go_to e13_cov_creep0_chase/p8 1) (cs_go_to e13_cov_creep0_chase/p9_0 1) (cs_go_to e13_cov_creep0_chase/p9_1 1) (cs_go_to e13_cov_creep0_chase/p10 1) ) ) (script command cs_e13_cov_creep0_0_decision (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (if (and (<= (ai_living_count e13_cov_creep0_1/creep0) 0) (<= (ai_living_count e13_cov_creep0_2/creep0) 0)) (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_drive1) (ai_set_orders ai_current_squad e13_cov_creep0_defend) ) (begin (cs_go_to e13_cov_creep0_mid/creep0_0_mid) (cs_vehicle_boost False) (cs_face True e13_cov_creep0_mid/creep0_0_mid_facing) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_l01) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_r01) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) (sleep 30) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost0)) )) ) ) (script command cs_e13_cov_creep0_1_decision (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (if (and (<= (ai_living_count e13_cov_creep0_0/creep0) 0) (<= (ai_living_count e13_cov_creep0_2/creep0) 0)) (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_drive1) (ai_set_orders ai_current_squad e13_cov_creep0_defend) ) (begin (cs_go_to e13_cov_creep0_mid/creep0_1_mid) (cs_vehicle_boost False) (cs_face True e13_cov_creep0_mid/creep0_1_mid_facing) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_l01) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_r01) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) (sleep 30) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost1)) )) ) ) (script command cs_e13_cov_creep0_2_decision (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (if (and (> (ai_living_count e13_cov_creep0_0/creep0) 0) (> (ai_living_count e13_cov_creep0_1/creep0) 0)) (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_drive1) (ai_set_orders ai_current_squad e13_cov_creep0_defend) ) (begin (cs_go_to e13_cov_creep0_mid/creep0_2_mid) (cs_vehicle_boost False) (cs_face True e13_cov_creep0_mid/creep0_2_mid_facing) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_l01) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_r01) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) (sleep 30) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost2)) )) ) ) (script command cs_e13_mars_warthog0_drive (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_alert True) (cs_go_by e13_mars_warthog1_ketchup/p0 e13_mars_warthog1_ketchup/p1) ) ) (script static e13_end_clear (begin (not (volume_test_objects tv_e13_end_area (ai_actors e13_cov))) ) ) (script static e13_waypoint1_clear (begin (not (volume_test_objects tv_e13_waypoint1 (ai_actors e13_cov))) ) ) (script static e13_waypoint1 (begin (volume_test_objects tv_e13_waypoint1 (ai_actors ai_current_squad)) ) ) (script static e13_waypoint0 (begin (volume_test_objects tv_e13_waypoint0 (ai_actors ai_current_squad)) ) ) (script static e13_mars_exit (begin (cs_run_command_script ai_current_squad cs_e13_mars_continue) ) ) (script dormant e13_navpoints (begin (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_0/creep0)) 0) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0)) (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0))) (volume_test_objects tv_e13_waypoint1 (players)))) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0)) (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_1/creep0)) 0) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0)) (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0))) (volume_test_objects tv_e13_waypoint1 (players)))) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0)) (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_2/creep0)) 0) (volume_test_objects tv_e13_waypoint1 (players)))) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0)) (if (> (unit_get_health (ai_get_unit e13_cov_creep0_3/creep0)) 0) (begin (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_3/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_3/creep0)) 0) (volume_test_objects tv_e13_end_entrance (players)))) )) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_3/creep0)) ) ) (script dormant e13_cov_ghosts1_main (begin (sleep_until (volume_test_objects tv_e13_cov_creep0_6_begin (players)) 15) (ai_place e13_cov_ghosts1) ) ) (script dormant e13_cov_creep0_ghost_aux (begin (sleep_until (volume_test_objects tv_e13_creep0_begin (players)) 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0) creep_sc01 (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost0)) (vehicle_load_magic (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0) creep_sc01 (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0) creep_sc01 (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost2)) (sleep_until (begin (if (<= (ai_living_count e13_cov_creep0_0/creep0) 0) (vehicle_unload (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0) creep_sc01)) (if (<= (ai_living_count e13_cov_creep0_1/creep0) 0) (vehicle_unload (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0) creep_sc01)) (if (<= (ai_living_count e13_cov_creep0_2/creep0) 0) (vehicle_unload (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0) creep_sc01)) False) 60) ) ) (script dormant e13_cov_creep0_main (begin (sleep_until (volume_test_objects tv_e13_creep0_begin (players))) (wake music_03a_067_stop) (wake music_03a_07_start) (ai_place e13_cov_ghosts0) (ai_place e13_cov_creep0_0) (ai_place e13_cov_creep0_1) (ai_place e13_cov_creep0_2) (sleep 2) (wake e13_cov_creep0_ghost_aux) (cs_queue_command_script e13_cov_creep0_0/creep0 cs_e13_cov_creep0_0_decision) (cs_queue_command_script e13_cov_creep0_1/creep0 cs_e13_cov_creep0_1_decision) (cs_queue_command_script e13_cov_creep0_2/creep0 cs_e13_cov_creep0_2_decision) (sleep_until (volume_test_objects tv_e13_dialog (players))) (sleep (ai_play_line_on_object none 0590)) (sleep_until (volume_test_objects tv_e13_cov_creep0_reins0 (players)) 15) (game_save) (if (or (<= (ai_living_count e13_cov_creep0_0/creep0) 0) (<= (ai_living_count e13_cov_creep0_1/creep0) 0) (<= (ai_living_count e13_cov_creep0_2/creep0) 0)) (ai_place e13_cov_creep0_3)) (sleep_until (volume_test_objects tv_e13_cov_creep0_6_begin (players)) 15) (wake music_03a_07_stop) (game_save) (ai_place e13_cov_creep0_6) (sleep 30) (object_dynamic_simulation_disable (ai_vehicle_get_from_starting_location e13_cov_creep0_6/creep0) True) ) ) (script dormant e13_mars_warthog0_main (begin (ai_migrate e12_mars_warthog0 e13_mars_warthog0) (ai_migrate e12_mars_warthog1 e13_mars_warthog0) (ai_disposable e13_mars_warthog0 False) (ai_renew e13_mars_warthog0) (cs_run_command_script e13_mars_warthog0 cs_e13_mars_warthog0_drive) ) ) (script dormant e13_main (begin (sleep_until (volume_test_objects tv_e13_main_begin (players)) 10) (set g_e13_started True) (print "e13_main") (data_mine_set_mission_segment "e13_tunnel_convoy") (game_save) (wake e13_mars_warthog0_main) (wake e13_cov_creep0_main) (wake e13_cov_ghosts1_main) ) ) (script static test_tunnel_convoy (begin (switch_bsp 2) (object_teleport (player0) e13_test) (ai_place e13_mars_warthog0) (if (not g_e13_started) (wake e13_main)) ) ) (script command cs_e12_mars_horrible_cleanup (begin (if (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 50) (not (unit_in_vehicle (ai_get_unit ai_current_actor)))) (ai_erase ai_current_actor)) ) ) (script command cs_e12_cov_inf0_ghost_drop (begin (ai_vehicle_reserve (ai_vehicle_get ai_current_actor) True) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e12_cov_inf0_0_ghost0 (begin (sleep_until (>= (ai_combat_status e12_cov_inf0_0) ai_combat_status_active) 15) (cs_vehicle_boost True) (cs_go_to e12_patrol/p0_2) ) ) (script command cs_e12_cov_inf0_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e12_patrol/p0_0) (sleep (random_range 30 60)) (cs_go_to e12_patrol/p0_1) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e12_scarab_gunner (begin (cs_shoot_point True e12_scarab/p0) (sleep 165) ) ) (script command cs_e12_mars_warthog0_cleanup (begin (if (not (volume_test_object tv_e12_mars_warthog0_preserve (ai_get_object ai_current_actor))) (ai_erase ai_current_actor)) ) ) (script command cs_e12_ghosts_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_moving True) (cs_vehicle_boost True) (sleep 150) ) ) (script dormant e12_cov_ghosts0_main (begin (sleep_until (volume_test_objects tv_e12_scarab_begin (players)) 15) (sleep_until (volume_test_objects tv_e12_cov_ghosts0_begin (players)) 15) (ai_place e12_cov_ghosts0) ) ) (script static scarab_walk_front_var0 (begin (print "scarab_walk_front_var0") (device_set_position_track tunnel_scarab combat:walk_front:var0 0) (device_animate_position tunnel_scarab 1 4 0 0 True) (sleep_until (>= (device_get_position tunnel_scarab) 1) 1) ) ) (script dormant e12_event_warthog (begin (object_create e12_warthog0) (object_set_velocity e12_warthog0 11 0 0.25) ) ) (script dormant e12_event_scarab_gun (begin (object_create e12_scarab_gun) (weapon_hold_trigger e12_scarab_gun 0 True) (sleep 90) (weapon_hold_trigger e12_scarab_gun 0 False) (wake e12_cov_ghosts0_main) (sleep 60) (object_destroy e12_scarab_gun) ) ) (script dormant e12_event_scarab (begin (sleep_until (volume_test_objects tv_e12_scarab_begin (players)) 8) (wake e12_event_warthog) (sleep 26) (wake e12_event_scarab_gun) (wake music_03a_066_start) (wake music_03a_067_start) (object_create tunnel_scarab) (pvs_set_object tunnel_scarab) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (object_destroy tunnel_scarab) ) ) (script dormant e12_cortana_dialog (begin (sleep 30) (sleep (ai_play_line_on_object none 0070)) (sleep 20) (sleep (ai_play_line_on_object none 0080)) ) ) (script dormant e12_cov_creep0_main (begin (sleep_until (volume_test_objects tv_e12_cov_inf0_5_begin (players)) 10) (ai_place e12_cov_creep0) ) ) (script dormant e12_cov_inf0_main (begin (ai_place e12_cov_inf0_0) (sleep_until (volume_test_objects tv_e12_cov_inf0_2_begin (players)) 10) (game_save) (ai_disposable e12_cov_inf0_0 True) (ai_place e12_cov_inf0_1) (sleep_until (volume_test_objects tv_e12_cov_inf0_3_begin (players)) 10) (ai_disposable e12_cov_inf0_1 True) (ai_place e12_cov_inf0_2) (sleep_until (volume_test_objects tv_e12_cov_inf0_6_begin (players)) 10) (game_save) (ai_disposable e12_cov_inf0_2 True) (ai_place e12_cov_inf0_6) (sleep_until (volume_test_objects tv_e12_cov_inf0_4_begin (players)) 10) (game_save) (ai_place e12_cov_inf0_4) (sleep_until (volume_test_objects tv_e12_cov_inf0_6_migrate (players)) 10) (ai_migrate e12_cov_inf0_6 e12_cov_inf0_4) (sleep_until (volume_test_objects tv_e12_scarab_begin (players)) 8) (ai_disposable e12_cov_inf0_4 True) (sleep_until (volume_test_objects tv_e12_cov_inf0_5_begin (players)) 10) (game_save) ) ) (script dormant e12_mars_inf1_main (begin (sleep_until (volume_test_objects tv_e12_mars_inf1_begin (players)) 15) (ai_place e12_mars_inf1) ) ) (script dormant e12_mars_inf0_main (begin (sleep 1) ) ) (script dormant e12_mars_warthog1_main (begin (sleep_until (volume_test_objects tv_e12_mars_warthog1_begin (players)) 10) (cs_run_command_script e12_mars_warthog0 cs_e12_mars_horrible_cleanup) (sleep 15) (if (<= (ai_living_count e12_mars_warthog0) 2) (ai_place e12_mars_warthog1)) ) ) (script dormant e12_mars_warthog0_main (begin (ai_migrate e11_mars_warthog0 e12_mars_warthog0) (ai_renew e12_mars_warthog0) (ai_disposable e12_mars_warthog0 False) (sleep_until (= (structure_bsp_index) 2)) (cs_run_command_script e12_mars_warthog0 cs_e12_mars_warthog0_cleanup) (sleep 15) (game_save) (if (< (ai_living_count e12_mars_warthog0) 4) (ai_place e12_mars_warthog0)) ) ) (script dormant e12_main (begin (sleep_until (volume_test_objects tv_e12_main_begin (players)) 15) (set g_e12_started True) (print "e12_main") (data_mine_set_mission_segment "e12_tunnel_blockades") (game_save) (wake chapter_title2) (wake e13_main) (wake e12_cov_inf0_main) (wake e12_cov_creep0_main) (wake e12_cov_ghosts0_main) (wake e12_mars_warthog0_main) (wake e12_mars_warthog1_main) (wake e12_mars_inf0_main) (wake e12_mars_inf1_main) (wake e12_event_scarab) (wake e12_cortana_dialog) (sleep_until g_e13_started) (sleep_forever e12_cov_inf0_main) (sleep_forever e12_cov_creep0_main) (sleep_forever e12_cov_ghosts0_main) (sleep_forever e12_mars_warthog0_main) (sleep_forever e12_mars_warthog1_main) (sleep_forever e12_mars_inf0_main) (sleep_forever e12_mars_inf1_main) (sleep_forever e12_event_scarab) (sleep_forever e12_cortana_dialog) (ai_disposable e12_cov True) ) ) (script static test_tunnel_blockades (begin (switch_bsp 2) (object_teleport (player0) e12_test) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e11_cov_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to e11_cov_phantom0/p0 1) (cs_fly_to_and_face e11_cov_phantom0/p1 e11_cov_phantom0/p2 1) (cs_fly_to_and_face e11_cov_phantom0/p2 e11_cov_phantom0/p3) (cs_fly_by e11_cov_phantom0/p3) (ai_erase ai_current_squad) ) ) (script command cs_e11_cov_inf0_shoot0 (begin (cs_abort_on_damage True) (cs_shoot_point True e11_patrol/s0) (sleep (random_range 30_seconds one_minute)) ) ) (script command cs_e11_cov_inf0_shoot1 (begin (cs_abort_on_damage True) (cs_shoot_point True e11_patrol/s1) (sleep_until (begin (cs_go_to e11_patrol/p1) (sleep (random_range 60 90)) (cs_go_to e11_patrol/p0) (sleep (random_range 90 120)) False) 30 30_seconds) ) ) (script command cs_e11_cov_inf0_shoot2 (begin (cs_abort_on_damage True) (cs_shoot_point True e11_patrol/s2) (sleep (random_range 30_seconds one_minute)) ) ) (script command cs_e11_cov_ghosts0_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (cs_go_to_and_face e11_cov_ghosts0/p0 e11_cov_ghosts0/p1) (cs_vehicle_boost True) (cs_go_to e11_cov_ghosts0/p1) ) ) (script static e11_cov_phantom0_leaving (begin (= g_e11_cov_phantom0_leaving True) ) ) (script dormant e11_cov_inf1_0_insertion0 (begin (ai_place e11_cov_inf1_0/elite0) (object_create e11_pod0_inserter) (objects_attach e11_pod0_inserter pod_attach (ai_vehicle_get e11_cov_inf1_0/elite0) pod_attach) (sleep 1) (device_set_position e11_pod0_inserter 1) (sleep_until (>= (device_get_position e11_pod0_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_0/elite0) pod_attach) (objects_detach e11_pod0_inserter (ai_vehicle_get e11_cov_inf1_0/elite0)) (object_destroy e11_pod0_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_0/elite0) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_0/elite0) ) ) (script dormant e11_cov_inf1_0_insertion1 (begin (ai_place e11_cov_inf1_0/elite1) (object_create e11_pod1_inserter) (objects_attach e11_pod1_inserter pod_attach (ai_vehicle_get e11_cov_inf1_0/elite1) pod_attach) (sleep 1) (device_set_position e11_pod1_inserter 1) (sleep_until (>= (device_get_position e11_pod1_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_0/elite1) pod_attach) (objects_detach e11_pod1_inserter (ai_vehicle_get e11_cov_inf1_0/elite1)) (object_destroy e11_pod1_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_0/elite1) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_0/elite1) ) ) (script dormant e11_cov_inf1_0_insertion2 (begin (ai_place e11_cov_inf1_0/elite2) (object_create e11_pod2_inserter) (objects_attach e11_pod2_inserter pod_attach (ai_vehicle_get e11_cov_inf1_0/elite2) pod_attach) (sleep 1) (device_set_position e11_pod2_inserter 1) (sleep_until (>= (device_get_position e11_pod2_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_0/elite2) pod_attach) (objects_detach e11_pod2_inserter (ai_vehicle_get e11_cov_inf1_0/elite2)) (object_destroy e11_pod2_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_0/elite2) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_0/elite2) ) ) (script dormant e11_cov_inf1_1_insertion0 (begin (ai_place e11_cov_inf1_1/elite0) (object_create e11_pod3_inserter) (objects_attach e11_pod3_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite0) pod_attach) (sleep 1) (device_set_position e11_pod3_inserter 1) (sleep_until (>= (device_get_position e11_pod3_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite0) pod_attach) (objects_detach e11_pod3_inserter (ai_vehicle_get e11_cov_inf1_1/elite0)) (object_destroy e11_pod3_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite0) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite0) ) ) (script dormant e11_cov_inf1_1_insertion1 (begin (ai_place e11_cov_inf1_1/elite1) (object_create e11_pod4_inserter) (objects_attach e11_pod4_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite1) pod_attach) (sleep 1) (device_set_position e11_pod4_inserter 1) (sleep_until (>= (device_get_position e11_pod4_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite1) pod_attach) (objects_detach e11_pod4_inserter (ai_vehicle_get e11_cov_inf1_1/elite1)) (object_destroy e11_pod4_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite1) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite1) ) ) (script dormant e11_cov_inf1_1_insertion2 (begin (ai_place e11_cov_inf1_1/elite2) (object_create e11_pod5_inserter) (objects_attach e11_pod5_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite2) pod_attach) (sleep 1) (device_set_position e11_pod5_inserter 1) (sleep_until (>= (device_get_position e11_pod5_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite2) pod_attach) (objects_detach e11_pod5_inserter (ai_vehicle_get e11_cov_inf1_1/elite2)) (object_destroy e11_pod5_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite2) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite2) ) ) (script dormant e11_cov_inf1_1_insertion3 (begin (ai_place e11_cov_inf1_1/elite3) (object_create e11_pod6_inserter) (objects_attach e11_pod6_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite3) pod_attach) (sleep 1) (device_set_position e11_pod6_inserter 1) (sleep_until (>= (device_get_position e11_pod6_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite3) pod_attach) (objects_detach e11_pod6_inserter (ai_vehicle_get e11_cov_inf1_1/elite3)) (object_destroy e11_pod6_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite3) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite3) ) ) (script dormant e11_warthog_approach_horn (begin (print "honk") (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get_from_starting_location e11_mars_warthog0/warthog0) 1.5) (sleep 30) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) ) ) (script command cs_e11_warthog_approach (begin (cs_approach_player 10 100 100) (wake e11_warthog_approach_horn) (cs_vehicle_speed 0.5) (cs_approach_player 5 100 100) (sleep_until (or (player_in_vehicle) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (not (unit_in_vehicle (ai_get_unit ai_current_actor))))) ) ) (script dormant e11_miranda_dialog (begin (sleep (ai_play_line_on_object none 0560)) (game_save) ) ) (script dormant e11_dialog (begin (sleep 150) (sleep_until (and (objects_can_see_flag (players) e11_cov_inf1_entry 15) (volume_test_objects_all tv_e11_area (players)))) (sleep_until (volume_test_objects tv_e11_tunnel_entrance (players))) (ai_play_line_on_object none 0580) ) ) (script dormant e11_navpoint (begin (sleep_until (> (objects_distance_to_flag (players) e11_tunnel_entrance) 50) 30 30_seconds) (print "navpoint up") (activate_team_nav_point_flag default player e11_tunnel_entrance 0) ) ) (script dormant e11_navpoint_kill (begin (sleep_until (volume_test_objects tv_e11_tunnel_entrance (players)) 15) (sleep_forever e11_navpoint) (print "navpoint down") (deactivate_team_nav_point_flag player e11_tunnel_entrance) ) ) (script dormant e11_cov_phantom0_main (begin (sleep_until g_e10_cov_phantom0_leaving 15) (ai_set_orders e10_cov_phantom0 e11_cov_phantom0_init) (sleep_until (or (>= (object_model_targets_destroyed (ai_vehicle_get e10_cov_phantom0/phantom0) target_front) 2) (<= (object_get_health (ai_vehicle_get e10_cov_phantom0/phantom0)) 0.05) (> (ai_spawn_count e11_cov_ghosts0_1) 0)) 30 one_minute) (sleep_until (or (>= (object_model_targets_destroyed (ai_vehicle_get e10_cov_phantom0/phantom0) target_front) 2) (<= (object_get_health (ai_vehicle_get e10_cov_phantom0/phantom0)) 0.05)) 30 one_minute) (set g_e11_cov_phantom0_leaving True) (cs_run_command_script e10_cov_phantom0/phantom0 cs_e11_cov_phantom0_exit) (sleep 120) (game_save) (wake e11_navpoint) (wake e11_navpoint_kill) ) ) (script dormant e11_cov_ghosts0_main (begin (ai_migrate e10_cov_ghosts0 e11_cov_ghosts0_0) (ai_place e11_cov_ghosts0_0 (pin (- 3 (ai_living_count e11_cov_ghosts0_0)) 0 2)) (sleep_until (<= (ai_living_count e11_cov_ghosts0) 0)) (game_save) (sleep 30_seconds) (sleep_until (volume_test_objects_all tv_e11_area (players))) (ai_place e11_cov_ghosts0_1) (sleep_until (<= (ai_living_count e11_cov_ghosts0) 0)) (game_save) (sleep 30_seconds) (sleep_until (volume_test_objects_all tv_e11_area (players))) (ai_place e11_cov_ghosts0_1) ) ) (script dormant e11_cov_inf2_main (begin (ai_place e11_cov_inf2) (sleep_until (or (volume_test_objects tv_e11_on_fort (players)) (< (objects_distance_to_flag (players) e11_cov_inf1_entry) 40)) 10) (device_group_set_immediate e11_watchtower0 1) ) ) (script dormant e11_cov_inf1_main (begin (sleep_until (or (volume_test_objects tv_e11_on_fort (players)) (volume_test_objects tv_e11_near_exit (players))) 10) (sleep 30) (if (not (volume_test_objects tv_e11_near_exit (players))) (begin (sleep_until (objects_can_see_flag (players) e11_cov_inf1_entry 25) 60 300) (wake e11_cov_inf1_0_insertion0) (sleep 20) (wake e11_cov_inf1_0_insertion1) (sleep 10) (if (< (ai_living_count covenant) 10) (wake e11_cov_inf1_0_insertion2)) )) (sleep_until (volume_test_objects tv_e11_near_exit (players)) 10) (wake e11_cov_inf1_1_insertion0) (sleep 15) (wake e11_cov_inf1_1_insertion1) (sleep 7) (if (< (ai_living_count covenant) 10) (wake e11_cov_inf1_1_insertion2)) (sleep 25) (if (< (ai_living_count covenant) 10) (wake e11_cov_inf1_1_insertion3)) ) ) (script dormant e11_cov_inf0_main (begin (ai_place e11_cov_inf0) ) ) (script dormant e11_mars_inf0_main (begin (if (not (game_is_cooperative)) (ai_place e11_mars_inf0 (pin (- 3 (ai_living_count marines)) 1 2))) ) ) (script dormant e11_mars_warthog0_main (begin (ai_migrate e10_mars_warthog0 e11_mars_warthog0) (ai_migrate e10_mars_inf0 e11_mars_warthog0) (ai_renew e11_mars_warthog0) (ai_disposable e11_mars_warthog0 False) (sleep_until (and (not (player_in_vehicle)) (or (not (volume_test_object tv_beach g_e8_warthog)) (<= (object_get_health g_e8_warthog) 0)) (or (not (volume_test_object tv_beach g_e10_warthog)) (<= (object_get_health g_e10_warthog) 0)))) (sleep 15_seconds) (sleep_until (not (volume_test_objects tv_e11_mars_warthog0_unsafe (players)))) (ai_place e11_mars_warthog0) ) ) (script dormant e11_warthog_for_the_masses (begin (sleep 300) (object_create warthog_for_the_masses) (sleep 2) (object_cannot_die warthog_for_the_masses True) ) ) (script dormant e11_main (begin (sleep_until (volume_test_objects tv_e11_main_begin (players)) 15) (set g_e11_started True) (print "e11_main") (data_mine_set_mission_segment "e11_tunnel_entrance") (game_save) (wake objective3_clear) (wake objective4_set) (wake e11_mars_inf0_main) (wake e11_mars_warthog0_main) (wake e11_cov_inf1_main) (wake e11_cov_inf2_main) (wake e11_cov_ghosts0_main) (wake e11_cov_phantom0_main) (wake e11_dialog) (wake e11_miranda_dialog) (wake e11_warthog_for_the_masses) (sleep_until g_e12_started) (sleep_forever e11_mars_inf0_main) (sleep_forever e11_mars_warthog0_main) (sleep_forever e11_cov_inf0_main) (sleep_forever e11_cov_inf1_main) (sleep_forever e11_cov_inf2_main) (sleep_forever e11_cov_ghosts0_main) (sleep_forever e11_cov_phantom0_main) (sleep_forever e11_dialog) (ai_disposable e11_cov True) (sleep_until g_e13_started) (ai_erase e11_mars) (ai_erase e11_cov) ) ) (script static test_tunnel_entrance (begin (switch_bsp 1) (object_teleport (player0) e11_test) (ai_place e11_mars_warthog0) (if (not g_e11_started) (wake e11_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e10_cov_guntower_shoot (begin (sleep_until (begin (begin_random (begin (cs_shoot_point True e10_cov_guntower/p0) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e10_cov_guntower/p1) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e10_cov_guntower/p2) (sleep (random_range 125 200)) ) ) (or (<= (ai_strength ai_current_actor) 0.65) (<= (ai_strength ai_current_squad) 0.5)) )) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e10_cov_phantom0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by e10_cov_phantom0/p0) (cs_vehicle_boost False) (cs_fly_to e10_cov_phantom0/p1) (set g_e10_cov_phantom0_arrived True) (cs_fly_to_and_face e10_cov_phantom0/p2 e10_cov_phantom0/p2_facing 0.5) (cs_face True e10_cov_phantom0/p2_facing) (sleep 30) (set g_e10_cov_ghosts0_unloaded True) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_sc) ) ) (script command cs_e10_cov_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_face True e10_cov_phantom0/p2_facing) (cs_fly_to e10_cov_phantom0/p3 1) (cs_fly_to e10_cov_phantom0/p4 1) (sleep_until g_e11_started) ) ) (script command cs_e10_cov_inf0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_visible) (sleep_until (begin (cs_go_to e10_patrol/p2) (cs_look True e10_patrol/f0) (sleep (random_range 30 60)) (cs_look False e10_patrol/f0) (cs_go_to e10_patrol/p3) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e10_cov_inf0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e10_patrol/p0) (cs_look True e10_patrol/f0) (sleep (random_range 30 60)) (cs_look False e10_patrol/f0) (cs_go_to e10_patrol/p1) (sleep (random_range 30 60)) False) ) ) ) (script dormant e10_warthog_approach_horn (begin (print "honk") (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn g_e10_warthog 1.5) (sleep 30) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) ) ) (script command cs_e10_warthog_approach (begin (cs_approach_player 10 100 100) (wake e10_warthog_approach_horn) (cs_vehicle_speed 0.5) (cs_approach_player 5 100 100) (sleep_until (or (player_in_vehicle) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (not (unit_in_vehicle (ai_get_unit ai_current_actor))))) ) ) (script static e10_cov_phantom0_threat (begin (and g_e10_cov_phantom0_arrived (not g_e10_cov_phantom0_leaving)) ) ) (script dormant e10_cov_phantom0_main (begin (sleep_until (or (<= (ai_strength e10_cov) 0.4) (volume_test_objects tv_e10_cov_phantom0_begin (players))) 15) (ai_place e10_cov_phantom0) (sleep_until g_e10_cov_ghosts0_unloaded) (sleep_until (or (and (> (ai_spawn_count e10_cov_ghosts0_1) 0) (<= (ai_living_count e10_cov_ghosts0) 0)) (>= (object_model_targets_destroyed (ai_vehicle_get e10_cov_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e10_cov_phantom0/phantom0)) 0.05) g_e11_started) 30 one_minute) (set g_e10_cov_phantom0_leaving True) (ai_set_orders e10_cov_phantom0 e10_cov_phantom0_retreat0) (cs_run_command_script e10_cov_phantom0/phantom0 cs_e10_cov_phantom0_exit) (sleep 120) (game_save) ) ) (script dormant e10_cov_ghosts0_main (begin (ai_place e10_cov_ghosts1) (sleep_until (> (ai_spawn_count e10_cov_phantom0) 0)) (ai_place_in_vehicle e10_cov_ghosts0_0 e10_cov_phantom0) (sleep_until (and g_e10_cov_ghosts0_unloaded (<= (ai_living_count e10_cov_ghosts0) 1))) (ai_place e10_cov_ghosts0_1) ) ) (script dormant e10_cov_inf1_main (begin (ai_place e10_cov_inf1) (ai_vehicle_reserve e10_guntower0 True) ) ) (script dormant e10_cov_inf0_main (begin (ai_place e10_cov_inf0) ) ) (script dormant e10_mars_warthog0_main (begin (ai_migrate e9_mars_test e10_mars_warthog0) (ai_migrate e9_mars_warthog0 e10_mars_warthog0) (ai_renew e10_mars_warthog0) (ai_disposable e10_mars_warthog0 False) (sleep_until (and (not (player_in_vehicle)) (or (not (volume_test_object tv_beach g_e8_warthog)) (<= (object_get_health g_e8_warthog) 0)))) (sleep 15_seconds) (sleep_until (not (volume_test_objects tv_e10_mars_warthog0_unsafe (players)))) (ai_place e10_mars_warthog0) ) ) (script dormant e10_main (begin (sleep_until (or (volume_test_objects tv_e10_early_begin (players)) (volume_test_objects tv_e10_main_begin (players))) 16) (game_save) (sleep_until (volume_test_objects tv_e10_main_begin (players)) 15) (set g_e10_started True) (print "e10_main") (data_mine_set_mission_segment "e10_beach_fort") (wake e10_mars_warthog0_main) (wake e10_cov_inf0_main) (wake e10_cov_inf1_main) (wake e10_cov_ghosts0_main) (wake e10_cov_phantom0_main) (sleep_until g_e11_started) (sleep_forever e10_mars_warthog0_main) (sleep_forever e10_cov_inf0_main) (sleep_forever e10_cov_inf1_main) (sleep_forever e10_cov_ghosts0_main) (ai_disposable e10_cov True) (ai_disposable e10_cov_phantom0 False) ) ) (script static test_beach_fort (begin (switch_bsp 1) (object_teleport (player0) e10_test) (ai_place e10_mars_test) (if (not g_e10_started) (wake e10_main)) (if (not g_e11_started) (wake e11_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e9_cov_guntower_shoot (begin (cs_force_combat_status 3) (sleep_until (begin (begin_random (begin (cs_shoot_point True e9_cov_guntower/p0) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e9_cov_guntower/p1) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e9_cov_guntower/p2) (sleep (random_range 125 200)) ) ) (or (<= (ai_strength ai_current_actor) 0.65) (<= (ai_strength ai_current_squad) 0.5)) )) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e9_cov_guntower_abort (begin (cs_crouch False) ) ) (script command cs_e9_beach_chatter_scene (begin (cs_switch marine0) (cs_play_line 0520) (sleep 15) (cs_switch marine1) (cs_play_line 0530) (sleep 10) (if (< (ai_combat_status ai_current_squad) ai_combat_status_active) (begin (cs_switch marine0) (cs_play_line 0540) (sleep 15) )) (if (>= (ai_combat_status ai_current_squad) ai_combat_status_active) (begin (ai_play_line_on_object none 0550) )) ) ) (script command cs_e9_cov_inf1_2_patrol (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e9_patrol/p2) (sleep (random_range 30 60)) (cs_go_to e9_patrol/p3) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e9_cov_inf1_0_patrol (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e9_patrol/p0) (cs_look True e9_patrol/f0) (sleep (random_range 30 60)) (cs_look False e9_patrol/f0) (cs_go_to e9_patrol/p1) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e9_warthog_abort (begin (sleep 1) ) ) (script dormant e9_warthog_approach_horn (begin (print "honk") (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn g_e8_warthog 1.5) (sleep 30) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) ) ) (script command cs_e9_warthog_follow (begin (cs_enable_pathfinding_failsafe True) (cs_enable_moving False) (sleep_until (begin (cs_approach_player 10 100 100) (wake e9_warthog_approach_horn) (cs_vehicle_speed 0.5) (cs_approach_player 5 100 100) (sleep_until (or (player_in_vehicle) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 8) (not (unit_in_vehicle (ai_get_unit ai_current_actor))))) (or (player_in_vehicle) (not (unit_in_vehicle (ai_get_unit ai_current_actor)))) ) 30 two_minutes) ) ) (script dormant e9_cortana_dialog (begin (sleep_until (or (objects_can_see_flag (players) e9_dialog_trigger 25) (volume_test_objects tv_e9_dialogue (players))) 5 30_seconds) (sleep 15) (print "highest concentration under carrier") (sleep (ai_play_line_on_object none 0050)) (sleep 15) (sleep_until (or (objects_can_see_flag (players) e9_dialog_trigger 25) (volume_test_objects tv_e9_dialogue (players))) 5 150) (print "that bridge is the best route") (sleep (ai_play_line_on_object none 0060)) (sleep_until (volume_test_objects tv_e9_main_begin (players))) (sleep_until (ai_scene e9_beach_chatter_scene cs_e9_beach_chatter_scene e9_mars_warthog0) 30 300) ) ) (script dormant e9_warthog_navpoint (begin (sleep_until (> (ai_spawn_count e8_mars_warthog0) 0)) (if (not (player_in_vehicle)) (activate_team_nav_point_object default player g_e8_warthog 1)) ) ) (script dormant e9_warthog_navpoint_kill (begin (sleep_until (or (player_in_vehicle) (<= (unit_get_health g_e8_warthog) 0))) (deactivate_team_nav_point_object player g_e8_warthog) ) ) (script dormant e9_retreat_checkpoint0 (begin (sleep_until (volume_test_objects tv_e9_retreat_checkpoint (players)) 30_seconds) (game_save) ) ) (script dormant e9_retreat_checkpoint1 (begin (sleep_forever e9_retreat_checkpoint0) (sleep_until (volume_test_objects tv_e9_retreat_checkpoint (players)) 30_seconds) (game_save) ) ) (script dormant e9_music (begin (wake music_03a_05_start) (sleep_until (volume_test_objects tv_beach (players))) (wake music_03a_05_stop) (wake music_03a_06_start) (sleep_until (volume_test_objects tv_e9_near_entrance (players))) (wake music_03a_06_stop) (wake music_03a_065_start) (sleep_until (volume_test_objects tv_e10_music (players))) (sleep 150) (wake music_03a_065_start_alt) (sleep_until g_e11_started) (wake music_03a_065_stop) ) ) (script dormant e9_cov_inf1_main (begin (ai_place e9_cov_inf1_2 (pin (- 10 (ai_living_count covenant)) 0 1)) (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (ai_place e9_cov_inf1_0 (pin (- 10 (ai_living_count covenant)) 1 3)) (ai_place e9_cov_inf1_1 (pin (- 10 (ai_living_count covenant)) 1 2)) (ai_vehicle_reserve e9_guntower0 True) (sleep_until (<= (ai_living_count e9_cov_inf1) 0)) (game_save) ) ) (script dormant e9_cov_inf0_main (begin (sleep_until (or (volume_test_objects tv_e9_near_entrance (players)) (> (ai_spawn_count e9_cov_ghosts0) 0)) 30) (sleep_until (or (volume_test_objects tv_e9_near_entrance (players)) (<= (ai_living_count e9_cov_inf1) 1)) 15) (ai_place e9_cov_inf0 (pin (- 10 (ai_living_count e9_cov)) 3 7)) (wake e9_retreat_checkpoint0) ) ) (script dormant e9_cov_shadow0_main (begin (sleep_until (volume_test_objects tv_e9_retreat_checkpoint (players)) 15) (ai_place e9_cov_shadow0) ) ) (script dormant e9_cov_ghosts0_main (begin (sleep_until (and (<= (ai_living_count e9_cov_ghosts0) 0) (or (volume_test_objects tv_e9_near_entrance (players)) (volume_test_objects tv_e9_bypass (players)) (<= (ai_living_count e9_cov_inf1) 3))) 15) (ai_place e9_cov_ghosts0) (wake e9_retreat_checkpoint0) (sleep_until (volume_test_objects tv_e9_bypass (players)) 15) (ai_migrate e9_cov_ghosts0 e10_cov_ghosts0_0) ) ) (script dormant e9_mars_warthog0_main (begin (sleep_until (not (volume_test_objects tv_e8_vehicle_spawn_area (players)))) (sleep_until (> (ai_spawn_count e8_mars_warthog0) 0) 30) (ai_migrate e8_mars_warthog0 e9_mars_warthog0) (ai_renew e9_mars_warthog0) (ai_disposable e9_mars_warthog0 False) (cs_run_command_script e9_mars_warthog0 cs_e9_warthog_abort) (ai_vehicle_reserve_seat g_e8_warthog warthog_d False) (ai_vehicle_enter e9_mars_warthog0 g_e8_warthog warthog_d) (if (not (player_in_vehicle)) (begin (sleep_until (vehicle_test_seat_list g_e8_warthog warthog_d (ai_actors e9_mars)) 30 900) (cs_run_command_script (object_get_ai (vehicle_driver g_e8_warthog)) cs_e9_warthog_follow) )) ) ) (script dormant e9_main (begin (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (set g_e9_started True) (print "e9_main") (data_mine_set_mission_segment "e9_beach_infantry") (game_save_no_timeout) (wake e9_music) (wake chapter_title1) (wake objective3_set) (wake e9_cov_inf0_main) (wake e9_cov_inf1_main) (wake e9_cov_ghosts0_main) (wake e9_cov_shadow0_main) (wake e9_mars_warthog0_main) (wake e9_cortana_dialog) (wake e9_warthog_navpoint) (wake e9_warthog_navpoint_kill) (wake e9_music) (sleep_until g_e10_started) (sleep_forever e9_cov_inf0_main) (sleep_forever e9_cov_inf1_main) (sleep_forever e9_cov_ghosts0_main) (sleep_forever e9_cov_shadow0_main) (sleep_forever e9_mars_warthog0_main) (sleep_forever e9_cortana_dialog) (sleep_forever e9_retreat_checkpoint0) (sleep_forever e9_retreat_checkpoint1) (ai_disposable e9_cov True) (sleep_until g_e12_started) (ai_erase e9_mars) (ai_erase e9_cov) ) ) (script static test_beach_infantry (begin (switch_bsp 1) (object_teleport (player0) e9_test) (ai_place e9_mars_test) (if (not g_e9_started) (wake e9_main)) (if (not g_e10_started) (wake e10_main)) (if (not g_e11_started) (wake e11_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script static e8_cov_phantom0_arrived (begin (= g_e8_cov_phantom0_arrived True) ) ) (script static e8_cov_phantom0_leaving (begin (= g_e8_cov_phantom0_leaving True) ) ) (script static e8_cov_ghosts0_nearby (begin (volume_test_objects tv_e8_area (ai_actors e8_cov_ghosts0)) ) ) (script command cs_e8_warthog_intro_scene (begin (cs_look_player True) (ai_play_line_at_player ai_current_actor 0510) ) ) (script command cs_e8_mars_warthog0_entry (begin (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_actors ai_current_squad)) (cs_go_by e8_mars_warthog0_entry/p0 e8_mars_warthog0_entry/p1) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (cs_go_to e8_mars_warthog0_entry/p1) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (object_can_take_damage (ai_actors ai_current_squad)) (vehicle_unload (ai_vehicle_get ai_current_actor) warthog_p) (sleep 10) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 8) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (sleep 5) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 10) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (vehicle_unload (ai_vehicle_get ai_current_actor) warthog_d) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e8_mars_warthog0/warthog0) warthog_d True) ) ) (script command cs_e8_cov_phantom0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e8_cov_phantom0_entry/p0) (cs_fly_to e8_cov_phantom0_entry/p1_1 1) (cs_face True e8_cov_phantom0_entry/p1_facing) (sleep 60) (set g_e8_cov_phantom0_arrived True) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep 90) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b) (sleep 90) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_c) (set g_e8_cov_inf1_unloaded True) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (sleep 120) (cs_face False e8_cov_phantom0_entry/p1_facing) (set g_e8_cov_phantom0_leaving True) (cs_fly_by e8_cov_phantom0_entry/p2) (cs_fly_by e8_cov_phantom0_entry/p3) (cs_fly_by e8_cov_phantom0_entry/p4) (cs_fly_by e8_cov_phantom0_entry/p5) (ai_erase ai_current_squad) ) ) (script command cs_e8_cov_ghosts0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_go_to e8_cov_ghosts0_entry/p0) (sleep (random_range 0 30)) (cs_vehicle_boost False) ) ) (script command cs_e8_mars_inf0_no_assholes (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_abort_on_damage True) (sleep (random_range 15 45)) (ai_magically_see ai_current_squad e8_cov_phantom0) (cs_aim_object True (ai_vehicle_get e8_cov_phantom0/phantom0)) (sleep_until g_e8_cov_phantom0_arrived) ) ) (script command cs_e8_cov_inf2_patrol2 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_abort_on_damage True) (cs_enable_looking True) (sleep_until (begin (begin_random (begin (cs_go_to e8_patrol/p2) (sleep (random_range 30 60)) ) (begin (cs_go_to e8_patrol/p3) (sleep (random_range 30 60)) ) (begin (cs_go_to e8_patrol/p4) (sleep (random_range 30 60)) ) ) False) ) ) ) (script command cs_e8_cov_inf2_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_abort_on_damage True) (cs_enable_looking True) (sleep_until (begin (cs_go_to e8_patrol/p0) (cs_look True e8_patrol/f0) (sleep (random_range 30 60)) (cs_look False e8_patrol/f0) (cs_go_to e8_patrol/p1) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e8_cov_inf2_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_abort_on_damage True) (cs_look_object True (ai_get_object e8_cov_inf2/grunt0)) (sleep_forever) ) ) (script dormant e8_warthog_scene (begin (sleep_until (or (ai_scene e8_warthog_intro_scene cs_e8_warthog_intro_scene e8_mars_warthog0/warthog0) (<= (ai_living_count e8_mars_warthog0/warthog0) 0)) 5 two_minutes) ) ) (script dormant e8_cov_ghosts0_main (begin (sleep_until (> (ai_spawn_count e8_mars_warthog0) 0) 15) (sleep 180) (sleep_until (not (volume_test_objects tv_e8_vehicle_spawn_area (players)))) (ai_place e8_cov_ghosts0_0 1) (sleep_until (<= (ai_living_count e8_cov_ghosts0) 0)) (sleep_until (not (volume_test_objects tv_e8_vehicle_spawn_area (players)))) (ai_place e8_cov_ghosts0_0 (pin (- 10 (ai_living_count covenant)) 0 2)) ) ) (script dormant e8_cov_phantom0_main (begin (ai_place e8_cov_phantom0) ) ) (script dormant e8_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e8_cov_inf2_begin (players)) 15) (ai_place e8_cov_inf2 (pin (- 10 (ai_living_count e8_cov)) 1 4)) (sleep_until (<= (ai_living_count e8_cov_inf2) 0)) (game_save) ) ) (script dormant e8_cov_inf1_main (begin (sleep_until (> (ai_spawn_count e8_cov_phantom0) 0)) (ai_place_in_vehicle e8_cov_inf1 e8_cov_phantom0) ) ) (script dormant e8_cov_inf0_main (begin (ai_place e8_cov_inf0) ) ) (script dormant e8_mars_warthog0_main (begin (sleep_until (or g_e9_started (and g_e8_cov_inf1_unloaded (<= (ai_living_count e8_cov_inf1) 5) (= (structure_bsp_index) 1))) 15 one_minute) (sleep_until (and (= (structure_bsp_index) 1) (not (volume_test_objects tv_e8_vehicle_spawn_area (players))))) (ai_place e8_mars_warthog0) (sleep 3) (set g_e8_warthog (ai_vehicle_get_from_starting_location e8_mars_warthog0/warthog0)) (wake e8_warthog_scene) (sleep 450) (object_can_take_damage (ai_actors e8_mars_warthog0)) (sleep_until (or (and (player_in_vehicle) (<= (ai_living_count e8_cov_inf1) 0)) g_e9_started)) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e8_mars_warthog0/warthog0) warthog_d False) (if (not g_e9_started) (wake e9_main)) ) ) (script dormant e8_mars_inf0_main (begin (ai_migrate e7_mars_inf0 e8_mars_inf0) (ai_renew e8_mars_inf0) (ai_disposable e8_mars_inf0 False) (sleep_until (and (> (ai_spawn_count e8_cov_inf0) 0) (<= (ai_living_count e8_cov_inf0) 0))) (cs_run_command_script e8_mars_inf0 cs_e8_mars_inf0_no_assholes) ) ) (script dormant e8_main (begin (sleep_until (volume_test_objects tv_e8_main_begin (players)) 15) (set g_e8_started True) (print "e8_main") (data_mine_set_mission_segment "e8_hotel_exit") (game_save) (wake music_03a_04_stop) (wake objective2_clear) (wake e9_main) (wake e10_main) (wake e11_main) (wake e8_mars_inf0_main) (wake e8_cov_inf0_main) (wake e8_cov_inf1_main) (wake e8_cov_inf2_main) (wake e8_cov_phantom0_main) (wake e8_cov_ghosts0_main) (wake e8_mars_warthog0_main) (sleep_until g_e9_started) (ai_disposable e8_cov True) (ai_disposable e8_cov_phantom0 False) (sleep_until g_e10_started) (sleep_forever e8_mars_inf0_main) (sleep_forever e8_cov_inf0_main) (sleep_forever e8_cov_inf1_main) (sleep_forever e8_cov_inf2_main) (sleep_forever e8_cov_phantom0_main) (sleep_forever e8_cov_ghosts0_main) (sleep_forever e8_mars_warthog0_main) (ai_disposable e8_mars True) ) ) (script static test_hotel_exit (begin (switch_bsp 1) (object_teleport (player0) e8_test) (ai_place e8_mars_inf0) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script static oes_e7_spring_ambush (begin (and (or (volume_test_objects tv_e7_cov_inf0_spring_ambush (ai_actors e7_cov_inf0)) (>= (ai_combat_status e7_cov_inf0) ai_combat_status_certain)) (> (ai_spawn_count e7_cov_inf0) 0)) ) ) (script command cs_e7_hide (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_moving True) (cs_look True e7_hallway_ambush/f0) (cs_aim True e7_hallway_ambush/f0) (sleep_until (oes_e7_spring_ambush)) ) ) (script command cs_e7_cov_inf0_entry (begin (cs_ignore_obstacles True) (cs_look True e7_hallway_ambush/cov1) (cs_aim True e7_hallway_ambush/cov1) (cs_go_to e7_hallway_ambush/cov0) (cs_go_to e7_hallway_ambush/cov1) ) ) (script command cs_e7_abort (begin (cs_crouch False) ) ) (script command cs_e7_hotel_hall_scene0 (begin (cs_play_line 0470) ) ) (script command cs_e7_hotel_hall_scene1 (begin (cs_play_line 0480) ) ) (script dormant e7_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e7_cov_inf0_init (players)) 15) (sleep 15) (object_create e7_gun0) (weapon_hold_trigger e7_gun0 0 True) (sleep 10) (weapon_hold_trigger e7_gun0 0 False) (sleep 10) (weapon_hold_trigger e7_gun0 0 True) (sleep 10) (weapon_hold_trigger e7_gun0 0 False) (ai_place e7_cov_inf0) (sleep 20) (weapon_hold_trigger e7_gun0 0 True) (sleep 8) (weapon_hold_trigger e7_gun0 0 False) (object_destroy e7_gun0) (sleep_until (begin (if (or (volume_test_objects tv_e7_hall (players)) (volume_test_objects tv_e7_hall (ai_actors e7_mars)) (player_flashlight_on)) (ai_set_blind e7_cov_inf0 False) (ai_set_blind e7_cov_inf0 True)) (oes_e7_spring_ambush) ) 2) (cs_run_command_script e7_cov_inf0 cs_e7_abort) (ai_set_blind e7_cov_inf0 False) ) ) (script dormant e7_mars_inf0_main (begin (ai_migrate e6_mars_inf1/marine0 e7_mars_inf0) (ai_migrate e6_mars_inf1/marine1 e7_mars_inf0) (ai_renew e7_mars_inf0) (ai_disposable e7_mars_inf0 False) (sleep_until (begin (if (or (<= (ai_living_count e6_mars_inf0) 0) (>= (ai_living_count e7_mars_inf0) 3)) (= 1 1) (begin (print "migrated an actor") (ai_attach_units (unit (list_get (ai_actors e6_mars_inf0) 0)) e7_mars_inf0) (= 1 0) )) )) (sleep_until (> (ai_spawn_count e7_cov_inf0) 0) 10) (cs_run_command_script e7_mars_inf0 cs_e7_hide) (ai_disregard (ai_actors e7_mars_inf0) True) (ai_scene e7_hotel_hall_scene0 cs_e7_hotel_hall_scene0 e7_mars_inf0) (sleep_until (oes_e7_spring_ambush) 2) (cs_run_command_script e7_mars_inf0 cs_e7_abort) (ai_disregard (ai_actors e7_mars_inf0) False) ) ) (script dormant e7_main (begin (sleep_until (volume_test_objects tv_e7_main_begin (players)) 15) (set g_e7_started True) (print "e7_main") (data_mine_set_mission_segment "e7_hotel_hall") (game_save) (player_training_activate_flashlight) (wake e7_mars_inf0_main) (wake e7_cov_inf0_main) (sleep_until (= (structure_bsp_index) 1) 1) (camera_predict_resources_at_point e8_prediction) (ai_disposable e7_cov True) (sleep_until g_e9_started) (sleep_forever e7_mars_inf0_main) (sleep_forever e7_cov_inf0_main) (sleep_until g_e10_started) (ai_erase e7_mars) (ai_erase e7_cov) ) ) (script static test_hotel_hall (begin (object_teleport (player0) e7_test) (ai_place e7_mars_inf0) (if (not g_e7_started) (wake e7_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e6_mars_inf1_odst (begin (sleep_until (begin (cs_shoot False (ai_get_object ai_current_actor)) (sleep 4) (if (< (object_get_health (ai_get_object ai_current_actor)) 0.5) (cs_crouch True)) (sleep_until (>= (object_get_health (ai_get_object ai_current_actor)) 0.49) 5) (cs_crouch False) (sleep 15) (cs_shoot True (list_get (ai_actors e6_cov_inf0) (random_range 0 (list_count (ai_actors e6_cov_inf0))))) (sleep_until (or (< (object_get_health (ai_get_object ai_current_actor)) 0.5) (<= (ai_living_count e6_cov_inf0) 0)) 5 60) (<= (ai_living_count e6_cov_inf0) 0) ) 15) ) ) (script command cs_e6_mars_inf1_cower (begin (cs_crouch True) (sleep_forever) ) ) (script command cs_e6_mars_inf0_1_cower (begin (cs_crouch True) (sleep_until (volume_test_objects tv_e6_hotel_entrance (players))) ) ) (script command cs_e6_mars_inf1_abort (begin (sleep 1) ) ) (script command cs_e6_mars_inf1_lead (begin (cs_enable_looking True) (sleep_until (begin (if (volume_test_objects tv_e6_hotel_vicinity (players)) (begin (cs_enable_looking True) (cs_face_player False) (cs_start_to e6_mars_inf1_lead/p1) (sleep_until (not (volume_test_objects tv_e6_hotel_vicinity (players)))) ) (begin (cs_enable_looking False) (cs_face_player True) (cs_start_to e6_mars_inf1_lead/p0) (sleep_until (volume_test_objects tv_e6_hotel_vicinity (players))) )) False) 15) ) ) (script command cs_e6_hotel_greeting_scene (begin (cs_enable_targeting False) (cs_look_player True) (cs_start_to e6_mars_inf1_lead/p0) (sleep_until (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 7) 15) (sleep (ai_play_line_at_player ai_current_actor 8070)) (cs_movement_mode ai_movement_patrol) (cs_look_player False) (cs_enable_looking True) (cs_approach_player 2 5 10) (sleep (ai_play_line_at_player ai_current_actor 0460)) (wake music_03a_04_start) (cs_movement_mode ai_movement_combat) (cs_go_to e6_mars_inf1_lead/p1) (cs_queue_command_script ai_current_actor cs_e6_mars_inf1_lead) ) ) (script command cs_e6_hotel_grunt_scene (begin (cs_play_line 0430) ) ) (script command cs_e6_hotel_rescue_scene (begin (cs_play_line 0450) ) ) (script static e6_cov_inf0_not_a_threat (begin (and (<= (ai_living_count e6_cov) 4) (<= (ai_fighting_count e6_cov) 0)) ) ) (script dormant e6_cov_inf1_main (begin (if (not (volume_test_objects tv_e6_main_begin2 (players))) (sleep_forever)) (ai_place e6_cov_inf1) (sleep_until (ai_scene e6_hotel_grunt_scene cs_e6_hotel_grunt_scene e6_cov_inf1) 30 two_minutes) ) ) (script dormant e6_cov_inf0_main (begin (ai_place e6_cov_inf0_2) (ai_place e6_cov_inf0_0 (pin (- 10 (ai_living_count covenant)) 1 2)) (ai_place e6_cov_inf0_1 (pin (- 10 (ai_living_count covenant)) 0 2)) ) ) (script dormant e6_mars_inf1_main (begin (ai_place e6_mars_inf1) (sleep_until (or (volume_test_objects tv_e6_hotel_vicinity (players)) (e6_cov_inf0_not_a_threat)) 10) (sleep_until (or (ai_scene e6_hotel_greeting_scene cs_e6_hotel_greeting_scene e6_mars_inf1/marine0) (<= (ai_living_count e6_mars_inf1/marine0) 0) (volume_test_objects tv_e6_hotel_entrance (players))) 5) (sleep 20) (cs_run_command_script e6_mars_inf1/marine1 cs_e6_mars_inf1_abort) (game_save) (sleep_until (volume_test_objects tv_e6_hotel_entrance (players)) 15) (cs_run_command_script e6_mars_inf1/marine0 cs_e6_mars_inf1_abort) ) ) (script dormant e6_mars_inf0_main (begin (ai_migrate e5_mars_inf0 e6_mars_inf0) (ai_renew e6_mars_inf0) (ai_disposable e6_mars_inf0 False) (sleep_until (> (ai_spawn_count e6_cov_inf0) 0)) (ai_place e6_mars_inf0_1 (- 2 (ai_living_count e6_mars_inf0))) (ai_migrate e6_mars_inf0_1 e6_mars_inf0) (ai_renew e6_mars_inf0) (ai_disposable e6_mars_inf0 False) ) ) (script dormant e6_main (begin (sleep_until (or (volume_test_objects tv_e6_main_begin0 (players)) (volume_test_objects tv_e6_main_begin1 (players)) (volume_test_objects tv_e6_main_begin2 (players))) 15) (set g_e6_started True) (print "e6_main") (data_mine_set_mission_segment "e6_hotel_entrance") (game_save) (wake music_03a_03_stop) (wake e7_main) (wake e6_mars_inf0_main) (wake e6_mars_inf1_main) (wake e6_cov_inf0_main) (wake e6_cov_inf1_main) (sleep_until g_e7_started) (ai_disposable e6_cov True) (sleep_until (= (structure_bsp_index) 1)) (sleep_forever e6_mars_inf0_main) (sleep_forever e6_mars_inf1_main) (sleep_forever e6_cov_inf0_main) (sleep_forever e6_cov_inf1_main) (sleep_until (= (structure_bsp_index) 1)) (ai_erase e6_mars) (ai_erase e6_cov) ) ) (script static test_hotel_entrance (begin (object_teleport (player0) e6_test) (ai_place e6_mars_inf0) (if (not g_e6_started) (wake e6_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script static e5b_reset_player (begin (fade_out 1 1 1 5) (sleep 5) (object_teleport (player0) e5b_return) (unit_add_equipment (unit (player0) ) wimpy True True) (sleep 5) (fade_in 1 1 1 5) (sleep 5) ) ) (script dormant e5b_resetter (begin (sleep_until (begin (if (not (volume_test_object tv_e5b_bounds (player0) )) (e5b_reset_player)) g_e5b_finished) ) ) ) (script dormant e5b_inf0_main (begin (ai_place e5b_cov_inf0 1) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 2) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 3) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 4) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 5) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 6) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 7) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (set g_e5b_finished True) (ice_cream_flavor_stock 5) ) ) (script dormant e5b_main (begin (if (or (game_is_cooperative) (not (difficulty_legendary)) (not (= 0 (random_range 0 7)))) (sleep_forever)) (sleep_until (volume_test_objects tv_e5b_main (players)) 15) (game_save_cancel) (game_save) (sleep_until (not (game_saving)) 1) (if (not (game_reverted)) (begin (set g_e5b_started True) (object_create key) (sleep_until (and (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (volume_test_object tv_e5b_main (player0) )) 5) (sleep 30) (e5b_reset_player) (wake e5b_inf0_main) (wake e5b_resetter) )) ) ) (script command cs_e5_cov_inf0_guard0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (sleep_until (begin (begin_random (begin (cs_aim True e5_cov_ambush/look0) (sleep (random_range 100 150)) ) (begin (cs_aim True e5_cov_ambush/look1) (sleep (random_range 45 90)) ) (begin (cs_aim True e5_cov_ambush/look2) (sleep (random_range 45 90)) ) ) False) 5) ) ) (script command cs_e5_cov_inf0_wait (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_crouch True) (sleep_until (ai_trigger_test "e5_cov_inf0_ambush_sprung" ai_current_squad) 5) ) ) (script static e5_cov_inf0_ambush_trigger (begin (or (volume_test_objects tv_e5_ambush_trigger0 (players)) (volume_test_objects tv_e5_ambush_trigger1 (players)) (volume_test_objects tv_e5_ambush_trigger2 (players))) ) ) (script static e5_cov_inf1_done (begin (= g_e5_cov_inf1_done True) ) ) (script dormant e5_cov_inf4_main (begin (ai_migrate e4_cov_inf1 e5_cov_inf4) ) ) (script dormant e5_cov_inf3_main (begin (if (not (difficulty_legendary)) (sleep_forever)) (sleep_until (volume_test_objects tv_e5_player_advanced (players))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf3)) ) ) (script dormant e5_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e5_player_advanced (players))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf2)) ) ) (script static e5_cov_inf1_0_spawn (begin (print "e5_cov_inf1_0_spawn") (if (and (<= (ai_living_count e5_cov_inf1) 1) (not (volume_test_objects tv_e5_cov_inf1_unsafe0 (players))) (not (volume_test_objects tv_e5_cov_inf1_done (players)))) (begin (ai_place e5_cov_inf1_0 (pin (- 7 (ai_living_count e5_cov)) 0 4)) (ai_set_orders e5_cov_inf1_0 e5_cov_inf1_0_init) )) (sleep_until (or (<= (ai_living_count e5_cov_inf1) 1) (volume_test_objects tv_e5_cov_inf1_done (players)))) (sleep_until (volume_test_objects tv_e5_cov_inf1_done (players)) 30 g_e5_cov_inf1_spawn_delay) ) ) (script static e5_cov_inf1_1_spawn (begin (print "e5_cov_inf1_1_spawn") (if (and (<= (ai_living_count e5_cov_inf1) 1) (not (volume_test_objects tv_e5_cov_inf1_unsafe1 (players))) (not (volume_test_objects tv_e5_cov_inf1_done (players)))) (begin (ai_place e5_cov_inf1_1 (pin (- 7 (ai_living_count e5_cov)) 0 4)) (ai_set_orders e5_cov_inf1_1 e5_cov_inf1_1_init) )) (sleep_until (or (<= (ai_living_count e5_cov_inf1) 1) (volume_test_objects tv_e5_cov_inf1_done (players)))) (sleep_until (volume_test_objects tv_e5_cov_inf1_done (players)) 30 g_e5_cov_inf1_spawn_delay) ) ) (script dormant e5_cov_inf1_main (begin (ai_migrate e4_cov_inf2 e5_cov_inf1_1) (sleep_until (volume_test_objects tv_e5_advanced0 (players)) 15) (if (difficulty_heroic) (begin (set g_e5_cov_inf1_max 16) (set g_e5_cov_inf1_spawn_delay 15) )) (if (difficulty_legendary) (begin (set g_e5_cov_inf1_max 30) (set g_e5_cov_inf1_spawn_delay 5) )) (sleep_until (begin (if (volume_test_objects tv_e5_main_begin0 (players)) (e5_cov_inf1_0_spawn) (e5_cov_inf1_1_spawn)) (if (not (volume_test_objects tv_e5_main_begin0 (players))) (e5_cov_inf1_0_spawn) (e5_cov_inf1_1_spawn)) (if (not g_e5b_started) (game_save)) (or (>= (+ (ai_spawn_count e5_cov_inf1_0) (ai_spawn_count e5_cov_inf1_1)) g_e5_cov_inf1_max) (volume_test_objects tv_e5_cov_inf1_done (players))) )) (set g_e5_cov_inf1_done True) ) ) (script dormant e5_cov_inf0_main (begin (ai_place e5_cov_inf0_0/sniper0) (sleep_until (or (< (ai_living_count e5_cov_inf0) 1) (volume_test_objects tv_e5_advanced1 (players)))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf0_0/sniper1)) (sleep_until (or (< (ai_living_count e5_cov_inf0) 2) (volume_test_objects tv_e5_advanced1 (players)))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf0_0/sniper2)) (sleep_until (or (< (ai_living_count e5_cov_inf0) 2) (volume_test_objects tv_e5_advanced1 (players)))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf0_0/sniper3)) ) ) (script dormant e5_mars_inf0_main (begin (ai_migrate e4_mars_inf0 e5_mars_inf0) (ai_renew e5_mars_inf0) (ai_disposable e5_mars_inf0 False) ) ) (script dormant e5_main (begin (sleep_until (or (volume_test_objects tv_e5_main_begin0 (players)) (volume_test_objects tv_e5_main_begin1 (players)) (volume_test_objects tv_e5_main_begin2 (players)))) (set g_e5_started True) (print "e5_main") (data_mine_set_mission_segment "e5_neighborhood") (if (not g_e5b_started) (game_save)) (wake music_03a_03_stop) (wake e5_mars_inf0_main) (wake e5_cov_inf0_main) (wake e5_cov_inf1_main) (wake e5_cov_inf2_main) (wake e5_cov_inf3_main) (wake e5_cov_inf4_main) (sleep_until g_e6_started) (ai_disposable e5_cov True) (sleep_until (or (= (structure_bsp_index) 1) g_e5b_started)) (sleep_forever e5_mars_inf0_main) (sleep_forever e5_cov_inf0_main) (sleep_forever e5_cov_inf1_main) (sleep_forever e5_cov_inf2_main) (sleep_forever e5_cov_inf3_main) (sleep_until (or (= (structure_bsp_index) 1) g_e5b_started)) (ai_erase e5_mars) (ai_erase e5_cov) ) ) (script static test_neighborhood (begin (object_teleport (player0) e5_test) (ai_place e5_mars_inf0) (if (not g_e5_started) (wake e5_main)) (if (not g_e6_started) (wake e6_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e4_cov_inf0_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p2) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p3) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf0_0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p4) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p5) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf0_2_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p0) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p1) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf0_1_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p6) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p7) (cs_enable_looking False) (cs_look True e4_patrol/f1) (sleep (random_range 45 60)) (cs_look False e4_patrol/f1) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf2_lurk (begin (cs_crouch True) (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (sleep_until (or (>= (ai_combat_status ai_current_squad) ai_combat_status_clear_los) (volume_test_objects tv_e4_cov_inf2_begin (players))) 15) ) ) (script dormant e4_cov_snipers0_main (begin (ai_place e4_cov_snipers0_0) (ai_place e4_cov_snipers0_1) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_cov_inf1_main_begin (players)))) (if (< (ai_living_count e4_cov_snipers0) 3) (ai_place e4_cov_snipers0_2/sniper0)) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_player_moved_up (players)))) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_player_moved_up (players)))) (if (< (ai_living_count e4_cov_snipers0) 3) (ai_place e4_cov_snipers0_2/sniper1)) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_player_moved_up (players)))) (if (< (ai_living_count e4_cov_snipers0) 3) (ai_place e4_cov_snipers0_2/sniper2)) (sleep_until (<= (ai_living_count e4_cov_snipers0) 0)) (game_save) ) ) (script dormant e4_cov_inf2_main (begin (if (difficulty_normal) (sleep_forever)) (sleep_until (volume_test_objects tv_e4_player_moved_up (players)) 15) (if (and (difficulty_legendary) (= (random_range 0 3) 0)) (ai_place e4_cov_inf2 (pin (- 8 (ai_living_count e4_cov)) 1 3)) (ai_place e4_cov_inf2 (pin (- 8 (ai_living_count e4_cov)) 1 2))) (sleep_until (or (<= (ai_living_count e4_cov_inf2) 0) g_e5_started)) (game_save) ) ) (script dormant e4_cov_inf1_main (begin (sleep_until (or (volume_test_objects tv_e4_player_moved_up (players)) (<= (ai_living_count e4_cov_snipers0_0) 1)) 15) (ai_place e4_cov_inf1_0 (pin (- 7 (ai_living_count e4_cov)) 2 4)) (sleep_until (begin (if (and (< (ai_living_count e4_cov) 6) (not (volume_test_objects tv_e4_end_of_street (players)))) (ai_place e4_cov_inf1_0 2)) (or (>= (ai_spawn_count e4_cov_inf1) 8) (volume_test_objects tv_e4_end_of_street (players))) ) 90) ) ) (script dormant e4_cov_inf0_main (begin (sleep_until (or (volume_test_objects tv_e4_player_moved_up (players)) (and (<= (ai_living_count e4_cov_snipers0_1) 0) (<= (ai_living_count e4_cov_snipers0_2) 1))) 15) (ai_place e4_cov_inf0_0 (pin (- 8 (ai_living_count e4_cov)) 0 2)) (sleep_until (or (volume_test_objects tv_e4_player_moved_up (players)) (<= (ai_living_count e4_cov_inf0_0) 0)) 15) (if (not (volume_test_objects tv_e4_player_moved_up (players))) (ai_place e4_cov_inf0_1 (pin (- 8 (ai_living_count e4_cov)) 0 2))) ) ) (script dormant e4_mars_inf0_main (begin (ai_migrate e3_mars_inf0 e4_mars_inf0) (ai_migrate e3_mars_inf1 e4_mars_inf0) (ai_renew e4_mars_inf0) (ai_disposable e4_mars_inf0 False) ) ) (script dormant e4_main (begin (sleep_until (volume_test_objects tv_e4_main_begin (players))) (set g_e4_started True) (print "e4_main") (data_mine_set_mission_segment "e4_sniper_alley") (game_save) (wake music_03a_03_start) (wake e5_main) (wake e5b_main) (wake objective1_clear) (wake objective2_set) (wake e4_mars_inf0_main) (wake e4_cov_inf0_main) (wake e4_cov_inf1_main) (wake e4_cov_inf2_main) (wake e4_cov_snipers0_main) (sleep_until (or g_e5_started g_e6_started)) (sleep_forever e4_mars_inf0_main) (sleep_forever e4_cov_inf0_main) (sleep_forever e4_cov_inf1_main) (sleep_forever e4_cov_snipers0_main) (ai_disposable e4_cov True) ) ) (script static test_sniper_alley (begin (object_teleport (player0) e4_test) (ai_place e4_mars_inf0) (if (not g_e4_started) (wake e4_main)) (if (not g_e6_started) (wake e6_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e3_sniper_intro_scene (begin (ai_play_line ai_current_actor 0370) ) ) (script dormant e3_mars_sniper_scene (begin (sleep_until (ai_scene e3_sniper_intro_scene cs_e3_sniper_intro_scene e3_mars) 30 450) ) ) (script command cs_e3_cov_inf0_1_intro (begin (cs_crouch True) (cs_face True e3_cov_sniper/p0) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_certain) 10) (sleep 15) (cs_shoot_point True e3_cov_sniper/p0) (wake e3_mars_sniper_scene) (sleep 30) (cs_shoot_point True e3_cov_sniper/p1) (sleep 90) ) ) (script command cs_e3_cov_inf0_1_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking False) (sleep_until (begin (begin_random (begin (cs_look True e3_patrol/f0) (sleep (random_range 60 90)) ) (begin (cs_look True e3_patrol/f1) (sleep (random_range 60 90)) ) (begin (cs_look True e3_patrol/f2) (sleep (random_range 60 90)) ) (begin (cs_look True e3_patrol/f3) (sleep (random_range 60 90)) ) ) False) ) ) ) (script command cs_e3_mars_pelican0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_face True e3_mars_evac/p2) (cs_fly_to e3_mars_evac/p0) (set g_e3_mars_pelican0_arrived True) (sleep 45) (cs_fly_to e3_mars_evac/p1) (cs_fly_to e3_mars_evac/p3 1) (set g_e3_mars_pelican0_landed True) (sleep_forever) ) ) (script command cs_e3_mars_pelican0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_to e3_mars_evac/p4 1) (sleep 30) (cs_vehicle_speed 1) (cs_fly_by e3_mars_evac/p2) (ai_erase ai_current_squad) ) ) (script command cs_e3_mars_johnson_exit (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e3_mars_evac/johnson0) (cs_enable_targeting True) (sleep_until g_e3_johnson_should_load 5) (cs_movement_mode ai_movement_patrol) (cs_face_object True (ai_get_object e3_mars_pelican0/pelican0)) (cs_go_to e3_mars_evac/johnson1) (cs_face_player True) (sleep_until (or (objects_can_see_object (ai_get_object ai_current_actor) (player0) 10) (and (game_is_cooperative) (objects_can_see_object (ai_get_object ai_current_actor) (player1) 10))) 1) (sleep_until (objects_can_see_object (players) (ai_get_object ai_current_actor) 15) 2 30) (sleep 20) (ai_play_line_at_player e3_mars_johnson 0970) (sleep 20) (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\marine combat:rifle:wave True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) ) ) (script command cs_e3_mars_johnson_slam (begin (cs_go_to e3_mars_evac/johnson1) (ai_vehicle_enter_immediate ai_current_actor (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e) ) ) (script command cs_e3_mars_inf1_ride (begin (sleep_until g_e3_mars_pelican0_landed 5) (ai_vehicle_exit ai_current_actor) (cs_enable_targeting True) (cs_enable_moving True) (sleep 60) (if g_e4_started (ai_migrate ai_current_actor e4_mars_inf0) (ai_migrate ai_current_actor e3_mars_inf0)) ) ) (script command cs_e3_mars_johnson_teleport (begin (cs_teleport e3_mars_evac/johnson_teleport0 e3_mars_evac/johnson_teleport1) ) ) (script static e3_mars_pelican0_arrived (begin (= g_e3_mars_pelican0_arrived True) ) ) (script static e3_mars_johnson_loaded (begin (= g_e3_johnson_in_pelican True) ) ) (script static e3_cov_inf0_0_should_regroup (begin (or g_e4_started (and (>= (ai_spawn_count e3_cov_inf0_0) g_e3_cov_inf0_0_limit) (<= (ai_living_count e3_cov_inf0_0) 4))) ) ) (script dormant e3_cov_inf0_main (begin (ai_place e3_cov_inf0_0) (ai_place e3_cov_inf0_1) (sleep_until (or (<= (ai_living_count e3_cov_inf0) 2) (volume_test_objects tv_e3_crossing_street (players))) 15) (ai_place e3_cov_inf0_2) ) ) (script dormant e3_mars_pelican0_main (begin (sleep_until (or g_e4_started (volume_test_objects tv_e3_mars_pelican0_begin (players)) (and (> (ai_spawn_count e3_cov_inf0) 0) (<= (ai_living_count e3_cov_inf0) 2))) 30 two_minutes) (ai_place e3_mars_pelican0) (cs_run_command_script e3_mars_pelican0/pelican0 cs_e3_mars_pelican0_entry) (sleep_until g_e3_johnson_in_pelican 5) (cs_run_command_script e3_mars_pelican0/pelican0 cs_e3_mars_pelican0_exit) ) ) (script dormant e3_mars_inf1_main (begin (sleep_until (> (ai_spawn_count e3_mars_pelican0) 0)) (ai_place e3_mars_inf1 (pin (- 3 (ai_living_count e3_mars_inf0)) 0 3)) (ai_vehicle_enter_immediate e3_mars_inf1 (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_p_r) ) ) (script dormant e3_mars_inf0_main (begin (sleep_until (or (<= (ai_living_count e2_cov_hunters0) 0) (volume_test_objects tv_e3_crossing_street (players))) 30 one_minute) (ai_migrate e2_mars_inf0 e3_mars_inf0) (ai_renew e3_mars_inf0) (ai_disposable e3_mars_inf0 False) (sleep_until g_e3_johnson_in_pelican) (ai_migrate e3_mars_johnson e3_mars_inf0) (ai_disposable e3_mars_inf0 False) ) ) (script dormant e3_mars_johnson_main (begin (sleep_until (or (<= (ai_living_count e2_cov_hunters0) 0) (volume_test_objects tv_e3_crossing_street (players))) 30 one_minute) (ai_migrate e1_mars_johnson e3_mars_johnson) (ai_migrate e2_mars_johnson e3_mars_johnson) (ai_disposable e3_mars_johnson False) (sleep_until (> (ai_spawn_count e3_mars_pelican0) 0) 15) (if (not (volume_test_objects tv_e3_johnson_required (ai_actors e3_mars_johnson))) (begin (sleep_until (not (volume_test_objects tv_e3_johnson_teleport_unsafe (players)))) (cs_run_command_script e3_mars_johnson cs_e3_mars_johnson_teleport) )) (sleep_until g_e3_mars_pelican0_arrived 15) (wake objective1_clear) (cs_run_command_script e3_mars_johnson cs_e3_mars_johnson_exit) (sleep (ai_play_line_on_object none 0940)) (sleep 20) (sleep (ai_play_line e3_mars_johnson 0950)) (sleep 15) (sleep (ai_play_line_on_object none 0960)) (set g_e3_johnson_should_load True) (sleep_until (not (cs_command_script_queued e3_mars_johnson cs_e3_mars_johnson_exit)) 1) (ai_vehicle_enter e3_mars_johnson (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e) (sleep_until (vehicle_test_seat_list (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e (ai_actors e3_mars_pelican0)) 30 300) (if (not (vehicle_test_seat_list (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e (ai_actors e3_mars_pelican0))) (cs_run_command_script e3_mars_johnson cs_e3_mars_johnson_slam)) (sleep_until (vehicle_test_seat_list (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e (ai_actors e3_mars_pelican0)) 30 30_seconds) (set g_e3_johnson_in_pelican True) (game_save) (wake objective2_set) (wake music_03a_03_start) ) ) (script dormant e3_main (begin (sleep_until (or (volume_test_objects tv_e3_main_begin0 (players)) (volume_test_objects tv_e3_main_begin1 (players)))) (set g_e3_started True) (print "e3_main") (data_mine_set_mission_segment "e3_highway_underpass") (game_save) (wake music_03a_01_stop) (wake music_03a_02_stop) (wake objective1_set) (wake e4_main) (wake e6_main) (wake e3_mars_inf0_main) (wake e3_mars_inf1_main) (wake e3_mars_johnson_main) (wake e3_mars_pelican0_main) (wake e3_cov_inf0_main) (sleep_until (or g_e4_started g_e6_started)) (sleep_forever e3_mars_inf0_main) (sleep_forever e3_mars_inf1_main) (sleep_forever e3_cov_inf0_main) (sleep_forever e3_mars_sniper_scene) (ai_disposable e3_cov True) ) ) (script static test_marching_infantry (begin (object_teleport (player0) e3_test) (ai_place e3_mars_inf0) (ai_place e3_mars_johnson) (object_cannot_take_damage (ai_actors e3_mars_johnson)) (if (not g_e3_started) (wake e3_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e2_cov_hunters0_taunt (begin (set g_e2_cov_hunters0_active True) (cs_abort_on_damage True) (if (> (ai_strength ai_current_actor) 0.98) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\hunter\hunter combat:unarmed:shakefist True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) )) ) ) (script command cs_e2_cov_hunters0_0_entry (begin (cs_queue_command_script ai_current_actor cs_e2_cov_hunters0_taunt) (sleep 220) (cs_force_combat_status 2) (cs_ignore_obstacles True) (cs_abort_on_damage True) (cs_look_player True) (cs_go_to e2_cov_hunters0_entry/p0_1) (cs_face_player True) (cs_movement_mode ai_movement_combat) (sleep_until (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 3) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 3)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 0.98)) 5 120) (if (not (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 3) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 3)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 0.98))) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\hunter\hunter combat:unarmed:taunt True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) )) (sleep_until (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 4) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 4)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 0.98)) 5 120) ) ) (script command cs_e2_cov_hunters0_1_entry (begin (cs_queue_command_script ai_current_actor cs_e2_cov_hunters0_taunt) (sleep 220) (cs_force_combat_status 2) (cs_ignore_obstacles True) (cs_abort_on_damage True) (cs_look_player True) (cs_go_to e2_cov_hunters0_entry/p1) (cs_face_player True) (sleep_until (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 4) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 4)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 1)) 5 240) ) ) (script command cs_e2_cov_inf0_watch (begin (cs_abort_on_damage True) (sleep_until (or (volume_test_objects tv_e2_hunters_bypassed (players)) (ai_trigger_test "e2_cov_hunters0_active" e2_cov_hunters0)) 15) ) ) (script command cs_e2_mars_johnson0_dialogue0 (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\marine combat:rifle:hold True) (sleep 10) (sleep (ai_play_line e2_mars_johnson 0930)) ) ) (script command cs_e2_mars_johnson0_watch (begin (cs_go_to e2_mars_watch/p1) (cs_aim True e2_mars_watch/watch) (sleep_until g_e2_door_breached) (cs_aim_object True (ai_get_object e2_cov_hunters0/hunter0)) (sleep_until g_e2_cov_hunters0_active 10 30_seconds) ) ) (script command cs_e2_mars_inf0_watch (begin (cs_go_to_nearest e2_mars_inf0_positions) (cs_crouch True) (sleep_until g_e2_door_breached) (cs_aim_object True (ai_get_object e2_cov_hunters0/hunter0)) (sleep_until g_e2_cov_hunters0_active 10 30_seconds) ) ) (script command cs_e2_mars_continue (begin (cs_go_to_nearest e2_mars_wait) (cs_face_player True) (sleep_until (or (ai_trigger_test "generic_player_within_4wu" e2_mars) (ai_trigger_test "e2_cov_hunters0_bypassed" e2_mars) g_e3_started) 15) ) ) (script dormant e2_dialog (begin (sleep 75) (sleep_until g_e2_door_breached) (sleep 120) (sleep (ai_play_line_on_object none 0340)) (cs_run_command_script e2_mars_johnson cs_e2_mars_johnson0_dialogue0) (sleep_until (<= (ai_strength e2_cov_hunters0) 0.8) 30 30_seconds) (if (not (<= (ai_strength e2_cov_hunters0) 0.8)) (ai_play_line_on_object none 0350)) (sleep_until (<= (ai_living_count e2_cov_hunters0) 0)) (sleep 60) (sleep (ai_play_line_on_object none 0280)) (sleep 25) (sleep (ai_play_line_on_object none 0290)) (sleep 20) (ai_play_line_on_object none 0300) ) ) (script dormant e2_cov_inf0_main (begin (ai_place e2_cov_inf0) ) ) (script dormant e2_cov_hunters0_main (begin (sleep_until (objects_can_see_flag (players) e2_wall_tap 30) 15 one_minute) (sound_impulse_predict sound\materials\hard\metal_thin\metal_thin_large) (sound_impulse_predict sound\visual_effects\explosion_medium_metal_bits) (sleep 30) (device_set_position e2_hunter_door 0.5) (sound_impulse_start sound\materials\hard\metal_thin\metal_thin_large e2_hunter_door_sound_source 1) (object_damage_damage_section e2_hunter_door body_hit0 1.1) (object_create e2_hunter_smoke) (sleep 60) (wake e2_dialog) (wake objective0_clear) (ai_place e2_cov_hunters0) (sleep 60) (device_set_position e2_hunter_door 1) (sound_impulse_start sound\materials\hard\metal_thin\metal_thin_large e2_hunter_door_sound_source 1) (object_damage_damage_section e2_hunter_door body_hit1 1.1) (sleep 160) (device_set_position_immediate e2_hunter_door 0.01) (sound_impulse_start sound\visual_effects\explosion_medium_metal_bits e2_hunter_door_sound_source 1) (sleep 1) (object_damage_damage_section e2_hunter_door body_main 1.1) (sleep 1) (device_set_position_immediate e2_hunter_door 1) (object_destroy e2_hunter_smoke) (set g_e2_door_breached True) (wake music_03a_01_stop) (wake music_03a_02_start_alt) (sleep_until (or (<= (ai_living_count e2_cov_hunters0) 0) g_e3_started)) (wake objective1_set) (game_save) (wake music_03a_02_stop) ) ) (script dormant e2_mars_inf0_main (begin (ai_migrate e1_mars_inf0 e2_mars_inf0) (ai_migrate e1_mars_inf1 e2_mars_inf0) (ai_renew e2_mars_inf0) (ai_disposable e2_mars_inf0 False) (cs_run_command_script e2_mars_inf0 cs_e2_mars_inf0_watch) ) ) (script dormant e2_mars_johnson_main (begin (ai_migrate e1_mars_johnson e2_mars_johnson) (ai_disposable e2_mars_johnson False) (cs_run_command_script e2_mars_johnson cs_e2_mars_johnson0_watch) (sleep_until (> (ai_spawn_count e2_cov_hunters0) 0)) (sleep_until (<= (ai_living_count e2_cov_hunters0) 0)) (cs_run_command_script e2_mars cs_e2_mars_continue) ) ) (script dormant e2_main (begin (sleep_until (and (volume_test_objects tv_e2_main_begin (players)) (not (volume_test_objects_all tv_e2_main_begin_exclude (players)))) 15) (set g_e2_started True) (print "e2_main") (data_mine_set_mission_segment "e2_hunter_intro") (game_save) (wake e2_cov_hunters0_main) (wake e2_mars_inf0_main) (wake e2_mars_johnson_main) (sleep_until g_e3_started) (sleep_forever e2_mars_inf0_main) (sleep_forever e2_mars_johnson_main) (sleep_forever e2_cov_inf0_main) (sleep_forever e2_cov_hunters0_main) (sleep_forever e2_dialog) (ai_disposable e2_cov True) ) ) (script static test_hunter_intro (begin (object_teleport (player0) e2_test) (ai_place e2_mars_inf0) (ai_place e2_mars_johnson) (if (not g_e2_started) (wake e2_main)) (if (not g_e3_started) (wake e3_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e1_mars_pelican0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_face True e1_mars_pelican/p0_facing) (cs_fly_to e1_mars_pelican/p0) (set g_e1_mars_pelican0_appeared True) (cs_face False e1_mars_pelican/p1_facing) (cs_fly_to e1_mars_pelican/p1) (sleep 75) (print "pilot: looks too tight down there") (sleep (ai_play_line_on_object none 0900)) (set g_e1_mars_pelican0_departing True) (cs_vehicle_speed 0.75) (cs_fly_to e1_mars_pelican/p2 0.5) (sleep 60) (cs_face False e1_mars_pelican/p1_facing) (cs_fly_by e1_mars_pelican/p3) (set g_e1_mars_pelican0_departing True) (cs_fly_by e1_mars_pelican/p4 1) (ai_erase ai_current_squad) ) ) (script command cs_e1_mars_johnson_finale (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e1_mars_johnson_finale/p0) (sleep_until (> (ai_spawn_count e2_cov_hunters0) 0)) (sleep 90) ) ) (script command cs_e1_mars_johnson_entry (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (sleep 105) (cs_crouch False) (sleep (ai_play_line ai_current_actor 0850)) (sleep 15) (sleep (ai_play_line ai_current_actor 0110)) (sleep 10) (cs_go_to e1_mars_entry/p2) ) ) (script command cs_e1_mars_entry (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (sleep 120) (cs_crouch False) (cs_go_to e1_mars_entry/p4) (cs_enable_moving True) (cs_enable_looking True) (sleep 300) ) ) (script command cs_e1_mars_entry0 (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (sleep 120) (cs_crouch False) (cs_enable_moving True) (cs_enable_looking True) (sleep 300) ) ) (script command cs_e1_cov_phantom0_0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e1_cov_phantom0_0_entry/p0) (cs_fly_to e1_cov_phantom0_0_entry/p1) (ai_erase ai_current_squad) ) ) (script command cs_e1_cov_phantom0_1_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e1_cov_phantom0_1_entry/p0) (cs_face True e1_cov_phantom0_1_entry/p1_facing) (set g_e1_cov_phantom0_1_arrived True) (cs_fly_to e1_cov_phantom0_1_entry/p1 1) (sleep 15) (cs_vehicle_speed 0.66) (cs_fly_to e1_cov_phantom0_1_entry/p2) (cs_fly_to_and_face e1_cov_phantom0_1_entry/p3 e1_cov_phantom0_1_entry/p3_facing 0.5) (cs_face True e1_cov_phantom0_1_entry/p3_facing) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b) (sleep 60) (set g_e1_cov_inf4_0_arrived True) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (cs_fly_to e1_cov_phantom0_1_entry/p4 0.5) (sleep 150) (cs_vehicle_speed 0.4) (cs_face False e1_cov_phantom0_1_entry/p3_facing) (cs_fly_by e1_cov_phantom0_1_entry/p5 1) (set g_e1_cov_phantom0_1_retreating True) (cs_vehicle_speed 0.75) (cs_fly_by e1_cov_phantom0_1_entry/p6) (cs_vehicle_speed 1) (cs_fly_by e1_cov_phantom0_1_entry/p7) (ai_erase ai_current_squad) ) ) (script command cs_e1_cov_inf0_grunt0 (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_combat) (cs_start_to e1_patrol/grunt0) (sleep_until (or (not (cs_moving)) (>= (ai_combat_status ai_current_actor) ai_combat_status_visible)) 10) (cs_approach (ai_get_object ai_current_actor) 0.1 0.1 0.1) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_dangerous) 3 25) (cs_movement_mode ai_movement_flee) (cs_go_to e1_patrol/grunt1) ) ) (script command cs_e1_cov_inf0_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (begin_random (cs_go_to e1_patrol/p0) (begin (cs_go_to e1_patrol/p1) (sleep (random_range 30 60)) ) (begin (cs_go_to e1_patrol/p2) (sleep (random_range 30 60)) ) ) False) ) ) ) (script command cs_e1_cov_inf0_0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (cs_go_to e1_patrol/p3) (sleep (random_range 30 60)) (cs_go_to e1_patrol/p4) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e1_cov_inf0_3_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (begin_random (begin (cs_go_to e1_patrol/p7) (sleep (random_range 30 60)) ) (begin (cs_go_to e1_patrol/p8) (sleep (random_range 30 60)) ) (begin (cs_go_to e1_patrol/p9) (sleep (random_range 30 60)) ) ) False) ) ) ) (script static johnson_has_sniping_weapon (begin (or (unit_has_weapon (ai_get_unit e1_mars_johnson/johnson0) objects\weapons\rifle\sniper_rifle\sniper_rifle.weapon) (unit_has_weapon (ai_get_unit e1_mars_johnson/johnson0) objects\weapons\rifle\battle_rifle\battle_rifle.weapon)) ) ) (script static e1_cov_inf0_grunts_alerted (begin (or (>= (ai_combat_status e1_cov_inf0_0/grunt1) ai_combat_status_alert) (>= (ai_combat_status e1_cov_inf0_0/grunt2) ai_combat_status_alert) (>= (ai_combat_status e1_cov_inf0_1) ai_combat_status_alert)) ) ) (script static e1_cov_inf2_under_limit (begin (< g_e1_cov_inf2_spawned g_e1_cov_inf2_limit) ) ) (script static e1_cov_inf2_spawn_ready (begin (and (<= (ai_living_count e1_cov_inf2) 1) (<= (ai_fighting_count e1_cov_inf2) 0)) ) ) (script static e1_cov_inf2_sleep_until_respawn (begin (sleep_until (e1_cov_inf2_spawn_ready) 31 two_minutes) (sleep_until (volume_test_objects tv_e1_on_building (players)) 30 150) ) ) (script static e1_cov_inf2_6_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_1_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_6 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_6 e1_cov_inf2_engage0) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_5) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script static e1_cov_inf2_5_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_5_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_5 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_5 e1_cov_inf2_5_init) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_5) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (sleep 120) (if g_e1_cov_inf2_wave0 (ai_play_line e1_mars_johnson/johnson0 0210)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script static e1_cov_inf2_3_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_3_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_3 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_3 e1_cov_inf2_engage0) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_3) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (sleep 120) (if g_e1_cov_inf2_wave0 (ai_play_line e1_mars_johnson/johnson0 0170)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script static e1_cov_inf2_1_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_1_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_1 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_1 e1_cov_inf2_engage0) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_1) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (sleep 90) (if (not g_e1_cov_inf2_wave0) (ai_play_line e1_mars_johnson/johnson0 0150)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script dormant e1_mars_pelican0_main (begin (sleep_until (and (> (ai_spawn_count e1_cov_inf4_1) 0) (<= (ai_living_count e1_cov_inf4) 3))) (ai_place e1_mars_pelican0) (ai_vehicle_enter_immediate e1_mars_pelican0/gunner0 (ai_vehicle_get e1_mars_pelican0/pelican0) pelican_g) (ai_vehicle_enter_immediate e1_mars_pelican0/gunner1 (ai_vehicle_get e1_mars_pelican0/pelican0) pelican_g_rear) (cs_run_command_script e1_mars_pelican0/pelican0 cs_e1_mars_pelican0_entry) (sleep_until g_e1_mars_pelican0_departing 30) (wake e2_main) ) ) (script dormant e1_cov_phantom0_main (begin (sleep_until (volume_test_objects tv_e1_main_area_entrance (players)) 5) (sleep_until (e1_cov_inf0_grunts_alerted) 30 30_seconds) (ai_place e1_cov_phantom0_0) (cs_run_command_script e1_cov_phantom0_0/phantom0 cs_e1_cov_phantom0_0_entry) (sleep_forever) (ai_place e1_cov_phantom0_1) (wake music_03a_01_start) ) ) (script dormant e1_cov_snipers0_main (begin (if (difficulty_legendary) (set g_e1_cov_snipers0_limit 5)) (begin_random (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_0_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper0) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_1_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper1) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_2_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper2) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_3_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper3) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_3_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper4) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) ) ) ) (script dormant e1_cov_inf4_main (begin (sleep_until (> (ai_spawn_count e1_cov_phantom0_1) 0) 10) (if (difficulty_heroic) (ai_place_in_vehicle e1_cov_inf4_0/elite1 e1_cov_phantom0_1)) (if (difficulty_legendary) (ai_place_in_vehicle e1_cov_inf4_2 e1_cov_phantom0_1)) (ai_place_in_vehicle e1_cov_inf4_0 e1_cov_phantom0_1) (sleep_until g_e1_cov_inf4_0_arrived) (sleep 300) (sleep_until (and (<= (ai_living_count e1_cov_inf4) 2) (not (volume_test_objects tv_e1_cov_inf4_1_unsafe (players)))) 30 two_minutes) (ai_place e1_cov_inf4_1 (pin (- 6 (ai_living_count e1_cov_inf4)) 2 5)) ) ) (script dormant e1_cov_inf3_main (begin (ai_place e1_cov_inf3_2) (sleep_until (and (<= (ai_strength e1_cov_inf3_2) 0.75) (objects_can_see_flag (players) e1_cov_inf3_entrance 25)) 5 30_seconds) (ai_place e1_cov_inf3_0 (- 5 (ai_living_count e1_cov_inf3))) (sleep 30) (ai_play_line e1_mars_johnson/johnson0 0270) (sleep_until (begin (if (< (ai_living_count e1_cov_inf3) 3) (ai_place e1_cov_inf3_1 2)) (>= (ai_spawn_count e1_cov_inf3) 10) )) (ai_set_orders e1_cov_inf3 e1_cov_inf3_advance0) ) ) (script dormant e1_cov_inf2_main (begin (sleep_until (and (<= (ai_living_count e1_cov_inf1) 1) (> (ai_spawn_count e1_cov_inf1) 0)) 30 one_minute) (e1_cov_inf2_sleep_until_respawn) (set g_e1_cov_inf2_spawned 0) (set g_e1_cov_inf2_limit 2) (if (difficulty_heroic) (set g_e1_cov_inf2_limit 2)) (if (difficulty_legendary) (set g_e1_cov_inf2_limit 3)) (if (not (difficulty_normal)) (wake e1_cov_snipers0_main)) (begin_random (if (e1_cov_inf2_under_limit) (e1_cov_inf2_1_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_3_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_6_spawn)) ) (e1_cov_inf2_sleep_until_respawn) (game_save) (sleep 60) (e1_cov_inf2_5_spawn) (sleep_until (and (<= (ai_living_count e1_cov_inf2) 1) (<= (ai_fighting_count e1_cov_inf2) 0))) (garbage_collect_now) (game_save) (sleep 15) (wake e1_cov_inf3_main) (sleep 30) (sleep_until (and (> (ai_spawn_count e1_cov_inf3_1) 0) (<= (ai_living_count e1_cov_inf3) 2) (<= (ai_fighting_count e1_cov_inf3) 0)) 30 two_minutes) (ai_disposable e1_cov_inf3 True) (game_save) (sleep 30) (garbage_collect_now) (set g_e1_cov_inf2_wave0 False) (set g_e1_cov_inf2_spawned 0) (set g_e1_cov_inf2_limit 2) (if (difficulty_heroic) (set g_e1_cov_inf2_limit 3)) (if (difficulty_legendary) (set g_e1_cov_inf2_limit 3)) (begin_random (if (e1_cov_inf2_under_limit) (e1_cov_inf2_1_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_3_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_5_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_6_spawn)) ) (e1_cov_inf2_sleep_until_respawn) (game_save) (sleep 30) (wake e1_cov_phantom0_main) (wake e1_cov_inf4_main) ) ) (script dormant e1_cov_inf1_main (begin (sleep_until (and (> (ai_spawn_count e1_cov_inf0_2) 0) (<= (ai_living_count e1_cov_inf0) 1) (<= (ai_fighting_count e1_cov_inf0) 0)) 30) (game_save) (sleep 120) (sleep_until (not (volume_test_objects tv_e1_cov_inf1_unsafe (players)))) (ai_place e1_cov_inf1) (ai_magically_see e1_cov_inf1 e1_mars) ) ) (script dormant e1_cov_inf0_main (begin (sleep_until (or (volume_test_objects tv_e1_crash_area_exit (players)) (volume_test_objects tv_e1_main_area_entrance (players)) (volume_test_objects tv_e1_prediction (players))) 5) (object_type_predict objects\characters\grunt\grunt) (camera_predict_resources_at_point e1_prediction) (sleep_until (or (volume_test_objects tv_e1_crash_area_exit (players)) (volume_test_objects tv_e1_main_area_entrance (players))) 5) (ai_place e1_cov_inf0_0) (ai_place e1_cov_inf0_3) (sleep_until (or (<= (ai_living_count e1_cov_inf0) 3) (volume_test_objects tv_e1_cov_inf0_1_begin (players))) 15) (ai_place e1_cov_inf0_1/grunt0) (sleep_until (or (<= (ai_living_count e1_cov_inf0) 3) (volume_test_objects tv_e1_cov_inf0_1_begin (players))) 15) (ai_place e1_cov_inf0_1/grunt1) (sleep_until (or (<= (ai_living_count e1_cov_inf0_3) 0) (volume_test_objects tv_e1_cov_inf0_2_begin (players))) 15) (ai_place e1_cov_inf0_2) (sleep 5) (ai_magically_see e1_cov_inf0_2 e1_mars_inf0) (wake e1_cov_inf1_main) (wake e1_cov_inf2_main) ) ) (script dormant e1_mars_inf1_main (begin (ai_place e1_mars_inf1) ) ) (script dormant e1_mars_inf0_main (begin (ai_place e1_mars_inf0) (sleep_until (and (> (ai_spawn_count e1_cov_phantom0_1) 0) (<= (ai_living_count e1_cov_phantom0_1) 0))) ) ) (script dormant e1_mars_johnson_main (begin (ai_place e1_mars_johnson) (object_cannot_die (ai_get_object e1_mars_johnson/johnson0) True) (cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_entry) (sleep_until (and (> (ai_spawn_count e1_cov_inf0_2) 0) (<= (ai_living_count e1_cov_inf0_2) 0))) (sleep_until (volume_test_objects tv_e1_on_building (ai_actors e1_mars_johnson)) 30 450) (sleep (ai_play_line e1_mars_johnson/johnson0 0120)) (print "they know we're here") (game_save) (wake objective0_set) (sleep_until (> (ai_spawn_count e1_cov_inf1) 0)) (sleep 60) (ai_play_line e1_mars_johnson/johnson0 0130) (sleep_until (> (ai_spawn_count e1_cov_phantom0_0) 0)) (sleep_until g_e1_cov_phantom0_1_arrived) (sleep 60) (sleep (ai_play_line e1_mars_johnson/johnson0 0890)) (sleep_until g_e1_mars_pelican0_appeared 15) (cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_finale) (sleep_until g_e1_mars_pelican0_departing 3 one_minute) (sleep 20) (sleep (ai_play_line e1_mars_johnson/johnson0 0910)) (wake music_03a_02_start) ) ) (script dormant e1_key (begin (object_create e1_ghost_key) (sleep_until (or (and (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (volume_test_object tv_e1_ghost_key (player0) )) (and (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon) (volume_test_object tv_e1_ghost_key (player1) )))) (ice_cream_flavor_stock 6) ) ) (script dormant e1_main (begin (set g_e1_started True) (print "e1_main") (data_mine_set_mission_segment "e1_rooftop_defense") (wake e3_main) (wake e8_main) (wake e12_main) (wake e1_mars_johnson_main) (wake e1_mars_inf0_main) (wake e1_mars_inf1_main) (wake e1_cov_inf0_main) (wake e1_cov_phantom0_main) (wake e1_mars_pelican0_main) (wake e1_key) (sleep_until g_e2_started) (sleep_forever e1_cov_snipers0_main) (sleep_until g_e3_started) (sleep_forever e1_mars_johnson_main) (sleep_forever e1_mars_inf0_main) (sleep_forever e1_mars_inf1_main) (sleep_forever e1_cov_inf0_main) (sleep_forever e1_cov_inf1_main) (sleep_forever e1_cov_inf2_main) (sleep_forever e1_cov_inf3_main) (sleep_forever e1_cov_inf4_main) (sleep_forever e1_cov_phantom0_main) (ai_disposable e1_cov True) (ai_disposable e1_cov_phantom0 False) ) ) (script dormant mission_start (begin (wake flashlight_control) (cinematic_snap_to_black) (cinematic_intro) (wake e1_main) (sleep 1) (cache_block_for_one_frame) (sleep 1) (chief_recovery_sequence) (wake chapter_title0) (sleep 150) (game_save) (sleep_until (volume_test_objects tv_mission_end (players)) 8) (set g_mission_over True) (playtest_mission) (sleep 15) (sound_class_set_gain "" 0 15) (cinematic_fade_to_white) (sleep 15) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance covenant prophet) (objectives_clear) (if (> (player_count) 0) (start)) ) ) (script dormant 03_intro_01_predict (begin (sleep 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) (sleep 8) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) (sleep 113) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (sleep 13) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (sleep 11) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (sleep 76) (print "predicting chief") (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 6) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 91) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 True) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) (sleep 6) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 81) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 71 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) (sleep 121) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) ) ) (script dormant 03_intro_02_predict (begin (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 71 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 130) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\weapons\rifle\sniper_rifle\sniper_rifle 2) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_model_section scenarios\objects\human\military\spotting_scope\spotting_scope 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) (sleep 12) (sleep 2) (predict_model_section objects\vehicles\warthog\warthog 107) (predict_model_section objects\vehicles\warthog\warthog 108) (predict_model_section objects\vehicles\warthog\warthog 109) (predict_model_section objects\vehicles\warthog\warthog 110) (predict_model_section objects\vehicles\warthog\warthog 111) (predict_model_section objects\vehicles\warthog\warthog 112) (predict_model_section objects\vehicles\warthog\warthog 113) (predict_model_section objects\vehicles\warthog\warthog 114) (predict_model_section objects\vehicles\warthog\warthog 115) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 3) (sleep 1) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 39) (predict_model_section objects\characters\marine\marine 40) (predict_model_section objects\characters\marine\marine 41) (predict_model_section objects\characters\marine\marine 55) (sleep 4) (predict_model_section objects\vehicles\warthog\warthog 54) (predict_model_section objects\vehicles\warthog\warthog 55) (predict_model_section objects\vehicles\warthog\warthog 56) (predict_model_section objects\vehicles\warthog\warthog 57) (predict_model_section objects\vehicles\warthog\warthog 58) (predict_model_section objects\vehicles\warthog\warthog 59) (predict_model_section objects\vehicles\warthog\warthog 60) (predict_model_section objects\vehicles\warthog\warthog 61) (predict_model_section objects\vehicles\warthog\warthog 62) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 2) (sleep 28) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 8) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 5) (predict_model_section objects\vehicles\warthog\warthog 0) (predict_model_section objects\vehicles\warthog\warthog 1) (predict_model_section objects\vehicles\warthog\warthog 2) (predict_model_section objects\vehicles\warthog\warthog 3) (predict_model_section objects\vehicles\warthog\warthog 4) (predict_model_section objects\vehicles\warthog\warthog 5) (predict_model_section objects\vehicles\warthog\warthog 6) (predict_model_section objects\vehicles\warthog\warthog 7) (predict_model_section objects\vehicles\warthog\warthog 8) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 1) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (sleep 21) (predict_model_section objects\vehicles\warthog\warthog 66) (predict_model_section objects\vehicles\warthog\warthog 67) (predict_model_section objects\vehicles\warthog\warthog 69) (predict_model_section objects\vehicles\warthog\warthog 70) (predict_model_section objects\vehicles\warthog\warthog 119) (predict_model_section objects\vehicles\warthog\warthog 120) (predict_model_section objects\vehicles\warthog\warthog 122) (predict_model_section objects\vehicles\warthog\warthog 123) (predict_model_section objects\vehicles\warthog\warthog 12) (predict_model_section objects\vehicles\warthog\warthog 13) (predict_model_section objects\vehicles\warthog\warthog 15) (predict_model_section objects\vehicles\warthog\warthog 16) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 3) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (sleep 13) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (sleep 2) (predict_model_section objects\vehicles\warthog\warthog 0) (predict_model_section objects\vehicles\warthog\warthog 1) (predict_model_section objects\vehicles\warthog\warthog 2) (predict_model_section objects\vehicles\warthog\warthog 12) (predict_model_section objects\vehicles\warthog\warthog 13) (predict_model_section objects\vehicles\warthog\warthog 5) (predict_model_section objects\vehicles\warthog\warthog 15) (predict_model_section objects\vehicles\warthog\warthog 16) (predict_model_section objects\vehicles\warthog\warthog 8) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 1) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (sleep 16) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (sleep 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\weapons\rifle\sniper_rifle\sniper_rifle 2) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_model_section scenarios\objects\human\military\spotting_scope\spotting_scope 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (sleep 54) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 True) (sleep 8) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (sleep 15) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 1) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (sleep 2) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (sleep 10) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (sleep 19) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) ) ) (script dormant 03_intro_03_predict (begin (sleep 5) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 69) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 1) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 10) (predict_model_section objects\characters\marine\helmet_standard\helmet_standard 0) (predict_model_section objects\characters\marine\marine 62) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 1) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 16) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 47) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section 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0) ) ) (script dormant 03_intro_04_predict (begin (sleep 6) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section 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(predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 True) (sleep 8) (sleep 19) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 27) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 13) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 2) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 9) (predict_model_section objects\vehicles\civilian\garbage\civ_wheel\civ_wheel 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 3) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (sleep 51) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 12) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 36) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (sleep 2) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (sleep 26) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 7) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 8) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (sleep 7) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (sleep 79) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (sleep 22) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\vehicles\civilian\garbage\civ_wheel\civ_wheel 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 3) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 3) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 1) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 2) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 1) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 1) (predict_model_section objects\characters\marine\marine 71) (sleep 19) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_model_section scenarios\objects\solo\earthcity\road_objects\vent_wall_a\vent_wall_a 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (sleep 3) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (sleep 17) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\junction_box_lg_garbage2\junction_box_lg_garbage2 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\junction_box_lg_garbage1\junction_box_lg_garbage1 0) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (sleep 14) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_c\concrete_chunk_c 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_b\concrete_chunk_b 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_f\concrete_chunk_f 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_d\concrete_chunk_d 0) (sleep 5) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) )
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 75) (global bool g_mission_over False) (global short 15_seconds 450) (global short 30_seconds 900) (global short 45_seconds 900) (global short one_minute 1800) (global short two_minutes 3600) (global bool g_e13_started False) (global bool g_e13_creep_end0_free True) (global bool g_e13_creep_end1_free True) (global bool g_e13_creep_end2_free True) (global bool g_e12_started False) (global bool g_e11_started False) (global bool g_e11_cov_phantom0_leaving False) (global script_vehicle g_e8_warthog none) (global script_vehicle g_e10_warthog none) (global bool g_e10_cov_phantom0_leaving False) (global effe g_e11_pod_impact_effect effects\scenarios\solo\earthcity\e11_insertion_pod_impact) (global bool g_e10_started False) (global bool g_e10_cov_phantom0_arrived False) (global bool g_e10_cov_ghosts0_unloaded False) (global bool g_e9_started False) (global bool g_e8_started False) (global bool g_e8_cov_phantom0_arrived False) (global bool g_e8_cov_phantom0_leaving False) (global bool g_e8_cov_inf1_unloaded False) (global bool g_e7_started False) (global bool g_e6_started False) (global bool g_e5b_started False) (global bool g_e5b_finished False) (global bool g_e5_started False) (global bool g_e5_cov_inf1_done False) (global short g_e5_cov_inf1_max 10) (global short g_e5_cov_inf1_spawn_delay 30) (global bool g_e4_started False) (global bool g_e3_started False) (global bool g_e3_mars_pelican0_arrived False) (global bool g_e3_mars_pelican0_landed False) (global bool g_e3_johnson_should_load False) (global bool g_e3_johnson_in_pelican False) (global short g_e3_cov_inf0_0_limit 12) (global bool g_e2_started False) (global bool g_e2_door_breached False) (global bool g_e2_cov_hunters0_active False) (global bool g_e1_started False) (global short g_e1_cov_inf2_spawned 0) (global short g_e1_cov_inf2_limit 0) (global bool g_e1_cov_inf2_wave0 True) (global bool g_e1_cov_phantom0_1_arrived False) (global bool g_e1_cov_phantom0_1_retreating False) (global bool g_e1_cov_inf4_0_arrived False) (global bool g_e1_mars_pelican0_appeared False) (global bool g_e1_mars_pelican0_departing False) (global short g_e1_cov_snipers0_limit 2) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static 03_intro_01_predict_stub (begin (wake 03_intro_01_predict) ) ) (script static 03_intro_02_predict_stub (begin (wake 03_intro_02_predict) ) ) (script static 03_intro_03_predict_stub (begin (wake 03_intro_03_predict) ) ) (script static 03_intro_04_predict_stub (begin (wake 03_intro_04_predict) ) ) (script dormant c03_intro_score_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus none 1) (print "c03_intro score 01 start") ) ) (script dormant c03_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol none 1) (print "c03_intro foley 01 start") ) ) (script dormant c03_intro_sound_scene1_01 (begin (object_set_function_variable pelican_01 engine_hack 1 0) (object_set_function_variable pelican_02 engine_hack 1 0) (object_set_function_variable pelican_03 engine_hack 1 0) (object_set_function_variable pelican_04 engine_hack 1 0) (object_set_function_variable pelican_01 engine_audio 1 0) (object_set_function_variable pelican_02 engine_audio 1 0) (object_set_function_variable pelican_03 engine_audio 1 0) (object_set_function_variable pelican_04 engine_audio 1 0) (object_set_function_variable pelican_01 hover_audio 1 0) (object_set_function_variable pelican_02 hover_audio 1 0) (object_set_function_variable pelican_03 hover_audio 1 0) (object_set_function_variable pelican_04 hover_audio 1 0) (sound_class_set_gain "vehicle" 0 0) (sound_class_set_gain "vehicle" 1 115) (object_set_velocity pelican_01 8) (object_set_velocity pelican_02 8) (object_set_velocity pelican_03 8) (sleep 130) (sound_class_set_gain "vehicle" 0 120) ) ) (script dormant c03_intro_sound_scene1_02 (begin (sleep 260) (sound_class_set_gain "vehicle" 0.5 10) ) ) (script dormant c03_intro_sound_scene1_03 (begin (sleep 350) (sound_class_set_gain "vehicle" 0 10) ) ) (script dormant c03_intro_sound_scene1_04 (begin (sleep 435) (sound_class_set_gain "vehicle" 0.5 10) ) ) (script dormant c03_1010_cor (begin (sleep 212) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1010_cor none 1) (cinematic_subtitle c03_1010_cor 1) ) ) (script dormant c03_1011_cor (begin (sleep 265) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1011_cor none 1) (cinematic_subtitle c03_1011_cor 2) ) ) (script dormant c03_1020_mir (begin (sleep 333) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1020_mir none 1 radio_default_loop) (cinematic_subtitle c03_1020_mir 1) ) ) (script dormant c03_1021_mir (begin (sleep 357) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1021_mir miranda 1) (cinematic_subtitle c03_1021_mir 1) ) ) (script dormant c03_1030_jon (begin (sleep 396) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1030_jon none 1 radio_default_loop) (cinematic_subtitle c03_1030_jon 5) ) ) (script dormant c03_1040_jon (begin (sleep 560) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1040_jon johnson 1) (cinematic_subtitle c03_1040_jon 4) ) ) (script dormant c03_1050_och_1 (begin (sleep 684) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och pilot 1) (cinematic_subtitle c03_1050_och 1) ) ) (script dormant c03_1050_och_2 (begin (sleep 684) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och copilot 1) (cinematic_subtitle c03_1050_och 2) ) ) (script dormant c03_intro_shake_01_1 (begin (sleep 113) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (player_effect_stop 1.5) ) ) (script dormant c03_intro_shake_01_2 (begin (sleep 259) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 91) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c03_intro_shake_01_3 (begin (sleep 560) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) ) ) (script dormant c03_intro_01_dof_1 (begin (sleep 436) (print "dof values: 12 5 5 0 0 0 0") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 12 5 5 0 0 0 0) (sleep 123) (print "dof stop") (cinematic_screen_effect_stop) ) ) (script dormant cinematic_light_01_city_01 (begin (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting pilot True) (object_uses_cinematic_lighting copilot True) (object_uses_cinematic_lighting pelican_01 True) (object_uses_cinematic_lighting pelican_02 True) (object_uses_cinematic_lighting pelican_03 True) (object_uses_cinematic_lighting pelican_04 True) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting carrier True) (rasterizer_bloom_override True) (rasterizer_bloom_override_threshold 0.6) (rasterizer_bloom_override_brightness 0.5) ) ) (script dormant cinematic_light_01_pelican_01 (begin (sleep 259) (object_destroy carrier) (print "destroy carrier") (cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392) (cinematic_lighting_set_ambient_light 0 0 0) (sleep 86) (fade_out 1 1 1 5) ) ) (script dormant cinematic_light_01_iac_01 (begin (sleep 350) (object_hide chief True) (print "hide chief") (cinematic_lighting_set_primary_light -52 282 0.156863 0.180392 0.333333) (cinematic_lighting_set_secondary_light -75 150 0.121569 0.121569 0.180392) (cinematic_lighting_set_ambient_light 0.0588235 0.0509804 0.0392157) (sleep 20) (fade_in 1 1 1 5) ) ) (script dormant cinematic_light_01_city_02 (begin (sleep 435) (object_destroy miranda) (object_destroy iac_bridge) (print "destroy miranda, iac bridge") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ) (script dormant cinematic_light_01_pelican_02 (begin (sleep 558) (print "light pelican") (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static c03_intro_01_problem_actors (begin (print "problem actors") (object_create_anew iac) (object_create_anew pelican_01) (object_create_anew pelican_02) (object_create_anew pelican_03) (object_create_anew pelican_04) (object_cinematic_lod iac True) (object_cinematic_lod pelican_01 True) (object_cinematic_lod pelican_02 True) (object_cinematic_lod pelican_03 True) (object_cinematic_lod pelican_04 True) (object_cinematic_visibility iac True) ) ) (script static c03_intro_01_setup (begin (object_create_anew chief) (object_create_anew miranda) (object_create_anew johnson) (object_create_anew pilot) (object_create_anew copilot) (object_create_anew iac_bridge) (object_create_anew carrier) (unit_set_emotional_state miranda inquisitive 0.25 0) (object_set_scale carrier 0.4 0) (object_set_function_variable carrier grav_lift_control 1 0) (object_create_anew intro_flak_01) (object_create_anew intro_flak_02) (object_cinematic_lod chief True) (object_cinematic_lod miranda True) (object_cinematic_lod johnson True) (object_cinematic_lod pilot True) (object_cinematic_lod copilot True) (object_cinematic_lod carrier True) (object_set_permutation copilot head smith) (unit_set_emotional_state johnson happy 0.25 0) (unit_set_emotional_state pilot angry 0.25 0) (unit_set_emotional_state copilot angry 0.25 0) (wake c03_intro_score_01) (wake c03_intro_foley_01) (wake c03_intro_sound_scene1_01) (wake c03_intro_sound_scene1_02) (wake c03_intro_sound_scene1_03) (wake c03_intro_sound_scene1_04) (wake c03_1010_cor) (wake c03_1011_cor) (wake c03_1020_mir) (wake c03_1021_mir) (wake c03_1030_jon) (wake c03_1040_jon) (wake c03_1050_och_1) (wake c03_1050_och_2) (wake c03_intro_shake_01_1) (wake c03_intro_shake_01_2) (wake c03_intro_shake_01_3) (wake cinematic_light_01_city_01) (wake cinematic_light_01_pelican_01) (wake cinematic_light_01_iac_01) (wake cinematic_light_01_city_02) (wake cinematic_light_01_pelican_02) ) ) (script static c03_intro_01_cleanup (begin (object_destroy pelican_04) (player_effect_stop 0) ) ) (script static c03_intro_scene_01 (begin (fade_out 0 0 0 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (c03_intro_01_problem_actors) (03_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_01 none anchor_flag_intro) (c03_intro_01_setup) (custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro mc_01 False anchor_intro) (custom_animation_relative johnson objects\characters\marine\03_intro\03_intro johnson_01 False anchor_intro) (custom_animation_relative miranda objects\characters\miranda\03_intro\03_intro miranda_01 False anchor_intro) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_01 False anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_01 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_01 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_01 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_01 False anchor_intro) (custom_animation_relative pelican_04 objects\vehicles\pelican\03_intro\03_intro pel4_01 False anchor_intro) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\03_intro\03_intro iac_01 anchor_intro) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\03_intro\03_intro iac_bridge_01 anchor_intro) (sleep 10) (fade_in 0 0 0 60) (sleep (- (camera_time) prediction_offset)) (03_intro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol) (sleep (camera_time)) (c03_intro_01_cleanup) ) ) (script command cs_hog_01 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed 0.9) (ai_vehicle_enter_immediate intro_hog_01/driver (ai_vehicle_get_from_starting_location intro_hog_01/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p0) (ai_erase ai_current_actor) ) ) (script command cs_hog_02 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed 0.9) (ai_vehicle_enter_immediate intro_hog_02/driver (ai_vehicle_get_from_starting_location intro_hog_02/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p0) ) ) (script command cs_hog_03 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (ai_vehicle_enter_immediate intro_hog_03/driver (ai_vehicle_get_from_starting_location intro_hog_03/hog) warthog_d) (cs_vehicle_speed 0.9) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p1) ) ) (script command cs_hog_04 (begin (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed 0.9) (ai_vehicle_enter_immediate intro_hog_04/driver (ai_vehicle_get_from_starting_location intro_hog_04/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) True) (cs_go_to intro_hog_targets/p1) ) ) (script dormant intro_hogs (begin (sleep 146) (ai_place intro_hog_01) (ai_place intro_hog_02) (ai_place intro_hog_03) (ai_place intro_hog_04) (cs_run_command_script intro_hog_01/driver cs_hog_01) (cs_run_command_script intro_hog_02/driver cs_hog_02) (cs_run_command_script intro_hog_03/driver cs_hog_03) (cs_run_command_script intro_hog_04/driver cs_hog_04) ) ) (script dormant c03_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol none 1) (print "c03_intro foley 02 start") ) ) (script dormant c03_intro_sound_scene2_01 (begin (sound_class_set_gain "vehicle" 0 0) (sleep 144) (sound_class_set_gain "vehicle" 0.25 0) ) ) (script dormant c03_intro_sound_scene2_03 (begin (sleep 145) (sound_class_set_gain "vehicle" 0.25 15) (sound_class_set_gain "vehicle" 0.5 120) ) ) (script dormant c03_intro_sound_scene2_04 (begin (sleep 280) (sound_class_set_gain "vehicle" 0.25 10) (sound_class_set_gain "vehicle" 0.5 75) ) ) (script dormant c03_intro_sound_scene2_05 (begin (sleep 480) (sound_class_set_gain "vehicle" 0.5 50) ) ) (script dormant c03_1060_cor (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1060_cor none 1 radio_default_loop) (cinematic_subtitle c03_1060_cor 5) ) ) (script dormant c03_1070_cor (begin (sleep 150) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1070_cor none 1 radio_default_loop) (cinematic_subtitle c03_1070_cor 3) ) ) (script dormant c03_1080_mrs (begin (sleep 290) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1080_mrs spotter 1 radio_default_in) (cinematic_subtitle c03_1080_mrs 4) ) ) (script dormant c03_1090_dp1 (begin (sleep 407) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1090_dp1 none 1 radio_default_out) (cinematic_subtitle c03_1090_dp1 1) ) ) (script dormant c03_intro_shake_02 (begin (sleep 350) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (player_effect_stop 1.5) ) ) (script dormant c03_intro_fov_01 (begin (sleep 232) (camera_set_field_of_view 36 0) (print "fov change: 50 -> 16 over 0 ticks") (sleep 13) (camera_set_field_of_view 60 14) (print "fov change: 16 -> 50 over 14 ticks") ) ) (script dormant cinematic_lighting_scene_02 (begin (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) (object_uses_cinematic_lighting sniper True) (object_uses_cinematic_lighting spotter True) (object_uses_cinematic_lighting sniper_rifle True) (object_uses_cinematic_lighting scope True) ) ) (script dormant white_flash (begin (sleep 130) (fade_out 1 1 1 15) (sleep 30) (fade_in 1 1 1 15) ) ) (script dormant erase_hogs (begin (time_code_reset) (sleep 279) (print "erase hogs") (ai_erase intro_hog_01) (ai_erase intro_hog_02) (ai_erase intro_hog_03) (ai_erase intro_hog_04) ) ) (script static c03_intro_02_setup (begin (object_create_anew sniper) (object_create_anew spotter) (object_create_anew sniper_rifle) (object_create_anew scope) (object_cinematic_lod sniper True) (object_cinematic_lod spotter True) (object_cinematic_lod sniper_rifle True) (object_cinematic_lod scope True) (wake c03_intro_sound_scene2_01) (wake c03_intro_sound_scene2_03) (wake c03_intro_sound_scene2_04) (wake c03_intro_sound_scene2_05) (unit_set_emotional_state sniper pensive 0.5 0) (unit_set_emotional_state spotter pain 0.5 0) (wake c03_intro_foley_02) (wake c03_1060_cor) (wake c03_1070_cor) (wake c03_1080_mrs) (wake c03_1090_dp1) (wake intro_hogs) (wake erase_hogs) (wake c03_intro_shake_02) (wake c03_intro_fov_01) (wake cinematic_lighting_scene_02) (wake white_flash) ) ) (script static c03_intro_02_cleanup (begin (object_destroy sniper) (object_destroy spotter) (object_destroy scope) ) ) (script static c03_intro_scene_02 (begin (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_02 none anchor_flag_intro) (c03_intro_02_setup) (pvs_set_object pelican_01) (custom_animation_relative sniper objects\characters\marine\03_intro\03_intro sniper_02 False anchor_intro) (custom_animation_relative spotter objects\characters\marine\03_intro\03_intro spotter_02 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_02 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_02 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_02 False anchor_intro) (scenery_animation_start_relative sniper_rifle objects\weapons\rifle\sniper_rifle\03_intro\03_intro sniper_rifle_02 anchor_intro) (scenery_animation_start_relative scope scenarios\objects\human\military\spotting_scope\03_intro\03_intro scope_02 anchor_intro) (sleep (- (camera_time) prediction_offset)) (03_intro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_03_fol) (sleep (camera_time)) (c03_intro_02_cleanup) ) ) (script dormant c03_intro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_03_fol none 1) (print "c03_intro foley 03 start") ) ) (script dormant c03_intro_sound_scene3_01 (begin (sleep 635) (sound_class_set_gain "vehicle" 0 5) ) ) (script dormant c03_intro_sound_scene3_02 (begin (sleep 640) (sound_class_set_gain "vehicle" 0.5 135) ) ) (script dormant c03_intro_sound_scene3_03 (begin (sleep 805) (object_set_function_variable pelican_01 turn_absolute 1 75) (object_set_function_variable pelican_02 turn_absolute 1 75) (object_set_function_variable pelican_03 turn_absolute 1 75) (object_set_function_variable pelican_01 banking_audio 1 75) (object_set_function_variable pelican_02 banking_audio 1 75) (object_set_function_variable pelican_03 banking_audio 1 75) ) ) (script dormant c03_1100_dp1 (begin (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1100_dp1 pilot 1) (cinematic_subtitle c03_1100_dp1 1) ) ) (script dormant c03_1110_jon (begin (sleep 63) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1110_jon johnson 1) (cinematic_subtitle c03_1110_jon 1) ) ) (script dormant c03_1120_jon (begin (sleep 135) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1120_jon johnson 1) (cinematic_subtitle c03_1120_jon 2) ) ) (script dormant c03_1130_lhd (begin (sleep 190) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1130_lhd none 1 radio_default_in) (cinematic_subtitle c03_1130_lhd 4) ) ) (script dormant c03_1140_lhd (begin (sleep 314) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1140_lhd none 1 radio_default_out) (cinematic_subtitle c03_1140_lhd 5) ) ) (script dormant c03_1150_dp2 (begin (sleep 490) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1150_dp2 none 1 radio_default_loop) (cinematic_subtitle c03_1150_dp2 1) ) ) (script dormant c03_intro_shake_03 (begin (sleep 0) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.25 0) (sleep 405) (player_effect_stop 0) (print "shake stop") ) ) (script dormant c03_intro_03_dof_1 (begin (sleep 96) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0) (print "rack focus") (sleep 83) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c03_intro_03_dof_2 (begin (sleep 319) (print "dof values: 3 0 0 0 1 1 0") (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 1 1 0) (sleep 85) (print "dof values: 9 2.5 2.5 0 0 0 0") (cinematic_screen_effect_set_depth_of_field 9 2.5 2.5 0 0 0 0) (sleep 116) (print "dof stop") (cinematic_screen_effect_stop) ) ) (script dormant cinematic_lighting_scene_03 (begin (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting odst_01 True) (object_uses_cinematic_lighting odst_02 True) (object_uses_cinematic_lighting odst_03 True) (object_uses_cinematic_lighting odst_04 True) (object_uses_cinematic_lighting helmet True) (object_uses_cinematic_lighting battle_rifle_01 True) (object_uses_cinematic_lighting battle_rifle_02 True) ) ) (script dormant cinematic_light_troopbay_03_01 (begin (sleep 178) (print "light bay") (object_hide odst_01 False) (object_hide odst_02 False) (object_hide odst_03 False) (cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_chief_03_01 (begin (sleep 318) (print "light chief rev") (object_hide chief False) (object_hide odst_04 False) (cinematic_lighting_set_primary_light 4 240 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.145098 0.141176 0.184314) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_street_03_01 (begin (sleep 403) (print "light street") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ) (script dormant save_dof_01 (begin (sleep 318) (print "delete marines, hide pelican") (object_destroy odst_01) (object_destroy odst_02) (object_destroy odst_03) (object_destroy battle_rifle_01) (object_destroy battle_rifle_02) (object_destroy sniper_rifle) (object_hide pelican_03 True) (object_hide offending_palm_01 True) (object_hide offending_palm_02 True) (object_hide offending_palm_03 True) (object_hide offending_palm_04 True) (object_hide offending_palm_05 True) (object_hide offending_palm_06 True) (object_hide offending_palm_07 True) (object_hide offending_palm_08 True) (object_hide offending_palm_09 True) (object_hide offending_palm_10 True) (object_hide offending_palm_11 True) (object_hide offending_palm_12 True) (object_hide offending_palm_13 True) (object_hide offending_palm_14 True) (object_hide offending_palm_15 True) (object_hide offending_palm_16 True) (object_hide offending_palm_17 True) (object_hide offending_palm_18 True) (object_hide offending_palm_19 True) (object_hide offending_palm_20 True) ) ) (script dormant show_trees_pelican (begin (sleep 405) (print "show trees, pelican") (object_hide pelican_03 False) (object_hide offending_palm_01 False) (object_hide offending_palm_02 False) (object_hide offending_palm_03 False) (object_hide offending_palm_04 False) (object_hide offending_palm_05 False) (object_hide offending_palm_06 False) (object_hide offending_palm_07 False) (object_hide offending_palm_08 False) (object_hide offending_palm_09 False) (object_hide offending_palm_10 False) (object_hide offending_palm_11 False) (object_hide offending_palm_12 False) (object_hide offending_palm_13 False) (object_hide offending_palm_14 False) (object_hide offending_palm_15 False) (object_hide offending_palm_16 False) (object_hide offending_palm_17 False) (object_hide offending_palm_18 False) (object_hide offending_palm_19 False) (object_hide offending_palm_20 False) ) ) (script static c03_intro_03_setup (begin (object_create_anew odst_01) (object_create_anew odst_02) (object_create_anew odst_03) (object_create_anew odst_04) (object_create_anew helmet) (object_create_anew battle_rifle_01) (object_create_anew battle_rifle_02) (object_cinematic_lod odst_01 True) (object_cinematic_lod odst_02 True) (object_cinematic_lod odst_03 True) (object_cinematic_lod odst_04 True) (object_cinematic_lod helmet True) (object_cinematic_lod battle_rifle_01 True) (object_cinematic_lod battle_rifle_02 True) (object_hide odst_01 True) (object_hide odst_02 True) (object_hide odst_03 True) (object_hide odst_04 True) (object_set_permutation odst_01 head morgan) (object_set_permutation odst_02 head perez) (object_set_permutation odst_03 head walter) (object_set_permutation odst_04 head banks) (unit_set_emotional_state odst_01 angry 0.25 0) (unit_set_emotional_state odst_02 angry 0.25 0) (unit_set_emotional_state odst_03 angry 0.25 0) (unit_set_emotional_state odst_04 angry 0.25 0) (object_set_region_state odst_03 helmet destroyed) (object_set_region_state odst_04 helmet destroyed) (objects_attach odst_01 right_hand battle_rifle_01 ) (objects_attach odst_02 right_hand battle_rifle_02 ) (wake c03_intro_foley_03) (wake c03_intro_sound_scene3_01) (wake c03_intro_sound_scene3_02) (wake c03_intro_sound_scene3_03) (wake c03_1100_dp1) (wake c03_1110_jon) (wake c03_1120_jon) (wake c03_1130_lhd) (wake c03_1140_lhd) (wake c03_1150_dp2) (wake save_dof_01) (wake show_trees_pelican) (wake c03_intro_shake_03) (wake cinematic_lighting_scene_03) (wake cinematic_light_troopbay_03_01) (wake cinematic_light_chief_03_01) (wake cinematic_light_street_03_01) ) ) (script static c03_intro_03_cleanup (begin (object_destroy chief) (object_destroy johnson) (object_destroy_containing "odst") (object_destroy helmet) (object_destroy battle_rifle_01) (object_destroy battle_rifle_02) (object_destroy sniper_rifle) (object_destroy magazine) ) ) (script static c03_intro_scene_03 (begin (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_03 none anchor_flag_intro) (c03_intro_03_setup) (pvs_set_object pelican_01) (custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro mc_03 False anchor_intro) (custom_animation_relative johnson objects\characters\marine\03_intro\03_intro johnson_03 False anchor_intro) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_03 False anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_03 False anchor_intro) (custom_animation_relative odst_01 objects\characters\marine\03_intro\03_intro odst1_03 False anchor_intro) (custom_animation_relative odst_02 objects\characters\marine\03_intro\03_intro odst2_03 False anchor_intro) (custom_animation_relative odst_03 objects\characters\marine\03_intro\03_intro odst3_03 False anchor_intro) (custom_animation_relative odst_04 objects\characters\marine\03_intro\03_intro odst4_03 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_03 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_03 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_03 False anchor_intro) (scenery_animation_start_relative helmet objects\characters\marine\helmet_odst\03_intro\03_intro helmet_03 anchor_intro) (scenery_animation_start_relative sniper_rifle objects\weapons\rifle\sniper_rifle\03_intro\03_intro sniper_rifle_03 anchor_intro) (sleep (- (camera_time) prediction_offset)) (03_intro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_04_fol) (sleep (camera_time)) (c03_intro_03_cleanup) ) ) (script dormant intro_scarab_gun_charge (begin (sleep 200) (print "scarab gun charge") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_beam_charging scarab primary_trigger) ) ) (script dormant intro_scarab_gun_fire (begin (object_create intro_scarab_gun) (objects_attach scarab primary_trigger intro_scarab_gun ) (sleep 240) (print "scarab gun fire") (object_hide intro_scarab_gun True) (weapon_hold_trigger intro_scarab_gun 0 True) (sleep 120) (weapon_hold_trigger intro_scarab_gun 0 False) ) ) (script dormant intro_scarab_turret_fire (begin (object_create intro_scarab_gun_turret) (objects_attach scarab_turret primary_trigger intro_scarab_gun_turret ) (object_hide intro_scarab_gun_turret True) (sleep 285) (print "scarab turret fire") (weapon_hold_trigger intro_scarab_gun_turret 0 True) ) ) (script dormant effect_pelican_hit_01 (begin (sleep 265) (print "pelican hit") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 johnson) ) ) (script dormant effect_pelican_impact_01 (begin (sleep 410) (print "pelican impact 1") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_03 light_cockpit_back) (sleep 5) (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_03 hardpoint_left) ) ) (script dormant effect_pelican_impact_02 (begin (sleep 434) (print "pelican impact 2") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_03 johnson) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_junction_flag_01) ) ) (script dormant effect_blow_railings (begin (sleep 450) (print "blow railings far") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_01) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_02) (sleep 5) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_03) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_04) ) ) (script dormant c03_intro_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_04_fol none 1) (print "c03_intro foley 04 start") ) ) (script dormant c03_1160_dp2 (begin (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1160_dp2 pilot 1) (cinematic_subtitle c03_1160_dp2 2) ) ) (script dormant c03_intro_fov_02 (begin (sleep 382) (camera_set_field_of_view 30 0) (print "fov change: 50 -> 20 over 0 ticks") (sleep 18) (camera_set_field_of_view 60 20) (print "fov change: 20 -> 50 over 20 ticks") ) ) (script dormant c03_intro_shake_04 (begin (sleep 137) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 0) (player_effect_stop 1) ) ) (script dormant c03_intro_04_dof_1 (begin (sleep 58) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 2 1 1 0 0 0 0) (print "rack focus") (sleep 59) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c03_intro_04_dof_3 (begin (sleep 382) (print "dof stop") (cinematic_screen_effect_stop) ) ) (script dormant cinematic_lighting_scene_04 (begin (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script dormant cinematic_light_street_04_01 (begin (sleep 117) (print "light street") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ) (script dormant effect_big_foot (begin (time_code_reset) (sleep 126) (print "big foot") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion bus_flag_01) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion bus_flag_02) ) ) (script static c03_intro_04_setup (begin (object_create_anew scarab) (object_create_anew scarab_turret) (object_create_anew_containing "intro_railing") (object_create_anew_containing "intro_crash") (object_create_anew the_fiscal_year) (object_cinematic_lod scarab True) (object_cinematic_lod scarab_turret True) (object_cinematic_lod the_fiscal_year True) (object_uses_cinematic_lighting scarab True) (object_uses_cinematic_lighting scarab_turret True) (wake c03_intro_foley_04) (wake c03_1160_dp2) (wake c03_intro_fov_02) (wake c03_intro_shake_04) (wake intro_scarab_gun_charge) (wake intro_scarab_gun_fire) (wake intro_scarab_turret_fire) (wake effect_big_foot) (wake effect_pelican_hit_01) (wake effect_pelican_impact_01) (wake effect_pelican_impact_02) (wake effect_blow_railings) (wake cinematic_lighting_scene_04) (wake cinematic_light_street_04_01) ) ) (script static c03_intro_04_cleanup (begin (object_destroy pilot) (object_destroy copilot) (object_destroy_containing "scarab") (object_destroy_containing "pelican") (object_destroy the_fiscal_year) ) ) (script static c03_intro_scene_04 (begin (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro 03_intro_04 none anchor_flag_intro) (c03_intro_04_setup) (pvs_set_object pelican_01) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro marine1_04 False anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro marine2_04 False anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro pel1_04 False anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro pel2_04 False anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro pel3_04 False anchor_intro) (scenery_animation_start_relative scarab scenarios\objects\covenant\military\scarab\03_intro\03_intro scarab_04 anchor_intro) (scenery_animation_start_relative scarab_turret scenarios\objects\covenant\military\scarab\scarab_upper_gun\03_intro\03_intro scarab_upper_gun_04 anchor_intro) (sleep (- (camera_time) 60)) (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 2) (sleep (- (camera_time) 5)) (print "cut to black") (fade_out 0 0 0 5) (sleep 5) (c03_intro_04_cleanup) (sleep 30) (player_effect_stop 0) ) ) (script static c03_intro (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name earthcity_cine_intro_bsp) (sleep 1) (c03_intro_scene_01) (c03_intro_scene_02) (c03_intro_scene_03) (c03_intro_scene_04) (rasterizer_bloom_override False) ) ) (script static chief_recovery_sequence (begin (camera_control False) (player_camera_control True) (if (= easy (game_difficulty_get_real)) (begin (print "recovery - easy") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9000_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) (if (= normal (game_difficulty_get_real)) (begin (print "recovery - normal") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9030_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) (if (= heroic (game_difficulty_get_real)) (begin (print "recovery - heroic") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9020_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) (if (= legendary (game_difficulty_get_real)) (begin (print "recovery - legendary") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 1 0.001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9010_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input False) (cinematic_stop) (cinematic_show_letterbox_immediate True) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input True) )) ) ) (script static cinematic_intro (begin (if (cinematic_skip_start) (begin (c03_intro) )) (cinematic_skip_stop) ) ) (script dormant chapter_title0 (begin (sleep 30) (cinematic_set_title title0) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant chapter_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective0_set (begin (sleep 30) (objectives_show_up_to 0) ) ) (script dormant objective0_clear (begin (objectives_finish_up_to 0) ) ) (script dormant objective1_set (begin (sleep 30) (objectives_show_up_to 1) ) ) (script dormant objective1_clear (begin (objectives_finish_up_to 1) ) ) (script dormant objective2_set (begin (sleep 30) (objectives_show_up_to 2) ) ) (script dormant objective2_clear (begin (objectives_finish_up_to 2) ) ) (script dormant objective3_set (begin (sleep 30) (objectives_show_up_to 3) ) ) (script dormant objective3_clear (begin (objectives_finish_up_to 3) ) ) (script dormant objective4_set (begin (sleep 30) (objectives_show_up_to 4) ) ) (script dormant objective4_clear (begin (objectives_finish_up_to 4) ) ) (script dormant music_03a_01_start (begin (print "music 03a_01 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_01 none 1) ) ) (script dormant music_03a_01_stop (begin (print "music 03a_01 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_01) ) ) (script dormant music_03a_02_stop_alt (begin (sleep two_minutes) (print "music 03a_02 stop alt") (sound_looping_set_alternate scenarios\solo\03a_oldmombasa\03a_music\03a_02 False) ) ) (script dormant music_03a_02_stop (begin (sleep one_minute) (print "music 03a_02 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_02) (sleep_forever music_03a_02_stop_alt) ) ) (script dormant music_03a_02_start_alt (begin (print "music 03a_02 start alt") (sound_looping_set_alternate scenarios\solo\03a_oldmombasa\03a_music\03a_02 True) (wake music_03a_02_stop_alt) ) ) (script dormant music_03a_02_start (begin (print "music 03a_02 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_02 none 1) ) ) (script dormant music_03a_03_start (begin (print "music 03a_03 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_03 none 1) ) ) (script dormant music_03a_03_stop (begin (print "music 03a_03 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_03) ) ) (script dormant music_03a_04_start (begin (print "music 03a_04 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_04 none 1) ) ) (script dormant music_03a_04_stop (begin (print "music 03a_04 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_04) ) ) (script dormant music_03a_05_start (begin (sleep 60) (print "music 03a_05 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_05 none 1) ) ) (script dormant music_03a_05_stop (begin (print "music 03a_05 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_05) ) ) (script dormant music_03a_06_start (begin (print "music 03a_06 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_06 none 1) ) ) (script dormant music_03a_06_stop (begin (print "music 03a_06 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_06) ) ) (script dormant music_03a_065_start (begin (print "music 03a_065 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_065 none 1) ) ) (script dormant music_03a_065_stop (begin (sleep two_minutes) (print "music 03a_065 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_065) ) ) (script dormant music_03a_065_start_alt (begin (print "music 03a_065 start alt") (sound_looping_set_alternate scenarios\solo\03a_oldmombasa\03a_music\03a_065 True) (wake music_03a_065_stop) ) ) (script dormant music_03a_066_start (begin (print "music 03a_066 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_066 none 1) ) ) (script dormant music_03a_067_start (begin (print "music 03a_067 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_067 none 1) ) ) (script dormant music_03a_067_stop (begin (print "music 03a_067 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_067) ) ) (script dormant music_03a_07_start (begin (print "music 03a_07 start") (sound_looping_start scenarios\solo\03a_oldmombasa\03a_music\03a_07 none 1) ) ) (script dormant music_03a_07_stop (begin (print "music 03a_07 stop") (sound_looping_stop scenarios\solo\03a_oldmombasa\03a_music\03a_07) ) ) (script static player_in_vehicle (begin (or (unit_in_vehicle (unit (player0) )) (and (game_is_cooperative) (unit_in_vehicle (unit (player1) )))) ) ) (script static players_in_vehicle (begin (and (unit_in_vehicle (unit (player0) )) (or (not (game_is_cooperative)) (unit_in_vehicle (unit (player1) )))) ) ) (script dormant flashlight_control (begin (sleep_until (begin (if (or (= (structure_bsp_index) 2) (volume_test_objects tv_dark_area0 (players)) (volume_test_objects tv_dark_area1 (players)) (volume_test_objects tv_dark_area2 (players)) (volume_test_objects tv_dark_area3 (players))) (begin (game_can_use_flashlights True) (weapon_enable_warthog_chaingun_light True) ) (begin (game_can_use_flashlights False) (weapon_enable_warthog_chaingun_light False) )) False) 60) ) ) (script command cs_e13_mars_continue (begin (cs_go_to e13_mars_exit/p0) (cs_ignore_obstacles True) (cs_go_to e13_mars_exit/p1) (cs_ignore_obstacles False) (cs_go_to e13_mars_exit/p2) ) ) (script command cs_e13_cov_creep0_unload (begin (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e13_cov_creep0_end0 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e13_cov_creep0_chase/first_end) (cs_face True e13_cov_creep0_chase/end_facing) (sleep 150) (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_unload) ) ) (script command cs_e13_cov_creep0_end1 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e13_cov_creep0_chase/second_end) (cs_face True e13_cov_creep0_chase/end_facing) (sleep 150) (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_unload) ) ) (script command cs_e13_cov_creep0_end2 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e13_cov_creep0_chase/third_end) (cs_face True e13_cov_creep0_chase/end_facing) (sleep 150) (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_unload) ) ) (script command cs_e13_cov_creep0_drive1 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_go_to e13_cov_creep0_chase/p11) (cs_go_to e13_cov_creep0_chase/end) (if (= g_e13_creep_end0_free True) (begin (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_end0) (set g_e13_creep_end0_free False) ) ) (if (= g_e13_creep_end1_free True) (begin (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_end1) (set g_e13_creep_end1_free False) ) ) (if (= g_e13_creep_end2_free True) (begin (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_end2) (set g_e13_creep_end2_free False) ) ) void))) ) ) (script command cs_e13_cov_creep0_drive0 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_ignore_obstacles True) (cs_go_to e13_cov_creep0_chase/p2 1) (cs_ignore_obstacles False) (cs_go_to e13_cov_creep0_chase/p2_0 1) (cs_go_to e13_cov_creep0_chase/p3 1) (cs_go_to e13_cov_creep0_chase/p4 1) (cs_go_to e13_cov_creep0_chase/p5 1) (cs_go_to e13_cov_creep0_chase/p5_1 1) (cs_go_to e13_cov_creep0_chase/p6 1) (cs_go_to e13_cov_creep0_chase/p7 0.5) (cs_go_to e13_cov_creep0_chase/p8 1) (cs_go_to e13_cov_creep0_chase/p9_0 1) (cs_go_to e13_cov_creep0_chase/p9_1 1) (cs_go_to e13_cov_creep0_chase/p10 1) ) ) (script command cs_e13_cov_creep0_0_decision (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (if (and (<= (ai_living_count e13_cov_creep0_1/creep0) 0) (<= (ai_living_count e13_cov_creep0_2/creep0) 0)) (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_drive1) (ai_set_orders ai_current_squad e13_cov_creep0_defend) ) (begin (cs_go_to e13_cov_creep0_mid/creep0_0_mid) (cs_vehicle_boost False) (cs_face True e13_cov_creep0_mid/creep0_0_mid_facing) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_l01) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_r01) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) (sleep 30) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost0)) )) ) ) (script command cs_e13_cov_creep0_1_decision (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (if (and (<= (ai_living_count e13_cov_creep0_0/creep0) 0) (<= (ai_living_count e13_cov_creep0_2/creep0) 0)) (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_drive1) (ai_set_orders ai_current_squad e13_cov_creep0_defend) ) (begin (cs_go_to e13_cov_creep0_mid/creep0_1_mid) (cs_vehicle_boost False) (cs_face True e13_cov_creep0_mid/creep0_1_mid_facing) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_l01) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_r01) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) (sleep 30) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost1)) )) ) ) (script command cs_e13_cov_creep0_2_decision (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (if (and (> (ai_living_count e13_cov_creep0_0/creep0) 0) (> (ai_living_count e13_cov_creep0_1/creep0) 0)) (begin (cs_queue_command_script ai_current_actor cs_e13_cov_creep0_drive1) (ai_set_orders ai_current_squad e13_cov_creep0_defend) ) (begin (cs_go_to e13_cov_creep0_mid/creep0_2_mid) (cs_vehicle_boost False) (cs_face True e13_cov_creep0_mid/creep0_2_mid_facing) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_l01) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_p_r01) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) creep_sc01) (ai_vehicle_exit ai_current_actor) (sleep 30) (ai_vehicle_enter ai_current_actor (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost2)) )) ) ) (script command cs_e13_mars_warthog0_drive (begin (cs_enable_pathfinding_failsafe True) (cs_abort_on_alert True) (cs_go_by e13_mars_warthog1_ketchup/p0 e13_mars_warthog1_ketchup/p1) ) ) (script static e13_end_clear (begin (not (volume_test_objects tv_e13_end_area (ai_actors e13_cov))) ) ) (script static e13_waypoint1_clear (begin (not (volume_test_objects tv_e13_waypoint1 (ai_actors e13_cov))) ) ) (script static e13_waypoint1 (begin (volume_test_objects tv_e13_waypoint1 (ai_actors ai_current_squad)) ) ) (script static e13_waypoint0 (begin (volume_test_objects tv_e13_waypoint0 (ai_actors ai_current_squad)) ) ) (script static e13_mars_exit (begin (cs_run_command_script ai_current_squad cs_e13_mars_continue) ) ) (script dormant e13_navpoints (begin (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_0/creep0)) 0) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0)) (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0))) (volume_test_objects tv_e13_waypoint1 (players)))) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0)) (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_1/creep0)) 0) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0)) (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0))) (volume_test_objects tv_e13_waypoint1 (players)))) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0)) (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_2/creep0)) 0) (volume_test_objects tv_e13_waypoint1 (players)))) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0)) (if (> (unit_get_health (ai_get_unit e13_cov_creep0_3/creep0)) 0) (begin (activate_team_nav_point_object default player (ai_vehicle_get_from_starting_location e13_cov_creep0_3/creep0) 1.5) (sleep_until (or (<= (unit_get_health (ai_get_unit e13_cov_creep0_3/creep0)) 0) (volume_test_objects tv_e13_end_entrance (players)))) )) (deactivate_team_nav_point_object player (ai_vehicle_get_from_starting_location e13_cov_creep0_3/creep0)) ) ) (script dormant e13_cov_ghosts1_main (begin (sleep_until (volume_test_objects tv_e13_cov_creep0_6_begin (players)) 15) (ai_place e13_cov_ghosts1) ) ) (script dormant e13_cov_creep0_ghost_aux (begin (sleep_until (volume_test_objects tv_e13_creep0_begin (players)) 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0) creep_sc01 (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost0)) (vehicle_load_magic (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0) creep_sc01 (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0) creep_sc01 (ai_vehicle_get_from_starting_location e13_cov_ghosts0/ghost2)) (sleep_until (begin (if (<= (ai_living_count e13_cov_creep0_0/creep0) 0) (vehicle_unload (ai_vehicle_get_from_starting_location e13_cov_creep0_0/creep0) creep_sc01)) (if (<= (ai_living_count e13_cov_creep0_1/creep0) 0) (vehicle_unload (ai_vehicle_get_from_starting_location e13_cov_creep0_1/creep0) creep_sc01)) (if (<= (ai_living_count e13_cov_creep0_2/creep0) 0) (vehicle_unload (ai_vehicle_get_from_starting_location e13_cov_creep0_2/creep0) creep_sc01)) False) 60) ) ) (script dormant e13_cov_creep0_main (begin (sleep_until (volume_test_objects tv_e13_creep0_begin (players))) (wake music_03a_067_stop) (wake music_03a_07_start) (ai_place e13_cov_ghosts0) (ai_place e13_cov_creep0_0) (ai_place e13_cov_creep0_1) (ai_place e13_cov_creep0_2) (sleep 2) (wake e13_cov_creep0_ghost_aux) (cs_queue_command_script e13_cov_creep0_0/creep0 cs_e13_cov_creep0_0_decision) (cs_queue_command_script e13_cov_creep0_1/creep0 cs_e13_cov_creep0_1_decision) (cs_queue_command_script e13_cov_creep0_2/creep0 cs_e13_cov_creep0_2_decision) (sleep_until (volume_test_objects tv_e13_dialog (players))) (sleep (ai_play_line_on_object none 0590)) (sleep_until (volume_test_objects tv_e13_cov_creep0_reins0 (players)) 15) (game_save) (if (or (<= (ai_living_count e13_cov_creep0_0/creep0) 0) (<= (ai_living_count e13_cov_creep0_1/creep0) 0) (<= (ai_living_count e13_cov_creep0_2/creep0) 0)) (ai_place e13_cov_creep0_3)) (sleep_until (volume_test_objects tv_e13_cov_creep0_6_begin (players)) 15) (wake music_03a_07_stop) (game_save) (ai_place e13_cov_creep0_6) (sleep 30) (object_dynamic_simulation_disable (ai_vehicle_get_from_starting_location e13_cov_creep0_6/creep0) True) ) ) (script dormant e13_mars_warthog0_main (begin (ai_migrate e12_mars_warthog0 e13_mars_warthog0) (ai_migrate e12_mars_warthog1 e13_mars_warthog0) (ai_disposable e13_mars_warthog0 False) (ai_renew e13_mars_warthog0) (cs_run_command_script e13_mars_warthog0 cs_e13_mars_warthog0_drive) ) ) (script dormant e13_main (begin (sleep_until (volume_test_objects tv_e13_main_begin (players)) 10) (set g_e13_started True) (print "e13_main") (data_mine_set_mission_segment "e13_tunnel_convoy") (game_save) (wake e13_mars_warthog0_main) (wake e13_cov_creep0_main) (wake e13_cov_ghosts1_main) ) ) (script static test_tunnel_convoy (begin (switch_bsp 2) (object_teleport (player0) e13_test) (ai_place e13_mars_warthog0) (if (not g_e13_started) (wake e13_main)) ) ) (script command cs_e12_mars_horrible_cleanup (begin (if (and (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 50) (not (unit_in_vehicle (ai_get_unit ai_current_actor)))) (ai_erase ai_current_actor)) ) ) (script command cs_e12_cov_inf0_ghost_drop (begin (ai_vehicle_reserve (ai_vehicle_get ai_current_actor) True) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e12_cov_inf0_0_ghost0 (begin (sleep_until (>= (ai_combat_status e12_cov_inf0_0) ai_combat_status_active) 15) (cs_vehicle_boost True) (cs_go_to e12_patrol/p0_2) ) ) (script command cs_e12_cov_inf0_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e12_patrol/p0_0) (sleep (random_range 30 60)) (cs_go_to e12_patrol/p0_1) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e12_scarab_gunner (begin (cs_shoot_point True e12_scarab/p0) (sleep 165) ) ) (script command cs_e12_mars_warthog0_cleanup (begin (if (not (volume_test_object tv_e12_mars_warthog0_preserve (ai_get_object ai_current_actor))) (ai_erase ai_current_actor)) ) ) (script command cs_e12_ghosts_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_moving True) (cs_vehicle_boost True) (sleep 150) ) ) (script dormant e12_cov_ghosts0_main (begin (sleep_until (volume_test_objects tv_e12_scarab_begin (players)) 15) (sleep_until (volume_test_objects tv_e12_cov_ghosts0_begin (players)) 15) (ai_place e12_cov_ghosts0) ) ) (script static scarab_walk_front_var0 (begin (print "scarab_walk_front_var0") (device_set_position_track tunnel_scarab combat:walk_front:var0 0) (device_animate_position tunnel_scarab 1 4 0 0 True) (sleep_until (>= (device_get_position tunnel_scarab) 1) 1) ) ) (script dormant e12_event_warthog (begin (object_create e12_warthog0) (object_set_velocity e12_warthog0 11 0 0.25) ) ) (script dormant e12_event_scarab_gun (begin (object_create e12_scarab_gun) (weapon_hold_trigger e12_scarab_gun 0 True) (sleep 90) (weapon_hold_trigger e12_scarab_gun 0 False) (wake e12_cov_ghosts0_main) (sleep 60) (object_destroy e12_scarab_gun) ) ) (script dormant e12_event_scarab (begin (sleep_until (volume_test_objects tv_e12_scarab_begin (players)) 8) (wake e12_event_warthog) (sleep 26) (wake e12_event_scarab_gun) (wake music_03a_066_start) (wake music_03a_067_start) (object_create tunnel_scarab) (pvs_set_object tunnel_scarab) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (scarab_walk_front_var0) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (if (volume_test_objects tv_e12_scarab_begin (players)) (scarab_walk_front_var0)) (object_destroy tunnel_scarab) ) ) (script dormant e12_cortana_dialog (begin (sleep 30) (sleep (ai_play_line_on_object none 0070)) (sleep 20) (sleep (ai_play_line_on_object none 0080)) ) ) (script dormant e12_cov_creep0_main (begin (sleep_until (volume_test_objects tv_e12_cov_inf0_5_begin (players)) 10) (ai_place e12_cov_creep0) ) ) (script dormant e12_cov_inf0_main (begin (ai_place e12_cov_inf0_0) (sleep_until (volume_test_objects tv_e12_cov_inf0_2_begin (players)) 10) (game_save) (ai_disposable e12_cov_inf0_0 True) (ai_place e12_cov_inf0_1) (sleep_until (volume_test_objects tv_e12_cov_inf0_3_begin (players)) 10) (ai_disposable e12_cov_inf0_1 True) (ai_place e12_cov_inf0_2) (sleep_until (volume_test_objects tv_e12_cov_inf0_6_begin (players)) 10) (game_save) (ai_disposable e12_cov_inf0_2 True) (ai_place e12_cov_inf0_6) (sleep_until (volume_test_objects tv_e12_cov_inf0_4_begin (players)) 10) (game_save) (ai_place e12_cov_inf0_4) (sleep_until (volume_test_objects tv_e12_cov_inf0_6_migrate (players)) 10) (ai_migrate e12_cov_inf0_6 e12_cov_inf0_4) (sleep_until (volume_test_objects tv_e12_scarab_begin (players)) 8) (ai_disposable e12_cov_inf0_4 True) (sleep_until (volume_test_objects tv_e12_cov_inf0_5_begin (players)) 10) (game_save) ) ) (script dormant e12_mars_inf1_main (begin (sleep_until (volume_test_objects tv_e12_mars_inf1_begin (players)) 15) (ai_place e12_mars_inf1) ) ) (script dormant e12_mars_inf0_main (begin (sleep 1) ) ) (script dormant e12_mars_warthog1_main (begin (sleep_until (volume_test_objects tv_e12_mars_warthog1_begin (players)) 10) (cs_run_command_script e12_mars_warthog0 cs_e12_mars_horrible_cleanup) (sleep 15) (if (<= (ai_living_count e12_mars_warthog0) 2) (ai_place e12_mars_warthog1)) ) ) (script dormant e12_mars_warthog0_main (begin (ai_migrate e11_mars_warthog0 e12_mars_warthog0) (ai_renew e12_mars_warthog0) (ai_disposable e12_mars_warthog0 False) (sleep_until (= (structure_bsp_index) 2)) (cs_run_command_script e12_mars_warthog0 cs_e12_mars_warthog0_cleanup) (sleep 15) (game_save) (if (< (ai_living_count e12_mars_warthog0) 4) (ai_place e12_mars_warthog0)) ) ) (script dormant e12_main (begin (sleep_until (volume_test_objects tv_e12_main_begin (players)) 15) (set g_e12_started True) (print "e12_main") (data_mine_set_mission_segment "e12_tunnel_blockades") (game_save) (wake chapter_title2) (wake e13_main) (wake e12_cov_inf0_main) (wake e12_cov_creep0_main) (wake e12_cov_ghosts0_main) (wake e12_mars_warthog0_main) (wake e12_mars_warthog1_main) (wake e12_mars_inf0_main) (wake e12_mars_inf1_main) (wake e12_event_scarab) (wake e12_cortana_dialog) (sleep_until g_e13_started) (sleep_forever e12_cov_inf0_main) (sleep_forever e12_cov_creep0_main) (sleep_forever e12_cov_ghosts0_main) (sleep_forever e12_mars_warthog0_main) (sleep_forever e12_mars_warthog1_main) (sleep_forever e12_mars_inf0_main) (sleep_forever e12_mars_inf1_main) (sleep_forever e12_event_scarab) (sleep_forever e12_cortana_dialog) (ai_disposable e12_cov True) ) ) (script static test_tunnel_blockades (begin (switch_bsp 2) (object_teleport (player0) e12_test) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e11_cov_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_fly_to e11_cov_phantom0/p0 1) (cs_fly_to_and_face e11_cov_phantom0/p1 e11_cov_phantom0/p2 1) (cs_fly_to_and_face e11_cov_phantom0/p2 e11_cov_phantom0/p3) (cs_fly_by e11_cov_phantom0/p3) (ai_erase ai_current_squad) ) ) (script command cs_e11_cov_inf0_shoot0 (begin (cs_abort_on_damage True) (cs_shoot_point True e11_patrol/s0) (sleep (random_range 30_seconds one_minute)) ) ) (script command cs_e11_cov_inf0_shoot1 (begin (cs_abort_on_damage True) (cs_shoot_point True e11_patrol/s1) (sleep_until (begin (cs_go_to e11_patrol/p1) (sleep (random_range 60 90)) (cs_go_to e11_patrol/p0) (sleep (random_range 90 120)) False) 30 30_seconds) ) ) (script command cs_e11_cov_inf0_shoot2 (begin (cs_abort_on_damage True) (cs_shoot_point True e11_patrol/s2) (sleep (random_range 30_seconds one_minute)) ) ) (script command cs_e11_cov_ghosts0_entry (begin (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_enable_pathfinding_failsafe True) (cs_go_to_and_face e11_cov_ghosts0/p0 e11_cov_ghosts0/p1) (cs_vehicle_boost True) (cs_go_to e11_cov_ghosts0/p1) ) ) (script static e11_cov_phantom0_leaving (begin (= g_e11_cov_phantom0_leaving True) ) ) (script dormant e11_cov_inf1_0_insertion0 (begin (ai_place e11_cov_inf1_0/elite0) (object_create e11_pod0_inserter) (objects_attach e11_pod0_inserter pod_attach (ai_vehicle_get e11_cov_inf1_0/elite0) pod_attach) (sleep 1) (device_set_position e11_pod0_inserter 1) (sleep_until (>= (device_get_position e11_pod0_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_0/elite0) pod_attach) (objects_detach e11_pod0_inserter (ai_vehicle_get e11_cov_inf1_0/elite0)) (object_destroy e11_pod0_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_0/elite0) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_0/elite0) ) ) (script dormant e11_cov_inf1_0_insertion1 (begin (ai_place e11_cov_inf1_0/elite1) (object_create e11_pod1_inserter) (objects_attach e11_pod1_inserter pod_attach (ai_vehicle_get e11_cov_inf1_0/elite1) pod_attach) (sleep 1) (device_set_position e11_pod1_inserter 1) (sleep_until (>= (device_get_position e11_pod1_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_0/elite1) pod_attach) (objects_detach e11_pod1_inserter (ai_vehicle_get e11_cov_inf1_0/elite1)) (object_destroy e11_pod1_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_0/elite1) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_0/elite1) ) ) (script dormant e11_cov_inf1_0_insertion2 (begin (ai_place e11_cov_inf1_0/elite2) (object_create e11_pod2_inserter) (objects_attach e11_pod2_inserter pod_attach (ai_vehicle_get e11_cov_inf1_0/elite2) pod_attach) (sleep 1) (device_set_position e11_pod2_inserter 1) (sleep_until (>= (device_get_position e11_pod2_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_0/elite2) pod_attach) (objects_detach e11_pod2_inserter (ai_vehicle_get e11_cov_inf1_0/elite2)) (object_destroy e11_pod2_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_0/elite2) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_0/elite2) ) ) (script dormant e11_cov_inf1_1_insertion0 (begin (ai_place e11_cov_inf1_1/elite0) (object_create e11_pod3_inserter) (objects_attach e11_pod3_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite0) pod_attach) (sleep 1) (device_set_position e11_pod3_inserter 1) (sleep_until (>= (device_get_position e11_pod3_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite0) pod_attach) (objects_detach e11_pod3_inserter (ai_vehicle_get e11_cov_inf1_1/elite0)) (object_destroy e11_pod3_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite0) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite0) ) ) (script dormant e11_cov_inf1_1_insertion1 (begin (ai_place e11_cov_inf1_1/elite1) (object_create e11_pod4_inserter) (objects_attach e11_pod4_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite1) pod_attach) (sleep 1) (device_set_position e11_pod4_inserter 1) (sleep_until (>= (device_get_position e11_pod4_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite1) pod_attach) (objects_detach e11_pod4_inserter (ai_vehicle_get e11_cov_inf1_1/elite1)) (object_destroy e11_pod4_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite1) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite1) ) ) (script dormant e11_cov_inf1_1_insertion2 (begin (ai_place e11_cov_inf1_1/elite2) (object_create e11_pod5_inserter) (objects_attach e11_pod5_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite2) pod_attach) (sleep 1) (device_set_position e11_pod5_inserter 1) (sleep_until (>= (device_get_position e11_pod5_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite2) pod_attach) (objects_detach e11_pod5_inserter (ai_vehicle_get e11_cov_inf1_1/elite2)) (object_destroy e11_pod5_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite2) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite2) ) ) (script dormant e11_cov_inf1_1_insertion3 (begin (ai_place e11_cov_inf1_1/elite3) (object_create e11_pod6_inserter) (objects_attach e11_pod6_inserter pod_attach (ai_vehicle_get e11_cov_inf1_1/elite3) pod_attach) (sleep 1) (device_set_position e11_pod6_inserter 1) (sleep_until (>= (device_get_position e11_pod6_inserter) 1) 1) (effect_new_on_object_marker g_e11_pod_impact_effect (ai_vehicle_get e11_cov_inf1_1/elite3) pod_attach) (objects_detach e11_pod6_inserter (ai_vehicle_get e11_cov_inf1_1/elite3)) (object_destroy e11_pod6_inserter) (sleep (random_range 20 45)) (object_damage_damage_section (ai_vehicle_get e11_cov_inf1_1/elite3) door 500) (sleep 30) (ai_vehicle_exit e11_cov_inf1_1/elite3) ) ) (script dormant e11_warthog_approach_horn (begin (print "honk") (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get_from_starting_location e11_mars_warthog0/warthog0) 1.5) (sleep 30) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) ) ) (script command cs_e11_warthog_approach (begin (cs_approach_player 10 100 100) (wake e11_warthog_approach_horn) (cs_vehicle_speed 0.5) (cs_approach_player 5 100 100) (sleep_until (or (player_in_vehicle) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (not (unit_in_vehicle (ai_get_unit ai_current_actor))))) ) ) (script dormant e11_miranda_dialog (begin (sleep (ai_play_line_on_object none 0560)) (game_save) ) ) (script dormant e11_dialog (begin (sleep 150) (sleep_until (and (objects_can_see_flag (players) e11_cov_inf1_entry 15) (volume_test_objects_all tv_e11_area (players)))) (sleep_until (volume_test_objects tv_e11_tunnel_entrance (players))) (ai_play_line_on_object none 0580) ) ) (script dormant e11_navpoint (begin (sleep_until (> (objects_distance_to_flag (players) e11_tunnel_entrance) 50) 30 30_seconds) (print "navpoint up") (activate_team_nav_point_flag default player e11_tunnel_entrance 0) ) ) (script dormant e11_navpoint_kill (begin (sleep_until (volume_test_objects tv_e11_tunnel_entrance (players)) 15) (sleep_forever e11_navpoint) (print "navpoint down") (deactivate_team_nav_point_flag player e11_tunnel_entrance) ) ) (script dormant e11_cov_phantom0_main (begin (sleep_until g_e10_cov_phantom0_leaving 15) (ai_set_orders e10_cov_phantom0 e11_cov_phantom0_init) (sleep_until (or (>= (object_model_targets_destroyed (ai_vehicle_get e10_cov_phantom0/phantom0) target_front) 2) (<= (object_get_health (ai_vehicle_get e10_cov_phantom0/phantom0)) 0.05) (> (ai_spawn_count e11_cov_ghosts0_1) 0)) 30 one_minute) (sleep_until (or (>= (object_model_targets_destroyed (ai_vehicle_get e10_cov_phantom0/phantom0) target_front) 2) (<= (object_get_health (ai_vehicle_get e10_cov_phantom0/phantom0)) 0.05)) 30 one_minute) (set g_e11_cov_phantom0_leaving True) (cs_run_command_script e10_cov_phantom0/phantom0 cs_e11_cov_phantom0_exit) (sleep 120) (game_save) (wake e11_navpoint) (wake e11_navpoint_kill) ) ) (script dormant e11_cov_ghosts0_main (begin (ai_migrate e10_cov_ghosts0 e11_cov_ghosts0_0) (ai_place e11_cov_ghosts0_0 (pin (- 3 (ai_living_count e11_cov_ghosts0_0)) 0 2)) (sleep_until (<= (ai_living_count e11_cov_ghosts0) 0)) (game_save) (sleep 30_seconds) (sleep_until (volume_test_objects_all tv_e11_area (players))) (ai_place e11_cov_ghosts0_1) (sleep_until (<= (ai_living_count e11_cov_ghosts0) 0)) (game_save) (sleep 30_seconds) (sleep_until (volume_test_objects_all tv_e11_area (players))) (ai_place e11_cov_ghosts0_1) ) ) (script dormant e11_cov_inf2_main (begin (ai_place e11_cov_inf2) (sleep_until (or (volume_test_objects tv_e11_on_fort (players)) (< (objects_distance_to_flag (players) e11_cov_inf1_entry) 40)) 10) (device_group_set_immediate e11_watchtower0 1) ) ) (script dormant e11_cov_inf1_main (begin (sleep_until (or (volume_test_objects tv_e11_on_fort (players)) (volume_test_objects tv_e11_near_exit (players))) 10) (sleep 30) (if (not (volume_test_objects tv_e11_near_exit (players))) (begin (sleep_until (objects_can_see_flag (players) e11_cov_inf1_entry 25) 60 300) (wake e11_cov_inf1_0_insertion0) (sleep 20) (wake e11_cov_inf1_0_insertion1) (sleep 10) (if (< (ai_living_count covenant) 10) (wake e11_cov_inf1_0_insertion2)) )) (sleep_until (volume_test_objects tv_e11_near_exit (players)) 10) (wake e11_cov_inf1_1_insertion0) (sleep 15) (wake e11_cov_inf1_1_insertion1) (sleep 7) (if (< (ai_living_count covenant) 10) (wake e11_cov_inf1_1_insertion2)) (sleep 25) (if (< (ai_living_count covenant) 10) (wake e11_cov_inf1_1_insertion3)) ) ) (script dormant e11_cov_inf0_main (begin (ai_place e11_cov_inf0) ) ) (script dormant e11_mars_inf0_main (begin (if (not (game_is_cooperative)) (ai_place e11_mars_inf0 (pin (- 3 (ai_living_count marines)) 1 2))) ) ) (script dormant e11_mars_warthog0_main (begin (ai_migrate e10_mars_warthog0 e11_mars_warthog0) (ai_migrate e10_mars_inf0 e11_mars_warthog0) (ai_renew e11_mars_warthog0) (ai_disposable e11_mars_warthog0 False) (sleep_until (and (not (player_in_vehicle)) (or (not (volume_test_object tv_beach g_e8_warthog)) (<= (object_get_health g_e8_warthog) 0)) (or (not (volume_test_object tv_beach g_e10_warthog)) (<= (object_get_health g_e10_warthog) 0)))) (sleep 15_seconds) (sleep_until (not (volume_test_objects tv_e11_mars_warthog0_unsafe (players)))) (ai_place e11_mars_warthog0) ) ) (script dormant e11_warthog_for_the_masses (begin (sleep 300) (object_create warthog_for_the_masses) (sleep 2) (object_cannot_die warthog_for_the_masses True) ) ) (script dormant e11_main (begin (sleep_until (volume_test_objects tv_e11_main_begin (players)) 15) (set g_e11_started True) (print "e11_main") (data_mine_set_mission_segment "e11_tunnel_entrance") (game_save) (wake objective3_clear) (wake objective4_set) (wake e11_mars_inf0_main) (wake e11_mars_warthog0_main) (wake e11_cov_inf1_main) (wake e11_cov_inf2_main) (wake e11_cov_ghosts0_main) (wake e11_cov_phantom0_main) (wake e11_dialog) (wake e11_miranda_dialog) (wake e11_warthog_for_the_masses) (sleep_until g_e12_started) (sleep_forever e11_mars_inf0_main) (sleep_forever e11_mars_warthog0_main) (sleep_forever e11_cov_inf0_main) (sleep_forever e11_cov_inf1_main) (sleep_forever e11_cov_inf2_main) (sleep_forever e11_cov_ghosts0_main) (sleep_forever e11_cov_phantom0_main) (sleep_forever e11_dialog) (ai_disposable e11_cov True) (sleep_until g_e13_started) (ai_erase e11_mars) (ai_erase e11_cov) ) ) (script static test_tunnel_entrance (begin (switch_bsp 1) (object_teleport (player0) e11_test) (ai_place e11_mars_warthog0) (if (not g_e11_started) (wake e11_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e10_cov_guntower_shoot (begin (sleep_until (begin (begin_random (begin (cs_shoot_point True e10_cov_guntower/p0) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e10_cov_guntower/p1) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e10_cov_guntower/p2) (sleep (random_range 125 200)) ) ) (or (<= (ai_strength ai_current_actor) 0.65) (<= (ai_strength ai_current_squad) 0.5)) )) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e10_cov_phantom0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by e10_cov_phantom0/p0) (cs_vehicle_boost False) (cs_fly_to e10_cov_phantom0/p1) (set g_e10_cov_phantom0_arrived True) (cs_fly_to_and_face e10_cov_phantom0/p2 e10_cov_phantom0/p2_facing 0.5) (cs_face True e10_cov_phantom0/p2_facing) (sleep 30) (set g_e10_cov_ghosts0_unloaded True) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_sc) ) ) (script command cs_e10_cov_phantom0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_face True e10_cov_phantom0/p2_facing) (cs_fly_to e10_cov_phantom0/p3 1) (cs_fly_to e10_cov_phantom0/p4 1) (sleep_until g_e11_started) ) ) (script command cs_e10_cov_inf0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_visible) (sleep_until (begin (cs_go_to e10_patrol/p2) (cs_look True e10_patrol/f0) (sleep (random_range 30 60)) (cs_look False e10_patrol/f0) (cs_go_to e10_patrol/p3) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e10_cov_inf0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e10_patrol/p0) (cs_look True e10_patrol/f0) (sleep (random_range 30 60)) (cs_look False e10_patrol/f0) (cs_go_to e10_patrol/p1) (sleep (random_range 30 60)) False) ) ) ) (script dormant e10_warthog_approach_horn (begin (print "honk") (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn g_e10_warthog 1.5) (sleep 30) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) ) ) (script command cs_e10_warthog_approach (begin (cs_approach_player 10 100 100) (wake e10_warthog_approach_horn) (cs_vehicle_speed 0.5) (cs_approach_player 5 100 100) (sleep_until (or (player_in_vehicle) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 10) (not (unit_in_vehicle (ai_get_unit ai_current_actor))))) ) ) (script static e10_cov_phantom0_threat (begin (and g_e10_cov_phantom0_arrived (not g_e10_cov_phantom0_leaving)) ) ) (script dormant e10_cov_phantom0_main (begin (sleep_until (or (<= (ai_strength e10_cov) 0.4) (volume_test_objects tv_e10_cov_phantom0_begin (players))) 15) (ai_place e10_cov_phantom0) (sleep_until g_e10_cov_ghosts0_unloaded) (sleep_until (or (and (> (ai_spawn_count e10_cov_ghosts0_1) 0) (<= (ai_living_count e10_cov_ghosts0) 0)) (>= (object_model_targets_destroyed (ai_vehicle_get e10_cov_phantom0/phantom0) target_front) 3) (<= (object_get_health (ai_vehicle_get e10_cov_phantom0/phantom0)) 0.05) g_e11_started) 30 one_minute) (set g_e10_cov_phantom0_leaving True) (ai_set_orders e10_cov_phantom0 e10_cov_phantom0_retreat0) (cs_run_command_script e10_cov_phantom0/phantom0 cs_e10_cov_phantom0_exit) (sleep 120) (game_save) ) ) (script dormant e10_cov_ghosts0_main (begin (ai_place e10_cov_ghosts1) (sleep_until (> (ai_spawn_count e10_cov_phantom0) 0)) (ai_place_in_vehicle e10_cov_ghosts0_0 e10_cov_phantom0) (sleep_until (and g_e10_cov_ghosts0_unloaded (<= (ai_living_count e10_cov_ghosts0) 1))) (ai_place e10_cov_ghosts0_1) ) ) (script dormant e10_cov_inf1_main (begin (ai_place e10_cov_inf1) (ai_vehicle_reserve e10_guntower0 True) ) ) (script dormant e10_cov_inf0_main (begin (ai_place e10_cov_inf0) ) ) (script dormant e10_mars_warthog0_main (begin (ai_migrate e9_mars_test e10_mars_warthog0) (ai_migrate e9_mars_warthog0 e10_mars_warthog0) (ai_renew e10_mars_warthog0) (ai_disposable e10_mars_warthog0 False) (sleep_until (and (not (player_in_vehicle)) (or (not (volume_test_object tv_beach g_e8_warthog)) (<= (object_get_health g_e8_warthog) 0)))) (sleep 15_seconds) (sleep_until (not (volume_test_objects tv_e10_mars_warthog0_unsafe (players)))) (ai_place e10_mars_warthog0) ) ) (script dormant e10_main (begin (sleep_until (or (volume_test_objects tv_e10_early_begin (players)) (volume_test_objects tv_e10_main_begin (players))) 16) (game_save) (sleep_until (volume_test_objects tv_e10_main_begin (players)) 15) (set g_e10_started True) (print "e10_main") (data_mine_set_mission_segment "e10_beach_fort") (wake e10_mars_warthog0_main) (wake e10_cov_inf0_main) (wake e10_cov_inf1_main) (wake e10_cov_ghosts0_main) (wake e10_cov_phantom0_main) (sleep_until g_e11_started) (sleep_forever e10_mars_warthog0_main) (sleep_forever e10_cov_inf0_main) (sleep_forever e10_cov_inf1_main) (sleep_forever e10_cov_ghosts0_main) (ai_disposable e10_cov True) (ai_disposable e10_cov_phantom0 False) ) ) (script static test_beach_fort (begin (switch_bsp 1) (object_teleport (player0) e10_test) (ai_place e10_mars_test) (if (not g_e10_started) (wake e10_main)) (if (not g_e11_started) (wake e11_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e9_cov_guntower_shoot (begin (cs_force_combat_status 3) (sleep_until (begin (begin_random (begin (cs_shoot_point True e9_cov_guntower/p0) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e9_cov_guntower/p1) (sleep (random_range 125 200)) ) (begin (cs_shoot_point True e9_cov_guntower/p2) (sleep (random_range 125 200)) ) ) (or (<= (ai_strength ai_current_actor) 0.65) (<= (ai_strength ai_current_squad) 0.5)) )) (ai_vehicle_exit ai_current_actor) ) ) (script command cs_e9_cov_guntower_abort (begin (cs_crouch False) ) ) (script command cs_e9_beach_chatter_scene (begin (cs_switch marine0) (cs_play_line 0520) (sleep 15) (cs_switch marine1) (cs_play_line 0530) (sleep 10) (if (< (ai_combat_status ai_current_squad) ai_combat_status_active) (begin (cs_switch marine0) (cs_play_line 0540) (sleep 15) )) (if (>= (ai_combat_status ai_current_squad) ai_combat_status_active) (begin (ai_play_line_on_object none 0550) )) ) ) (script command cs_e9_cov_inf1_2_patrol (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e9_patrol/p2) (sleep (random_range 30 60)) (cs_go_to e9_patrol/p3) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e9_cov_inf1_0_patrol (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_looking True) (sleep_until (begin (cs_go_to e9_patrol/p0) (cs_look True e9_patrol/f0) (sleep (random_range 30 60)) (cs_look False e9_patrol/f0) (cs_go_to e9_patrol/p1) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e9_warthog_abort (begin (sleep 1) ) ) (script dormant e9_warthog_approach_horn (begin (print "honk") (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn g_e8_warthog 1.5) (sleep 30) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) ) ) (script command cs_e9_warthog_follow (begin (cs_enable_pathfinding_failsafe True) (cs_enable_moving False) (sleep_until (begin (cs_approach_player 10 100 100) (wake e9_warthog_approach_horn) (cs_vehicle_speed 0.5) (cs_approach_player 5 100 100) (sleep_until (or (player_in_vehicle) (> (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 8) (not (unit_in_vehicle (ai_get_unit ai_current_actor))))) (or (player_in_vehicle) (not (unit_in_vehicle (ai_get_unit ai_current_actor)))) ) 30 two_minutes) ) ) (script dormant e9_cortana_dialog (begin (sleep_until (or (objects_can_see_flag (players) e9_dialog_trigger 25) (volume_test_objects tv_e9_dialogue (players))) 5 30_seconds) (sleep 15) (print "highest concentration under carrier") (sleep (ai_play_line_on_object none 0050)) (sleep 15) (sleep_until (or (objects_can_see_flag (players) e9_dialog_trigger 25) (volume_test_objects tv_e9_dialogue (players))) 5 150) (print "that bridge is the best route") (sleep (ai_play_line_on_object none 0060)) (sleep_until (volume_test_objects tv_e9_main_begin (players))) (sleep_until (ai_scene e9_beach_chatter_scene cs_e9_beach_chatter_scene e9_mars_warthog0) 30 300) ) ) (script dormant e9_warthog_navpoint (begin (sleep_until (> (ai_spawn_count e8_mars_warthog0) 0)) (if (not (player_in_vehicle)) (activate_team_nav_point_object default player g_e8_warthog 1)) ) ) (script dormant e9_warthog_navpoint_kill (begin (sleep_until (or (player_in_vehicle) (<= (unit_get_health g_e8_warthog) 0))) (deactivate_team_nav_point_object player g_e8_warthog) ) ) (script dormant e9_retreat_checkpoint0 (begin (sleep_until (volume_test_objects tv_e9_retreat_checkpoint (players)) 30_seconds) (game_save) ) ) (script dormant e9_retreat_checkpoint1 (begin (sleep_forever e9_retreat_checkpoint0) (sleep_until (volume_test_objects tv_e9_retreat_checkpoint (players)) 30_seconds) (game_save) ) ) (script dormant e9_music (begin (wake music_03a_05_start) (sleep_until (volume_test_objects tv_beach (players))) (wake music_03a_05_stop) (wake music_03a_06_start) (sleep_until (volume_test_objects tv_e9_near_entrance (players))) (wake music_03a_06_stop) (wake music_03a_065_start) (sleep_until (volume_test_objects tv_e10_music (players))) (sleep 150) (wake music_03a_065_start_alt) (sleep_until g_e11_started) (wake music_03a_065_stop) ) ) (script dormant e9_cov_inf1_main (begin (ai_place e9_cov_inf1_2 (pin (- 10 (ai_living_count covenant)) 0 1)) (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (ai_place e9_cov_inf1_0 (pin (- 10 (ai_living_count covenant)) 1 3)) (ai_place e9_cov_inf1_1 (pin (- 10 (ai_living_count covenant)) 1 2)) (ai_vehicle_reserve e9_guntower0 True) (sleep_until (<= (ai_living_count e9_cov_inf1) 0)) (game_save) ) ) (script dormant e9_cov_inf0_main (begin (sleep_until (or (volume_test_objects tv_e9_near_entrance (players)) (> (ai_spawn_count e9_cov_ghosts0) 0)) 30) (sleep_until (or (volume_test_objects tv_e9_near_entrance (players)) (<= (ai_living_count e9_cov_inf1) 1)) 15) (ai_place e9_cov_inf0 (pin (- 10 (ai_living_count e9_cov)) 3 7)) (wake e9_retreat_checkpoint0) ) ) (script dormant e9_cov_shadow0_main (begin (sleep_until (volume_test_objects tv_e9_retreat_checkpoint (players)) 15) (ai_place e9_cov_shadow0) ) ) (script dormant e9_cov_ghosts0_main (begin (sleep_until (and (<= (ai_living_count e9_cov_ghosts0) 0) (or (volume_test_objects tv_e9_near_entrance (players)) (volume_test_objects tv_e9_bypass (players)) (<= (ai_living_count e9_cov_inf1) 3))) 15) (ai_place e9_cov_ghosts0) (wake e9_retreat_checkpoint0) (sleep_until (volume_test_objects tv_e9_bypass (players)) 15) (ai_migrate e9_cov_ghosts0 e10_cov_ghosts0_0) ) ) (script dormant e9_mars_warthog0_main (begin (sleep_until (not (volume_test_objects tv_e8_vehicle_spawn_area (players)))) (sleep_until (> (ai_spawn_count e8_mars_warthog0) 0) 30) (ai_migrate e8_mars_warthog0 e9_mars_warthog0) (ai_renew e9_mars_warthog0) (ai_disposable e9_mars_warthog0 False) (cs_run_command_script e9_mars_warthog0 cs_e9_warthog_abort) (ai_vehicle_reserve_seat g_e8_warthog warthog_d False) (ai_vehicle_enter e9_mars_warthog0 g_e8_warthog warthog_d) (if (not (player_in_vehicle)) (begin (sleep_until (vehicle_test_seat_list g_e8_warthog warthog_d (ai_actors e9_mars)) 30 900) (cs_run_command_script (object_get_ai (vehicle_driver g_e8_warthog)) cs_e9_warthog_follow) )) ) ) (script dormant e9_main (begin (sleep_until (volume_test_objects tv_e9_main_begin (players)) 15) (set g_e9_started True) (print "e9_main") (data_mine_set_mission_segment "e9_beach_infantry") (game_save_no_timeout) (wake e9_music) (wake chapter_title1) (wake objective3_set) (wake e9_cov_inf0_main) (wake e9_cov_inf1_main) (wake e9_cov_ghosts0_main) (wake e9_cov_shadow0_main) (wake e9_mars_warthog0_main) (wake e9_cortana_dialog) (wake e9_warthog_navpoint) (wake e9_warthog_navpoint_kill) (wake e9_music) (sleep_until g_e10_started) (sleep_forever e9_cov_inf0_main) (sleep_forever e9_cov_inf1_main) (sleep_forever e9_cov_ghosts0_main) (sleep_forever e9_cov_shadow0_main) (sleep_forever e9_mars_warthog0_main) (sleep_forever e9_cortana_dialog) (sleep_forever e9_retreat_checkpoint0) (sleep_forever e9_retreat_checkpoint1) (ai_disposable e9_cov True) (sleep_until g_e12_started) (ai_erase e9_mars) (ai_erase e9_cov) ) ) (script static test_beach_infantry (begin (switch_bsp 1) (object_teleport (player0) e9_test) (ai_place e9_mars_test) (if (not g_e9_started) (wake e9_main)) (if (not g_e10_started) (wake e10_main)) (if (not g_e11_started) (wake e11_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script static e8_cov_phantom0_arrived (begin (= g_e8_cov_phantom0_arrived True) ) ) (script static e8_cov_phantom0_leaving (begin (= g_e8_cov_phantom0_leaving True) ) ) (script static e8_cov_ghosts0_nearby (begin (volume_test_objects tv_e8_area (ai_actors e8_cov_ghosts0)) ) ) (script command cs_e8_warthog_intro_scene (begin (cs_look_player True) (ai_play_line_at_player ai_current_actor 0510) ) ) (script command cs_e8_mars_warthog0_entry (begin (cs_enable_pathfinding_failsafe True) (object_cannot_take_damage (ai_actors ai_current_squad)) (cs_go_by e8_mars_warthog0_entry/p0 e8_mars_warthog0_entry/p1) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (cs_go_to e8_mars_warthog0_entry/p1) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (object_can_take_damage (ai_actors ai_current_squad)) (vehicle_unload (ai_vehicle_get ai_current_actor) warthog_p) (sleep 10) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 8) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (sleep 5) (sound_looping_start sound\vehicles\warthog\warthog_horn\warthog_horn (ai_vehicle_get ai_current_actor) 1.5) (sleep 10) (sound_looping_stop sound\vehicles\warthog\warthog_horn\warthog_horn) (vehicle_unload (ai_vehicle_get ai_current_actor) warthog_d) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e8_mars_warthog0/warthog0) warthog_d True) ) ) (script command cs_e8_cov_phantom0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e8_cov_phantom0_entry/p0) (cs_fly_to e8_cov_phantom0_entry/p1_1 1) (cs_face True e8_cov_phantom0_entry/p1_facing) (sleep 60) (set g_e8_cov_phantom0_arrived True) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep 90) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b) (sleep 90) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_c) (set g_e8_cov_inf1_unloaded True) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (sleep 120) (cs_face False e8_cov_phantom0_entry/p1_facing) (set g_e8_cov_phantom0_leaving True) (cs_fly_by e8_cov_phantom0_entry/p2) (cs_fly_by e8_cov_phantom0_entry/p3) (cs_fly_by e8_cov_phantom0_entry/p4) (cs_fly_by e8_cov_phantom0_entry/p5) (ai_erase ai_current_squad) ) ) (script command cs_e8_cov_ghosts0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_go_to e8_cov_ghosts0_entry/p0) (sleep (random_range 0 30)) (cs_vehicle_boost False) ) ) (script command cs_e8_mars_inf0_no_assholes (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_abort_on_damage True) (sleep (random_range 15 45)) (ai_magically_see ai_current_squad e8_cov_phantom0) (cs_aim_object True (ai_vehicle_get e8_cov_phantom0/phantom0)) (sleep_until g_e8_cov_phantom0_arrived) ) ) (script command cs_e8_cov_inf2_patrol2 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_abort_on_damage True) (cs_enable_looking True) (sleep_until (begin (begin_random (begin (cs_go_to e8_patrol/p2) (sleep (random_range 30 60)) ) (begin (cs_go_to e8_patrol/p3) (sleep (random_range 30 60)) ) (begin (cs_go_to e8_patrol/p4) (sleep (random_range 30 60)) ) ) False) ) ) ) (script command cs_e8_cov_inf2_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_abort_on_damage True) (cs_enable_looking True) (sleep_until (begin (cs_go_to e8_patrol/p0) (cs_look True e8_patrol/f0) (sleep (random_range 30 60)) (cs_look False e8_patrol/f0) (cs_go_to e8_patrol/p1) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e8_cov_inf2_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_uninspected) (cs_abort_on_damage True) (cs_look_object True (ai_get_object e8_cov_inf2/grunt0)) (sleep_forever) ) ) (script dormant e8_warthog_scene (begin (sleep_until (or (ai_scene e8_warthog_intro_scene cs_e8_warthog_intro_scene e8_mars_warthog0/warthog0) (<= (ai_living_count e8_mars_warthog0/warthog0) 0)) 5 two_minutes) ) ) (script dormant e8_cov_ghosts0_main (begin (sleep_until (> (ai_spawn_count e8_mars_warthog0) 0) 15) (sleep 180) (sleep_until (not (volume_test_objects tv_e8_vehicle_spawn_area (players)))) (ai_place e8_cov_ghosts0_0 1) (sleep_until (<= (ai_living_count e8_cov_ghosts0) 0)) (sleep_until (not (volume_test_objects tv_e8_vehicle_spawn_area (players)))) (ai_place e8_cov_ghosts0_0 (pin (- 10 (ai_living_count covenant)) 0 2)) ) ) (script dormant e8_cov_phantom0_main (begin (ai_place e8_cov_phantom0) ) ) (script dormant e8_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e8_cov_inf2_begin (players)) 15) (ai_place e8_cov_inf2 (pin (- 10 (ai_living_count e8_cov)) 1 4)) (sleep_until (<= (ai_living_count e8_cov_inf2) 0)) (game_save) ) ) (script dormant e8_cov_inf1_main (begin (sleep_until (> (ai_spawn_count e8_cov_phantom0) 0)) (ai_place_in_vehicle e8_cov_inf1 e8_cov_phantom0) ) ) (script dormant e8_cov_inf0_main (begin (ai_place e8_cov_inf0) ) ) (script dormant e8_mars_warthog0_main (begin (sleep_until (or g_e9_started (and g_e8_cov_inf1_unloaded (<= (ai_living_count e8_cov_inf1) 5) (= (structure_bsp_index) 1))) 15 one_minute) (sleep_until (and (= (structure_bsp_index) 1) (not (volume_test_objects tv_e8_vehicle_spawn_area (players))))) (ai_place e8_mars_warthog0) (sleep 3) (set g_e8_warthog (ai_vehicle_get_from_starting_location e8_mars_warthog0/warthog0)) (wake e8_warthog_scene) (sleep 450) (object_can_take_damage (ai_actors e8_mars_warthog0)) (sleep_until (or (and (player_in_vehicle) (<= (ai_living_count e8_cov_inf1) 0)) g_e9_started)) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location e8_mars_warthog0/warthog0) warthog_d False) (if (not g_e9_started) (wake e9_main)) ) ) (script dormant e8_mars_inf0_main (begin (ai_migrate e7_mars_inf0 e8_mars_inf0) (ai_renew e8_mars_inf0) (ai_disposable e8_mars_inf0 False) (sleep_until (and (> (ai_spawn_count e8_cov_inf0) 0) (<= (ai_living_count e8_cov_inf0) 0))) (cs_run_command_script e8_mars_inf0 cs_e8_mars_inf0_no_assholes) ) ) (script dormant e8_main (begin (sleep_until (volume_test_objects tv_e8_main_begin (players)) 15) (set g_e8_started True) (print "e8_main") (data_mine_set_mission_segment "e8_hotel_exit") (game_save) (wake music_03a_04_stop) (wake objective2_clear) (wake e9_main) (wake e10_main) (wake e11_main) (wake e8_mars_inf0_main) (wake e8_cov_inf0_main) (wake e8_cov_inf1_main) (wake e8_cov_inf2_main) (wake e8_cov_phantom0_main) (wake e8_cov_ghosts0_main) (wake e8_mars_warthog0_main) (sleep_until g_e9_started) (ai_disposable e8_cov True) (ai_disposable e8_cov_phantom0 False) (sleep_until g_e10_started) (sleep_forever e8_mars_inf0_main) (sleep_forever e8_cov_inf0_main) (sleep_forever e8_cov_inf1_main) (sleep_forever e8_cov_inf2_main) (sleep_forever e8_cov_phantom0_main) (sleep_forever e8_cov_ghosts0_main) (sleep_forever e8_mars_warthog0_main) (ai_disposable e8_mars True) ) ) (script static test_hotel_exit (begin (switch_bsp 1) (object_teleport (player0) e8_test) (ai_place e8_mars_inf0) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script static oes_e7_spring_ambush (begin (and (or (volume_test_objects tv_e7_cov_inf0_spring_ambush (ai_actors e7_cov_inf0)) (>= (ai_combat_status e7_cov_inf0) ai_combat_status_certain)) (> (ai_spawn_count e7_cov_inf0) 0)) ) ) (script command cs_e7_hide (begin (cs_abort_on_combat_status ai_combat_status_visible) (cs_enable_moving True) (cs_look True e7_hallway_ambush/f0) (cs_aim True e7_hallway_ambush/f0) (sleep_until (oes_e7_spring_ambush)) ) ) (script command cs_e7_cov_inf0_entry (begin (cs_ignore_obstacles True) (cs_look True e7_hallway_ambush/cov1) (cs_aim True e7_hallway_ambush/cov1) (cs_go_to e7_hallway_ambush/cov0) (cs_go_to e7_hallway_ambush/cov1) ) ) (script command cs_e7_abort (begin (cs_crouch False) ) ) (script command cs_e7_hotel_hall_scene0 (begin (cs_play_line 0470) ) ) (script command cs_e7_hotel_hall_scene1 (begin (cs_play_line 0480) ) ) (script dormant e7_cov_inf0_main (begin (sleep_until (volume_test_objects tv_e7_cov_inf0_init (players)) 15) (sleep 15) (object_create e7_gun0) (weapon_hold_trigger e7_gun0 0 True) (sleep 10) (weapon_hold_trigger e7_gun0 0 False) (sleep 10) (weapon_hold_trigger e7_gun0 0 True) (sleep 10) (weapon_hold_trigger e7_gun0 0 False) (ai_place e7_cov_inf0) (sleep 20) (weapon_hold_trigger e7_gun0 0 True) (sleep 8) (weapon_hold_trigger e7_gun0 0 False) (object_destroy e7_gun0) (sleep_until (begin (if (or (volume_test_objects tv_e7_hall (players)) (volume_test_objects tv_e7_hall (ai_actors e7_mars)) (player_flashlight_on)) (ai_set_blind e7_cov_inf0 False) (ai_set_blind e7_cov_inf0 True)) (oes_e7_spring_ambush) ) 2) (cs_run_command_script e7_cov_inf0 cs_e7_abort) (ai_set_blind e7_cov_inf0 False) ) ) (script dormant e7_mars_inf0_main (begin (ai_migrate e6_mars_inf1/marine0 e7_mars_inf0) (ai_migrate e6_mars_inf1/marine1 e7_mars_inf0) (ai_renew e7_mars_inf0) (ai_disposable e7_mars_inf0 False) (sleep_until (begin (if (or (<= (ai_living_count e6_mars_inf0) 0) (>= (ai_living_count e7_mars_inf0) 3)) (= 1 1) (begin (print "migrated an actor") (ai_attach_units (unit (list_get (ai_actors e6_mars_inf0) 0)) e7_mars_inf0) (= 1 0) )) )) (sleep_until (> (ai_spawn_count e7_cov_inf0) 0) 10) (cs_run_command_script e7_mars_inf0 cs_e7_hide) (ai_disregard (ai_actors e7_mars_inf0) True) (ai_scene e7_hotel_hall_scene0 cs_e7_hotel_hall_scene0 e7_mars_inf0) (sleep_until (oes_e7_spring_ambush) 2) (cs_run_command_script e7_mars_inf0 cs_e7_abort) (ai_disregard (ai_actors e7_mars_inf0) False) ) ) (script dormant e7_main (begin (sleep_until (volume_test_objects tv_e7_main_begin (players)) 15) (set g_e7_started True) (print "e7_main") (data_mine_set_mission_segment "e7_hotel_hall") (game_save) (player_training_activate_flashlight) (wake e7_mars_inf0_main) (wake e7_cov_inf0_main) (sleep_until (= (structure_bsp_index) 1) 1) (camera_predict_resources_at_point e8_prediction) (ai_disposable e7_cov True) (sleep_until g_e9_started) (sleep_forever e7_mars_inf0_main) (sleep_forever e7_cov_inf0_main) (sleep_until g_e10_started) (ai_erase e7_mars) (ai_erase e7_cov) ) ) (script static test_hotel_hall (begin (object_teleport (player0) e7_test) (ai_place e7_mars_inf0) (if (not g_e7_started) (wake e7_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e6_mars_inf1_odst (begin (sleep_until (begin (cs_shoot False (ai_get_object ai_current_actor)) (sleep 4) (if (< (object_get_health (ai_get_object ai_current_actor)) 0.5) (cs_crouch True)) (sleep_until (>= (object_get_health (ai_get_object ai_current_actor)) 0.49) 5) (cs_crouch False) (sleep 15) (cs_shoot True (list_get (ai_actors e6_cov_inf0) (random_range 0 (list_count (ai_actors e6_cov_inf0))))) (sleep_until (or (< (object_get_health (ai_get_object ai_current_actor)) 0.5) (<= (ai_living_count e6_cov_inf0) 0)) 5 60) (<= (ai_living_count e6_cov_inf0) 0) ) 15) ) ) (script command cs_e6_mars_inf1_cower (begin (cs_crouch True) (sleep_forever) ) ) (script command cs_e6_mars_inf0_1_cower (begin (cs_crouch True) (sleep_until (volume_test_objects tv_e6_hotel_entrance (players))) ) ) (script command cs_e6_mars_inf1_abort (begin (sleep 1) ) ) (script command cs_e6_mars_inf1_lead (begin (cs_enable_looking True) (sleep_until (begin (if (volume_test_objects tv_e6_hotel_vicinity (players)) (begin (cs_enable_looking True) (cs_face_player False) (cs_start_to e6_mars_inf1_lead/p1) (sleep_until (not (volume_test_objects tv_e6_hotel_vicinity (players)))) ) (begin (cs_enable_looking False) (cs_face_player True) (cs_start_to e6_mars_inf1_lead/p0) (sleep_until (volume_test_objects tv_e6_hotel_vicinity (players))) )) False) 15) ) ) (script command cs_e6_hotel_greeting_scene (begin (cs_enable_targeting False) (cs_look_player True) (cs_start_to e6_mars_inf1_lead/p0) (sleep_until (<= (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 7) 15) (sleep (ai_play_line_at_player ai_current_actor 8070)) (cs_movement_mode ai_movement_patrol) (cs_look_player False) (cs_enable_looking True) (cs_approach_player 2 5 10) (sleep (ai_play_line_at_player ai_current_actor 0460)) (wake music_03a_04_start) (cs_movement_mode ai_movement_combat) (cs_go_to e6_mars_inf1_lead/p1) (cs_queue_command_script ai_current_actor cs_e6_mars_inf1_lead) ) ) (script command cs_e6_hotel_grunt_scene (begin (cs_play_line 0430) ) ) (script command cs_e6_hotel_rescue_scene (begin (cs_play_line 0450) ) ) (script static e6_cov_inf0_not_a_threat (begin (and (<= (ai_living_count e6_cov) 4) (<= (ai_fighting_count e6_cov) 0)) ) ) (script dormant e6_cov_inf1_main (begin (if (not (volume_test_objects tv_e6_main_begin2 (players))) (sleep_forever)) (ai_place e6_cov_inf1) (sleep_until (ai_scene e6_hotel_grunt_scene cs_e6_hotel_grunt_scene e6_cov_inf1) 30 two_minutes) ) ) (script dormant e6_cov_inf0_main (begin (ai_place e6_cov_inf0_2) (ai_place e6_cov_inf0_0 (pin (- 10 (ai_living_count covenant)) 1 2)) (ai_place e6_cov_inf0_1 (pin (- 10 (ai_living_count covenant)) 0 2)) ) ) (script dormant e6_mars_inf1_main (begin (ai_place e6_mars_inf1) (sleep_until (or (volume_test_objects tv_e6_hotel_vicinity (players)) (e6_cov_inf0_not_a_threat)) 10) (sleep_until (or (ai_scene e6_hotel_greeting_scene cs_e6_hotel_greeting_scene e6_mars_inf1/marine0) (<= (ai_living_count e6_mars_inf1/marine0) 0) (volume_test_objects tv_e6_hotel_entrance (players))) 5) (sleep 20) (cs_run_command_script e6_mars_inf1/marine1 cs_e6_mars_inf1_abort) (game_save) (sleep_until (volume_test_objects tv_e6_hotel_entrance (players)) 15) (cs_run_command_script e6_mars_inf1/marine0 cs_e6_mars_inf1_abort) ) ) (script dormant e6_mars_inf0_main (begin (ai_migrate e5_mars_inf0 e6_mars_inf0) (ai_renew e6_mars_inf0) (ai_disposable e6_mars_inf0 False) (sleep_until (> (ai_spawn_count e6_cov_inf0) 0)) (ai_place e6_mars_inf0_1 (- 2 (ai_living_count e6_mars_inf0))) (ai_migrate e6_mars_inf0_1 e6_mars_inf0) (ai_renew e6_mars_inf0) (ai_disposable e6_mars_inf0 False) ) ) (script dormant e6_main (begin (sleep_until (or (volume_test_objects tv_e6_main_begin0 (players)) (volume_test_objects tv_e6_main_begin1 (players)) (volume_test_objects tv_e6_main_begin2 (players))) 15) (set g_e6_started True) (print "e6_main") (data_mine_set_mission_segment "e6_hotel_entrance") (game_save) (wake music_03a_03_stop) (wake e7_main) (wake e6_mars_inf0_main) (wake e6_mars_inf1_main) (wake e6_cov_inf0_main) (wake e6_cov_inf1_main) (sleep_until g_e7_started) (ai_disposable e6_cov True) (sleep_until (= (structure_bsp_index) 1)) (sleep_forever e6_mars_inf0_main) (sleep_forever e6_mars_inf1_main) (sleep_forever e6_cov_inf0_main) (sleep_forever e6_cov_inf1_main) (sleep_until (= (structure_bsp_index) 1)) (ai_erase e6_mars) (ai_erase e6_cov) ) ) (script static test_hotel_entrance (begin (object_teleport (player0) e6_test) (ai_place e6_mars_inf0) (if (not g_e6_started) (wake e6_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script static e5b_reset_player (begin (fade_out 1 1 1 5) (sleep 5) (object_teleport (player0) e5b_return) (unit_add_equipment (unit (player0) ) wimpy True True) (sleep 5) (fade_in 1 1 1 5) (sleep 5) ) ) (script dormant e5b_resetter (begin (sleep_until (begin (if (not (volume_test_object tv_e5b_bounds (player0) )) (e5b_reset_player)) g_e5b_finished) ) ) ) (script dormant e5b_inf0_main (begin (ai_place e5b_cov_inf0 1) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 2) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 3) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 4) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 5) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 6) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (ai_place e5b_cov_inf0 7) (ai_set_active_camo e5b_cov_inf0 True) (sleep 90) (ai_set_active_camo e5b_cov_inf0 False) (ai_magically_see_object e5b_cov_inf0 (player0) ) (sleep_until (<= (ai_living_count e5b_cov_inf0) 0)) (garbage_collect_now) (set g_e5b_finished True) (ice_cream_flavor_stock 5) ) ) (script dormant e5b_main (begin (if (or (game_is_cooperative) (not (difficulty_legendary)) (not (= 0 (random_range 0 7)))) (sleep_forever)) (sleep_until (volume_test_objects tv_e5b_main (players)) 15) (game_save_cancel) (game_save) (sleep_until (not (game_saving)) 1) (if (not (game_reverted)) (begin (set g_e5b_started True) (object_create key) (sleep_until (and (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (volume_test_object tv_e5b_main (player0) )) 5) (sleep 30) (e5b_reset_player) (wake e5b_inf0_main) (wake e5b_resetter) )) ) ) (script command cs_e5_cov_inf0_guard0 (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (sleep_until (begin (begin_random (begin (cs_aim True e5_cov_ambush/look0) (sleep (random_range 100 150)) ) (begin (cs_aim True e5_cov_ambush/look1) (sleep (random_range 45 90)) ) (begin (cs_aim True e5_cov_ambush/look2) (sleep (random_range 45 90)) ) ) False) 5) ) ) (script command cs_e5_cov_inf0_wait (begin (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (cs_crouch True) (sleep_until (ai_trigger_test "e5_cov_inf0_ambush_sprung" ai_current_squad) 5) ) ) (script static e5_cov_inf0_ambush_trigger (begin (or (volume_test_objects tv_e5_ambush_trigger0 (players)) (volume_test_objects tv_e5_ambush_trigger1 (players)) (volume_test_objects tv_e5_ambush_trigger2 (players))) ) ) (script static e5_cov_inf1_done (begin (= g_e5_cov_inf1_done True) ) ) (script dormant e5_cov_inf4_main (begin (ai_migrate e4_cov_inf1 e5_cov_inf4) ) ) (script dormant e5_cov_inf3_main (begin (if (not (difficulty_legendary)) (sleep_forever)) (sleep_until (volume_test_objects tv_e5_player_advanced (players))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf3)) ) ) (script dormant e5_cov_inf2_main (begin (sleep_until (volume_test_objects tv_e5_player_advanced (players))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf2)) ) ) (script static e5_cov_inf1_0_spawn (begin (print "e5_cov_inf1_0_spawn") (if (and (<= (ai_living_count e5_cov_inf1) 1) (not (volume_test_objects tv_e5_cov_inf1_unsafe0 (players))) (not (volume_test_objects tv_e5_cov_inf1_done (players)))) (begin (ai_place e5_cov_inf1_0 (pin (- 7 (ai_living_count e5_cov)) 0 4)) (ai_set_orders e5_cov_inf1_0 e5_cov_inf1_0_init) )) (sleep_until (or (<= (ai_living_count e5_cov_inf1) 1) (volume_test_objects tv_e5_cov_inf1_done (players)))) (sleep_until (volume_test_objects tv_e5_cov_inf1_done (players)) 30 g_e5_cov_inf1_spawn_delay) ) ) (script static e5_cov_inf1_1_spawn (begin (print "e5_cov_inf1_1_spawn") (if (and (<= (ai_living_count e5_cov_inf1) 1) (not (volume_test_objects tv_e5_cov_inf1_unsafe1 (players))) (not (volume_test_objects tv_e5_cov_inf1_done (players)))) (begin (ai_place e5_cov_inf1_1 (pin (- 7 (ai_living_count e5_cov)) 0 4)) (ai_set_orders e5_cov_inf1_1 e5_cov_inf1_1_init) )) (sleep_until (or (<= (ai_living_count e5_cov_inf1) 1) (volume_test_objects tv_e5_cov_inf1_done (players)))) (sleep_until (volume_test_objects tv_e5_cov_inf1_done (players)) 30 g_e5_cov_inf1_spawn_delay) ) ) (script dormant e5_cov_inf1_main (begin (ai_migrate e4_cov_inf2 e5_cov_inf1_1) (sleep_until (volume_test_objects tv_e5_advanced0 (players)) 15) (if (difficulty_heroic) (begin (set g_e5_cov_inf1_max 16) (set g_e5_cov_inf1_spawn_delay 15) )) (if (difficulty_legendary) (begin (set g_e5_cov_inf1_max 30) (set g_e5_cov_inf1_spawn_delay 5) )) (sleep_until (begin (if (volume_test_objects tv_e5_main_begin0 (players)) (e5_cov_inf1_0_spawn) (e5_cov_inf1_1_spawn)) (if (not (volume_test_objects tv_e5_main_begin0 (players))) (e5_cov_inf1_0_spawn) (e5_cov_inf1_1_spawn)) (if (not g_e5b_started) (game_save)) (or (>= (+ (ai_spawn_count e5_cov_inf1_0) (ai_spawn_count e5_cov_inf1_1)) g_e5_cov_inf1_max) (volume_test_objects tv_e5_cov_inf1_done (players))) )) (set g_e5_cov_inf1_done True) ) ) (script dormant e5_cov_inf0_main (begin (ai_place e5_cov_inf0_0/sniper0) (sleep_until (or (< (ai_living_count e5_cov_inf0) 1) (volume_test_objects tv_e5_advanced1 (players)))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf0_0/sniper1)) (sleep_until (or (< (ai_living_count e5_cov_inf0) 2) (volume_test_objects tv_e5_advanced1 (players)))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf0_0/sniper2)) (sleep_until (or (< (ai_living_count e5_cov_inf0) 2) (volume_test_objects tv_e5_advanced1 (players)))) (if (< (ai_living_count covenant) 15) (ai_place e5_cov_inf0_0/sniper3)) ) ) (script dormant e5_mars_inf0_main (begin (ai_migrate e4_mars_inf0 e5_mars_inf0) (ai_renew e5_mars_inf0) (ai_disposable e5_mars_inf0 False) ) ) (script dormant e5_main (begin (sleep_until (or (volume_test_objects tv_e5_main_begin0 (players)) (volume_test_objects tv_e5_main_begin1 (players)) (volume_test_objects tv_e5_main_begin2 (players)))) (set g_e5_started True) (print "e5_main") (data_mine_set_mission_segment "e5_neighborhood") (if (not g_e5b_started) (game_save)) (wake music_03a_03_stop) (wake e5_mars_inf0_main) (wake e5_cov_inf0_main) (wake e5_cov_inf1_main) (wake e5_cov_inf2_main) (wake e5_cov_inf3_main) (wake e5_cov_inf4_main) (sleep_until g_e6_started) (ai_disposable e5_cov True) (sleep_until (or (= (structure_bsp_index) 1) g_e5b_started)) (sleep_forever e5_mars_inf0_main) (sleep_forever e5_cov_inf0_main) (sleep_forever e5_cov_inf1_main) (sleep_forever e5_cov_inf2_main) (sleep_forever e5_cov_inf3_main) (sleep_until (or (= (structure_bsp_index) 1) g_e5b_started)) (ai_erase e5_mars) (ai_erase e5_cov) ) ) (script static test_neighborhood (begin (object_teleport (player0) e5_test) (ai_place e5_mars_inf0) (if (not g_e5_started) (wake e5_main)) (if (not g_e6_started) (wake e6_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e4_cov_inf0_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p2) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p3) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf0_0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p4) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p5) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf0_2_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p0) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p1) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf0_1_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (sleep_until (begin (cs_go_to e4_patrol/p6) (cs_enable_looking False) (cs_look True e4_patrol/f0) (sleep (random_range 60 90)) (cs_look False e4_patrol/f0) (cs_enable_looking True) (cs_go_to e4_patrol/p7) (cs_enable_looking False) (cs_look True e4_patrol/f1) (sleep (random_range 45 60)) (cs_look False e4_patrol/f1) (cs_enable_looking True) False) ) ) ) (script command cs_e4_cov_inf2_lurk (begin (cs_crouch True) (cs_abort_on_damage True) (cs_abort_on_combat_status ai_combat_status_clear_los) (sleep_until (or (>= (ai_combat_status ai_current_squad) ai_combat_status_clear_los) (volume_test_objects tv_e4_cov_inf2_begin (players))) 15) ) ) (script dormant e4_cov_snipers0_main (begin (ai_place e4_cov_snipers0_0) (ai_place e4_cov_snipers0_1) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_cov_inf1_main_begin (players)))) (if (< (ai_living_count e4_cov_snipers0) 3) (ai_place e4_cov_snipers0_2/sniper0)) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_player_moved_up (players)))) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_player_moved_up (players)))) (if (< (ai_living_count e4_cov_snipers0) 3) (ai_place e4_cov_snipers0_2/sniper1)) (sleep_until (or (< (ai_living_count e4_cov_snipers0) 3) (volume_test_objects tv_e4_player_moved_up (players)))) (if (< (ai_living_count e4_cov_snipers0) 3) (ai_place e4_cov_snipers0_2/sniper2)) (sleep_until (<= (ai_living_count e4_cov_snipers0) 0)) (game_save) ) ) (script dormant e4_cov_inf2_main (begin (if (difficulty_normal) (sleep_forever)) (sleep_until (volume_test_objects tv_e4_player_moved_up (players)) 15) (if (and (difficulty_legendary) (= (random_range 0 3) 0)) (ai_place e4_cov_inf2 (pin (- 8 (ai_living_count e4_cov)) 1 3)) (ai_place e4_cov_inf2 (pin (- 8 (ai_living_count e4_cov)) 1 2))) (sleep_until (or (<= (ai_living_count e4_cov_inf2) 0) g_e5_started)) (game_save) ) ) (script dormant e4_cov_inf1_main (begin (sleep_until (or (volume_test_objects tv_e4_player_moved_up (players)) (<= (ai_living_count e4_cov_snipers0_0) 1)) 15) (ai_place e4_cov_inf1_0 (pin (- 7 (ai_living_count e4_cov)) 2 4)) (sleep_until (begin (if (and (< (ai_living_count e4_cov) 6) (not (volume_test_objects tv_e4_end_of_street (players)))) (ai_place e4_cov_inf1_0 2)) (or (>= (ai_spawn_count e4_cov_inf1) 8) (volume_test_objects tv_e4_end_of_street (players))) ) 90) ) ) (script dormant e4_cov_inf0_main (begin (sleep_until (or (volume_test_objects tv_e4_player_moved_up (players)) (and (<= (ai_living_count e4_cov_snipers0_1) 0) (<= (ai_living_count e4_cov_snipers0_2) 1))) 15) (ai_place e4_cov_inf0_0 (pin (- 8 (ai_living_count e4_cov)) 0 2)) (sleep_until (or (volume_test_objects tv_e4_player_moved_up (players)) (<= (ai_living_count e4_cov_inf0_0) 0)) 15) (if (not (volume_test_objects tv_e4_player_moved_up (players))) (ai_place e4_cov_inf0_1 (pin (- 8 (ai_living_count e4_cov)) 0 2))) ) ) (script dormant e4_mars_inf0_main (begin (ai_migrate e3_mars_inf0 e4_mars_inf0) (ai_migrate e3_mars_inf1 e4_mars_inf0) (ai_renew e4_mars_inf0) (ai_disposable e4_mars_inf0 False) ) ) (script dormant e4_main (begin (sleep_until (volume_test_objects tv_e4_main_begin (players))) (set g_e4_started True) (print "e4_main") (data_mine_set_mission_segment "e4_sniper_alley") (game_save) (wake music_03a_03_start) (wake e5_main) (wake e5b_main) (wake objective1_clear) (wake objective2_set) (wake e4_mars_inf0_main) (wake e4_cov_inf0_main) (wake e4_cov_inf1_main) (wake e4_cov_inf2_main) (wake e4_cov_snipers0_main) (sleep_until (or g_e5_started g_e6_started)) (sleep_forever e4_mars_inf0_main) (sleep_forever e4_cov_inf0_main) (sleep_forever e4_cov_inf1_main) (sleep_forever e4_cov_snipers0_main) (ai_disposable e4_cov True) ) ) (script static test_sniper_alley (begin (object_teleport (player0) e4_test) (ai_place e4_mars_inf0) (if (not g_e4_started) (wake e4_main)) (if (not g_e6_started) (wake e6_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e3_sniper_intro_scene (begin (ai_play_line ai_current_actor 0370) ) ) (script dormant e3_mars_sniper_scene (begin (sleep_until (ai_scene e3_sniper_intro_scene cs_e3_sniper_intro_scene e3_mars) 30 450) ) ) (script command cs_e3_cov_inf0_1_intro (begin (cs_crouch True) (cs_face True e3_cov_sniper/p0) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_certain) 10) (sleep 15) (cs_shoot_point True e3_cov_sniper/p0) (wake e3_mars_sniper_scene) (sleep 30) (cs_shoot_point True e3_cov_sniper/p1) (sleep 90) ) ) (script command cs_e3_cov_inf0_1_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking False) (sleep_until (begin (begin_random (begin (cs_look True e3_patrol/f0) (sleep (random_range 60 90)) ) (begin (cs_look True e3_patrol/f1) (sleep (random_range 60 90)) ) (begin (cs_look True e3_patrol/f2) (sleep (random_range 60 90)) ) (begin (cs_look True e3_patrol/f3) (sleep (random_range 60 90)) ) ) False) ) ) ) (script command cs_e3_mars_pelican0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_face True e3_mars_evac/p2) (cs_fly_to e3_mars_evac/p0) (set g_e3_mars_pelican0_arrived True) (sleep 45) (cs_fly_to e3_mars_evac/p1) (cs_fly_to e3_mars_evac/p3 1) (set g_e3_mars_pelican0_landed True) (sleep_forever) ) ) (script command cs_e3_mars_pelican0_exit (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_to e3_mars_evac/p4 1) (sleep 30) (cs_vehicle_speed 1) (cs_fly_by e3_mars_evac/p2) (ai_erase ai_current_squad) ) ) (script command cs_e3_mars_johnson_exit (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e3_mars_evac/johnson0) (cs_enable_targeting True) (sleep_until g_e3_johnson_should_load 5) (cs_movement_mode ai_movement_patrol) (cs_face_object True (ai_get_object e3_mars_pelican0/pelican0)) (cs_go_to e3_mars_evac/johnson1) (cs_face_player True) (sleep_until (or (objects_can_see_object (ai_get_object ai_current_actor) (player0) 10) (and (game_is_cooperative) (objects_can_see_object (ai_get_object ai_current_actor) (player1) 10))) 1) (sleep_until (objects_can_see_object (players) (ai_get_object ai_current_actor) 15) 2 30) (sleep 20) (ai_play_line_at_player e3_mars_johnson 0970) (sleep 20) (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\marine combat:rifle:wave True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) ) ) (script command cs_e3_mars_johnson_slam (begin (cs_go_to e3_mars_evac/johnson1) (ai_vehicle_enter_immediate ai_current_actor (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e) ) ) (script command cs_e3_mars_inf1_ride (begin (sleep_until g_e3_mars_pelican0_landed 5) (ai_vehicle_exit ai_current_actor) (cs_enable_targeting True) (cs_enable_moving True) (sleep 60) (if g_e4_started (ai_migrate ai_current_actor e4_mars_inf0) (ai_migrate ai_current_actor e3_mars_inf0)) ) ) (script command cs_e3_mars_johnson_teleport (begin (cs_teleport e3_mars_evac/johnson_teleport0 e3_mars_evac/johnson_teleport1) ) ) (script static e3_mars_pelican0_arrived (begin (= g_e3_mars_pelican0_arrived True) ) ) (script static e3_mars_johnson_loaded (begin (= g_e3_johnson_in_pelican True) ) ) (script static e3_cov_inf0_0_should_regroup (begin (or g_e4_started (and (>= (ai_spawn_count e3_cov_inf0_0) g_e3_cov_inf0_0_limit) (<= (ai_living_count e3_cov_inf0_0) 4))) ) ) (script dormant e3_cov_inf0_main (begin (ai_place e3_cov_inf0_0) (ai_place e3_cov_inf0_1) (sleep_until (or (<= (ai_living_count e3_cov_inf0) 2) (volume_test_objects tv_e3_crossing_street (players))) 15) (ai_place e3_cov_inf0_2) ) ) (script dormant e3_mars_pelican0_main (begin (sleep_until (or g_e4_started (volume_test_objects tv_e3_mars_pelican0_begin (players)) (and (> (ai_spawn_count e3_cov_inf0) 0) (<= (ai_living_count e3_cov_inf0) 2))) 30 two_minutes) (ai_place e3_mars_pelican0) (cs_run_command_script e3_mars_pelican0/pelican0 cs_e3_mars_pelican0_entry) (sleep_until g_e3_johnson_in_pelican 5) (cs_run_command_script e3_mars_pelican0/pelican0 cs_e3_mars_pelican0_exit) ) ) (script dormant e3_mars_inf1_main (begin (sleep_until (> (ai_spawn_count e3_mars_pelican0) 0)) (ai_place e3_mars_inf1 (pin (- 3 (ai_living_count e3_mars_inf0)) 0 3)) (ai_vehicle_enter_immediate e3_mars_inf1 (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_p_r) ) ) (script dormant e3_mars_inf0_main (begin (sleep_until (or (<= (ai_living_count e2_cov_hunters0) 0) (volume_test_objects tv_e3_crossing_street (players))) 30 one_minute) (ai_migrate e2_mars_inf0 e3_mars_inf0) (ai_renew e3_mars_inf0) (ai_disposable e3_mars_inf0 False) (sleep_until g_e3_johnson_in_pelican) (ai_migrate e3_mars_johnson e3_mars_inf0) (ai_disposable e3_mars_inf0 False) ) ) (script dormant e3_mars_johnson_main (begin (sleep_until (or (<= (ai_living_count e2_cov_hunters0) 0) (volume_test_objects tv_e3_crossing_street (players))) 30 one_minute) (ai_migrate e1_mars_johnson e3_mars_johnson) (ai_migrate e2_mars_johnson e3_mars_johnson) (ai_disposable e3_mars_johnson False) (sleep_until (> (ai_spawn_count e3_mars_pelican0) 0) 15) (if (not (volume_test_objects tv_e3_johnson_required (ai_actors e3_mars_johnson))) (begin (sleep_until (not (volume_test_objects tv_e3_johnson_teleport_unsafe (players)))) (cs_run_command_script e3_mars_johnson cs_e3_mars_johnson_teleport) )) (sleep_until g_e3_mars_pelican0_arrived 15) (wake objective1_clear) (cs_run_command_script e3_mars_johnson cs_e3_mars_johnson_exit) (sleep (ai_play_line_on_object none 0940)) (sleep 20) (sleep (ai_play_line e3_mars_johnson 0950)) (sleep 15) (sleep (ai_play_line_on_object none 0960)) (set g_e3_johnson_should_load True) (sleep_until (not (cs_command_script_queued e3_mars_johnson cs_e3_mars_johnson_exit)) 1) (ai_vehicle_enter e3_mars_johnson (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e) (sleep_until (vehicle_test_seat_list (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e (ai_actors e3_mars_pelican0)) 30 300) (if (not (vehicle_test_seat_list (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e (ai_actors e3_mars_pelican0))) (cs_run_command_script e3_mars_johnson cs_e3_mars_johnson_slam)) (sleep_until (vehicle_test_seat_list (ai_vehicle_get e3_mars_pelican0/pelican0) pelican_e (ai_actors e3_mars_pelican0)) 30 30_seconds) (set g_e3_johnson_in_pelican True) (game_save) (wake objective2_set) (wake music_03a_03_start) ) ) (script dormant e3_main (begin (sleep_until (or (volume_test_objects tv_e3_main_begin0 (players)) (volume_test_objects tv_e3_main_begin1 (players)))) (set g_e3_started True) (print "e3_main") (data_mine_set_mission_segment "e3_highway_underpass") (game_save) (wake music_03a_01_stop) (wake music_03a_02_stop) (wake objective1_set) (wake e4_main) (wake e6_main) (wake e3_mars_inf0_main) (wake e3_mars_inf1_main) (wake e3_mars_johnson_main) (wake e3_mars_pelican0_main) (wake e3_cov_inf0_main) (sleep_until (or g_e4_started g_e6_started)) (sleep_forever e3_mars_inf0_main) (sleep_forever e3_mars_inf1_main) (sleep_forever e3_cov_inf0_main) (sleep_forever e3_mars_sniper_scene) (ai_disposable e3_cov True) ) ) (script static test_marching_infantry (begin (object_teleport (player0) e3_test) (ai_place e3_mars_inf0) (ai_place e3_mars_johnson) (object_cannot_take_damage (ai_actors e3_mars_johnson)) (if (not g_e3_started) (wake e3_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e2_cov_hunters0_taunt (begin (set g_e2_cov_hunters0_active True) (cs_abort_on_damage True) (if (> (ai_strength ai_current_actor) 0.98) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\hunter\hunter combat:unarmed:shakefist True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) )) ) ) (script command cs_e2_cov_hunters0_0_entry (begin (cs_queue_command_script ai_current_actor cs_e2_cov_hunters0_taunt) (sleep 220) (cs_force_combat_status 2) (cs_ignore_obstacles True) (cs_abort_on_damage True) (cs_look_player True) (cs_go_to e2_cov_hunters0_entry/p0_1) (cs_face_player True) (cs_movement_mode ai_movement_combat) (sleep_until (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 3) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 3)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 0.98)) 5 120) (if (not (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 3) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 3)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 0.98))) (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\hunter\hunter combat:unarmed:taunt True) (sleep (unit_get_custom_animation_time (ai_get_unit ai_current_actor))) )) (sleep_until (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 4) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 4)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 0.98)) 5 120) ) ) (script command cs_e2_cov_hunters0_1_entry (begin (cs_queue_command_script ai_current_actor cs_e2_cov_hunters0_taunt) (sleep 220) (cs_force_combat_status 2) (cs_ignore_obstacles True) (cs_abort_on_damage True) (cs_look_player True) (cs_go_to e2_cov_hunters0_entry/p1) (cs_face_player True) (sleep_until (or (player_in_vehicle) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player0) ) 4) (and (game_is_cooperative) (<= (objects_distance_to_object (ai_actors ai_current_squad) (player1) ) 4)) (and (ai_trigger_test "generic_player_fired" ai_current_squad) (objects_can_see_flag (players) e2_cov_hunters0_entry 20)) (< (ai_strength ai_current_squad) 1)) 5 240) ) ) (script command cs_e2_cov_inf0_watch (begin (cs_abort_on_damage True) (sleep_until (or (volume_test_objects tv_e2_hunters_bypassed (players)) (ai_trigger_test "e2_cov_hunters0_active" e2_cov_hunters0)) 15) ) ) (script command cs_e2_mars_johnson0_dialogue0 (begin (custom_animation (ai_get_unit ai_current_actor) objects\characters\marine\marine combat:rifle:hold True) (sleep 10) (sleep (ai_play_line e2_mars_johnson 0930)) ) ) (script command cs_e2_mars_johnson0_watch (begin (cs_go_to e2_mars_watch/p1) (cs_aim True e2_mars_watch/watch) (sleep_until g_e2_door_breached) (cs_aim_object True (ai_get_object e2_cov_hunters0/hunter0)) (sleep_until g_e2_cov_hunters0_active 10 30_seconds) ) ) (script command cs_e2_mars_inf0_watch (begin (cs_go_to_nearest e2_mars_inf0_positions) (cs_crouch True) (sleep_until g_e2_door_breached) (cs_aim_object True (ai_get_object e2_cov_hunters0/hunter0)) (sleep_until g_e2_cov_hunters0_active 10 30_seconds) ) ) (script command cs_e2_mars_continue (begin (cs_go_to_nearest e2_mars_wait) (cs_face_player True) (sleep_until (or (ai_trigger_test "generic_player_within_4wu" e2_mars) (ai_trigger_test "e2_cov_hunters0_bypassed" e2_mars) g_e3_started) 15) ) ) (script dormant e2_dialog (begin (sleep 75) (sleep_until g_e2_door_breached) (sleep 120) (sleep (ai_play_line_on_object none 0340)) (cs_run_command_script e2_mars_johnson cs_e2_mars_johnson0_dialogue0) (sleep_until (<= (ai_strength e2_cov_hunters0) 0.8) 30 30_seconds) (if (not (<= (ai_strength e2_cov_hunters0) 0.8)) (ai_play_line_on_object none 0350)) (sleep_until (<= (ai_living_count e2_cov_hunters0) 0)) (sleep 60) (sleep (ai_play_line_on_object none 0280)) (sleep 25) (sleep (ai_play_line_on_object none 0290)) (sleep 20) (ai_play_line_on_object none 0300) ) ) (script dormant e2_cov_inf0_main (begin (ai_place e2_cov_inf0) ) ) (script dormant e2_cov_hunters0_main (begin (sleep_until (objects_can_see_flag (players) e2_wall_tap 30) 15 one_minute) (sound_impulse_predict sound\materials\hard\metal_thin\metal_thin_large) (sound_impulse_predict sound\visual_effects\explosion_medium_metal_bits) (sleep 30) (device_set_position e2_hunter_door 0.5) (sound_impulse_start sound\materials\hard\metal_thin\metal_thin_large e2_hunter_door_sound_source 1) (object_damage_damage_section e2_hunter_door body_hit0 1.1) (object_create e2_hunter_smoke) (sleep 60) (wake e2_dialog) (wake objective0_clear) (ai_place e2_cov_hunters0) (sleep 60) (device_set_position e2_hunter_door 1) (sound_impulse_start sound\materials\hard\metal_thin\metal_thin_large e2_hunter_door_sound_source 1) (object_damage_damage_section e2_hunter_door body_hit1 1.1) (sleep 160) (device_set_position_immediate e2_hunter_door 0.01) (sound_impulse_start sound\visual_effects\explosion_medium_metal_bits e2_hunter_door_sound_source 1) (sleep 1) (object_damage_damage_section e2_hunter_door body_main 1.1) (sleep 1) (device_set_position_immediate e2_hunter_door 1) (object_destroy e2_hunter_smoke) (set g_e2_door_breached True) (wake music_03a_01_stop) (wake music_03a_02_start_alt) (sleep_until (or (<= (ai_living_count e2_cov_hunters0) 0) g_e3_started)) (wake objective1_set) (game_save) (wake music_03a_02_stop) ) ) (script dormant e2_mars_inf0_main (begin (ai_migrate e1_mars_inf0 e2_mars_inf0) (ai_migrate e1_mars_inf1 e2_mars_inf0) (ai_renew e2_mars_inf0) (ai_disposable e2_mars_inf0 False) (cs_run_command_script e2_mars_inf0 cs_e2_mars_inf0_watch) ) ) (script dormant e2_mars_johnson_main (begin (ai_migrate e1_mars_johnson e2_mars_johnson) (ai_disposable e2_mars_johnson False) (cs_run_command_script e2_mars_johnson cs_e2_mars_johnson0_watch) (sleep_until (> (ai_spawn_count e2_cov_hunters0) 0)) (sleep_until (<= (ai_living_count e2_cov_hunters0) 0)) (cs_run_command_script e2_mars cs_e2_mars_continue) ) ) (script dormant e2_main (begin (sleep_until (and (volume_test_objects tv_e2_main_begin (players)) (not (volume_test_objects_all tv_e2_main_begin_exclude (players)))) 15) (set g_e2_started True) (print "e2_main") (data_mine_set_mission_segment "e2_hunter_intro") (game_save) (wake e2_cov_hunters0_main) (wake e2_mars_inf0_main) (wake e2_mars_johnson_main) (sleep_until g_e3_started) (sleep_forever e2_mars_inf0_main) (sleep_forever e2_mars_johnson_main) (sleep_forever e2_cov_inf0_main) (sleep_forever e2_cov_hunters0_main) (sleep_forever e2_dialog) (ai_disposable e2_cov True) ) ) (script static test_hunter_intro (begin (object_teleport (player0) e2_test) (ai_place e2_mars_inf0) (ai_place e2_mars_johnson) (if (not g_e2_started) (wake e2_main)) (if (not g_e3_started) (wake e3_main)) (if (not g_e8_started) (wake e8_main)) (if (not g_e12_started) (wake e12_main)) ) ) (script command cs_e1_mars_pelican0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_face True e1_mars_pelican/p0_facing) (cs_fly_to e1_mars_pelican/p0) (set g_e1_mars_pelican0_appeared True) (cs_face False e1_mars_pelican/p1_facing) (cs_fly_to e1_mars_pelican/p1) (sleep 75) (print "pilot: looks too tight down there") (sleep (ai_play_line_on_object none 0900)) (set g_e1_mars_pelican0_departing True) (cs_vehicle_speed 0.75) (cs_fly_to e1_mars_pelican/p2 0.5) (sleep 60) (cs_face False e1_mars_pelican/p1_facing) (cs_fly_by e1_mars_pelican/p3) (set g_e1_mars_pelican0_departing True) (cs_fly_by e1_mars_pelican/p4 1) (ai_erase ai_current_squad) ) ) (script command cs_e1_mars_johnson_finale (begin (cs_enable_pathfinding_failsafe True) (cs_go_to e1_mars_johnson_finale/p0) (sleep_until (> (ai_spawn_count e2_cov_hunters0) 0)) (sleep 90) ) ) (script command cs_e1_mars_johnson_entry (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (sleep 105) (cs_crouch False) (sleep (ai_play_line ai_current_actor 0850)) (sleep 15) (sleep (ai_play_line ai_current_actor 0110)) (sleep 10) (cs_go_to e1_mars_entry/p2) ) ) (script command cs_e1_mars_entry (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (sleep 120) (cs_crouch False) (cs_go_to e1_mars_entry/p4) (cs_enable_moving True) (cs_enable_looking True) (sleep 300) ) ) (script command cs_e1_mars_entry0 (begin (cs_enable_pathfinding_failsafe True) (cs_crouch True) (sleep 120) (cs_crouch False) (cs_enable_moving True) (cs_enable_looking True) (sleep 300) ) ) (script command cs_e1_cov_phantom0_0_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e1_cov_phantom0_0_entry/p0) (cs_fly_to e1_cov_phantom0_0_entry/p1) (ai_erase ai_current_squad) ) ) (script command cs_e1_cov_phantom0_1_entry (begin (cs_enable_pathfinding_failsafe True) (cs_fly_by e1_cov_phantom0_1_entry/p0) (cs_face True e1_cov_phantom0_1_entry/p1_facing) (set g_e1_cov_phantom0_1_arrived True) (cs_fly_to e1_cov_phantom0_1_entry/p1 1) (sleep 15) (cs_vehicle_speed 0.66) (cs_fly_to e1_cov_phantom0_1_entry/p2) (cs_fly_to_and_face e1_cov_phantom0_1_entry/p3 e1_cov_phantom0_1_entry/p3_facing 0.5) (cs_face True e1_cov_phantom0_1_entry/p3_facing) (object_set_phantom_power (ai_vehicle_get ai_current_actor) True) (sleep 30) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_a) (sleep 60) (vehicle_unload (ai_vehicle_get ai_current_actor) phantom_p_b) (sleep 60) (set g_e1_cov_inf4_0_arrived True) (sleep 60) (object_set_phantom_power (ai_vehicle_get ai_current_actor) False) (cs_fly_to e1_cov_phantom0_1_entry/p4 0.5) (sleep 150) (cs_vehicle_speed 0.4) (cs_face False e1_cov_phantom0_1_entry/p3_facing) (cs_fly_by e1_cov_phantom0_1_entry/p5 1) (set g_e1_cov_phantom0_1_retreating True) (cs_vehicle_speed 0.75) (cs_fly_by e1_cov_phantom0_1_entry/p6) (cs_vehicle_speed 1) (cs_fly_by e1_cov_phantom0_1_entry/p7) (ai_erase ai_current_squad) ) ) (script command cs_e1_cov_inf0_grunt0 (begin (cs_enable_dialogue True) (cs_movement_mode ai_movement_combat) (cs_start_to e1_patrol/grunt0) (sleep_until (or (not (cs_moving)) (>= (ai_combat_status ai_current_actor) ai_combat_status_visible)) 10) (cs_approach (ai_get_object ai_current_actor) 0.1 0.1 0.1) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_dangerous) 3 25) (cs_movement_mode ai_movement_flee) (cs_go_to e1_patrol/grunt1) ) ) (script command cs_e1_cov_inf0_0_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (begin_random (cs_go_to e1_patrol/p0) (begin (cs_go_to e1_patrol/p1) (sleep (random_range 30 60)) ) (begin (cs_go_to e1_patrol/p2) (sleep (random_range 30 60)) ) ) False) ) ) ) (script command cs_e1_cov_inf0_0_patrol1 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (cs_go_to e1_patrol/p3) (sleep (random_range 30 60)) (cs_go_to e1_patrol/p4) (sleep (random_range 30 60)) False) ) ) ) (script command cs_e1_cov_inf0_3_patrol0 (begin (cs_abort_on_combat_status ai_combat_status_active) (cs_enable_looking True) (sleep_until (begin (begin_random (begin (cs_go_to e1_patrol/p7) (sleep (random_range 30 60)) ) (begin (cs_go_to e1_patrol/p8) (sleep (random_range 30 60)) ) (begin (cs_go_to e1_patrol/p9) (sleep (random_range 30 60)) ) ) False) ) ) ) (script static johnson_has_sniping_weapon (begin (or (unit_has_weapon (ai_get_unit e1_mars_johnson/johnson0) objects\weapons\rifle\sniper_rifle\sniper_rifle.weapon) (unit_has_weapon (ai_get_unit e1_mars_johnson/johnson0) objects\weapons\rifle\battle_rifle\battle_rifle.weapon)) ) ) (script static e1_cov_inf0_grunts_alerted (begin (or (>= (ai_combat_status e1_cov_inf0_0/grunt1) ai_combat_status_alert) (>= (ai_combat_status e1_cov_inf0_0/grunt2) ai_combat_status_alert) (>= (ai_combat_status e1_cov_inf0_1) ai_combat_status_alert)) ) ) (script static e1_cov_inf2_under_limit (begin (< g_e1_cov_inf2_spawned g_e1_cov_inf2_limit) ) ) (script static e1_cov_inf2_spawn_ready (begin (and (<= (ai_living_count e1_cov_inf2) 1) (<= (ai_fighting_count e1_cov_inf2) 0)) ) ) (script static e1_cov_inf2_sleep_until_respawn (begin (sleep_until (e1_cov_inf2_spawn_ready) 31 two_minutes) (sleep_until (volume_test_objects tv_e1_on_building (players)) 30 150) ) ) (script static e1_cov_inf2_6_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_1_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_6 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_6 e1_cov_inf2_engage0) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_5) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script static e1_cov_inf2_5_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_5_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_5 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_5 e1_cov_inf2_5_init) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_5) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (sleep 120) (if g_e1_cov_inf2_wave0 (ai_play_line e1_mars_johnson/johnson0 0210)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script static e1_cov_inf2_3_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_3_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_3 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_3 e1_cov_inf2_engage0) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_3) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (sleep 120) (if g_e1_cov_inf2_wave0 (ai_play_line e1_mars_johnson/johnson0 0170)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script static e1_cov_inf2_1_spawn (begin (if (not (volume_test_objects tv_e1_cov_inf2_1_unsafe (players))) (begin (game_save) (sleep 5) (ai_place e1_cov_inf2_1 (min 5 (- 10 (ai_living_count e1_cov_inf2)))) (ai_set_orders e1_cov_inf2_1 e1_cov_inf2_engage0) (sleep 2) (ai_magically_see e1_mars_johnson e1_cov_inf2_1) (set g_e1_cov_inf2_spawned (+ g_e1_cov_inf2_spawned 1)) (sleep 90) (if (not g_e1_cov_inf2_wave0) (ai_play_line e1_mars_johnson/johnson0 0150)) (e1_cov_inf2_sleep_until_respawn) )) ) ) (script dormant e1_mars_pelican0_main (begin (sleep_until (and (> (ai_spawn_count e1_cov_inf4_1) 0) (<= (ai_living_count e1_cov_inf4) 3))) (ai_place e1_mars_pelican0) (ai_vehicle_enter_immediate e1_mars_pelican0/gunner0 (ai_vehicle_get e1_mars_pelican0/pelican0) pelican_g) (ai_vehicle_enter_immediate e1_mars_pelican0/gunner1 (ai_vehicle_get e1_mars_pelican0/pelican0) pelican_g_rear) (cs_run_command_script e1_mars_pelican0/pelican0 cs_e1_mars_pelican0_entry) (sleep_until g_e1_mars_pelican0_departing 30) (wake e2_main) ) ) (script dormant e1_cov_phantom0_main (begin (sleep_until (volume_test_objects tv_e1_main_area_entrance (players)) 5) (sleep_until (e1_cov_inf0_grunts_alerted) 30 30_seconds) (ai_place e1_cov_phantom0_0) (cs_run_command_script e1_cov_phantom0_0/phantom0 cs_e1_cov_phantom0_0_entry) (sleep_forever) (ai_place e1_cov_phantom0_1) (wake music_03a_01_start) ) ) (script dormant e1_cov_snipers0_main (begin (if (difficulty_legendary) (set g_e1_cov_snipers0_limit 5)) (begin_random (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_0_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper0) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_1_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper1) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_2_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper2) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_3_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper3) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) (if (< (ai_spawn_count e1_cov_snipers0) g_e1_cov_snipers0_limit) (if (not (volume_test_objects tv_e1_cov_sniper0_3_unsafe (players))) (begin (ai_place e1_cov_snipers0/sniper4) (game_save) (sleep_until (<= (ai_living_count e1_cov_snipers0) 0)) (sleep (random_range one_minute two_minutes)) ))) ) ) ) (script dormant e1_cov_inf4_main (begin (sleep_until (> (ai_spawn_count e1_cov_phantom0_1) 0) 10) (if (difficulty_heroic) (ai_place_in_vehicle e1_cov_inf4_0/elite1 e1_cov_phantom0_1)) (if (difficulty_legendary) (ai_place_in_vehicle e1_cov_inf4_2 e1_cov_phantom0_1)) (ai_place_in_vehicle e1_cov_inf4_0 e1_cov_phantom0_1) (sleep_until g_e1_cov_inf4_0_arrived) (sleep 300) (sleep_until (and (<= (ai_living_count e1_cov_inf4) 2) (not (volume_test_objects tv_e1_cov_inf4_1_unsafe (players)))) 30 two_minutes) (ai_place e1_cov_inf4_1 (pin (- 6 (ai_living_count e1_cov_inf4)) 2 5)) ) ) (script dormant e1_cov_inf3_main (begin (ai_place e1_cov_inf3_2) (sleep_until (and (<= (ai_strength e1_cov_inf3_2) 0.75) (objects_can_see_flag (players) e1_cov_inf3_entrance 25)) 5 30_seconds) (ai_place e1_cov_inf3_0 (- 5 (ai_living_count e1_cov_inf3))) (sleep 30) (ai_play_line e1_mars_johnson/johnson0 0270) (sleep_until (begin (if (< (ai_living_count e1_cov_inf3) 3) (ai_place e1_cov_inf3_1 2)) (>= (ai_spawn_count e1_cov_inf3) 10) )) (ai_set_orders e1_cov_inf3 e1_cov_inf3_advance0) ) ) (script dormant e1_cov_inf2_main (begin (sleep_until (and (<= (ai_living_count e1_cov_inf1) 1) (> (ai_spawn_count e1_cov_inf1) 0)) 30 one_minute) (e1_cov_inf2_sleep_until_respawn) (set g_e1_cov_inf2_spawned 0) (set g_e1_cov_inf2_limit 2) (if (difficulty_heroic) (set g_e1_cov_inf2_limit 2)) (if (difficulty_legendary) (set g_e1_cov_inf2_limit 3)) (if (not (difficulty_normal)) (wake e1_cov_snipers0_main)) (begin_random (if (e1_cov_inf2_under_limit) (e1_cov_inf2_1_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_3_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_6_spawn)) ) (e1_cov_inf2_sleep_until_respawn) (game_save) (sleep 60) (e1_cov_inf2_5_spawn) (sleep_until (and (<= (ai_living_count e1_cov_inf2) 1) (<= (ai_fighting_count e1_cov_inf2) 0))) (garbage_collect_now) (game_save) (sleep 15) (wake e1_cov_inf3_main) (sleep 30) (sleep_until (and (> (ai_spawn_count e1_cov_inf3_1) 0) (<= (ai_living_count e1_cov_inf3) 2) (<= (ai_fighting_count e1_cov_inf3) 0)) 30 two_minutes) (ai_disposable e1_cov_inf3 True) (game_save) (sleep 30) (garbage_collect_now) (set g_e1_cov_inf2_wave0 False) (set g_e1_cov_inf2_spawned 0) (set g_e1_cov_inf2_limit 2) (if (difficulty_heroic) (set g_e1_cov_inf2_limit 3)) (if (difficulty_legendary) (set g_e1_cov_inf2_limit 3)) (begin_random (if (e1_cov_inf2_under_limit) (e1_cov_inf2_1_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_3_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_5_spawn)) (if (e1_cov_inf2_under_limit) (e1_cov_inf2_6_spawn)) ) (e1_cov_inf2_sleep_until_respawn) (game_save) (sleep 30) (wake e1_cov_phantom0_main) (wake e1_cov_inf4_main) ) ) (script dormant e1_cov_inf1_main (begin (sleep_until (and (> (ai_spawn_count e1_cov_inf0_2) 0) (<= (ai_living_count e1_cov_inf0) 1) (<= (ai_fighting_count e1_cov_inf0) 0)) 30) (game_save) (sleep 120) (sleep_until (not (volume_test_objects tv_e1_cov_inf1_unsafe (players)))) (ai_place e1_cov_inf1) (ai_magically_see e1_cov_inf1 e1_mars) ) ) (script dormant e1_cov_inf0_main (begin (sleep_until (or (volume_test_objects tv_e1_crash_area_exit (players)) (volume_test_objects tv_e1_main_area_entrance (players)) (volume_test_objects tv_e1_prediction (players))) 5) (object_type_predict objects\characters\grunt\grunt) (camera_predict_resources_at_point e1_prediction) (sleep_until (or (volume_test_objects tv_e1_crash_area_exit (players)) (volume_test_objects tv_e1_main_area_entrance (players))) 5) (ai_place e1_cov_inf0_0) (ai_place e1_cov_inf0_3) (sleep_until (or (<= (ai_living_count e1_cov_inf0) 3) (volume_test_objects tv_e1_cov_inf0_1_begin (players))) 15) (ai_place e1_cov_inf0_1/grunt0) (sleep_until (or (<= (ai_living_count e1_cov_inf0) 3) (volume_test_objects tv_e1_cov_inf0_1_begin (players))) 15) (ai_place e1_cov_inf0_1/grunt1) (sleep_until (or (<= (ai_living_count e1_cov_inf0_3) 0) (volume_test_objects tv_e1_cov_inf0_2_begin (players))) 15) (ai_place e1_cov_inf0_2) (sleep 5) (ai_magically_see e1_cov_inf0_2 e1_mars_inf0) (wake e1_cov_inf1_main) (wake e1_cov_inf2_main) ) ) (script dormant e1_mars_inf1_main (begin (ai_place e1_mars_inf1) ) ) (script dormant e1_mars_inf0_main (begin (ai_place e1_mars_inf0) (sleep_until (and (> (ai_spawn_count e1_cov_phantom0_1) 0) (<= (ai_living_count e1_cov_phantom0_1) 0))) ) ) (script dormant e1_mars_johnson_main (begin (ai_place e1_mars_johnson) (object_cannot_die (ai_get_object e1_mars_johnson/johnson0) True) (cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_entry) (sleep_until (and (> (ai_spawn_count e1_cov_inf0_2) 0) (<= (ai_living_count e1_cov_inf0_2) 0))) (sleep_until (volume_test_objects tv_e1_on_building (ai_actors e1_mars_johnson)) 30 450) (sleep (ai_play_line e1_mars_johnson/johnson0 0120)) (print "they know we're here") (game_save) (wake objective0_set) (sleep_until (> (ai_spawn_count e1_cov_inf1) 0)) (sleep 60) (ai_play_line e1_mars_johnson/johnson0 0130) (sleep_until (> (ai_spawn_count e1_cov_phantom0_0) 0)) (sleep_until g_e1_cov_phantom0_1_arrived) (sleep 60) (sleep (ai_play_line e1_mars_johnson/johnson0 0890)) (sleep_until g_e1_mars_pelican0_appeared 15) (cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_finale) (sleep_until g_e1_mars_pelican0_departing 3 one_minute) (sleep 20) (sleep (ai_play_line e1_mars_johnson/johnson0 0910)) (wake music_03a_02_start) ) ) (script dormant e1_key (begin (object_create e1_ghost_key) (sleep_until (or (and (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (volume_test_object tv_e1_ghost_key (player0) )) (and (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon) (volume_test_object tv_e1_ghost_key (player1) )))) (ice_cream_flavor_stock 6) ) ) (script dormant e1_main (begin (set g_e1_started True) (print "e1_main") (data_mine_set_mission_segment "e1_rooftop_defense") (wake e3_main) (wake e8_main) (wake e12_main) (wake e1_mars_johnson_main) (wake e1_mars_inf0_main) (wake e1_mars_inf1_main) (wake e1_cov_inf0_main) (wake e1_cov_phantom0_main) (wake e1_mars_pelican0_main) (wake e1_key) (sleep_until g_e2_started) (sleep_forever e1_cov_snipers0_main) (sleep_until g_e3_started) (sleep_forever e1_mars_johnson_main) (sleep_forever e1_mars_inf0_main) (sleep_forever e1_mars_inf1_main) (sleep_forever e1_cov_inf0_main) (sleep_forever e1_cov_inf1_main) (sleep_forever e1_cov_inf2_main) (sleep_forever e1_cov_inf3_main) (sleep_forever e1_cov_inf4_main) (sleep_forever e1_cov_phantom0_main) (ai_disposable e1_cov True) (ai_disposable e1_cov_phantom0 False) ) ) (script dormant mission_start (begin (wake flashlight_control) (cinematic_snap_to_black) (cinematic_intro) (wake e1_main) (sleep 1) (cache_block_for_one_frame) (sleep 1) (chief_recovery_sequence) (wake chapter_title0) (sleep 150) (game_save) (sleep_until (volume_test_objects tv_mission_end (players)) 8) (set g_mission_over True) (playtest_mission) (sleep 15) (sound_class_set_gain "" 0 15) (cinematic_fade_to_white) (sleep 15) (game_won) ) ) (script static start (begin (wake mission_start) ) ) (script startup mission_main (begin (ai_allegiance player human) (ai_allegiance covenant prophet) (objectives_clear) (if (> (player_count) 0) (start)) ) ) (script dormant 03_intro_01_predict (begin (sleep 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) (sleep 8) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) (sleep 113) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 True) (sleep 13) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 73 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 76 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 31 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 77 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 67 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 34 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 44 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 68 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 33 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 56 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 74 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 75 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 54 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 55 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 39 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 41 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 37 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 38 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 40 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 42 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 45 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 52 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 57 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 62 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 64 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 66 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 69 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 70 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 51 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 65 True) (sleep 11) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 43 True) (sleep 76) (print "predicting chief") (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 6) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 91) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 True) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) (sleep 6) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 81) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 71 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 0) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 1) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 2) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 3) (predict_model_section scenarios\skies\solo\earthcity\cinematic_newmombasa\cinematic_newmombasa 4) (sleep 121) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 58) ) ) (script dormant 03_intro_02_predict (begin (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 35 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 36 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 47 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 53 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 58 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 59 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 60 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 61 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 63 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 71 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 72 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 48 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 49 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 50 True) (predict_model_section scenarios\objects\special\null_up\null_up 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 130) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\weapons\rifle\sniper_rifle\sniper_rifle 2) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_model_section scenarios\objects\human\military\spotting_scope\spotting_scope 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 2 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 0) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 1) (predict_model_section scenarios\skies\solo\earthcity\bsp1\bsp1 2) (sleep 12) (sleep 2) (predict_model_section objects\vehicles\warthog\warthog 107) (predict_model_section objects\vehicles\warthog\warthog 108) (predict_model_section objects\vehicles\warthog\warthog 109) (predict_model_section objects\vehicles\warthog\warthog 110) (predict_model_section objects\vehicles\warthog\warthog 111) (predict_model_section objects\vehicles\warthog\warthog 112) (predict_model_section objects\vehicles\warthog\warthog 113) (predict_model_section objects\vehicles\warthog\warthog 114) (predict_model_section objects\vehicles\warthog\warthog 115) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 3) (sleep 1) (predict_model_section objects\characters\marine\marine 38) (predict_model_section objects\characters\marine\marine 39) (predict_model_section objects\characters\marine\marine 40) (predict_model_section objects\characters\marine\marine 41) (predict_model_section objects\characters\marine\marine 55) (sleep 4) (predict_model_section objects\vehicles\warthog\warthog 54) (predict_model_section objects\vehicles\warthog\warthog 55) (predict_model_section objects\vehicles\warthog\warthog 56) (predict_model_section objects\vehicles\warthog\warthog 57) (predict_model_section objects\vehicles\warthog\warthog 58) (predict_model_section objects\vehicles\warthog\warthog 59) (predict_model_section objects\vehicles\warthog\warthog 60) (predict_model_section objects\vehicles\warthog\warthog 61) (predict_model_section objects\vehicles\warthog\warthog 62) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 2) (sleep 28) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 8) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 5) (predict_model_section objects\vehicles\warthog\warthog 0) (predict_model_section objects\vehicles\warthog\warthog 1) (predict_model_section objects\vehicles\warthog\warthog 2) (predict_model_section objects\vehicles\warthog\warthog 3) (predict_model_section objects\vehicles\warthog\warthog 4) (predict_model_section objects\vehicles\warthog\warthog 5) (predict_model_section objects\vehicles\warthog\warthog 6) (predict_model_section objects\vehicles\warthog\warthog 7) (predict_model_section objects\vehicles\warthog\warthog 8) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 1) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (sleep 21) (predict_model_section objects\vehicles\warthog\warthog 66) (predict_model_section objects\vehicles\warthog\warthog 67) (predict_model_section objects\vehicles\warthog\warthog 69) (predict_model_section objects\vehicles\warthog\warthog 70) (predict_model_section objects\vehicles\warthog\warthog 119) (predict_model_section objects\vehicles\warthog\warthog 120) (predict_model_section objects\vehicles\warthog\warthog 122) (predict_model_section objects\vehicles\warthog\warthog 123) (predict_model_section objects\vehicles\warthog\warthog 12) (predict_model_section objects\vehicles\warthog\warthog 13) (predict_model_section objects\vehicles\warthog\warthog 15) (predict_model_section objects\vehicles\warthog\warthog 16) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 3) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (sleep 13) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (sleep 2) (predict_model_section objects\vehicles\warthog\warthog 0) (predict_model_section objects\vehicles\warthog\warthog 1) (predict_model_section objects\vehicles\warthog\warthog 2) (predict_model_section objects\vehicles\warthog\warthog 12) (predict_model_section objects\vehicles\warthog\warthog 13) (predict_model_section objects\vehicles\warthog\warthog 5) (predict_model_section objects\vehicles\warthog\warthog 15) (predict_model_section objects\vehicles\warthog\warthog 16) (predict_model_section objects\vehicles\warthog\warthog 8) (predict_model_section objects\vehicles\warthog\turrets\chaingun\chaingun 1) (sleep 5) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (sleep 16) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (sleep 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 65) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\weapons\rifle\sniper_rifle\sniper_rifle 2) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_model_section scenarios\objects\human\military\spotting_scope\spotting_scope 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 7 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (sleep 54) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 10 True) (sleep 8) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (sleep 15) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 1) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (sleep 6) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (sleep 2) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (sleep 10) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (sleep 19) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) ) ) (script dormant 03_intro_03_predict (begin (sleep 5) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\characters\marine\marine 69) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 1) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 10) (predict_model_section objects\characters\marine\helmet_standard\helmet_standard 0) (predict_model_section objects\characters\marine\marine 62) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 1) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 16) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 47) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 True) (sleep 7) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (sleep 5) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (sleep 14) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 44) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (sleep 25) (predict_model_section objects\characters\marine\marine 62) (predict_model_section objects\characters\marine\marine 72) (predict_model_section objects\characters\marine\marine 56) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 2) (sleep 57) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_model_section objects\characters\marine\marine 73) (predict_model_section objects\weapons\rifle\sniper_rifle\sniper_rifle 2) (sleep 35) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (sleep 8) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (sleep 29) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (predict_model_section objects\characters\marine\marine 62) (predict_model_section 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(predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 27) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (sleep 54) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (sleep 2) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) ) ) (script dormant 03_intro_04_predict (begin (sleep 6) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (sleep 23) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 20) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 4) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 False) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section objects\weapons\rifle\plasma_rifle\plasma_rifle 0) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\vent_wall_a\vent_wall_a 0) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 1) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 2) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 True) (sleep 8) (sleep 19) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 27) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (sleep 13) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 2) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (sleep 9) (predict_model_section objects\vehicles\civilian\garbage\civ_wheel\civ_wheel 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 3) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (sleep 51) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 28 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 27 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 29 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 0 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 17 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 True) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 2) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 12) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 3) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 4) (sleep 36) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (sleep 2) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (sleep 26) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 20 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 18 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 3 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\marine\marine 71) (predict_model_section objects\vehicles\pelican\pelican 3) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 1) (sleep 7) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 8) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 16 False) (sleep 7) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 16) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 17) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 18) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 19) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 20) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 21) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 22) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 23) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 24) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 25) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 26) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 27) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 28) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 29) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 30) (predict_model_section scenarios\objects\covenant\military\scarab\scarab 31) (predict_model_section scenarios\objects\covenant\residential\holo_panels\holo_scarab_full\holo_scarab_full 0) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_main_gun\scarab_main_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 6) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 7) (predict_model_section scenarios\objects\covenant\military\scarab\scarab_upper_gun\scarab_upper_gun 0) (predict_model_section scenarios\objects\nature\trees\palmtrees\palmtree_a\palmtree_a 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 6 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 4 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 5 True) (sleep 79) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (sleep 22) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 1 True) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 True) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 0) (predict_model_section objects\vehicles\phantom\turrets\chin_gun\chin_gun 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 55) (predict_model_section objects\characters\marine\marine 66) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\vehicles\civilian\garbage\civ_wheel\civ_wheel 0) (predict_model_section objects\vehicles\civilian\panel_truck\panel_truck 3) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_vert_facade\sign_vert_facade 1) (predict_model_section scenarios\objects\solo\earthcity\road_objects\junction_box_lg\junction_box_lg 3) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 1) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 2) (predict_model_section scenarios\objects\solo\earthcity\railing\railing 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 1) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hog\sign_hog 0) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 1) (predict_model_section objects\characters\marine\marine 71) (sleep 19) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 25 False) (predict_model_section scenarios\objects\solo\earthcity\road_objects\vent_wall_a\vent_wall_a 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 19 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 12 True) (sleep 3) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 11 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 21 True) (sleep 3) (predict_model_section scenarios\objects\solo\earthcity\signage\sign_hor_facade\sign_hor_facade 0) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 23 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 26 False) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 24 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 22 False) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 13 True) (sleep 17) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 15 True) (sleep 1) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 14 True) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 9 True) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\junction_box_lg_garbage2\junction_box_lg_garbage2 0) (predict_model_section scenarios\objects\solo\earthcity\road_objects\garbage\junction_box_lg_garbage1\junction_box_lg_garbage1 0) (sleep 2) (predict_structure_section scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp 8 True) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_a\concrete_chunk_a 0) (sleep 14) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_c\concrete_chunk_c 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_b\concrete_chunk_b 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_f\concrete_chunk_f 0) (predict_model_section scenarios\objects\solo\earthcity\concrete_chunks\concrete_chunk_d\concrete_chunk_d 0) (sleep 5) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) )
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