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Revista CD Expert 46
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CD Expert nº 46.iso
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jogos
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BlairW2
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Data.Cab
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F3675_RR_DEMO.scr
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2000-10-17
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16KB
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871 lines
//default states setup
idle
SetAlphaFade(1.0,0.0,1.0, 0.0,0.0,0.0)
StartAlphaFade()
setInventoryIndex(0)
idle
addItemToInventory($, Gun)
addItemToInventory($, Sword)
addItemToInventory($, Ammo_RR6)
addItemToInventory($, Ammo_RR7)
holsterWeapon($)
gosub 86_camera_defaults
setCounter(DeadRebels, 0)
/////////////////////////////////////////////////////Added 8/23/2000
goSub Sound
//gosub back_to_future
//gosub flashback
//gosub fadeFromBlack
////////////////////////////////////////////////////
:mainloop
if(grannygetyourgun)
{
setCharacterModel($,lazMA.dfm,grandmadress.cth)
flagoff(grannygetyourgun)
}
idle
if(isCurrentSet(rr_xing.set))
gosub 1863_loop
if(isCurrentSet(rr_xing_86.set))
gosub 1886_loop
goto mainloop
////////////////////////////////////
:1886_loop
idle
if(look_poster)
{
displayBitmap(POSTER2_LARGE.RAW,640,480,10)
}
if(better_view)
{
switchCamera(86rr_cam10)
wait(1)
cancelCameraHold
}
if (isCurrentCamera(86rr_cam25) && player_may_exit && !last_cam_ghosts)
{
flagon(last_cam_ghosts)
PlaySFX(XXXGHOSTAPPEAR05.WAV)
}
if (spawn_ghosts && (!ghost_sound))
{
PlaySFX(XXXGHOSTAPPEAR06.WAV)
flagon(ghost_sound)
}
if (flashback_send && hasItem(Old_Lantern))
{
gosub flashback
return
}
if (exit_mission)
{
if(player_may_exit)
{
SetAlphaFade(0.0,1.0,1.0, 0.0,0.0,0.0)
StartAlphaFade()
wait(2)
displayBitmap(SPLASH.RAW, 640, 480)
deleteActor(ghost_respawn1)
deleteActor(ghost_respawn2)
deleteActor(ghost_respawn3)
deleteActor(ghost_respawn4)
wait(3)
idle
End
}
else
gosub turnaround86_A
}
if (no_return)
{
gosub turnaround86_B
}
if (shack_cam)
{
switchCamera(86_shack01)
}
if (!shack_cam)
{
cancelCameraHold
enableCamera(86_shack01, false)
}
if (talkToSteuben && RobinTimer)
{
gosub SteubenTalkLoop
}
if (!seenRobin && !RobinTimer && TimerSet)
{
gosub seeRobin
fadeSFX(fuck, 0.45, 5)
}
return
////////////////////////////////////
:1863_loop
idle
if(photolook)
{
displayBitmap(LOVELOST3.RAW, 640, 480, 3)
flagoff(photolook)
}
if (!63sound)
{
gosub 63sound
flagon(63sound)
}
if (isDead(rebel1) && !rebel1_counted)
{
incCounter(DeadRebels)
flagon(rebel1_counted)
}
if (isDead(rebel2) && !rebel2_counted)
{
incCounter(DeadRebels)
ResetInitialPos(Will_Newhouse)
setAIState(Will_Newhouse, Alert)
setVictim(Will_Newhouse)
flagon(rebel2_counted)
}
if (isDead(rebel3) && !rebel3_counted)
{
incCounter(DeadRebels)
ResetInitialPos(Aaron_Mosely)
ResetInitialPos(Stanley_Moore)
setAIState(Aaron_Mosely, Alert)
setAIState(Stanley_Moore, Alert)
setVictim(Aaron_Mosely)
setVictim(Stanley_Moore)
flagon(rebel3_counted)
}
if (isDead(rebel4) && !rebel4_counted)
{
incCounter(DeadRebels)
flagon(rebel4_counted)
}
if (isDead(rebel5) && !rebel5_counted)
{
incCounter(DeadRebels)
flagon(rebel5_counted)
}
if (cmp(DeadRebels == 5) && !flashback_called)
{
gosub back_to_future
}
if (no_exit_west)
{
gosub turnaround63_A
}
if (no_exit_east)
{
gosub turnaround63_B
}
return
////////////////////////////////////////
:back_to_future
allowEnemyAttack(false)
allowHeroControls(false)
holsterWeapon($)
gosub 63_outro
idle
fadeSfx(you, 0.0, 2)
setCharacterModel($,laz86.dfm,laz86cloth.cth)
warpTo($, wp_flash_over)
setInventoryIndex(0)
flagon(player_may_exit)
playSFX(XBLAIRMUSIC11.WAV, fuck)
fadeSfx(fuck, 0.3, 5)
deleteActor(ConfederateZombie0)
deleteActor(ConfederateZombie1)
idle
warpTo(Steuben, WP_steuben_temp)
//warpTo(Steuben_face, WP_steuben_temp)
idle
warpTo(Steuben, WP_SteubenSpawn)
//warpTo(Steuben_face, WP_Steuben_face)
//LookAt(Steuben_face, WP_Steuben_Face_Look)
//flagon(Steuben_Mugshot)
//warpTo(Steuben_face, -24.3835, 16.8604, -44.9104, -0.602419, 1.79479, 0)
idle
resetGore()
switchCamera(86rrcine07)
cancelWalkTo($)
letterbox(true)
gosub fadeFromBlack
gosub cine_steuben
gosub 86_camera_defaults
gosub cleanup
allowHeroControls(true)
allowEnemyAttack(true)
flagOn (flashback_called)
return
//////////////////////////////////
:flashback
cancelCameraHold//cancelling and disabling shack close up camera
enableCamera(86_shack01, false)
letterbox(true)
idle
setSkipLabel(pieceofshit)
allowEnemyAttack(false)
allowHeroControls(false)
setFade(ConfederateZombie1, 0.0, 1.0, 1.5)
setFade(ConfederateZombie0, 0.0, 1.0, 1.5)
walkTo($, WP_pre_flashback,1)
switchCamera(86_rr_cine01)
warpTo(ConfederateZombie1, WP_Ghost_Spawn1)
startFade(ConfederateZombie1)
playSfx(HAUNT13.WAV)
wait(2)
TurnToFace($, WP_Ghost_Spawn1)
walkTo(ConfederateZombie1, WP_Ghost_target1,1)
idle
LookAt($, ConfederateZombie1)
wait(1)
switchCamera(86_rr_cine02)
warpTo(ConfederateZombie0, WP_Ghost_Spawn0)
startFade(ConfederateZombie0)
playSfx(HAUNT04.WAV)
walkTo(ConfederateZombie0, WP_Ghost_target0,1)
wait(3)
:pieceofshit
idle
fadeSfx(fuck, 0.0, 4)
switchCamera(86rrcine09)
wait(2)
idle
setAlphaFade (0.0,1.0,0.5,0.0,0.0,0.0)
StartAlphaFade()
idle
PlaySFX(XXXTIMESWITCH02.WAV)
wait(1)
letterbox(false)
cancelCameraHold
gosub 86_camera_defaults
holsterWeapon($)
setCharacterModel($,laz63.dfm,laz63cloth.cth)
warpTo($, wp_flash_start)
setInventoryIndex(1)
idle
addItemToInventory($, Gun63)
addItemToInventory($, Sword63)
addItemToInventory($, Ammo_RR8)
deleteActor(flashback_trigger)
idle
enableCamera(63rrcine04, false)
switchCamera(n_cam, 4)
enableCamera(n_cam05, false)
setAlphaFade (1.0,0.0,1.0,0.0,0.0,0.0)
StartAlphaFade()
wait(1)
gosub 63sound
gosub 63_intro
gosub cleanup
allowHeroControls(true)
allowEnemyAttack(true)
letterbox(false)
return
//////////////////////////////////
:turnaround63_A
letterbox(bottom)
walkTo($, wp_no_exit3)
dbSay(Response_laz01)
letterbox(false)
gosub cleanup
return
//////////////////////////////////
:turnaround63_B
letterbox(bottom)
walkTo($, wp_no_exit4)
dbSay(Response_laz04)
letterbox(false)
gosub cleanup
return
//////////////////////////////
:turnaround86_A
letterbox(bottom)
walkTo($, wp_no_exit2)
dbSay(Response_laz07)
letterbox(false)
gosub cleanup
return
//////////////////////////////
:turnaround86_B
letterbox(bottom)
walkTo($, wp_no_exit1)
dbSay(Response_laz03)
letterbox(false)
gosub cleanup
return
//////////////////////////////
:cleanup
setFocusActor($)
cancelWalkTo($)
cancelCameraHold
return
//////////////////////////////////////////////////////
:cine_steuben
idle
PlaySFX(XBLAIRMUSIC33.WAV)
PlaySFX(MEACCENT27.WAV)
cancelWalkTo($)
switchCamera(86rrcine07)
letterbox(true)
setSkipLabel(steuben_skip)
dbstartsay(rr_steuben01A)
wait(5)
LookAt($, Steuben)
slamModelToMotion($, getUpDustOff)
LookAt(Steuben, $)
gosub cleanup
switchCamera(86_rr_cine04)
LookAt(Steuben_face)
wait(.5)
dbsay(rr_steuben01B)
switchCamera(86_rr_cine06)
wait(1)
dbsay(rr_laz05)
wait(1)
//LookAt($, Steuben)
DeleteActor(Steuben_face)
switchCamera(86rrcine08)
wait(1)
setAnimation(Steuben, Talk)
idle
dbstartsay(rr_steuben02)
wait(4)
setAnimation(Steuben, Stand)
wait(9)
dbsay(rr_laz06)
wait(1)
dbsay(rr_steuben03)
wait(1)
TurnToFace($, Steuben)
dbsay(rr_laz07)
dbsay(rr_steuben04)
dbsay(rr_laz08)
switchCamera(86_rr_cine05)
setAnimation(Steuben, Talk2)
idle
dbstartsay(rr_steuben05A)
wait(3)
setAnimation(Steuben, Stand)
wait(15)
dbStartSay(rr_steuben05B)
wait(3)
LookAt(Steuben, WP_Ghost_target0)
wait(2)
LookAt(Steuben, $)
wait(6)
switchCamera(86rrcine08)
wait(1)
dbsay(rr_laz09)
setAnimation(Steuben, Talk)
idle
dbstartsay(rr_steuben06A)
wait(4)
setAnimation(Steuben, Stand)
wait(8)
dbSay(rr_steuben06B)
dbsay(rr_laz10)
wait(1)
dbsay(rr_steuben07)
idle
:steuben_skip
if(exists(Steuben_Face))
{
deleteActor(Steuben_face)
}
slamModelToMotion($, Stand)
setAnimation(Steuben, Stand)
letterbox(false)
idle
gosub 86_camera_defaults
idle
setCounter(SteubenDialog, 1)
setTimer(RobinTimer, 10)
flagon(TimerSet)
return
/////////////////////////////////
:86_camera_defaults
enableCamera(86_shack01, false)
enableCamera(86_rr_cine01, false)
enableCamera(86_rr_cine02, false)
enableCamera(86rrcine09, false)
enableCamera(86_rr_cine04, false)
enableCamera(86_rr_cine05, false)
enableCamera(86_rr_cine06, false)
enableCamera(86rrcine07, false)
//enableCamera(86rrcine08, false)
return
////////////////////////////////////////////////////////////////////////////////////
:Sound
If (!setSound)
{
idle
playSfx(WIND08L.WAV, ENV_Wind)
playSFX(XBLAIRMUSIC11.WAV, fuck)
idle
fadeSfx(fuck, 0.4, 1)
Flagon(setSound)
}
return
////////////////////////////////////////////////////////////////////////////////////
:63Sound
{
idle
playSfx(WIND08L.WAV, ENV_Wind)
playSFX(XBLAIRMUSIC17.WAV, you)
idle
fadeSfx(you, 0.3, 1)
}
return
////////////////////////////////////////
:63_intro
letterbox(true)
setCameraGroup(63rrcine01, 2)
setCameraGroup(63rrcine02, 2)
setCameraGroup(63rrcine03, 2)
setCameraGroup(63rrcine04, 2)
setCameraGroup(63rrcine05, 2)
setCameraGroup(63rrcine05, 2)
setCameraGroup(rebel_cam1, 2)
setCameraGroup(signal_shack01, 2)
setSkipLabel(flash_skip2)
SetAIState(Stanley_Moore, Animation)
SetAIState(Aaron_Mosely, Animation)
SetAIState(Will_Newhouse, Animation)
dbSay(rr_laz01A)
dbSay(rr_laz01b)
wait(.5)
dbSay(rr_laz01c)
dbStartSay(rr_laz01d)
walkTo($, wp_laz_stand, 1)
walkTo(Aaron_Mosely, WP_aaron_stand, 1)
walkTo(Stanley_Moore, WP_moore_stand, 1)
walkTo(Will_Newhouse, WP_will_stand, 1)
wait(7)
dbSay(rr_laz01e)
switchCamera(63rrcine02)
turnToFace(Stanley_Moore, Aaron_Mosely)
idle
LookAt(Stanley_Moore, Aaron_Mosely)
wait(.25)
cancelWalkTo(Stanley_Moore)
setAnimation(Stanley_Moore,Talk)
wait(2)
waitFor(!IsTalking($))
dbsay(rr_moore01)
turnToFace(Aaron_Mosely, Stanley_Moore)
idle
LookAt(Aaron_Mosely, Stanley_Moore)
wait(.25)
cancelWalkTo(Aaron_Mosely)
setAnimation(Aaron_Mosely,Talk)
dbsay(rr_mosely01)
dbsay(rr_moore02)
switchCamera(63rrcine03)
dbsay(rr_mosely02)
dbsay(rr_moore03)
setAnimation(Aaron_Mosely, Idle_neut)
TurnToFace(Will_Newhouse, Stanley_Moore)
idle
dbsay(rr_newhouse01a)
idle
LookAt(Will_Newhouse, $)
dbsay(rr_newhouse01b)
LookAt(Stanley_Moore, $)
TurnToFace(Aaron_Mosely, $)
//SetAnimation(Aaron_mosely, stand_neut)
LookAt(rebel1, wp_rebel1_look_here)
SetAIState(rebel1, Animation)
SetAnimation(rebel1, swing)
wait(1.5)
playSFX(XXXPICKAXE??.WAV)
switchCamera(rebel_cam1, 3)
wait(1)
//switchCamera(63rrcine02)
TurnToFace(Will_Newhouse, $)
//cancelCameraHold
//wait(2)
switchCamera(63rrcine04, 5)
enableCamera(63rrcine04, false)
SetAnimation(rebel1, stand)
idle
cancelWalkTo(rebel1)
idle
SetAIState(rebel1,Alert)
SetAIState(rebel2,Alert)
SetAIState(rebel3,Alert)
idle
walkTo($, wp_laz_walk1, 1)
wait(.5)
cancelWalkTo($)
dbsay(rr_laz02)
dbsay(rr_moore04)
turnToFace($, Stanley_Moore)
setAnimation(Aaron_Mosely, Idle_neut)
dbsay(rr_laz03)
walkTo(Will_Newhouse, WP_Will_hide, 1, 1)
turnToFace($, wp_laz_walk2)
walkTo(Aaron_Mosely, WP_Mosely_hide, 1, 1)
setAnimation(Stanley_Moore, stand)
dbsay(rr_moore05)
walkTo(Stanley_Moore, WP_Skunk_hide, 1, 1)
cancelCameraHold
WaitFor(reachedDest(Aaron_Mosely))
WaitFor(reachedDest(Stanley_Moore))
WaitFor(reachedDest(Will_Newhouse))
:flash_skip3
cancelWalkTo(Aaron_Mosely)
cancelWalkTo(Stanley_Moore)
cancelWalkTo(Will_Newhouse)
WarpTo(rebel3, WP_rebel3_post)
TurnToFace(Aaron_Mosely, rebel1)
TurnToFace(Stanley_Moore, rebel3)
TurnToFace(Will_Newhouse, rebel2)
wait(1)
cancelWalkTo(Aaron_Mosely)
cancelWalkTo(Stanley_Moore)
cancelWalkTo(Will_Newhouse)
LookAt($)
idle
SetAIState(Aaron_Mosely, SupportStand)
SetVictim(Aaron_Mosely, rebel3)
SetAIState(Stanley_Moore, SupportStand)
SetVictim(Stanley_Moore, rebel3)
SetAIState(Will_Newhouse, SupportStand)
SetVictim(Will_Newhouse, rebel2)
SetVictim(rebel1)
SetVictim(rebel3)
WarpTo(no_exit_west, WP_warp_trigger_here)
WarpTo(Barrier37A, WP_barrier_37A)
idle
enableCameraGroup(2, false)
return
//___________________________
:flash_skip2
idle
letterbox(false)
WarpTo($, wp_laz_walk1)
WarpTo(Stanley_Moore, WP_Skunk_hide)
WarpTo(Aaron_Mosely, WP_Mosely_hide)
WarpTo(Will_Newhouse, WP_Will_hide)
SetAIState(rebel1,Alert)
SetAIState(rebel2,Alert)
SetAIState(rebel3,Alert)
goto flash_skip3
/////////////////////////////
:63_outro
gosub fadeToBlack
warpTo(Aaron_Mosely, WP_rendezvous_mosely)
warpTo(Stanley_Moore, WP_rendezvous_moore)
warpTo(Will_Newhouse, WP_rendezvous_Newhouse)
warpTo($, WP_rendezvous_Laz)
turnToFace(Aaron_Mosely, $)
turnToFace(Stanley_Moore, $)
turnToFace(Will_Newhouse, $)
turnToFace($, Will_Newhouse)
letterbox(true)
setSkipLabel(skip_63_outro)
idle
switchCamera(63rrcine05)
gosub fadeFromBlack
cancelWalkTo(Aaron_Mosely)
cancelWalkTo(Stanley_Moore)
SetAIState(Aaron_Mosely, Animation)
SetAIState(Stanley_Moore, Animation)
setAnimation(Stanley_Moore,Talk)
setAnimation(Aaron_Mosely, Stand_neut)
LookAt(Aaron_Mosely, $)
dbsay(rr_moore06)
TurnToFace(Will_Newhouse, Stanley_Moore)
dbsay(rr_newhouse02)
LookAt(Will_Newhouse, Stanley_Moore)
dbstartsay(rr_laz04)
wait(1.25)
WalkTo(Stanley_Moore, WP_end_run, 2, 2)
dbsay(rr_moore07)
turnToFace($, WP_end_run)
setFocusActor($)
wait(.5)
walkTo(Aaron_Mosely, WP_end_run, 2, 2)
LookAt(Will_Newhouse)
turnToFace(Will_Newhouse, WP_end_run)
wait(1)
walkTo(Will_Newhouse, WP_end_run, 2, 2)
cancelWalkTo($)
idle
:skip_63_outro
PlaySFX(XXXTIMESWITCH01.WAV)
gosub fadeToBlack
letterbox(false)
return
/////////////////////////////
:SteubenTalkLoop
if (cmp(SteubenDialog == 1))
{
letterbox(true)
setskiplabel(skipsteub1)
dbSay(RR_LAZ11o1)
dbSay(RR_STEUBEN08o1a)
dbSay(RR_STEUBEN08o1b)
:skipsteub1
letterbox(false)
gosub cleanup
setTimer(RobinTimer, 5)
}
if (cmp(SteubenDialog == 2))
{
letterbox(true)
setskiplabel(skipsteub2)
dbSay(RR_LAZ11o2)
wait(1)
dbSay(RR_STEUBEN08o2a)
dbSay(RR_STEUBEN08o2b)
dbSay(RR_STEUBEN08o2c)
dbSay(RR_STEUBEN08o2d)
:skipsteub2
letterbox(false)
gosub cleanup
setTimer(RobinTimer, 5)
}
if (cmp(SteubenDialog == 3))
{
letterbox(true)
setskiplabel(skipsteub3)
dbSay(RR_LAZ11o3)
dbSay(RR_STEUBEN08o3a)
dbSay(RR_STEUBEN08o3b)
:skipsteub3
letterbox(false)
gosub cleanup
setTimer(RobinTimer, 5)
}
if (cmp(SteubenDialog == 4))
{
letterbox(true)
setskiplabel(skipsteub4)
dbSay(RR_LAZ11o4)
dbSay(RR_STEUBEN08o4a)
dbSay(RR_STEUBEN08o4b)
:skipsteub4
letterbox(false)
gosub cleanup
setTimer(RobinTimer, 5)
}
if (cmp(SteubenDialog >= 5))
{
letterbox(true)
dbSay(Response_Steuben04)
letterbox(false)
}
incCounter(SteubenDialog)
return
///////////////////////////////
:seeRobin
letterbox(true)
switchCamera(86_rr_cine04)
wait(1)
fadeSfx(robin_cries, 0.6, 0)
playSfx(RR_ROBINCRYV3.WAV, robin_cries)
wait(2)
LookAt(Steuben, WP_Ghost_target0)
//letterbox(bottom)
dbsay(rr_steuben09)
warpTo(Robin_Weaver, WP_RobinSpawn)
LookAt($, Robin_Weaver)
wait(1.5)
turnToFace($, WP_Toward_Robin)
LookAt(Steuben, $)
walkTo(Robin_Weaver,WP_robin_target,2,1)
wait(1)
idle
switchCamera(86rrcine08)
idle
slamModelToMotion($, Stand)
wait(2)
idle
LookAt($)
idle
switchCamera(86_rr_cine04)
idle
deleteActor(Robin_Weaver)
idle
wait(2)
cancelCameraHold
SetFocusActor($)
dbstartsay(rr_laz12)
wait(1)
walkTo($, WP_RobinSpawn,1,1)
idle
wait(1)
PlaySFX(RESPONSE_STEUBEN01.WAV)
//switchCamera(86rr_cam07)
enableCamera(86rrcine08, false)
idle
WaitFor(reachedDest($))
flagon (seenRobin)
deleteActor(Steuben)
//wait(3)
letterbox(false)
gosub cleanup
return
////////////////////////////////////////////////
:fadeToBlack
setAlphaFade (0.0,1.0,0.5,0.0,0.0,0.0)
StartAlphaFade()
wait(.5)
return
////////////////////////////////////////////////
:fadeFromBlack
setAlphaFade (1.0,0.0,1.0,0.0,0.0,0.0)
StartAlphaFade()
wait(1)
return