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Revista CD Expert 45
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ONI
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oni_demo.exe
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manplant
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manplant_cutscene.bsl
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Text File
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2000-11-03
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10KB
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412 lines
#
# manplant_cutscene.bsl
#
func void
manplant_cs_intro(void)
{
}
func void intro(void)
{
fade_out 0 0 0 0
cm_interpolate Camout01 0
env_show 561 0
sleep f14
begin_cutscene
sleep f30
#Outside shot of cops walking in
ai2_spawn Recep
ai2_spawn partner_cop_1
ai2_spawn partner_cop_2
playback 0 IntroKonoko01
playback partner_cop_1 IntroCop01
playback partner_cop_2 IntroCop02
#cm_interpolate Camout01 0
sound_music_start mus_ambgrv1b 0.90
#music_script_start();
fade_in 120
sleep f240
#cops enter building, shot behind the receptionist
cm_anim both Camin02
chr_envanim Recep IntroSecBox01 norotation
chr_animate Recep SECRETsit_prehello 540
chr_lock_active Recep
chr_lock_active partner_cop_1
chr_lock_active partner_cop_2
#receptionist looks up and Cop introduces himself
cm_interpolate_block Camin03 0
chr_envanim Recep IntroSecBox01 norotation
chr_animate Recep SECRETsit_prehello 120
chr_animate_block Recep SECRETsit_hello 90
sound_music_volume mus_ambgrv1b 0.6 1
chr_animate_block Recep SECRETsit_talk 600
chr_envanim Recep IntroSecBox01 norotation
sound_dialog_play c01_04_01receptionist
cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
sound_dialog_play_block pause
cinematic_stop (RECEPtalking, 20, 20)
cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false)
sound_dialog_play c01_04_02tctfag1
chr_envanim Recep IntroSecBox01 norotation
#Konoko interrupts Cop guy
playback 0 IntroKonokoInt
sleep f100
#sound_dialog_play_block pause
chr_envanim Recep IntroSecBox01 norotation
cm_interpolate IntroCamInterrupt 0
cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false)
playback partner_cop_1 IntroCopInt
sound_dialog_play_interrupt c01_04_03konoko
cinematic_stop (TCTFtalking, 19, 20)
sound_dialog_play_block pause
cinematic_stop (KONpsychedup, 19, 20)
#Receptionis says ok officer
cm_interpolate Camin03 0
chr_envanim Recep IntroSecBox01 norotation
chr_animate Recep SECRETsit_talk 400
sleep f30
cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
sound_dialog_play c01_04_04receptionist
sleep f90
#Receptionis hits alarm
cm_anim both IntroCamAlarm
chr_envanim Recep IntroSecBox01 norotation
chr_animate Recep SECRETsit_alarm 400
sleep f110
particle IntroLight01 create
particle IntroLight01 do start
cinematic_stop (RECEPtalking, 20, 20)
#Bad guys see alarm is hit
cm_wait
chr_create 1050 start
ai2_spawn Barabus
chr_neutral 1050 1
#chr_neutral 1051 1
playback 1050 IntroMuroSet
playback Barabus IntroBossSet
cm_interpolate IntroCamBadGuys00 0
sound_ambient_start alarm_loop
cm_interpolate_block IntroCamBadGuys01 240
sleep f120
cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false)
sound_dialog_play c02_05_01barabas
sound_ambient_volume alarm_loop .35 1.0
sound_dialog_play_block pause
#Muro turns to Bossman
playback 1050 IntroMuro01
cm_interpolate IntroCamMuro01 0
cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false)
sound_dialog_play c02_05_02muro
sound_dialog_play_block pause
#Bossman and Muro talk
cm_interpolate IntroCamBothLt 0
cm_interpolate_block IntroCamBothRt 500
sound_dialog_play c02_05_03barabas
sound_dialog_play_block pause
sound_dialog_play c02_05_04muro
sound_dialog_play_block pause
sound_dialog_play c02_05_05barabas
sound_dialog_play_block pause
#Muro talks
cm_interpolate IntroCamMuro02 0
sound_ambient_volume alarm_loop 0.0 1.0
sound_ambient_stop alarm_loop
sound_dialog_play c02_05_06muro
sound_dialog_play_block pause
#Bossman and Muro talk
cm_interpolate IntroCamBothRtHigh 0
cm_interpolate_block IntroCamBothLtHigh 500
sound_dialog_play c02_05_07muro
sound_dialog_play_block pause
sound_dialog_play c02_05_08barabas
sound_dialog_play_block pause
sound_dialog_play c02_05_09muro
sound_dialog_play_block pause
sound_dialog_play c02_05_10barabas
sound_dialog_play_block pause
#Muro talks
cm_interpolate IntroCamMuro01 0
sound_dialog_play c02_05_11muro
sound_dialog_play_block pause
cinematic_stop (MUROnametag, 15,20)
cinematic_stop (BOSS1nametag, 16,20)
#Receptionist says hold on
cm_interpolate Camin03 0
chr_envanim Recep IntroSecBox01 norotation
chr_animate Recep SECRETsit_unalarm 180
chr_animate_block Recep SECRETsit_talk 500
sound_dialog_play c02_05_12receptionist
cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true)
sound_dialog_play_block pause
cinematic_stop (RECEPtalking, 20,20)
#Strikers Rush in
sound_ambient_volume mus_ambgrv1b 0 .5
music_script_start();
ai2_spawn ambush_striker_3
ai2_spawn ambush_striker_2
#chr_neutral ambush_striker_3 1
#chr_neutral ambush_striker_2 1
door_open 21
door_jam 21
playback ambush_striker_3 IntroStrikerRight01
playback ambush_striker_2 IntroStrikerRight02
cm_interpolate IntroCamDoorRight01 0
sleep f180
#Cop says what the?
playback partner_cop_2 IntroCop02Surprise
chr_envanim 1003 IntroSecBox01 norotation
chr_animate Recep SECRETsit_talk 400
cm_interpolate IntroCamSurprise 0
cm_interpolate_block IntroCamSurprise02 90
sound_dialog_play c02_05_13tctfag1
ai2_spawn ambush_striker_1
#chr_neutral ambush_striker_1 1
door_unlock 4
door_open 4
door_jam 4
playback ambush_striker_1 IntroStrikerLeft01
sleep f60
#Konoko looks around
chr_envanim Recep IntroSecBox01 norotation
chr_animate Recep SECRETsit_talk 180
cm_reset
playback 0 IntroKonokoLook
sleep f30
cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false)
sleep f170
#Konoko says we got company
playback Recep IntroRecepRun
cm_interpolate IntroCamCompany 0
sound_dialog_play c02_05_14konoko
sleep f30
playback Recep IntroRecepRun
sound_dialog_play_block pause
cinematic_stop (KONangryfront, 19 ,20)
#gameplay resumes
cm_reset
env_show 561 1
env_show 560 0
end_cutscene
ai2_attack partner_cop_1 ambush_striker_1
ai2_attack partner_cop_2 ambush_striker_3
chr_delete 1050
chr_delete Barabus
particle IntroLight01 kill
sleep f90
#chr_delete Recep
door_lock 1
door_unjam 4
door_lock 4
door_unjam 21
set_objective_1
save_point_1
}
func void
Chase(
void)
{
sleep 60
begin_cutscene jello
# sleep f10
# cm_orbit .1
sleep f30
chr_animate 0 KONOKOwatch_start 60
sleep f40
cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
sleep f19
chr_animate 0 KONOKOwatch_idle 3000
sound_music_volume atm_low_perc1 0.35 1.0
sound_dialog_play c02_06_01konoko
sound_dialog_play_block pause
sound_dialog_play c02_06_02griffin
sound_dialog_play_block pause
sound_dialog_play c02_06_03konoko
sound_dialog_play_block pause
sound_dialog_play c02_06_04griffin
sound_dialog_play_block pause
sound_dialog_play c02_06_05konoko
sound_dialog_play_block pause
sound_dialog_play c02_06_06griffin
sound_dialog_play_block pause
sound_dialog_play c02_06_07konoko
sound_dialog_play_block pause
cinematic_stop (KONtalking, 15,20)
cinematic_stop (GRIFtalking, 16,20)
chr_animate 0 KONOKOwatch_stop
sleep f15
cm_reset
end_cutscene
sound_music_volume atm_low_perc1 .90 1.0
striker_counter = striker_counter + 2
particle save1b_locklight01 do start
door_unlock 11
console_deactivate 15
if (alarm_counter eq 1)
{
ai2_spawn hall_striker_2
ai2_tripalarm konoko 1
}
}
func void
Griffin_1(
void)
{
begin_cutscene jello
sound_ambient_stop alarm_loop
sleep f30
chr_animate 0 KONOKOwatch_start 60
sleep 40
cinematic_start (KONtalking, 180, 180, 15, 1, 20, false)
cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true)
sleep f19
chr_animate 0 KONOKOwatch_idle 3000
sound_dialog_play c02_07_01griffin
sound_dialog_play_block pause
sound_dialog_play c02_07_02konoko
sound_dialog_play_block pause
chr_animate 0 KONOKOwatch_stop
cinematic_stop (KONtalking, 15,20)
cinematic_stop (GRIFtalking, 16,20)
sleep f15
cm_reset
end_cutscene
}
func void
outro(
void)
{
begin_cutscene
env_show 555 1
env_show 556 0
#Konok talks on watch radio to Griffin
#playback 0 OutroKonokoSet
##cm_interpolate OutroCam00 0
##cm_interpolate_block OutroCam01 180
fork soundplay
gl_fog_blue=0
gl_fog_red=0
gl_fog_green=0
gl_fog_end=.999
gl_fog_start_changeto 0.92 60
sleep f60
sleep f30
playback 0 OutroKonokoRun
cm_interpolate OutroCam00 0
cm_interpolate_block OutroCam01 180
sleep f120
#Konoko jumps out of room
playback 0 OutroKonoko01
cm_interpolate OutroCam02 0
sleep f60
#cm_interpolate_block OutroCam03 180
sleep f40
particle OutroCharge do explode
sleep f200
#Konoko runs out of room
playback 0 OutroKonoko02
door_open 4
door_jam 4
cm_interpolate OutroCam04 0
sleep f90
cm_interpolate_block OutroCam05 180
sleep f180
#Konoko runs out of front door
cm_interpolate OutroCam06 0
cm_interpolate_block OutroCam07 180
sleep f100
door_open 1
door_jam 1
sleep f140
fade_out 0 0 0 120
#win
}
func void
soundplay(
void)
{
cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false)
sound_dialog_play c02_09_01griffin
sleep f60
sound_dialog_play_block pause
sound_dialog_play c02_09_02kerr
cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true)
sound_dialog_play_block pause
sound_dialog_play c02_09_03griffin
sound_dialog_play_block pause
sound_dialog_play c02_09_04kerr
sound_dialog_play_block pause
sound_dialog_play c02_09_05griffin
sound_dialog_play_block pause
sound_dialog_play c02_09_06kerr
sound_dialog_play_block pause
sound_dialog_play c02_09_07griffin
sound_dialog_play_block pause
cinematic_stop (KERRtalking, 16,20)
cinematic_stop (GRIFtalking, 15,20)
sleep f100
gl_fog_end=1
gl_fog_start=.975
win
}
func void
animate(
void)
{
env_anim 1101 1
env_anim 1102 1
env_anim 1103 1
env_anim 1104 1
env_anim 1105 1
env_anim 1106 1
env_anim 1107 1
env_anim 1108 1
env_anim 1109 1
env_anim 1110 1
env_anim 1111 1
env_anim 1201 1
env_anim 1202 1
env_anim 1203 1
env_anim 1204 1
}