; CINEMATICS FOR 00A_INTRODUCTION, "THE HERETIC" ======================= ; ===================================================================== ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 45) (script stub void x01_01_predict_stub (print "predict 01")) (script stub void x01_01b_predict_stub (print "predict 01")) (script stub void x01_02_predict_stub (print "predict 02")) (script stub void x01_03_predict_stub (print "predict 03")) (script stub void x01_04_predict_stub (print "predict 04")) (script stub void x01_05_predict_stub (print "predict 05")) (script stub void x01_06_predict_stub (print "predict 06")) (script stub void x01_07_predict_stub (print "predict 07")) (script stub void x01_08_predict_stub (print "predict 08")) (script stub void x01_09_predict_stub (print "predict 09")) (script stub void x01_10_predict_stub (print "predict 10")) (script stub void 01_intro_01_predict_stub (print "predict 01")) (script stub void 01_intro_02_predict_stub (print "predict 02")) ; X01 SCENE 01A ------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x01_score_01a (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\music\x01_01_mus none 1) (print "x01 score 01 start") ) (script dormant x01_foley_01a (sleep 60) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_01a_fol none 1) (print "x01 foley 01 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x01_supratitle_01 (sleep 420) (cinematic_set_title cinematic_title0) ) (script dormant cinematic_lighting_scene_01a (cinematic_lighting_set_primary_light -23 152 0.576471 0.513726 0.4) (cinematic_lighting_set_secondary_light 38 222 0.141176 0.141176 0.290196) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting carrier_01 1) (object_uses_cinematic_lighting cruiser_01 1) (object_uses_cinematic_lighting cruiser_02 1) (object_uses_cinematic_lighting cruiser_03 1) (object_uses_cinematic_lighting cruiser_04 1) (object_uses_cinematic_lighting cruiser_05 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x01_01b_problem_actors (print "problem actors") (object_create_anew_containing banshee) (object_cinematic_lod banshee_01 true) (object_cinematic_lod banshee_02 true) (object_cinematic_lod banshee_03 true) (object_cinematic_lod banshee_04 true) (object_cinematic_lod banshee_05 true) (object_cinematic_lod banshee_06 true) (object_cinematic_lod banshee_07 true) (object_cinematic_lod banshee_08 true) (object_cinematic_lod banshee_09 true) (object_cinematic_lod banshee_10 true) ) ; --------------------------------------------------------------------- (script static void x01_01a_setup (object_create_anew x01_fleet) (object_create_anew carrier_01) (object_create_anew_containing cruiser) (object_create_anew matte_high_charity) (object_create_anew matte_threshold) (object_create_anew matte_halo_01) (object_create_anew matte_halo_02) (object_create_anew matte_stardust_01) (object_create_anew matte_stardust_02) (object_cinematic_lod carrier_01 true) (object_cinematic_lod cruiser_01 true) (object_cinematic_lod cruiser_02 true) (object_cinematic_lod cruiser_03 true) (object_cinematic_lod cruiser_04 true) (object_cinematic_lod cruiser_05 true) (wake x01_score_01a) (wake x01_foley_01a) (wake x01_supratitle_01) (wake cinematic_lighting_scene_01a) ) (script static void x01_scene_01a (sound_class_set_gain amb 0 0) (fade_out 0 0 0 0) (camera_control on) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x01_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_01a_fol) (sound_impulse_predict sound\cinematics\01_spacestation\x01\music\x01_01_mus) (sleep prediction_offset) (sleep 45) (x01_01a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_01" none "anchor_flag_x01a") (fade_in 0 0 0 90) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\x01\x01 "01_capital_ship_01" anchor_x01a) (scenery_animation_start_relative cruiser_01 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "01_ship01" anchor_x01a) (scenery_animation_start_relative cruiser_02 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "01_ship02" anchor_x01a) (scenery_animation_start_relative cruiser_03 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "01_ship03" anchor_x01a) (scenery_animation_start_relative cruiser_04 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "01_ship04" anchor_x01a) (scenery_animation_start_relative cruiser_05 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "01_ship05" anchor_x01a) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\x01\x01 "high_charity_01" anchor_x01a) (scenery_animation_start_relative matte_threshold objects\cinematics\matte_paintings\threshold_space\x01\x01 "threshold_space_01" anchor_x01a) (scenery_animation_start_relative matte_halo_01 objects\cinematics\matte_paintings\halo_destroyed_01\x01\x01 "halo_destroyed01_01" anchor_x01a) (scenery_animation_start_relative matte_halo_02 objects\cinematics\matte_paintings\halo_destroyed_02\x01\x01 "halo_destroyed02_01" anchor_x01a) (scenery_animation_start_relative matte_stardust_01 objects\cinematics\matte_paintings\high_charity_stardust\x01\x01 "stardust01_01" anchor_x01a) (scenery_animation_start_relative matte_stardust_02 objects\cinematics\matte_paintings\high_charity_stardust\x01\x01 "stardust02_01" anchor_x01a) (cinematic_screen_effect_start true) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_01b_predict_stub) (x01_01b_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_01b_fol) (sleep (- (camera_time) 1)) (cinematic_screen_effect_set_crossfade 2) (sleep 1) ) ; X01 SCENE 01B ------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x01_foley_01b (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_01b_fol none 1) (print "x01 foley 01b start") ) (script dormant x01_0010_der (sleep 203) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0010_der none 1) (cinematic_subtitle x01_0010_der 1) ) (script dormant banshee_audio (sound_class_set_gain vehicle_engine 0 0) (sound_class_set_gain vehicle_engine 1 120) ) (script dormant banshee_hotness (object_set_function_variable banshee_01 "engine_audio" 1 1) (object_set_function_variable banshee_02 "engine_audio" 1 1) (object_set_function_variable banshee_03 "engine_audio" 1 1) (object_set_function_variable banshee_04 "engine_audio" 1 1) (object_set_function_variable banshee_05 "engine_audio" 1 1) (object_set_function_variable banshee_06 "engine_audio" 1 1) (object_set_function_variable banshee_07 "engine_audio" 1 1) (object_set_function_variable banshee_08 "engine_audio" 1 1) (object_set_function_variable banshee_09 "engine_audio" 1 1) (object_set_function_variable banshee_10 "engine_audio" 1 1) (sleep 30) (object_set_function_variable banshee_06 "wingtips" 1 1) (object_set_function_variable banshee_07 "wingtips" 1 1) (print "contrails start") (sleep 150) (object_clear_function_variable banshee_06 "wingtips") (object_clear_function_variable banshee_07 "wingtips") (print "contrails stop") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_scene_01b (cinematic_lighting_set_primary_light -59 308 0.466667 0.517647 0.643137) (cinematic_lighting_set_secondary_light -5 360 0.270588 0.313726 0.380392) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting banshee_01 1) (object_uses_cinematic_lighting banshee_02 1) (object_uses_cinematic_lighting banshee_03 1) (object_uses_cinematic_lighting banshee_04 1) (object_uses_cinematic_lighting banshee_05 1) (object_uses_cinematic_lighting banshee_06 1) (object_uses_cinematic_lighting banshee_07 1) (object_uses_cinematic_lighting banshee_08 1) (object_uses_cinematic_lighting banshee_09 1) (object_uses_cinematic_lighting banshee_10 1) ) ; --------------------------------------------------------------------- (script static void x01_01b_setup (object_destroy x01_fleet) (object_create_anew mercy) (object_create_anew regret) (object_create_anew throne_mercy) (object_create_anew throne_regret) (objects_attach mercy "" throne_mercy "driver_cinematic") (objects_attach regret "" throne_regret "driver_cinematic") (object_create_anew_containing matte) (object_destroy_containing carrier) (object_destroy x01_fleet) (wake x01_foley_01b) (wake x01_0010_der) (wake banshee_audio) (wake banshee_hotness) (wake cinematic_lighting_scene_01b) ) (script static void x01_scene_01b (sound_class_set_gain amb 1 1) (print "x01 scene 01b start") (x01_01b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_01b" none "anchor_flag_x01b") (custom_animation_relative banshee_01 objects\vehicles\banshee\x01\x01 "banshee01_01b" false anchor_x01b) (custom_animation_relative banshee_02 objects\vehicles\banshee\x01\x01 "banshee02_01b" false anchor_x01b) (custom_animation_relative banshee_03 objects\vehicles\banshee\x01\x01 "banshee03_01b" false anchor_x01b) (custom_animation_relative banshee_04 objects\vehicles\banshee\x01\x01 "banshee04_01b" false anchor_x01b) (custom_animation_relative banshee_05 objects\vehicles\banshee\x01\x01 "banshee05_01b" false anchor_x01b) (custom_animation_relative banshee_06 objects\vehicles\banshee\x01\x01 "banshee06_01b" false anchor_x01b) (custom_animation_relative banshee_07 objects\vehicles\banshee\x01\x01 "banshee07_01b" false anchor_x01b) (custom_animation_relative banshee_08 objects\vehicles\banshee\x01\x01 "banshee08_01b" false anchor_x01b) (custom_animation_relative banshee_09 objects\vehicles\banshee\x01\x01 "banshee09_01b" false anchor_x01b) (custom_animation_relative banshee_10 objects\vehicles\banshee\x01\x01 "banshee10_01b" false anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_02_fol) (sleep (- (camera_time) 1)) (cinematic_screen_effect_set_crossfade 1) (sleep 1) ) ; X01 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x01_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_02_fol none 1) (print "x01 foley 02 start") ) (script dormant x01_0020_pot (sleep 19) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0020_pot truth 1) (cinematic_subtitle x01_0020_pot 3) ) (script dormant x01_0030_der (sleep 100) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0030_der dervish 1) (cinematic_subtitle x01_0030_der 3) ) (script dormant x01_0040_pcc (sleep 170) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0040_pcc none 1) (cinematic_subtitle x01_0040_pcc 7) ) (script dormant x01_0050_pom (sleep 289) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0050_pom mercy 1) (cinematic_subtitle x01_0050_pom 2.5) ) (script dormant x01_0060_der (sleep 391) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0060_der dervish 1) (cinematic_subtitle x01_0060_der 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x01_02_fov (sleep 196) (camera_set_field_of_view 80 0) (print "fov change: 60 -> 80 over 0 ticks") (sleep 90) (camera_set_field_of_view 47 0) (print "fov change: 80 -> 47 over 0 ticks") ) (script dormant cinematic_lighting_scene_02 (cinematic_lighting_set_primary_light -90 116 0.4 0.4 0.4) (cinematic_lighting_set_secondary_light -26 148 0.3 0.25 0.3) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (render_lights_enable_cinematic_shadow 1 dervish head .4) (rasterizer_bloom_override_threshold .25) (rasterizer_bloom_override_brightness .7) (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting mercy 1) (object_uses_cinematic_lighting regret 1) (object_uses_cinematic_lighting tartarus 1) (object_uses_cinematic_lighting prophet_counc_01 1) (object_uses_cinematic_lighting prophet_counc_02 1) (object_uses_cinematic_lighting prophet_counc_03 1) (object_uses_cinematic_lighting prophet_counc_04 1) (object_uses_cinematic_lighting ehg_01 1) (object_uses_cinematic_lighting ehg_02 1) (object_uses_cinematic_lighting ehg_03 1) (object_uses_cinematic_lighting ehg_04 1) (object_uses_cinematic_lighting ehg_05 1) (object_uses_cinematic_lighting ehg_06 1) (object_uses_cinematic_lighting ehg_07 1) (object_uses_cinematic_lighting ehg_08 1) (object_uses_cinematic_lighting ehg_09 1) (object_uses_cinematic_lighting ehg_10 1) (object_uses_cinematic_lighting ehg_11 1) (object_uses_cinematic_lighting ehg_12 1) (object_uses_cinematic_lighting throne_mercy 1) (object_uses_cinematic_lighting throne_regret 1) (object_uses_cinematic_lighting hammer 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x01_03_problem_actors (print "problem actors") (object_create_anew poa_01) (object_create_anew_containing cruiser) (object_create_anew matte_reach) (object_cinematic_lod poa_01 true) (object_cinematic_lod cruiser_01 true) (object_cinematic_lod cruiser_02 true) (object_cinematic_lod cruiser_03 true) (object_cinematic_lod cruiser_04 true) (object_cinematic_lod cruiser_05 true) (object_cinematic_lod cruiser_06 true) (object_cinematic_lod cruiser_07 true) (object_cinematic_lod cruiser_08 true) (object_cinematic_lod cruiser_09 true) ) ; --------------------------------------------------------------------- (script dormant create_councillors_01 (sleep 196) (print "create councillors") (object_create_anew_containing elc) (object_create_anew_containing pcc) (object_uses_cinematic_lighting elc_01 1) (object_uses_cinematic_lighting elc_02 1) (object_uses_cinematic_lighting elc_03 1) (object_uses_cinematic_lighting elc_04 1) (object_uses_cinematic_lighting elc_05 1) (object_uses_cinematic_lighting elc_06 1) (object_uses_cinematic_lighting elc_07 1) (object_uses_cinematic_lighting elc_08 1) (object_uses_cinematic_lighting elc_09 1) (object_uses_cinematic_lighting elc_10 1) (object_uses_cinematic_lighting elc_11 1) (object_uses_cinematic_lighting elc_12 1) (object_uses_cinematic_lighting elc_13 1) (object_uses_cinematic_lighting elc_14 1) (object_uses_cinematic_lighting elc_15 1) (object_uses_cinematic_lighting elc_16 1) (object_uses_cinematic_lighting elc_17 1) (object_uses_cinematic_lighting elc_18 1) (object_uses_cinematic_lighting elc_19 1) (object_uses_cinematic_lighting elc_20 1) (object_uses_cinematic_lighting elc_21 1) (object_uses_cinematic_lighting elc_22 1) (object_uses_cinematic_lighting elc_23 1) (object_uses_cinematic_lighting elc_24 1) (object_uses_cinematic_lighting elc_25 1) (object_uses_cinematic_lighting elc_26 1) (object_uses_cinematic_lighting elc_27 1) (object_uses_cinematic_lighting elc_28 1) (object_uses_cinematic_lighting elc_29 1) (object_uses_cinematic_lighting elc_30 1) (object_uses_cinematic_lighting pcc_01 1) (object_uses_cinematic_lighting pcc_02 1) (object_uses_cinematic_lighting pcc_03 1) (object_uses_cinematic_lighting pcc_04 1) (object_uses_cinematic_lighting pcc_05 1) (object_uses_cinematic_lighting pcc_06 1) (object_uses_cinematic_lighting pcc_07 1) (object_uses_cinematic_lighting pcc_08 1) (object_uses_cinematic_lighting pcc_09 1) (object_uses_cinematic_lighting pcc_10 1) (object_uses_cinematic_lighting pcc_11 1) (object_uses_cinematic_lighting pcc_12 1) (object_uses_cinematic_lighting pcc_13 1) (object_uses_cinematic_lighting pcc_14 1) (object_uses_cinematic_lighting pcc_15 1) (object_uses_cinematic_lighting pcc_16 1) (object_uses_cinematic_lighting pcc_17 1) (object_uses_cinematic_lighting pcc_18 1) (object_uses_cinematic_lighting pcc_19 1) (object_uses_cinematic_lighting pcc_20 1) (object_uses_cinematic_lighting pcc_21 1) (object_uses_cinematic_lighting pcc_22 1) (object_uses_cinematic_lighting pcc_23 1) (object_uses_cinematic_lighting pcc_24 1) (object_uses_cinematic_lighting pcc_25 1) (object_uses_cinematic_lighting pcc_26 1) (object_uses_cinematic_lighting pcc_27 1) (object_uses_cinematic_lighting pcc_28 1) (object_uses_cinematic_lighting pcc_29 1) (object_uses_cinematic_lighting pcc_30 1) (object_uses_cinematic_lighting pcc_31 1) (object_uses_cinematic_lighting pcc_32 1) ) (script static void x01_02_setup (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew_containing ehg) (object_create_anew hammer) (object_cinematic_lod dervish true) (object_cinematic_lod mercy true) (object_cinematic_lod regret true) (object_cinematic_lod tartarus true) (object_cinematic_lod throne_mercy true) (object_cinematic_lod throne_regret true) (object_cinematic_lod hammer true) (object_set_function_variable tartarus "invincibility" 0 0) (wake x01_foley_02) (wake x01_0020_pot) (wake x01_0030_der) (wake x01_0040_pcc) (wake x01_0050_pom) (wake x01_0060_der) (wake create_councillors_01) (wake x01_02_fov) (wake cinematic_lighting_scene_02) ) (script static void x01_02_cleanup (object_destroy prophet_counc_03) (object_destroy prophet_counc_04) ) (script static void x01_scene_02 (print "x01 scene 02 start") (x01_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_02" none "anchor_flag_x01b") (custom_animation_relative dervish objects\characters\dervish\x01\x01 "dervish_02" false anchor_x01b) (custom_animation_relative mercy objects\characters\prophet\x01\x01 "mercy_02" false anchor_x01b) (custom_animation_relative regret objects\characters\prophet\x01\x01 "regret_02" false anchor_x01b) (custom_animation_relative tartarus objects\characters\brute\x01\x01 "tartarus_02" false anchor_x01b) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x01\x01 "hammer_02" anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_03_predict_stub) (x01_03_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x01_02_cleanup) ) ; X01 SCENE 03 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x01_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_03_fol none 1) (print "x01 foley 03 start") ) (script dormant x01_0070_der (sleep 65) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0070_der none 1) (cinematic_subtitle x01_0070_der 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_scene_03 (cinematic_lighting_set_primary_light 69 232 0.290196 0.32549 0.243137) (cinematic_lighting_set_secondary_light -2 76 0.129412 0.141176 0.270588) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting poa_01 1) (object_uses_cinematic_lighting cruiser_01 1) (object_uses_cinematic_lighting cruiser_02 1) (object_uses_cinematic_lighting cruiser_03 1) (object_uses_cinematic_lighting cruiser_04 1) (object_uses_cinematic_lighting cruiser_05 1) (object_uses_cinematic_lighting cruiser_06 1) (object_uses_cinematic_lighting cruiser_07 1) (object_uses_cinematic_lighting cruiser_08 1) (object_uses_cinematic_lighting cruiser_09 1) (object_uses_cinematic_lighting cruiser_10 1) (object_uses_cinematic_lighting cruiser_11 1) (object_uses_cinematic_lighting cruiser_12 1) ) ; --------------------------------------------------------------------- (script static void x01_03_setup (object_create halo_whole) (object_create_anew matte_reach) (object_create_anew matte_stardust_01) (wake x01_foley_03) (wake x01_0070_der) (wake cinematic_lighting_scene_03) ) (script static void x01_scene_03 (sound_class_set_gain amb 0 1) (x01_03_setup) (camera_set_field_of_view 60 0) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_03" none "anchor_flag_x01a") (fade_in 1 1 1 15) (scenery_animation_start_relative poa_01 objects\cinematics\human\pillarofautumn\x01\x01 "poa_03" anchor_x01a) (scenery_animation_start_relative cruiser_01 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship01" anchor_x01a) (scenery_animation_start_relative cruiser_02 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship02" anchor_x01a) (scenery_animation_start_relative cruiser_03 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship03" anchor_x01a) (scenery_animation_start_relative cruiser_04 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship04" anchor_x01a) (scenery_animation_start_relative cruiser_05 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship05" anchor_x01a) (scenery_animation_start_relative cruiser_06 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship06" anchor_x01a) (scenery_animation_start_relative cruiser_07 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship07" anchor_x01a) (scenery_animation_start_relative cruiser_08 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship08" anchor_x01a) (scenery_animation_start_relative cruiser_09 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "03_ship09" anchor_x01a) (scenery_animation_start_relative matte_reach objects\cinematics\matte_paintings\reach_space\x01\x01 "reach_space_03" anchor_x01a) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_04_predict_stub) (sleep (- (camera_time) 1)) (cinematic_screen_effect_set_crossfade 2) (sleep 1) ) ; X01 SCENE 04 -------------------------------------------------------- (script dormant x01_0080_por (sleep 12) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0080_por none 1) (cinematic_subtitle x01_0080_por 5) ) (script dormant x01_0090_der (sleep 152) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0090_der none 1) (cinematic_subtitle x01_0090_der 1) ) (script dormant x01_0100_por (sleep 180) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0100_por none 1) (cinematic_subtitle x01_0100_por 2) ) (script dormant x01_0110_der (sleep 238) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0110_der none 1) (cinematic_subtitle x01_0110_der 1) ) (script dormant cinematic_lighting_scene_04 (cinematic_lighting_set_primary_light -42 60 0.4 0.380392 0.270588) (cinematic_lighting_set_secondary_light 38 222 0.141176 0.141176 0.290196) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting halo_whole 1) (object_uses_cinematic_lighting cruiser_10 1) (object_uses_cinematic_lighting cruiser_11 1) (object_uses_cinematic_lighting cruiser_12 1) ) (script static void x01_04_setup (wake x01_0080_por) (wake x01_0090_der) (wake x01_0100_por) (wake x01_0110_der) (wake cinematic_lighting_scene_04) ) (script dormant x01_04_cleanup (object_destroy poa_01) (object_destroy halo_whole) (object_destroy_containing cruiser) (object_destroy_containing matte) ) (script static void x01_scene_04 (print "x01 scene 04 start") (x01_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_04" none "anchor_flag_x01a") (scenery_animation_start_relative cruiser_01 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship01" anchor_x01a) (scenery_animation_start_relative cruiser_02 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship02" anchor_x01a) (scenery_animation_start_relative cruiser_03 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship03" anchor_x01a) (scenery_animation_start_relative cruiser_04 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship04" anchor_x01a) (scenery_animation_start_relative cruiser_05 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship05" anchor_x01a) (scenery_animation_start_relative cruiser_06 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship06" anchor_x01a) (scenery_animation_start_relative cruiser_07 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship07" anchor_x01a) (scenery_animation_start_relative cruiser_08 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship08" anchor_x01a) (scenery_animation_start_relative cruiser_09 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship09" anchor_x01a) (scenery_animation_start_relative cruiser_10 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship10" anchor_x01a) (scenery_animation_start_relative cruiser_11 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship11" anchor_x01a) (scenery_animation_start_relative cruiser_12 scenarios\objects\covenant\military\battle_cruiser\x01\x01 "04_ship12" anchor_x01a) (scenery_animation_start_relative matte_threshold objects\cinematics\matte_paintings\threshold_space\x01\x01 "threshold_space_04" anchor_x01a) (scenery_animation_start_relative halo_whole scenarios\objects\forerunner\industrial\halo\x01\x01 "halo_04" anchor_x01a) (scenery_animation_start_relative matte_stardust_01 objects\cinematics\matte_paintings\high_charity_stardust\x01\x01 "stardust01_04" anchor_x01a) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_05_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (wake x01_04_cleanup) ) ; X01 SCENE 05 -------------------------------------------------------- (script dormant x01_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_05_fol none 1) (print "x01 foley 05 start") ) (script dormant x01_0120_por (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0120_por regret 1) (cinematic_subtitle x01_0120_por 4) (unit_set_emotional_state regret arrogant .5 90) ) (script dormant x01_0130_por (sleep 141) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0130_por regret 1) (cinematic_subtitle x01_0130_por 3) (unit_set_emotional_state regret angry 1 30) ) (script dormant cinematic_lighting_scene_05 (cinematic_lighting_set_primary_light -90 116 0.4 0.4 0.4) (cinematic_lighting_set_secondary_light -26 148 0.254902 0.203922 0.270588) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (rasterizer_bloom_override_threshold .25) (rasterizer_bloom_override_brightness .7) (object_uses_cinematic_lighting mercy 1) (object_uses_cinematic_lighting regret 1) ) (script static void x01_05_setup (wake x01_foley_05) (wake x01_0120_por) (wake x01_0130_por) (wake cinematic_lighting_scene_05) ) (script static void x01_scene_05 (sound_class_set_gain amb 1 1) (x01_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_05" none "anchor_flag_x01b") (fade_in 1 1 1 15) (custom_animation_relative mercy objects\characters\prophet\x01\x01 "mercy_05" false anchor_x01b) (custom_animation_relative regret objects\characters\prophet\x01\x01 "regret_05" false anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_06_fol) (sleep (camera_time)) ) ; X01 SCENE 06 -------------------------------------------------------- (script dormant x01_foley_06 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_06_fol none 1) (print "x01 foley 06 start") ) (script dormant x01_0140_der (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0140_der dervish 1) (cinematic_subtitle x01_0140_der 4) ) (script dormant x01_0150_cch (sleep 112) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0150_cch none 1) (cinematic_subtitle x01_0150_cch 3) ) (script dormant x01_0160_pom (sleep 199) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0160_pom mercy 1) (cinematic_subtitle x01_0160_pom 2) ) (script dormant x01_0170_pot (sleep 330) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0170_pot truth 1) (cinematic_subtitle x01_0170_pot 6) ) (script dormant x01_0180_der (sleep 524) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0180_der none 1) (cinematic_subtitle x01_0180_der 8) ) (script dormant cinematic_lighting_scene_06 (cinematic_lighting_set_primary_light -90 116 0.258824 0.258824 0.317647) (cinematic_lighting_set_secondary_light -26 148 0.254902 0.203922 0.270588) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (rasterizer_bloom_override_threshold .25) (rasterizer_bloom_override_brightness .7) (print "new bloom .25 .7") (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting truth 1) (object_uses_cinematic_lighting mercy 1) (object_uses_cinematic_lighting regret 1) ) (script static void x01_06_setup (object_create_anew truth) (object_create_anew throne_truth) (object_cinematic_lod truth true) (object_cinematic_lod throne_truth true) (objects_attach truth "" throne_truth "driver_cinematic") (wake x01_foley_06) (wake x01_0140_der) (wake x01_0150_cch) (wake x01_0160_pom) (wake x01_0170_pot) (wake x01_0180_der) (wake cinematic_lighting_scene_06) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x01_07_problem_actors (print "problem actors") (object_create_anew halo_exploding) (object_cinematic_lod halo_exploding true) ) ; --------------------------------------------------------------------- (script static void x01_scene_06 (print "x01 scene 06 start") (x01_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_06" none "anchor_flag_x01b") (custom_animation_relative dervish objects\characters\dervish\x01\x01 "dervish_06" false anchor_x01b) (custom_animation_relative truth objects\characters\prophet\x01\x01 "truth_06" false anchor_x01b) (custom_animation_relative mercy objects\characters\prophet\x01\x01 "mercy_06" false anchor_x01b) (custom_animation_relative regret objects\characters\prophet\x01\x01 "regret_06" false anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_07_predict_stub) (x01_07_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\foley\x01_07_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) ) ; X01 SCENE 07 -------------------------------------------------------- (script dormant x01_foley_07 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x01\foley\x01_07_fol none 1) (print "x01 foley 07 start") ) (script dormant x01_0190_der (sleep 93) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0190_der none 1) (cinematic_subtitle x01_0190_der 1) ) ; LIGHTING & EFFECTS -------------------------------------------------- (script dormant cinematic_lighting_scene_07 (cinematic_lighting_set_primary_light 56 18 0.4 0.380392 0.270588) (cinematic_lighting_set_secondary_light -77 40 0.172549 0.172549 0.372549) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting halo_exploding 1) ) (script dormant halo_explosion (sleep 60) (print "effect - halo explosion") (effect_new_on_object_marker effects\cinematics\01\halo_destruction halo_exploding "explosion_poa_front") ) ; --------------------------------------------------------------------- (script static void x01_07_setup (wake x01_foley_07) (wake x01_0190_der) (wake halo_explosion) (wake cinematic_lighting_scene_07) (effect_new_on_object_marker effects\cinematics\01_outro\alpha_halo_explosion halo_exploding "explosion_poa_front") ) (script static void x01_scene_07 (sound_class_set_gain amb 0 1) (x01_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_07" none "anchor_flag_x01a") (fade_in 1 1 1 15) (scenery_animation_start_relative halo_exploding scenarios\objects\forerunner\industrial\halo_exploding\x01\x01 "halo_07" anchor_x01a) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_08_predict_stub) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (object_destroy halo_exploding) ) ; X01 SCENE 08 -------------------------------------------------------- (script dormant x01_0200_pcc (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0200_pcc none 1) (cinematic_subtitle x01_0200_pcc 7) ) (script dormant x01_0210_tar (sleep 244) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0210_tar tartarus 1) (cinematic_subtitle x01_0210_tar 1) ) (script dormant x01_0220_por (sleep 279) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0220_por regret 1) (cinematic_subtitle x01_0220_por 7) (unit_set_emotional_state regret angry .5 60) ) (script dormant x01_0230_pot (sleep 470) (unit_set_emotional_state truth angry .25 60) (sleep 20) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0230_pot truth 1) (cinematic_subtitle x01_0230_pot 7) (unit_set_emotional_state regret shocked .5 30) (sleep 60) (unit_set_emotional_state regret arrogant .5 60) ) (script dormant x01_0240_pot (sleep 705) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0240_pot truth 1) (cinematic_subtitle x01_0240_pot 6) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x01_08_fov (sleep 689) (camera_set_field_of_view 38 0) (print "fov change: 60 -> 38 over 0 ticks") (sleep 111) (camera_set_field_of_view 60 0) (print "fov change: 38 -> 60 over 0 ticks") ) (script dormant cinematic_lighting_scene_08 (cinematic_lighting_set_primary_light -90 116 0.4 0.4 0.4) (cinematic_lighting_set_secondary_light -26 148 0.254902 0.203922 0.270588) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (rasterizer_bloom_override_threshold .25) (rasterizer_bloom_override_brightness .7) (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting truth 1) (object_uses_cinematic_lighting mercy 1) (object_uses_cinematic_lighting regret 1) (object_uses_cinematic_lighting tartarus 1) (object_uses_cinematic_lighting prophet_counc_01 1) (object_uses_cinematic_lighting prophet_counc_02 1) (object_uses_cinematic_lighting elite_counc_01 1) (object_uses_cinematic_lighting elite_counc_02 1) ) ; --------------------------------------------------------------------- (script static void x01_08_setup (object_destroy elc_26) (object_destroy elc_27) (object_destroy pcc_33) (object_destroy pcc_34) (object_create_anew prophet_counc_01) (object_create_anew prophet_counc_02) (object_create_anew elite_counc_01) (object_create_anew elite_counc_02) (object_cinematic_lod prophet_counc_01 true) (object_cinematic_lod prophet_counc_02 true) (object_cinematic_lod elite_counc_01 true) (object_cinematic_lod elite_counc_02 true) (wake x01_0200_pcc) (wake x01_0210_tar) (wake x01_0220_por) (wake x01_0230_pot) (wake x01_0240_pot) (wake x01_08_fov) (wake cinematic_lighting_scene_08) ) (script static void x01_08_cleanup (cinematic_screen_effect_stop) (print "rack focus stop") (object_destroy elite_counc_01) (object_destroy elite_counc_02) ) (script static void x01_scene_08 (sound_class_set_gain amb 1 1) (print "x01 scene 08 start") (x01_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_08" none "anchor_flag_x01b") (fade_in 1 1 1 15) (custom_animation_relative dervish objects\characters\dervish\x01\x01 "dervish_08" false anchor_x01b) (custom_animation_relative truth objects\characters\prophet\x01\x01 "truth_08" false anchor_x01b) (custom_animation_relative mercy objects\characters\prophet\x01\x01 "mercy_08" false anchor_x01b) (custom_animation_relative regret objects\characters\prophet\x01\x01 "regret_08" false anchor_x01b) (custom_animation_relative tartarus objects\characters\brute\x01\x01 "tartarus_08" false anchor_x01b) (custom_animation_relative prophet_counc_01 objects\characters\prophet\x01\x01 "prophet01_08" false anchor_x01b) (custom_animation_relative prophet_counc_02 objects\characters\prophet\x01\x01 "prophet02_08" false anchor_x01b) (custom_animation_relative elite_counc_01 objects\characters\elite\x01\x01 "elite01_08" false anchor_x01b) (custom_animation_relative elite_counc_02 objects\characters\elite\x01\x01 "elite02_08" false anchor_x01b) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x01\x01 "hammer_08" anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_09_predict_stub) (sleep (camera_time)) (x01_08_cleanup) ) ; X01 SCENE 09 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x01_0250_pc1 (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0250_pc1 none 1) (cinematic_subtitle x01_0250_pc1 3) ) (script dormant x01_0260_pcc (sleep 60) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0260_pcc none 1) (cinematic_subtitle x01_0260_pcc 9) ) (script dormant x01_0270_der (sleep 252) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0270_der dervish 1) (cinematic_subtitle x01_0270_der 4) ) (script dormant x01_0280_pot (sleep 376) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0280_pot truth 1) (cinematic_subtitle x01_0280_pot 3) (sleep 30) (unit_set_emotional_state truth arrogant .5 60) ) (script dormant x01_0290_tar (sleep 494) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0290_tar tartarus 1) (cinematic_subtitle x01_0290_tar 1) ) ; EFFECTS & LIGHITNG -------------------------------------------------- (script dormant x01_09_fov (sleep 441) (camera_set_field_of_view 38 0) (print "fov change: 60 -> 38 over 0 ticks") ) (script dormant cinematic_lighting_scene_09 (cinematic_lighting_set_primary_light -90 116 0.258824 0.258824 0.317647) (cinematic_lighting_set_secondary_light -26 148 0.254902 0.203922 0.270588) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (object_uses_cinematic_lighting hammer 1) (object_uses_cinematic_lighting elc_26 1) (object_uses_cinematic_lighting elc_27 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x01_10_problem_actors (print "problem actors") (object_create_anew brute_01) (object_create_anew brute_02) (object_cinematic_lod brute_01 true) (object_cinematic_lod brute_02 true) ) ; --------------------------------------------------------------------- (script static void x01_09_setup (object_create_anew elc_26) (object_create_anew elc_27) (wake x01_0250_pc1) (wake x01_0260_pcc) (wake x01_0270_der) (wake x01_0280_pot) (wake x01_0290_tar) (wake x01_09_fov) (wake cinematic_lighting_scene_09) ) (script static void x01_09_cleanup (object_destroy prophet_counc_01) (object_destroy prophet_counc_02) ) (script static void x01_scene_09 ; (time_code_reset) (print "x01 scene 09 start") (x01_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_09" none "anchor_flag_x01b") (custom_animation_relative dervish objects\characters\dervish\x01\x01 "dervish_09" false anchor_x01b) (custom_animation_relative truth objects\characters\prophet\x01\x01 "truth_09" false anchor_x01b) (custom_animation_relative mercy objects\characters\prophet\x01\x01 "mercy_09" false anchor_x01b) (custom_animation_relative regret objects\characters\prophet\x01\x01 "regret_09" false anchor_x01b) (custom_animation_relative tartarus objects\characters\brute\x01\x01 "tartarus_09" false anchor_x01b) (custom_animation_relative prophet_counc_01 objects\characters\prophet\x01\x01 "prophet01_09" false anchor_x01b) (custom_animation_relative prophet_counc_02 objects\characters\prophet\x01\x01 "prophet02_09" false anchor_x01b) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x01\x01 "hammer_09" anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x01_10_predict_stub) (x01_10_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x01\music\x01_c01_intro_trans_mus) (sleep (camera_time)) (x01_09_cleanup) (cinematic_screen_effect_stop) ) ; X01 SCENE 10 -------------------------------------------------------- (script dormant x01_score_10 (sleep 79) (sound_impulse_start sound\cinematics\01_spacestation\x01\music\x01_c01_intro_trans_mus none 1) (print "x01 score 10 start") ) (script dormant x01_0300_pot (sleep 20) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0300_pot truth 1) (cinematic_subtitle x01_0300_pot 2) ) (script dormant x01_0310_cch (sleep 98) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0310_cch none 1) (cinematic_subtitle x01_0310_cch 3) ) (script dormant x01_0320_pot (sleep 180) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0320_pot none 1) (cinematic_subtitle x01_0320_pot 4) ) (script dormant x01_0330_pot (sleep 329) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x01_0330_pot truth 1) (cinematic_subtitle x01_0330_pot 2) ) (script dormant cinematic_lighting_scene_10 (cinematic_lighting_set_primary_light 19 298 0.266667 0.266667 0.317647) (cinematic_lighting_set_secondary_light -53 106 0.168627 0.168627 0.223529) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting brute_01 1) (object_uses_cinematic_lighting brute_02 1) (object_uses_cinematic_lighting pcc_19 1) (object_uses_cinematic_lighting pcc_20 1) (object_uses_cinematic_lighting pcc_23 1) (object_uses_cinematic_lighting pcc_24 1) (object_uses_cinematic_lighting pcc_25 1) ) (script dormant improve_framerate (time_code_reset) (sleep 223) (print "improve framerate") (object_destroy_containing pcc) (object_destroy_containing elc) ) (script static void x01_10_setup (object_create_anew pcc_19) (object_create_anew pcc_20) (object_create_anew pcc_23) (object_create_anew pcc_24) (object_create_anew pcc_25) (wake x01_score_10) (wake improve_framerate) (wake x01_0300_pot) (wake x01_0310_cch) (wake x01_0320_pot) (wake x01_0330_pot) (wake cinematic_lighting_scene_10) ) (script static void x01_10_cleanup (object_destroy dervish) (object_destroy truth) (object_destroy mercy) (object_destroy regret) (object_destroy tartarus) (object_destroy_containing throne) (object_destroy_containing brute) ; (object_destroy_containing elc) ; (object_destroy_containing pcc) (object_destroy_containing ehg) (object_destroy hammer) ) (script static void x01_scene_10 (x01_10_setup) (camera_set_field_of_view 60 0) (camera_set_animation_relative objects\characters\cinematic_camera\x01\x01 "x01_10" none "anchor_flag_x01b") (custom_animation_relative dervish objects\characters\dervish\x01\x01 "dervish_10" false anchor_x01b) (custom_animation_relative truth objects\characters\prophet\x01\x01 "truth_10" false anchor_x01b) (custom_animation_relative mercy objects\characters\prophet\x01\x01 "mercy_10" false anchor_x01b) (custom_animation_relative regret objects\characters\prophet\x01\x01 "regret_10" false anchor_x01b) (custom_animation_relative tartarus objects\characters\brute\x01\x01 "tartarus_10" false anchor_x01b) (custom_animation_relative brute_01 objects\characters\brute\x01\x01 "brute01_10" false anchor_x01b) (custom_animation_relative brute_02 objects\characters\brute\x01\x01 "brute02_10" false anchor_x01b) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x01\x01 "hammer_10" anchor_x01b) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_intro_01_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_intro\foley\c01_intro_01_fol) (cinematic_screen_effect_start 1) (sleep (- (camera_time) 16)) (cinematic_screen_effect_set_crossfade 1) (sleep 1) (x01_10_cleanup) ) ; C01_INTRO SCENE 01--------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_intro_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_intro\foley\c01_intro_01_fol none 1) (print "c01 intro foley 01 start") ) (script dormant c01_1010_qtm (sleep 390) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_1010_qtm none 1) (cinematic_subtitle c01_1010_qtm 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c01_intro_supratitle_01 (sleep 285) (cinematic_set_title cinematic_title1) ) (script dormant lens_flares (object_create_anew_containing yellow_01) (sleep 15) (object_create_anew_containing yellow_02) (sleep 15) (object_create_anew_containing red) ) (script dormant c01_intro_dof_01 (time_code_reset) (sleep 404) (object_destroy athens) (object_destroy malta) (object_destroy poa_01) (print "rack focus") (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 1.5 1 1 0 0 0 0) ) (script dormant cinematic_lighting_c01_scene_01 (cinematic_lighting_set_primary_light -11 360 0.415686 0.415686 0.501961) (cinematic_lighting_set_secondary_light 41 230 0 0 0) (cinematic_lighting_set_ambient_light 0.0588235 0.0470588 0.0431373) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting cairo 1) (object_uses_cinematic_lighting malta 1) (object_uses_cinematic_lighting athens 1) (object_uses_cinematic_lighting poa_01 1) (object_uses_cinematic_lighting poa_02 1) (object_uses_cinematic_lighting poa_03 1) (object_uses_cinematic_lighting iac_01 1) (object_uses_cinematic_lighting iac_02 1) (object_uses_cinematic_lighting iac_03 1) (object_uses_cinematic_lighting iac_04 1) (object_uses_cinematic_lighting iac_05 1) (object_uses_cinematic_lighting fighter_01 1) (object_uses_cinematic_lighting fighter_02 1) (object_uses_cinematic_lighting fighter_03 1) (object_uses_cinematic_lighting fighter_04 1) (object_uses_cinematic_lighting fighter_05 1) (object_uses_cinematic_lighting fighter_06 1) (object_uses_cinematic_lighting fighter_08 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void c01_02_problem_actors (print "problem actors") (object_create_anew master_guns) (object_create_anew armory) (object_create_anew cart) (object_create_anew optics) (object_create_anew power_supply) (object_cinematic_lod master_guns true) (object_cinematic_lod armory true) (object_cinematic_lod cart true) (object_cinematic_lod optics true) (object_cinematic_lod power_supply true) (object_hide master_guns true) (object_hide armory true) (object_hide cart true) (object_hide optics true) (object_hide power_supply true) ) ; --------------------------------------------------------------------- (script dormant ships_unhide (sleep 150) (print "ships unhide") (object_hide poa_01 false) (object_hide poa_02 false) (object_hide poa_03 false) ) (script static void c01_intro_scene_01_setup (object_create_anew cairo) (object_create_anew malta) (object_create_anew athens) (object_create_anew_containing iac) (object_create_anew_containing poa) (object_create_anew_containing fighter) (object_hide poa_01 true) (object_hide poa_02 true) (object_hide poa_03 true) (object_create_anew matte_earth) (object_create_anew matte_moon) (object_cinematic_lod cairo true) (object_cinematic_lod malta true) (object_cinematic_lod athens true) ; (object_cinematic_lod iac_01 true) (wake c01_intro_foley_01) (wake c01_1010_qtm) (wake ships_unhide) (wake c01_intro_supratitle_01) (wake lens_flares) ; (wake c01_intro_dof_01) (wake cinematic_lighting_c01_scene_01) ) (script static void c01_intro_scene_01_cleanup (cinematic_screen_effect_stop) (print "rack focus stop") (object_destroy cairo) (object_destroy athens) (object_destroy malta) (object_destroy_containing iac) (object_destroy_containing poa) (object_destroy_containing fighter) (object_destroy_containing matte) ) (script static void c01_intro_scene_01 (sound_class_set_gain amb 0 1) (c01_intro_scene_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_intro\01_intro "01_intro_01" none "anchor_flag_x01a") (scenery_animation_start_relative athens scenarios\objects\solo\spacestation\ss_prop\01_intro\01_intro "ss_prop01_01" anchor_x01a) (scenery_animation_start_relative cairo objects\cinematics\human\cairo\cairo "01_intro_01" anchor_x01a) (scenery_animation_start_relative malta scenarios\objects\solo\spacestation\ss_prop\01_intro\01_intro "ss_prop03_01" anchor_x01a) (scenery_animation_start_relative iac_01 objects\cinematics\human\inamberclad\01_intro\01_intro "iac_01" anchor_x01a) (scenery_animation_start_relative iac_02 objects\cinematics\human\inamberclad\01_intro\01_intro "iac_02" anchor_x01a) (scenery_animation_start_relative iac_03 objects\cinematics\human\inamberclad\01_intro\01_intro "iac_03" anchor_x01a) (scenery_animation_start_relative iac_04 objects\cinematics\human\inamberclad\01_intro\01_intro "iac_04" anchor_x01a) (scenery_animation_start_relative iac_05 objects\cinematics\human\inamberclad\01_intro\01_intro "iac_05" anchor_x01a) (scenery_animation_start_relative poa_01 objects\cinematics\human\pillarofautumn\01_intro\01_intro "poa_01" anchor_x01a) (scenery_animation_start_relative poa_02 objects\cinematics\human\pillarofautumn\01_intro\01_intro "poa_02" anchor_x01a) (scenery_animation_start_relative poa_03 objects\cinematics\human\pillarofautumn\01_intro\01_intro "poa_03" anchor_x01a) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_intro\01_intro "longsword_01" anchor_x01a) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_intro\01_intro "longsword_02" anchor_x01a) (scenery_animation_start_relative fighter_03 objects\vehicles\longsword\01_intro\01_intro "longsword_03" anchor_x01a) (scenery_animation_start_relative fighter_04 objects\vehicles\longsword\01_intro\01_intro "longsword_04" anchor_x01a) (scenery_animation_start_relative fighter_05 objects\vehicles\longsword\01_intro\01_intro "longsword_05" anchor_x01a) (scenery_animation_start_relative fighter_06 objects\vehicles\longsword\01_intro\01_intro "longsword_06" anchor_x01a) (scenery_animation_start_relative fighter_07 objects\vehicles\longsword\01_intro\01_intro "longsword_07" anchor_x01a) (scenery_animation_start_relative fighter_08 objects\vehicles\longsword\01_intro\01_intro "longsword_08" anchor_x01a) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_intro\01_intro "earth_space_01" anchor_x01a) (scenery_animation_start_relative matte_moon objects\cinematics\matte_paintings\moon\01_intro\01_intro "moon_01" anchor_x01a) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_intro_02_predict_stub) (c01_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_intro\foley\c01_intro_02_fol) (sleep (camera_time)) (c01_intro_scene_01_cleanup) ) ; C01_INTRO SCENE 02--------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_intro_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_intro\foley\c01_intro_02_fol none 1) (print "c01 intro foley 01 start") ) (script dormant c01_1020_qtm (sleep 18) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_1020_qtm master_guns 1) (cinematic_subtitle c01_1020_qtm 2) (unit_set_emotional_state master_guns annoyed 1 0) (print "master guns - annoyed 1 0") ) (script dormant c01_1030_qtm (sleep 91) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_1030_qtm master_guns 1) (cinematic_subtitle c01_1030_qtm 2) ) (script dormant c01_1040_qtm (sleep 173) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_1040_qtm master_guns 1) (cinematic_subtitle c01_1040_qtm 2) (unit_set_emotional_state master_guns angry 1 15) (print "master guns - angry 1 15") ) (script dormant c01_1050_mas (sleep 396) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_1050_mas chief 1) (cinematic_subtitle c01_1050_mas 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_c01_scene_02 (cinematic_lighting_set_primary_light 12 184 0.117647 0.109804 0.0901961) (cinematic_lighting_set_secondary_light -48 106 0.113725 0.113725 0.0941177) (cinematic_lighting_set_ambient_light 0.0352941 0.0392157 0.0666667) (render_lights_enable_cinematic_shadow 1 chief head .25) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting master_guns 1) (object_uses_cinematic_lighting armory 1) (object_uses_cinematic_lighting cart 1) (object_uses_cinematic_lighting optics 1) (object_uses_cinematic_lighting power_supply 1) (object_uses_cinematic_lighting helmet 1) ) ; --------------------------------------------------------------------- (script static void c01_intro_scene_02_setup (object_hide master_guns false) (object_hide armory false) (object_hide cart false) (object_hide optics false) (object_hide power_supply false) (object_create_anew chief) (object_create_anew helmet) (object_cinematic_lod chief true) (object_cinematic_lod helmet true) (wake c01_intro_foley_02) (wake c01_1020_qtm) (wake c01_1030_qtm) (wake c01_1040_qtm) (wake c01_1050_mas) (wake cinematic_lighting_c01_scene_02) ) (script static void c01_intro_scene_02_cleanup (object_destroy chief) (object_destroy master_guns) (object_destroy armory) (object_destroy cart) (object_destroy optics) (object_destroy power_supply) (object_destroy helmet) ) (script static void c01_intro_scene_02 (disable_render_light_suppressor) (sound_class_set_gain amb 1 1) (c01_intro_scene_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_intro\01_intro "01_intro_02" none "anchor_flag_x01a") (custom_animation_relative chief objects\characters\masterchief\01_intro\01_intro "chief_02" false anchor_x01a) (custom_animation_relative master_guns objects\characters\marine\01_intro\01_intro "quartermaster_02" false anchor_x01a) (scenery_animation_start_relative armory objects\cinematics\human\cairo_armory\01_intro\01_intro "cairo_armory_02" anchor_x01a) (scenery_animation_start_relative cart objects\cinematics\human\equipment_cart\01_intro\01_intro "equipment_cart_02" anchor_x01a) (scenery_animation_start_relative optics objects\cinematics\human\optics\01_intro\01_intro "optics_02" anchor_x01a) (scenery_animation_start_relative power_supply objects\cinematics\human\power_core\01_intro\01_intro "power_supply_02" anchor_x01a) (scenery_animation_start_relative helmet objects\characters\masterchief\helmet\01_intro\01_intro "helmet_02" anchor_x01a) (sleep (- (camera_time) 15)) ; (fade_out 1 1 1 15) ; (sleep 15) (sound_class_set_gain amb 0 15) ; (sleep 15) ; (c01_intro_scene_02_cleanup) (enable_render_light_suppressor) (loading_screen_fade_to_white) ) ; X01 MASTER SCRIPT --------------------------------------------------- (script static void intro (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain device_door 0 0) (cinematic_outro_start) (x01_scene_01a) (x01_scene_01b) (x01_scene_02) (x01_scene_03) (x01_scene_04) (x01_scene_05) (x01_scene_06) (x01_scene_07) (x01_scene_08) (x01_scene_09) (x01_scene_10) (c01_intro_scene_01) (c01_intro_scene_02) (rasterizer_bloom_override 0) ) (script startup (fade_out 0 0 0 0) (switch_bsp_by_name high_0) (if (cinematic_skip_start) (begin (intro) ) ) (cinematic_skip_stop) (game_won) )