; CINEMATICS FOR LEVEL 01B, "SPACE STATION" =========================== ; ===================================================================== ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 45) (script stub void x02_01_predict_stub (print "predict 01")) (script stub void x02_02_predict_stub (print "predict 02")) (script stub void x02_03_predict_stub (print "predict 03")) (script stub void x02_04a_predict_stub (print "predict 04a")) (script stub void x02_04b_predict_stub (print "predict 04b")) (script stub void x02_05_predict_stub (print "predict 05")) (script stub void x02_06_predict_stub (print "predict 06")) (script stub void x02_07_predict_stub (print "predict 07")) (script stub void x02_08_predict_stub (print "predict 08")) (script stub void x02_09_predict_stub (print "predict 09")) (script stub void x02_10_predict_stub (print "predict 10")) (script stub void 01_outro_01_predict_stub (print "predict 01")) (script stub void 01_outro_02_predict_stub (print "predict 02")) (script stub void 01_outro_03_predict_stub (print "predict 03")) (script stub void 01_outro_04_predict_stub (print "predict 04")) (script stub void 01_outro_05_predict_stub (print "predict 05")) (script stub void 01_outro_06_predict_stub (print "predict 06")) (script stub void 01_outro_07_predict_stub (print "predict 07")) (script stub void 01_outro_08_predict_stub (print "predict 08")) (script stub void 01_outro_09_predict_stub (print "predict 09")) (script stub void 01_outro_10_predict_stub (print "predict 10")) ; X02 SCENE 01 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_score_01 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_01_mus none 1) (print "x02 score 01 start") ) (script dormant x02_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01_fol none 1) (print "x02 foley 01 start") ) (script dormant x02_0010_mas (sleep 20) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0010_mas chief_x02_01 1) (cinematic_subtitle x02_0010_mas 2) ) (script dormant x02_0020_jon (sleep 80) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0020_jon johnson_x02_01 1) (cinematic_subtitle x02_0020_jon 2.5) (unit_set_emotional_state johnson_x02_01 annoyed .75 10) (print "johnson - annoyed .75 15") ) (script dormant x02_0030_jon (sleep 181) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0030_jon johnson_x02_01 1) (cinematic_subtitle x02_0030_jon 2.5) ) (script dormant x02_0040_jon (sleep 270) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0040_jon johnson_x02_01 1) (cinematic_subtitle x02_0040_jon 2) (unit_set_emotional_state johnson_x02_01 happy .75 30) (print "johnson - happy .75 30") ) (script dormant x02_0050_jon (sleep 333) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0050_jon johnson_x02_01 1) (cinematic_subtitle x02_0050_jon 2) (sleep 10) (unit_set_emotional_state johnson_x02_01 pensive 1 60) (print "johnson - pensive 1 60") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x02_01_dof (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field .85 0 0 0 .5 .5 0) (print "rack focus") (sleep 164) (cinematic_screen_effect_stop) (print "rack focus stop") (sleep 104) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 .5 .5 0) (print "rack focus") (sleep 147) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant cinematic_lighting_x02_01 (cinematic_lighting_set_primary_light 67 208 0.458824 0.407843 0.34902) (cinematic_lighting_set_secondary_light 45 120 0.215686 0.207843 0.25098) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (object_uses_cinematic_lighting chief_x02_01 1) (object_uses_cinematic_lighting johnson_x02_01 1) (object_uses_cinematic_lighting marine_x02_01 1) (object_uses_cinematic_lighting marine_x02_02 1) (object_uses_cinematic_lighting marine_x02_03 1) (object_uses_cinematic_lighting marine_x02_04 1) (object_uses_cinematic_lighting marine_x02_05 1) (object_uses_cinematic_lighting marine_x02_06 1) (object_uses_cinematic_lighting marine_x02_07 1) (object_uses_cinematic_lighting marine_x02_08 1) (object_uses_cinematic_lighting marine_door_01 1) (object_uses_cinematic_lighting marine_door_02 1) (object_uses_cinematic_lighting johnson_hat 1) (object_uses_cinematic_lighting x02_drone_01 1) (object_uses_cinematic_lighting x02_drone_02 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x02_02_problem_actors (print "problem actors") (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_cinematic_lod dervish true) (object_cinematic_lod tartarus true) (object_cinematic_lod brute_01 true) (object_cinematic_lod brute_02 true) ) ; CROWDS -------------------------------------------------------------- (script dormant x02_hum_crowd_01a (print "first marine crowd") (custom_animation_loop marine_x02_05 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (custom_animation_loop marine_x02_04 objects\characters\marine\x02\x02 "marine_fist_loop" false) (custom_animation_loop marine_x02_01 objects\characters\marine\x02\x02 "marine_clapping_loop" false) (sleep 5) (custom_animation_loop marine_x02_02 objects\characters\marine\x02\x02 "marine_clapping_loop" false) (sleep 10) (custom_animation_loop marine_x02_03 objects\characters\marine\x02\x02 "marine_clapping_loop" false) (sleep 10) (custom_animation_loop marine_x02_06 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (sleep 10) (custom_animation_loop marine_x02_07 objects\characters\marine\x02\x02 "marine_clapping_loop" false) (sleep 10) (custom_animation_loop marine_x02_08 objects\characters\marine\x02\x02 "marine_clapping_loop" false) ) (script dormant x02_hum_crowd_01b (sleep 268) (print "second marine crowd") (object_destroy marine_x02_01) (object_destroy marine_x02_02) (object_destroy marine_x02_03) (object_destroy marine_x02_04) (object_destroy marine_x02_05) (object_create_anew marine_x02_09) (object_create_anew marine_x02_10) (object_create_anew marine_x02_11) (object_create_anew marine_x02_12) (object_uses_cinematic_lighting marine_x02_09 1) (object_uses_cinematic_lighting marine_x02_10 1) (object_uses_cinematic_lighting marine_x02_11 1) (object_uses_cinematic_lighting marine_x02_12 1) (custom_animation_loop marine_x02_09 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (custom_animation_loop marine_x02_10 objects\characters\marine\x02\x02 "marine_fist_loop" false) (custom_animation_loop marine_x02_11 objects\characters\marine\x02\x02 "marine_clapping_loop" false) (sleep 10) (custom_animation_loop marine_x02_12 objects\characters\marine\x02\x02 "marine_clapping_loop" false) ) ; --------------------------------------------------------------------- (script dormant open_bridge_door (sleep 417) (print "open bridge door") (device_set_position x02_bridge_door 1) ) (script static void x02_01_setup (object_destroy_type_mask 2052) (object_destroy offending_light) (object_create_anew chief_x02_01) (object_create_anew johnson_x02_01) (object_create_anew johnson_hat) (object_set_permutation johnson_x02_01 "helmet" "") (object_create_anew marine_door_01) (object_create_anew marine_door_02) (object_set_permutation marine_door_01 "head" "smith") (object_set_permutation marine_door_02 "head" "perez") (object_create_anew marine_x02_01) (object_create_anew marine_x02_02) (object_create_anew marine_x02_03) (object_create_anew marine_x02_04) (object_create_anew marine_x02_05) (object_create_anew marine_x02_06) (object_create_anew marine_x02_07) (object_create_anew marine_x02_08) (object_create_anew x02_drone_01) (object_create_anew x02_drone_02) (object_cinematic_lod chief_x02_01 true) (object_cinematic_lod johnson_x02_01 true) (object_cinematic_lod marine_x02_01 true) (object_cinematic_lod marine_x02_02 true) (object_cinematic_lod marine_x02_03 true) (object_cinematic_lod marine_x02_04 true) (object_cinematic_lod marine_x02_05 true) (object_cinematic_lod marine_x02_06 true) (object_cinematic_lod marine_x02_07 true) (object_cinematic_lod marine_x02_08 true) (wake x02_score_01) (wake x02_foley_01) (wake x02_0010_mas) (wake x02_0020_jon) (wake x02_0030_jon) (wake x02_0040_jon) (wake x02_0050_jon) (wake x02_hum_crowd_01a) (wake x02_hum_crowd_01b) (wake x02_01_dof) (wake cinematic_lighting_x02_01) (wake open_bridge_door) ) (script static void x02_01_cleanup (object_destroy chief_x02_01) (object_destroy johnson_x02_01) (object_destroy_containing marine_x02) (object_destroy_containing marine_door) (object_destroy_containing drone) (cinematic_screen_effect_stop) ) (script static void x02_scene_01 (fade_out 1 1 1 0) (camera_control on) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_01_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol) (sleep prediction_offset) (x02_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_01" none "anchor_flag_x02_01") (custom_animation_relative chief_x02_01 objects\characters\masterchief\x02\x02 "chief_01" false anchor_x02_01) (custom_animation_relative johnson_x02_01 objects\characters\marine\x02\x02 "johnson_01" false anchor_x02_01) (custom_animation_relative marine_door_01 objects\characters\marine\x02\x02 "marine02_01" false anchor_x02_01) (custom_animation_relative marine_door_02 objects\characters\marine\x02\x02 "marine04_01" false anchor_x02_01) (scenery_animation_start_relative johnson_hat objects\characters\marine\dress_cap\x02\x02 "dress_cap_01" anchor_x02_01) (scenery_animation_start_relative x02_drone_01 objects\cinematics\news_drone\x02\x02 "news_drone01_01" anchor_x02_01) (scenery_animation_start_relative x02_drone_02 objects\cinematics\news_drone\x02\x02 "news_drone02_01" anchor_x02_01) ; safety white (sleep 20) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_01b_fol) (sleep (- (camera_time) 15)) (x02_02_problem_actors) (fade_out 1 1 1 15) (sleep 15) (x02_01_cleanup) ) ; X02 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_01b_fol none 1) (print "x02 foley 02 start") ) (script dormant x02_0070_gch (sleep 386) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0070_gch none 1) (cinematic_subtitle x02_0070_gch 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x02_fov_02 (sleep 384) (camera_set_field_of_view 30 0) (print "fov change: 60 -> 30 over 0 ticks") (sleep 71) (camera_set_field_of_view 60 0) (print "fov change: 30 -> 60 over 0 ticks") ) (script dormant cinematic_lighting_x02_02 (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting tartarus 1) (object_uses_cinematic_lighting brute_01 1) (object_uses_cinematic_lighting brute_02 1) (object_uses_cinematic_lighting grunt_01 1) (object_uses_cinematic_lighting grunt_02 1) (object_uses_cinematic_lighting grunt_03 1) (object_uses_cinematic_lighting jackal_01 1) (object_uses_cinematic_lighting hammer 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) ) ; CROWDS -------------------------------------------------------------- (script dormant place_cov_crowd_01a (sleep 60) (print "place crowd 01a") (object_create_anew_containing cov_crowd_01a) (object_create_anew problem_guard) (object_uses_cinematic_lighting cov_crowd_01a_01 1) (object_uses_cinematic_lighting cov_crowd_01a_02 1) (object_uses_cinematic_lighting cov_crowd_01a_03 1) (object_uses_cinematic_lighting cov_crowd_01a_04 1) (object_uses_cinematic_lighting cov_crowd_01a_05 1) (object_uses_cinematic_lighting cov_crowd_01a_06 1) (object_uses_cinematic_lighting cov_crowd_01a_07 1) (object_uses_cinematic_lighting cov_crowd_01a_08 1) (object_uses_cinematic_lighting cov_crowd_01a_09 1) (object_uses_cinematic_lighting cov_crowd_01a_10 1) (object_uses_cinematic_lighting cov_crowd_01a_11 1) (object_uses_cinematic_lighting cov_crowd_01a_12 1) (object_uses_cinematic_lighting cov_crowd_01a_13 1) (object_uses_cinematic_lighting cov_crowd_01a_14 1) (object_uses_cinematic_lighting cov_crowd_01a_15 1) (object_uses_cinematic_lighting cov_crowd_01a_16 1) (object_uses_cinematic_lighting cov_crowd_01a_17 1) (object_uses_cinematic_lighting cov_crowd_01a_18 1) (object_uses_cinematic_lighting cov_crowd_01a_19 1) (object_uses_cinematic_lighting cov_crowd_01a_20 1) (object_uses_cinematic_lighting cov_crowd_01a_21 1) (object_uses_cinematic_lighting cov_crowd_01a_22 1) (object_uses_cinematic_lighting cov_crowd_01a_23 1) (object_uses_cinematic_lighting cov_crowd_01a_24 1) (object_uses_cinematic_lighting cov_crowd_01a_25 1) (object_uses_cinematic_lighting cov_crowd_01a_26 1) (object_uses_cinematic_lighting cov_crowd_01a_27 1) (object_uses_cinematic_lighting cov_crowd_01a_28 1) (object_uses_cinematic_lighting cov_crowd_01a_29 1) (object_uses_cinematic_lighting cov_crowd_01a_30 1) (object_uses_cinematic_lighting cov_crowd_01a_31 1) (object_uses_cinematic_lighting cov_crowd_01a_32 1) (object_uses_cinematic_lighting cov_crowd_01a_33 1) (object_uses_cinematic_lighting problem_guard 1) ) (script dormant place_cov_crowd_01b (sleep 249) (print "place crowd 01b") (object_destroy_containing cov_crowd_01a) (object_destroy problem_guard) (object_create_anew_containing cov_crowd_01b) (object_uses_cinematic_lighting cov_crowd_01b_01 1) (object_uses_cinematic_lighting cov_crowd_01b_03 1) (object_uses_cinematic_lighting cov_crowd_01b_04 1) (object_uses_cinematic_lighting cov_crowd_01b_05 1) (object_uses_cinematic_lighting cov_crowd_01b_06 1) (object_uses_cinematic_lighting cov_crowd_01b_07 1) (object_uses_cinematic_lighting cov_crowd_01b_08 1) (object_uses_cinematic_lighting cov_crowd_01b_09 1) (object_uses_cinematic_lighting cov_crowd_01b_10 1) (object_uses_cinematic_lighting cov_crowd_01b_11 1) (object_uses_cinematic_lighting cov_crowd_01b_12 1) (object_uses_cinematic_lighting cov_crowd_01b_13 1) (object_uses_cinematic_lighting cov_crowd_01b_14 1) (object_uses_cinematic_lighting cov_crowd_01b_15 1) (object_uses_cinematic_lighting cov_crowd_01b_16 1) ) (script dormant place_cov_crowd_01c (sleep 384) (print "place crowd 01c") (object_destroy_containing cov_crowd_01b) (object_create_anew_containing cov_crowd_01c) (object_uses_cinematic_lighting cov_crowd_01c_01 1) (object_uses_cinematic_lighting cov_crowd_01c_02 1) (object_uses_cinematic_lighting cov_crowd_01c_03 1) (object_uses_cinematic_lighting cov_crowd_01c_04 1) (object_uses_cinematic_lighting cov_crowd_01c_05 1) ) (script dormant place_cov_crowd_01d (time_code_reset) (sleep 610) (print "place crowd 01d") (object_destroy_containing cov_crowd_01c) (object_create_anew_containing cov_crowd_01d) (object_uses_cinematic_lighting cov_crowd_01d_01 1) (object_uses_cinematic_lighting cov_crowd_01d_02 1) (object_uses_cinematic_lighting cov_crowd_01d_03 1) (object_uses_cinematic_lighting cov_crowd_01d_04 1) (object_uses_cinematic_lighting cov_crowd_01d_05 1) (object_uses_cinematic_lighting cov_crowd_01d_06 1) (object_uses_cinematic_lighting cov_crowd_01d_07 1) (object_uses_cinematic_lighting cov_crowd_01d_08 1) (object_uses_cinematic_lighting cov_crowd_01d_09 1) (object_uses_cinematic_lighting cov_crowd_01d_10 1) (object_uses_cinematic_lighting cov_crowd_01d_11 1) (object_uses_cinematic_lighting cov_crowd_01d_12 1) (object_uses_cinematic_lighting cov_crowd_01d_13 1) (object_uses_cinematic_lighting cov_crowd_01d_14 1) (object_uses_cinematic_lighting cov_crowd_01d_15 1) (object_uses_cinematic_lighting cov_crowd_01d_16 1) (object_uses_cinematic_lighting cov_crowd_01d_17 1) (object_uses_cinematic_lighting cov_crowd_01d_18 1) (object_uses_cinematic_lighting cov_crowd_01d_19 1) (object_uses_cinematic_lighting cov_crowd_01d_20 1) (object_uses_cinematic_lighting cov_crowd_01d_21 1) ) (script dormant place_cov_crowd_distant (sleep 456) (print "place crowd distant") (object_create_anew_containing x02_crowd_distant) ) ; --------------------------------------------------------------------- (script dormant activate_manacles (sleep 666) (print "activate manacle") (object_set_function_variable x02_manacle_01 "manacle_on" 0 1) (sleep 20) (object_set_function_variable x02_manacle_02 "manacle_on" 0 1) ) (script dormant create_columns (object_create_anew x02_column_01) (object_create_anew x02_column_06) (sleep 30) (object_create_anew x02_column_02) (object_create_anew x02_column_05) (sleep 30) (object_create_anew x02_column_03) (object_create_anew x02_column_04) ) (script static void x02_02_setup (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew jackal_01) (object_create_anew hammer) (object_create_anew_containing x02_manacle) (object_cinematic_lod grunt_01 true) (object_cinematic_lod grunt_02 true) (object_cinematic_lod grunt_03 true) (object_cinematic_lod jackal_01 true) (object_cinematic_lod hammer true) (wake x02_foley_02) (wake x02_0070_gch) (wake x02_fov_02) ; (wake x04_01_dof_1) (wake place_cov_crowd_01a) (wake place_cov_crowd_01b) (wake place_cov_crowd_01c) (wake place_cov_crowd_01d) (wake place_cov_crowd_distant) (wake create_columns) (wake activate_manacles) (wake cinematic_lighting_x02_02) (device_set_position x02_door_02 1) ) (script static void x02_02_cleanup (object_destroy brute_01) (object_destroy brute_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy grunt_03) (object_destroy jackal_01) (object_destroy hammer) (object_destroy_containing cov_crowd_01) (object_destroy_containing crowd_distant) ) (script static void x02_scene_02 ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_02_predict_stub) (x02_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_02" none "anchor_flag_x02_02") (custom_animation_relative dervish objects\characters\dervish\x02\x02 "dervish_02" false anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 "tartarus_02" false anchor_x02_02) (custom_animation_relative brute_01 objects\characters\brute\x02\x02 "brute01_02" false anchor_x02_02) (custom_animation_relative brute_02 objects\characters\brute\x02\x02 "brute02_02" false anchor_x02_02) (custom_animation_relative grunt_01 objects\characters\grunt\x02\x02 "grunt01_02" false anchor_x02_02) (custom_animation_relative grunt_02 objects\characters\grunt\x02\x02 "grunt02_02" false anchor_x02_02) (custom_animation_relative grunt_03 objects\characters\grunt\x02\x02 "grunt03_02" false anchor_x02_02) (custom_animation_relative jackal_01 objects\characters\jackal\x02\x02 "jackal01_02" false anchor_x02_02) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x02\x02 "hammer_02" anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 "manacle1_02" anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 "manacle2_02" anchor_x02_02) ; safety white (sleep 30) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x02_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_02_fol) (sleep (camera_time)) (x02_02_cleanup) ) ; X02 SCENE 03 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_02_fol none 1) (print "x02 foley 03 start") ) (script dormant x02_0090_tar (sleep 40) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0090_tar tartarus 1) (cinematic_subtitle x02_0090_tar 2) ) (script dormant x02_0100_der (sleep 106) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0100_der dervish 1) (cinematic_subtitle x02_0100_der 3.5) ) (script dormant x02_0110_tar (sleep 213) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0110_tar tartarus 1) (cinematic_subtitle x02_0110_tar 1.5) (unit_set_emotional_state tartarus inquisitive 1 60) (print "tartarus - inquisitive 1 60") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_beam_01_start (sleep 297) (print "effect - beam 01 start") (object_create beam_start_01) ) (script dormant effect_beams (sleep 378) (print "effect - beam 01") (object_create beam_01) (sleep 69) (print "effect - beam 02") (object_create beam_02) ) (script dormant place_cov_crowd_02 (sleep 480) (print "place crowd 02") (object_create_anew_containing cov_crowd_02) (object_uses_cinematic_lighting cov_crowd_02_01 1) (object_uses_cinematic_lighting cov_crowd_02_02 1) (object_uses_cinematic_lighting cov_crowd_02_03 1) (object_uses_cinematic_lighting cov_crowd_02_04 1) (object_uses_cinematic_lighting cov_crowd_02_05 1) (object_uses_cinematic_lighting cov_crowd_02_06 1) (object_uses_cinematic_lighting cov_crowd_02_07 1) (object_uses_cinematic_lighting cov_crowd_02_08 1) (object_uses_cinematic_lighting cov_crowd_02_09 1) (object_uses_cinematic_lighting cov_crowd_02_10 1) (object_uses_cinematic_lighting cov_crowd_02_11 1) (object_uses_cinematic_lighting cov_crowd_02_12 1) (object_uses_cinematic_lighting cov_crowd_02_13 1) (object_uses_cinematic_lighting cov_crowd_02_14 1) (object_uses_cinematic_lighting cov_crowd_02_15 1) (object_uses_cinematic_lighting cov_crowd_02_16 1) (object_uses_cinematic_lighting cov_crowd_02_17 1) (object_uses_cinematic_lighting cov_crowd_02_18 1) (object_uses_cinematic_lighting cov_crowd_02_19 1) ) ; --------------------------------------------------------------------- (script static void x02_03_setup (wake x02_foley_03) (wake x02_0090_tar) (wake x02_0100_der) (wake x02_0110_tar) (wake effect_beam_01_start) (wake effect_beams) (wake place_cov_crowd_02) ) (script static void x02_scene_03_cleanup (object_destroy_containing beam) (object_destroy_containing cov_crowd_02) ) (script static void x02_scene_03 (x02_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_03" none "anchor_flag_x02_02") (custom_animation_relative dervish objects\characters\dervish\x02\x02 "dervish_03" false anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 "tartarus_03" false anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 "manacle1_03" anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 "manacle2_03" anchor_x02_02) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_scene_03_cleanup) ) ; X02 SCENE 04A ------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_foley_04a (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_03_fol none 1) (print "x02 foley 04a start") ) (script dormant x02_0140_lhd (sleep 300) (unit_set_emotional_state hood_x02 happy .25 30) (print "hood - happy .25 30") (sleep 41) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0140_lhd hood_x02 1) (cinematic_subtitle x02_0140_lhd 2) ) (script dormant marine_whisper (sleep 413) (print "marine whisper") (sound_impulse_start sound\ambience\earthcity\whisper marine_01 1) ) (script dormant x02_0150_lhd (sleep 430) (unit_set_emotional_state hood_x02 angry .25 60) (print "hood - angry .25 60") (sleep 50) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0150_lhd hood_x02 1) (cinematic_subtitle x02_0150_lhd 1.5) ) (script dormant x02_0160_cor (unit_set_emotional_state cortana_x02 angry .15 0) (print "cortana - angry .15 0") (sleep 524) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0160_cor cortana_x02 1) (cinematic_subtitle x02_0160_cor 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_cortana_on (sleep 521) (print "cortana_on") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off x02_cortana_stand "holo_effect") ; (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 "cortana_04a" false anchor_x02_01) ) (script dormant cinematic_lighting_x02_04a (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 1) (object_uses_cinematic_lighting johnson_x02 1) (object_uses_cinematic_lighting hood_x02 1) (object_uses_cinematic_lighting miranda_x02 1) (object_uses_cinematic_lighting cortana_x02 1) (object_uses_cinematic_lighting marine_01 1) (object_uses_cinematic_lighting marine_02 1) (object_uses_cinematic_lighting marine_03 1) (object_uses_cinematic_lighting marine_04 1) (object_uses_cinematic_lighting marine_plant_01 1) (object_uses_cinematic_lighting marine_plant_02 1) (object_uses_cinematic_lighting marine_plant_03 1) (object_uses_cinematic_lighting marine_plant_04 1) (object_uses_cinematic_lighting marine_plant_05 1) (object_uses_cinematic_lighting marine_plant_06 1) (object_uses_cinematic_lighting marine_plant_07 1) (object_uses_cinematic_lighting x02_cortana_stand 1) (object_uses_cinematic_lighting x02_medal_tray 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) ; CROWDS -------------------------------------------------------------- (script dormant x02_marine_crowd_01 (sleep 0) (print "create marine crowd 02") (object_create_anew_containing x02_marine_prop_01a) (sleep 10) (object_create_anew_containing x02_marine_prop_01b) (object_uses_cinematic_lighting x02_marine_prop_01a_01 1) (object_uses_cinematic_lighting x02_marine_prop_01b_02 1) (object_uses_cinematic_lighting x02_marine_prop_01a_03 1) (object_uses_cinematic_lighting x02_marine_prop_01b_04 1) (object_uses_cinematic_lighting x02_marine_prop_01a_05 1) (object_uses_cinematic_lighting x02_marine_prop_01a_06 1) (object_uses_cinematic_lighting x02_marine_prop_01a_07 1) (object_uses_cinematic_lighting x02_marine_prop_01b_08 1) (object_uses_cinematic_lighting x02_marine_prop_01a_09 1) (object_uses_cinematic_lighting x02_marine_prop_01b_10 1) (object_uses_cinematic_lighting x02_marine_prop_01a_11 1) (object_uses_cinematic_lighting x02_marine_prop_01b_12 1) (object_uses_cinematic_lighting x02_marine_prop_01a_13 1) (object_uses_cinematic_lighting x02_marine_prop_01b_14 1) (object_uses_cinematic_lighting x02_marine_prop_01a_15 1) (object_uses_cinematic_lighting x02_marine_prop_01b_16 1) ) (script dormant x02_marine_crowd_02 (sleep 0) (print "create marine crowd 02") (object_create_anew_containing x02_marine_prop_02a) (sleep 5) (object_create_anew_containing x02_marine_prop_02b) (sleep 10) (object_create_anew_containing x02_marine_prop_02c) (object_uses_cinematic_lighting x02_marine_prop_02a_01 1) (object_uses_cinematic_lighting x02_marine_prop_02b_02 1) (object_uses_cinematic_lighting x02_marine_prop_02c_03 1) (object_uses_cinematic_lighting x02_marine_prop_02a_05 1) (object_uses_cinematic_lighting x02_marine_prop_02b_06 1) (object_uses_cinematic_lighting x02_marine_prop_02c_07 1) (object_uses_cinematic_lighting x02_marine_prop_02a_08 1) (object_uses_cinematic_lighting x02_marine_prop_02b_09 1) (object_uses_cinematic_lighting x02_marine_prop_02c_10 1) (object_uses_cinematic_lighting x02_marine_prop_02a_11 1) (object_uses_cinematic_lighting x02_marine_prop_02b_12 1) (object_uses_cinematic_lighting x02_marine_prop_02c_13 1) (object_uses_cinematic_lighting x02_marine_prop_02a_14 1) (object_uses_cinematic_lighting x02_marine_prop_02b_16 1) (object_uses_cinematic_lighting x02_marine_prop_02c_17 1) (object_uses_cinematic_lighting x02_marine_prop_02a_18 1) (object_uses_cinematic_lighting x02_marine_prop_02b_19 1) (object_uses_cinematic_lighting x02_marine_prop_02c_20 1) (object_uses_cinematic_lighting x02_marine_prop_02a_21 1) (object_uses_cinematic_lighting x02_marine_prop_02b_22 1) (object_uses_cinematic_lighting x02_marine_prop_02c_23 1) (object_uses_cinematic_lighting x02_marine_prop_02a_24 1) (object_uses_cinematic_lighting x02_marine_prop_02b_25 1) (object_uses_cinematic_lighting x02_marine_prop_02c_26 1) (object_uses_cinematic_lighting x02_marine_prop_02a_27 1) (object_uses_cinematic_lighting x02_marine_prop_02b_28 1) (object_uses_cinematic_lighting x02_marine_prop_02c_29 1) (object_uses_cinematic_lighting x02_marine_prop_02a_30 1) (object_uses_cinematic_lighting x02_marine_prop_02b_31 1) (object_uses_cinematic_lighting x02_marine_prop_02c_32 1) ) ; --------------------------------------------------------------------- (script static void x02_04a_setup (object_create_anew chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew marine_plant_01) (object_create_anew marine_plant_02) (object_create_anew marine_plant_03) (object_create_anew marine_plant_04) (object_create_anew marine_plant_05) (object_create_anew marine_plant_06) (object_create_anew marine_plant_07) (object_set_permutation marine_01 "head" "perez") (object_set_permutation marine_02 "head" "smith") (object_set_permutation marine_03 "head" "walter") (object_set_permutation marine_04 "head" "dion") (object_create_anew x02_cortana_stand) (object_create_anew x02_medal_tray) (object_create_anew x02_unsc_logo) (object_cinematic_lod chief_x02 true) (object_cinematic_lod hood_x02 true) (object_cinematic_lod cortana_x02 true) (object_cinematic_lod miranda_x02 true) (object_cinematic_lod johnson_x02 true) (object_cinematic_lod marine_01 true) (object_cinematic_lod marine_02 true) (object_cinematic_lod marine_03 true) (object_cinematic_lod marine_04 true) (object_cinematic_lod marine_plant_01 true) (object_cinematic_lod marine_plant_02 true) (object_cinematic_lod marine_plant_03 true) (object_cinematic_lod marine_plant_04 true) (object_cinematic_lod marine_plant_05 true) (object_cinematic_lod marine_plant_06 true) (object_cinematic_lod marine_plant_07 true) (wake x02_foley_04a) (wake x02_0140_lhd) (wake marine_whisper) (wake x02_0150_lhd) (wake x02_0160_cor) (wake x02_marine_crowd_01) (wake x02_marine_crowd_02) (wake effect_cortana_on) (wake cinematic_lighting_x02_04a) ) (script static void x02_scene_04a_cleanup (object_destroy marine_05) (object_destroy marine_06) (object_destroy marine_07) (object_destroy marine_08) (object_destroy_containing x02_marine_prop_01) (object_destroy_containing x02_marine_prop_02) (object_destroy_containing marine_plant) ) (script static void x02_scene_04a (cinematic_lightmap_shadow_enable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_04a_predict_stub) (x02_04a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_04a" none "anchor_flag_x02_01") (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 "chief_04a" false anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 "johnson_04a" false anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 "hood_04a" false anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 "miranda_04a" false anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 "cortana_04a" false anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 "marine01_04a" false anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 "marine02_04a" false anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 "marine03_04a" false anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 "marine04_04a" false anchor_x02_01) (custom_animation_loop marine_plant_01 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (custom_animation_loop marine_plant_02 objects\characters\marine\x02\x02 "marine_fist_loop" false) (custom_animation_loop marine_plant_03 objects\characters\marine\x02\x02 "marine_clapping_loop" false) (custom_animation_loop marine_plant_04 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (custom_animation_loop marine_plant_05 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (custom_animation_loop marine_plant_06 objects\characters\marine\x02\x02 "marine_whistle_loop" false) (custom_animation_loop marine_plant_07 objects\characters\marine\x02\x02 "marine_fist_loop" false) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 "cortana_stand_04a" anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 "medal_tray_04a" anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 "unsc_logo_04a" anchor_x02_01) ; safety white (sleep 30) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x02_04b_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_04_fol) (sleep (camera_time)) (x02_scene_04a_cleanup) ) ; X02 SCENE 04B ------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_foley_04b (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_04_fol none 1) (print "x02 foley 04b start") ) (script dormant x02_0170_lhd (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0170_lhd hood_x02 1) (cinematic_subtitle x02_0170_lhd 3) ) (script dormant x02_0180_cor (sleep 10) (unit_set_emotional_state cortana_x02 angry .25 0) (sleep 117) (unit_set_emotional_state cortana_x02 happy .25 60) (print "cortana - happy .15 60") (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0180_cor cortana_x02 1) (cinematic_subtitle x02_0180_cor 1) ) (script dormant x02_0190_mas (sleep 194) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0190_mas chief_x02 1) (cinematic_subtitle x02_0190_mas 1) ) (script dormant x02_0200_jon (sleep 189) (unit_set_emotional_state johnson_x02 arrogant 1 0) (print "johnson - amorous 1 0") (sleep 5) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0200_jon johnson_x02 1) (cinematic_subtitle x02_0200_jon 1) (sleep 30) (unit_set_emotional_state johnson_x02 annoyed .5 30) (print "johnson - annoyed .5 30") (sleep 40) (unit_set_emotional_state johnson_x02 pensive 1 5) (print "johnson - pensive 1 5") ) (script dormant x02_0210_lhd (sleep 255) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0210_lhd hood_x02 1) (cinematic_subtitle x02_0210_lhd 1) ) (script dormant x02_0220_lhd (sleep 293) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0220_lhd hood_x02 1) (cinematic_subtitle x02_0220_lhd 5) ) (script dormant x02_0230_lhd (sleep 435) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0230_lhd hood_x02 1) (cinematic_subtitle x02_0230_lhd 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x02_04b (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting medal_01 1) (object_uses_cinematic_lighting medal_02 1) (object_uses_cinematic_lighting medal_03 1) ) ; --------------------------------------------------------------------- (script static void x02_04b_setup (object_create_anew_containing medal) (cinematic_set_near_clip_distance .043) (print "setting near clip distance to .043") (wake x02_foley_04b) (wake x02_0170_lhd) (wake x02_0180_cor) (wake x02_0190_mas) (wake x02_0200_jon) (wake x02_0210_lhd) (wake x02_0220_lhd) (wake x02_0230_lhd) ) (script static void x02_scene_04b (x02_04b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_04b" none "anchor_flag_x02_01") (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 "chief_04b" false anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 "johnson_04b" false anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 "hood_04b" false anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 "cortana_04b" false anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 "marine01_04b" false anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 "cortana_stand_04b" anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 "medal_tray_04b" anchor_x02_01) (scenery_animation_start_relative medal_01 objects\cinematics\Human\medals\colonial_cross\x02\x02 "cross1_04b" anchor_x02_01) (scenery_animation_start_relative medal_02 objects\cinematics\Human\medals\colonial_cross\x02\x02 "cross2_04b" anchor_x02_01) (scenery_animation_start_relative medal_03 objects\cinematics\Human\medals\colonial_cross\x02\x02 "cross3_04b" anchor_x02_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_05_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_05_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) ) ; X02 SCENE 05 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_score_05 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_05_mus none 1) (print "x02 score 05 start") ) (script dormant x02_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_05_fol none 1) (print "x02 foley 05 start") ) (script dormant x02_0240_tar (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0240_tar tartarus 1) (cinematic_subtitle x02_0240_tar 3) ) (script dormant x02_0250_tar (sleep 88) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0250_tar tartarus 1) (cinematic_subtitle x02_0250_tar 3) ) (script dormant x02_0270_tar (sleep 245) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0270_tar tartarus 1) (cinematic_subtitle x02_0270_tar 2) (effect_new_on_object_marker effects\cinematics\02\charred_smoke_medium dervish "head") ) ; LIGHTING & EFFECTS -------------------------------------------------- (script dormant effect_body_smoke (sleep 0) (print "effect - body smoke") (effect_new_on_object_marker effects\cinematics\02\charred_smoke_medium dervish "head") ) (script dormant cinematic_lighting_x02_05 (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting tartarus 1) (object_uses_cinematic_lighting brute_01 1) (object_uses_cinematic_lighting brute_02 1) (object_uses_cinematic_lighting grunt_01 1) (object_uses_cinematic_lighting grunt_02 1) (object_uses_cinematic_lighting grunt_03 1) (object_uses_cinematic_lighting jackal_01 1) (object_uses_cinematic_lighting jackal_02 1) (object_uses_cinematic_lighting hunter_01 1) (object_uses_cinematic_lighting hunter_02 1) (object_uses_cinematic_lighting hunter_03 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) ) ; --------------------------------------------------------------------- (script static void x02_05_setup (object_create_anew dervish) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew grunt_01) (object_create_anew grunt_02) (object_create_anew grunt_03) (object_create_anew jackal_01) (object_create_anew jackal_02) (object_create_anew hunter_01) (object_create_anew hunter_02) (object_create_anew hunter_03) (object_cinematic_lod dervish true) (object_cinematic_lod tartarus true) (object_cinematic_lod brute_01 true) (object_cinematic_lod brute_02 true) (object_cinematic_lod grunt_01 true) (object_cinematic_lod grunt_02 true) (object_cinematic_lod grunt_03 true) (object_cinematic_lod jackal_01 true) (object_cinematic_lod jackal_02 true) (object_cinematic_lod hunter_01 true) (object_cinematic_lod hunter_02 true) (object_cinematic_lod hunter_03 true) (object_set_function_variable dervish "elite_burnt" 0 0) (cinematic_set_near_clip_distance .06) (print "resetting near clip distance to .06") (wake x02_score_05) (wake x02_foley_05) (wake x02_0240_tar) (wake x02_0250_tar) (wake x02_0270_tar) ; (wake x05_fov_02) ; (wake x04_01_dof_1) (wake effect_body_smoke) (wake cinematic_lighting_x02_05) ) (script static void x02_05_cleanup (object_destroy dervish) (object_destroy brute_01) (object_destroy brute_02) (object_destroy grunt_01) (object_destroy grunt_02) (object_destroy grunt_03) (object_destroy jackal_01) (object_destroy jackal_02) (object_destroy hunter_01) (object_destroy hunter_02) (object_destroy hunter_03) ) (script static void x02_scene_05 (cinematic_lightmap_shadow_disable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_05_predict_stub) (x02_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_05" none "anchor_flag_x02_02") (custom_animation_relative dervish objects\characters\dervish\x02\x02 "dervish_05" false anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 "tartarus_05" false anchor_x02_02) (custom_animation_relative brute_01 objects\characters\brute\x02\x02 "brute01_05" false anchor_x02_02) (custom_animation_relative brute_02 objects\characters\brute\x02\x02 "brute02_05" false anchor_x02_02) (custom_animation_relative grunt_01 objects\characters\grunt\x02\x02 "grunt01_05" false anchor_x02_02) (custom_animation_relative grunt_02 objects\characters\grunt\x02\x02 "grunt02_05" false anchor_x02_02) (custom_animation_relative grunt_03 objects\characters\grunt\x02\x02 "grunt03_05" false anchor_x02_02) (custom_animation_relative jackal_01 objects\characters\jackal\x02\x02 "jackal01_05" false anchor_x02_02) (custom_animation_relative jackal_02 objects\characters\jackal\x02\x02 "jackal02_05" false anchor_x02_02) (custom_animation_relative hunter_01 objects\characters\hunter\x02\x02 "hunter01_05" false anchor_x02_02) (custom_animation_relative hunter_02 objects\characters\hunter\x02\x02 "hunter02_05" false anchor_x02_02) (custom_animation_relative hunter_03 objects\characters\hunter\x02\x02 "hunter03_05" false anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 "manacle1_05" anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 "manacle2_05" anchor_x02_02) ; safety white (sleep 30) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_06_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_05_cleanup) ) ; X02 SCENE 06 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_foley_06 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_06_fol none 1) (print "x02 foley 06 start") ) (script dormant x02_0280_lhd (sleep 165) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0280_lhd hood_x02 1) (cinematic_subtitle x02_0280_lhd 2) (unit_set_emotional_state miranda_x02 pensive .25 0) (print "miranda - pensive .25 0") ) (script dormant x02_0290_lhd (sleep 217) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0290_lhd hood_x02 1) (cinematic_subtitle x02_0290_lhd 4.5) ) (script dormant x02_0300_lhd (sleep 356) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0300_lhd hood_x02 1) (cinematic_subtitle x02_0300_lhd 6.5) ) (script dormant x02_0310_lhd (sleep 556) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0310_lhd hood_x02 1) (cinematic_subtitle x02_0310_lhd 2.5) (unit_set_emotional_state miranda_x02 shocked .25 60) (print "miranda - shocked .25 60") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x02_06 (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 1) (object_uses_cinematic_lighting johnson_x02 1) (object_uses_cinematic_lighting hood_x02 1) (object_uses_cinematic_lighting miranda_x02 1) (object_uses_cinematic_lighting cortana_x02 1) (object_uses_cinematic_lighting marine_01 1) (object_uses_cinematic_lighting marine_02 1) (object_uses_cinematic_lighting marine_03 1) (object_uses_cinematic_lighting marine_04 1) (object_uses_cinematic_lighting medal_01 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) ; CROWDS -------------------------------------------------------------- (script dormant x02_marine_crowd_03 (sleep 0) (print "create marine crowd 02") (object_create_anew_containing x02_marine_prop_03) (object_uses_cinematic_lighting x02_marine_prop_03_01 1) (object_uses_cinematic_lighting x02_marine_prop_03_02 1) (object_uses_cinematic_lighting x02_marine_prop_03_03 1) (object_uses_cinematic_lighting x02_marine_prop_03_04 1) (object_uses_cinematic_lighting x02_marine_prop_03_05 1) (object_uses_cinematic_lighting x02_marine_prop_03_06 1) (object_uses_cinematic_lighting x02_marine_prop_03_07 1) (object_uses_cinematic_lighting x02_marine_prop_03_08 1) (object_uses_cinematic_lighting x02_marine_prop_03_09 1) (object_uses_cinematic_lighting x02_marine_prop_03_10 1) (object_uses_cinematic_lighting x02_marine_prop_03_11 1) (object_uses_cinematic_lighting x02_marine_prop_03_12 1) (object_uses_cinematic_lighting x02_marine_prop_03_13 1) (object_uses_cinematic_lighting x02_marine_prop_03_14 1) (object_uses_cinematic_lighting x02_marine_prop_03_16 1) (object_uses_cinematic_lighting x02_marine_prop_03_17 1) (object_uses_cinematic_lighting x02_marine_prop_03_18 1) (object_uses_cinematic_lighting x02_marine_prop_03_19 1) (object_uses_cinematic_lighting x02_marine_prop_03_20 1) (object_uses_cinematic_lighting x02_marine_prop_03_21 1) (object_uses_cinematic_lighting x02_marine_prop_03_22 1) (object_uses_cinematic_lighting x02_marine_prop_03_23 1) (object_uses_cinematic_lighting x02_marine_prop_03_24 1) (object_uses_cinematic_lighting x02_marine_prop_03_25 1) (object_uses_cinematic_lighting x02_marine_prop_03_26 1) (object_uses_cinematic_lighting x02_marine_prop_03_27 1) (object_uses_cinematic_lighting x02_marine_prop_03_28 1) (object_uses_cinematic_lighting x02_marine_prop_03_29 1) (object_uses_cinematic_lighting x02_marine_prop_03_30 1) (object_uses_cinematic_lighting x02_marine_prop_03_31 1) (object_uses_cinematic_lighting x02_marine_prop_03_32 1) (object_uses_cinematic_lighting x02_marine_prop_03_33 1) (object_uses_cinematic_lighting x02_marine_prop_03_34 1) (object_uses_cinematic_lighting x02_marine_prop_03_35 1) ) ; --------------------------------------------------------------------- (script static void x02_06_setup (object_create_anew chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew medal_01) (object_cinematic_lod chief_x02 true) (object_cinematic_lod hood_x02 true) (object_cinematic_lod cortana_x02 true) (object_cinematic_lod miranda_x02 true) (object_cinematic_lod johnson_x02 true) (object_cinematic_lod marine_01 true) (object_cinematic_lod marine_02 true) (object_cinematic_lod marine_03 true) (object_cinematic_lod marine_04 true) (object_cinematic_lod medal_01 true) (object_set_permutation marine_01 "head" "perez") (object_set_permutation marine_02 "head" "smith") (object_set_permutation marine_03 "head" "walter") (object_set_permutation marine_04 "head" "dion") (wake x02_marine_crowd_03) (wake x02_foley_06) (wake x02_0280_lhd) (wake x02_0290_lhd) (wake x02_0300_lhd) (wake x02_0310_lhd) ; (wake x05_fov_02) ; (wake x04_01_dof_1) (wake cinematic_lighting_x02_06) ) (script static void x02_06_cleanup (object_hide marine_01 true) (object_destroy_containing medal) (object_destroy_containing x02_marine_prop_03) ) (script static void x02_scene_06 (cinematic_lightmap_shadow_enable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_06_predict_stub) (x02_06_setup) (disable_render_light_suppressor) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_06" none "anchor_flag_x02_01") (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 "chief_06" false anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 "johnson_06" false anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 "hood_06" false anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 "miranda_06" false anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 "cortana_06" false anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 "marine01_06" false anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 "marine02_06" false anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 "marine03_06" false anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 "marine04_06" false anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 "cortana_stand_06" anchor_x02_01) (scenery_animation_start_relative x02_medal_tray objects\cinematics\human\medals\medal_tray\x02\x02 "medal_tray_06" anchor_x02_01) (scenery_animation_start_relative medal_01 objects\cinematics\human\medals\colonial_cross\x02\x02 "cross1_06" anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 "unsc_logo_06" anchor_x02_01) ; safety white (sleep 30) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\music\x02_08_mus) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_07_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (enable_render_light_suppressor) (x02_06_cleanup) ) ; X02 SCENE 07 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_score_08 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\music\x02_08_mus none 1) (print "x02 score 08 start") ) (script dormant x02_foley_07 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_07_fol none 1) (print "x02 foley 07 start") ) (script dormant x02_0320_der (sleep 540) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0320_der none 1) (cinematic_subtitle x02_0320_der 4) ) ; EFFECTS ------------------------------------------------------------- (script dormant x02_07_dof_01 (sleep 80) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 1.5 1 1 0 0 0 0) (print "rack focus") (sleep 70) (cinematic_screen_effect_set_depth_of_field 1.5 1 0 .5 0 1 .5) (print "rack focus") (sleep 80) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant effect_helmet_smoke (sleep 0) (print "effect - helmet smoke") (effect_new_on_object_marker effects\cinematics\02\charred_smoke_small x02_elite_helmet "head") ) (script dormant effect_brand (sleep 425) (effect_new_on_object_marker effects\objects\cinematics\branding_iron\branding_iron_burn branding_iron_02 "smoke") (print "ouch") ) (script dormant cinematic_lighting_x02_07 (cinematic_lighting_set_primary_light 90 248 0.345098 0.286275 0.270588) (cinematic_lighting_set_secondary_light 90 36 0.0784314 0.0745098 0.0901961) (cinematic_lighting_set_ambient_light 0.0509804 0.0509804 0.0509804) (object_uses_cinematic_lighting dervish_nude 1) (object_uses_cinematic_lighting tartarus 1) (object_uses_cinematic_lighting x02_elite_helmet 1) (object_uses_cinematic_lighting branding_iron_01 1) (object_uses_cinematic_lighting branding_iron_02 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) ) ; --------------------------------------------------------------------- (script dormant backup_brand (sleep 231) (scenery_animation_start_relative branding_iron_02 objects\cinematics\covenant\branding_iron\x02\x02 "branding_iron01_07" anchor_x02_02) ) (script dormant bring_back_brand (sleep 90) (object_hide branding_iron_02 false) ) (script dormant delete_brand (sleep 363) (print "destroy branding-iron") (object_destroy branding_iron_01) ) (script dormant emotion_tartarus_07 (sleep 180) (unit_set_emotional_state tartarus pensive 1 0) (print "tartarus - pensive 1 0") (sleep 63) (unit_set_emotional_state tartarus amorous 1 30) (print "tartaurs - amorous 1 30") ) (script static void x02_07_setup (object_create_anew dervish_nude) (object_create_anew tartarus) (object_create_anew x02_elite_helmet) (object_create_anew branding_iron_01) (object_create_anew branding_iron_02) (object_create_anew_containing cov_crowd_02) (wake delete_brand) (object_cinematic_lod dervish_nude true) (object_cinematic_lod tartarus true) (object_cinematic_lod branding_iron_01 true) (object_cinematic_lod branding_iron_02 true) (wake x02_foley_07) (wake x02_0320_der) ; (wake x02_07_dof_01) (wake effect_helmet_smoke) (wake backup_brand) (wake effect_brand) (wake cinematic_lighting_x02_07) (wake emotion_tartarus_07) ) (script static void x02_07_cleanup (object_destroy dervish_nude) (object_destroy tartarus) (object_destroy_containing cov_crowd_02) (object_destroy x02_elite_helmet) (object_destroy_containing branding) (object_destroy_containing x02_column) (object_destroy_containing x02_manacle) (object_destroy_containing x02_dervish_lift) ) (script static void x02_scene_07 (cinematic_lightmap_shadow_disable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_07_predict_stub) (x02_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_07" none "anchor_flag_x02_02") (custom_animation_relative dervish_nude objects\characters\dervish\x02_alt\x02_alt "dervish_07" false anchor_x02_02) (custom_animation_relative tartarus objects\characters\brute\x02\x02 "tartarus_07" false anchor_x02_02) (scenery_animation_start_relative x02_elite_helmet objects\cinematics\covenant\elite_helmet_charred\elite_helmet_charred "helmet_charred_07" anchor_x02_02) (scenery_animation_start_relative branding_iron_01 objects\cinematics\covenant\branding_iron\x02\x02 "branding_iron02_07" anchor_x02_02) (scenery_animation_start_relative x02_manacle_01 objects\cinematics\covenant\manacles\x02\x02 "manacle1_07" anchor_x02_02) (scenery_animation_start_relative x02_manacle_02 objects\cinematics\covenant\manacles\x02\x02 "manacle2_07" anchor_x02_02) (object_hide branding_iron_02 true) (wake bring_back_brand) ; safe white (sleep 5) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_08_fol) (wake x02_score_08) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_07_cleanup) ) ; X02 SCENE 08 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x02_foley_08 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_08_fol none 1) (print "x02 foley 08 start") ) (script dormant x02_0330_cor (sleep 1) (unit_set_emotional_state hood_x02 shocked .25 0) (unit_set_emotional_state cortana_x02 angry .5 0) (sleep 71) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0330_cor cortana_x02 1) (cinematic_subtitle x02_0330_cor 3) ) (script dormant x02_0340_lhd (unit_set_emotional_state hood_x02 angry .5 15) (print "hood - angry .5 15") (sleep 150) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0340_lhd hood_x02 1) (cinematic_subtitle x02_0340_lhd 1) ) (script dormant x02_0350_cor (sleep 180) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0350_cor cortana_x02 1) (cinematic_subtitle x02_0350_cor 4) ) (script dormant x02_0360_ahp (sleep 311) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\x02_0360_ahp none 1 radio_default) (cinematic_subtitle x02_0360_ahp 3) ) (script dormant x02_0370_lhd (unit_set_emotional_state hood_x02 pensive .5 15) (print "hood - pensive .5 15") (unit_set_emotional_state miranda_x02 shocked .15 0) (sleep 415) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0370_lhd hood_x02 1) (cinematic_subtitle x02_0370_lhd 4) ) (script dormant x02_0380_lhd (sleep 548) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0380_lhd hood_x02 1) (cinematic_subtitle x02_0380_lhd 2.5) (sleep 75) (unit_set_emotional_state miranda_x02 angry .5 15) (print "miranda - angry .5 15") ) (script dormant x02_0390_mir (sleep 632) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0390_mir miranda_x02 1) (cinematic_subtitle x02_0390_mir 1) ) (script dormant x02_0400_lhd (sleep 676) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0400_lhd hood_x02 1) (cinematic_subtitle x02_0400_lhd 4) ) (script dormant x02_0405_cor (sleep 793) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0405_cor cortana_x02 1) (cinematic_subtitle x02_0405_cor 1) ) (script dormant x02_0410_lhd (sleep 825) (unit_set_emotional_state hood_x02 annoyed .75 60) (print "hood - annoyed .75 60") (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0410_lhd hood_x02 1) (cinematic_subtitle x02_0410_lhd 5) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_cortana_off (sleep 809) (print "cortana off") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off x02_cortana_stand "holo_effect") ) (script dormant cinematic_lighting_x02_08 (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting chief_x02 1) (object_uses_cinematic_lighting johnson_x02 1) (object_uses_cinematic_lighting hood_x02 1) (object_uses_cinematic_lighting miranda_x02 1) (object_uses_cinematic_lighting cortana_x02 1) (object_uses_cinematic_lighting marine_02 1) (object_uses_cinematic_lighting marine_03 1) (object_uses_cinematic_lighting marine_04 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) ; --------------------------------------------------------------------- (script static void x02_08_setup (object_create chief_x02) (object_create_anew hood_x02) (object_create_anew cortana_x02) (object_create_anew miranda_x02) (object_create_anew johnson_x02) (object_create_anew marine_02) (object_create_anew marine_03) (object_create_anew marine_04) (object_create_anew x02_tactical_display) (object_cinematic_lod chief_x02 true) (object_cinematic_lod hood_x02 true) (object_cinematic_lod cortana_x02 true) (object_cinematic_lod miranda_x02 true) (object_cinematic_lod johnson_x02 true) (object_cinematic_lod marine_02 true) (object_cinematic_lod marine_03 true) (object_cinematic_lod marine_04 true) (object_set_permutation marine_02 "head" "smith") (object_set_permutation marine_03 "head" "walter") (object_set_permutation marine_04 "head" "dion") (wake x02_foley_08) (wake x02_0330_cor) (wake x02_0340_lhd) (wake x02_0350_cor) (wake x02_0360_ahp) (wake x02_0370_lhd) (wake x02_0380_lhd) (wake x02_0390_mir) (wake x02_0400_lhd) (wake x02_0405_cor) (wake x02_0410_lhd) (wake effect_cortana_off) ; (wake x05_fov_02) ; (wake x04_01_dof_1) (wake cinematic_lighting_x02_08) ) (script static void x02_scene_08_cleanup (object_destroy miranda_x02) (object_destroy cortana_x02) (object_destroy marine_02) (object_destroy marine_03) (object_destroy marine_04) ) (script static void x02_scene_08 (cinematic_lightmap_shadow_enable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_08_predict_stub) (x02_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_08" none "anchor_flag_x02_01") (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 "chief_08" false anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 "johnson_08" false anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 "hood_08" false anchor_x02_01) (custom_animation_relative miranda_x02 objects\characters\miranda\x02\x02 "miranda_08" false anchor_x02_01) (custom_animation_relative cortana_x02 objects\characters\cortana\x02\x02 "cortana_08" false anchor_x02_01) (custom_animation_relative marine_02 objects\characters\marine\x02\x02 "marine02_08" false anchor_x02_01) (custom_animation_relative marine_03 objects\characters\marine\x02\x02 "marine03_08" false anchor_x02_01) (custom_animation_relative marine_04 objects\characters\marine\x02\x02 "marine04_08" false anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 "cortana_stand_08" anchor_x02_01) (scenery_animation_start_relative x02_unsc_logo objects\cinematics\human\cairo_bridge_holoscreens\holo_display_unsc_logo\x02\x02 "unsc_logo_08" anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 "display_large_08" anchor_x02_01) ; safety white (sleep 30) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x02_09_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_09_fol) (sleep (camera_time)) (x02_scene_08_cleanup) ) ; X02 SCENE 09 -------------------------------------------------------- ; AI ------------------------------------------------------------------ (script command_script cs_x02_panic_01 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (sleep_until (begin (cs_go_to x02_run/p0) (cs_look true x02_look/p0) (sleep 60) (cs_go_to x02_run/p1) (cs_look true x02_look/p1) false) ) ) (script command_script cs_x02_panic_02 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (sleep_until (begin (cs_go_to x02_run/p2) (cs_look true x02_look/p2) (sleep 60) (cs_go_to x02_run/p3) (cs_look true x02_look/p3) false) ) ) (script command_script cs_x02_panic_03 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (sleep_until (begin (cs_go_to x02_run/p0) (cs_look true x02_look/p0) (sleep 60) (cs_go_to x02_run/p2) (cs_look true x02_look/p2) false) ) ) (script command_script cs_x02_panic_04 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (sleep_until (begin (cs_go_to x02_run/p3) (cs_look true x02_look/p3) (sleep 60) (cs_go_to x02_run/p1) (cs_look true x02_look/p1) false) ) ) ; SOUND --------------------------------------------------------------- (script dormant x02_foley_09 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_09_fol none 1) (print "x02 foley 09 start") ) (script dormant x02_0420_to1 (sleep 107) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0420_to1 none 1) (cinematic_subtitle x02_0420_to1 1.5) (unit_set_emotional_state marine_01 annoyed .5 0) (unit_set_emotional_state marine_01 pensive .5 0) (sleep 45) (unit_set_emotional_state marine_01 annoyed 1 10) ) (script dormant x02_0430_to1 (sleep 159) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0430_to1 marine_01 1) (cinematic_subtitle x02_0430_to1 1.5) (sleep 10) (unit_set_emotional_state marine_01 shocked .25 0) (print "marine_01 - shocked .5 0") ) (script dormant x02_0440_lhd (sleep 208) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0440_lhd hood_x02 1) (cinematic_subtitle x02_0440_lhd 5) ) (script dormant x02_0450_lhd (sleep 367) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0450_lhd hood_x02 1) (cinematic_subtitle x02_0450_lhd 3) ) (script dormant x02_0460_mas (sleep 462) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0460_mas chief_x02 1) (cinematic_subtitle x02_0460_mas 1) ) (script dormant x02_0480_mas (sleep 497) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0480_mas chief_x02 1) (cinematic_subtitle x02_0480_mas 1) ) (script dormant x02_0490_jon (sleep 529) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\x02_0490_jon johnson_x02 1) (cinematic_subtitle x02_0490_jon 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x02_09 (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) (script dormant x02_fov_09_01 (sleep 166) (camera_set_field_of_view 23 10) (print "fov change: 60 -> 23 over 10 ticks") ) (script dormant x02_fov_09_02 (sleep 206) (camera_set_field_of_view 60 0) (print "fov change: 23 -> 60 over 0 ticks") ) ; --------------------------------------------------------------------- (script static void place_x02_ai (ai_place x02_panic_01) (ai_place x02_panic_02) (ai_place x02_panic_03) (ai_place x02_panic_04) ) (script dormant x02_09_setup (object_hide marine_01 false) ; (object_cinematic_lod marine_01 true) ; (object_uses_cinematic_lighting marine_01 1) ; (object_set_permutation marine_01 "head" "dion") (wake x02_foley_09) (wake x02_0420_to1) (wake x02_0430_to1) (wake x02_0440_lhd) (wake x02_0450_lhd) (wake x02_0460_mas) (wake x02_0480_mas) (wake x02_0490_jon) (place_x02_ai) (wake x02_fov_09_01) (wake x02_fov_09_02) (wake cinematic_lighting_x02_09) ) (script static void x02_scene_09 (wake x02_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_09" none "anchor_flag_x02_01") (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 "chief_09" false anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 "johnson_09" false anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 "hood_09" false anchor_x02_01) (custom_animation_relative marine_01 objects\characters\marine\x02\x02 "marine01_09" false anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 "display_large_09" anchor_x02_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x02_10_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\x02\foley\x02_10_fol) (sleep (camera_time)) (object_destroy marine_01) ) ; X02 SCENE 10 -------------------------------------------------------- (script dormant x02_foley_10 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\x02\foley\x02_10_fol none 1) (print "x02 foley 10 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x02_10 (cinematic_lighting_set_primary_light 61 116 0.356863 0.317647 0.301961) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0.105882 0.101961 0.14902) (object_uses_cinematic_lighting poa_x02 1) (object_uses_cinematic_lighting fighter_x02_01 1) (object_uses_cinematic_lighting fighter_x02_02 1) (object_uses_cinematic_lighting fighter_x02_03 1) (object_uses_cinematic_lighting fighter_x02_04 1) (object_uses_cinematic_lighting fighter_x02_05 1) (object_uses_cinematic_lighting fighter_x02_06 1) (object_uses_cinematic_lighting fighter_x02_07 1) (object_uses_cinematic_lighting fighter_x02_08 1) ) ; --------------------------------------------------------------------- (script dormant fighters_unhide (sleep 5) (print "fighters unhide") (object_hide fighter_x02_01 false) (object_hide fighter_x02_02 false) (object_hide fighter_x02_03 false) (object_hide fighter_x02_04 false) (object_hide fighter_x02_05 false) (object_hide fighter_x02_06 false) (object_hide fighter_x02_07 false) (object_hide fighter_x02_08 false) ) (script static void x02_10_setup (object_create poa_x02) (object_create fighter_x02_01) (object_create fighter_x02_02) (object_create fighter_x02_03) (object_create fighter_x02_04) (object_create fighter_x02_05) (object_create fighter_x02_06) (object_create fighter_x02_07) (object_create fighter_x02_08) (object_cinematic_lod poa_x02 true) (object_cinematic_lod fighter_x02_01 true) (object_cinematic_lod fighter_x02_02 true) (object_cinematic_lod fighter_x02_03 true) (object_cinematic_lod fighter_x02_04 true) (object_cinematic_lod fighter_x02_05 true) (object_cinematic_lod fighter_x02_06 true) (object_cinematic_lod fighter_x02_07 true) (object_cinematic_lod fighter_x02_08 true) (object_hide fighter_x02_01 true) (object_hide fighter_x02_02 true) (object_hide fighter_x02_03 true) (object_hide fighter_x02_04 true) (object_hide fighter_x02_05 true) (object_hide fighter_x02_06 true) (object_hide fighter_x02_07 true) (object_hide fighter_x02_08 true) (wake x02_foley_10) ; (wake x05_fov_02) ; (wake x04_01_dof_1) (wake fighters_unhide) (wake cinematic_lighting_x02_10) ) (script static void x02_scene_10_cleanup (object_destroy chief_x02) (object_destroy johnson_x02) (object_destroy hood_x02) (object_destroy x02_cortana_stand) (object_destroy x02_tactical_display) (object_destroy poa_x02) (object_destroy_containing fighter_x02) ) (script static void x02_scene_10 (x02_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x02\x02 "x02_10" none "anchor_flag_x02_01") (custom_animation_relative chief_x02 objects\characters\masterchief\x02\x02 "chief_10" false anchor_x02_01) (custom_animation_relative johnson_x02 objects\characters\marine\x02\x02 "johnson_10" false anchor_x02_01) (custom_animation_relative hood_x02 objects\characters\lord_hood\x02\x02 "hood_10" false anchor_x02_01) (scenery_animation_start_relative x02_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\x02\x02 "cortana_stand_10" anchor_x02_01) (scenery_animation_start_relative x02_tactical_display objects\cinematics\human\cairo_bridge_holoscreens\holo_display_large\x02\x02 "display_large_10" anchor_x02_01) (scenery_animation_start_relative poa_x02 objects\cinematics\human\pillarofautumn\x02\x02 "poa_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_01 objects\vehicles\longsword\x02\x02 "longsword01_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_02 objects\vehicles\longsword\x02\x02 "longsword02_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_03 objects\vehicles\longsword\x02\x02 "longsword03_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_04 objects\vehicles\longsword\x02\x02 "longsword04_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_05 objects\vehicles\longsword\x02\x02 "longsword05_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_06 objects\vehicles\longsword\x02\x02 "longsword06_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_07 objects\vehicles\longsword\x02\x02 "longsword07_10" anchor_x02_01) (scenery_animation_start_relative fighter_x02_08 objects\vehicles\longsword\x02\x02 "longsword08_10" anchor_x02_01) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x02_scene_10_cleanup) (sleep 30) ) ; X02 MASTER SCRIPT =================================================== ; ===================================================================== (script static void x02 (texture_cache_flush) (geometry_cache_flush) (cinematic_enable_ambience_details false) (sound_class_set_gain device_machinery 0 15) (switch_bsp_by_name 01_bsp_0) (sleep 1) (x02_scene_01) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_02) (x02_scene_03) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_04a) (x02_scene_04b) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_05) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_06) (switch_bsp_by_name high_0) (sleep 5) (x02_scene_07) (switch_bsp_by_name 01_bsp_1) (sleep 5) (x02_scene_08) (x02_scene_09) (x02_scene_10) (sound_class_set_gain device_machinery 1 15) (rasterizer_bloom_override 0) ) ; C01_OUTRO SCENE 01 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_score_01 (sleep 259) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\music\c01_outro_01_mus none 1) (print "c01_outro score 01 start") ) (script dormant c01_outro_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_01_fol none 1) (print "c01_outro foley 01 start") ) (script dormant c01_9010_cor (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9010_cor cortana 1) (cinematic_subtitle c01_9010_cor 2) ) (script dormant c01_9050_mas (sleep 311) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9050_mas chief 1) (cinematic_subtitle c01_9050_mas 2) ) (script dormant c01_9060_cor (sleep 349) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9060_cor none 1) (cinematic_subtitle c01_9060_cor 2) ) (script dormant c01_9070_mir (sleep 393) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9070_mir none 1 radio_default) (cinematic_subtitle c01_9070_mir 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_outro_01 (cinematic_lighting_set_primary_light 33 188 0.388235 0.380392 0.372549) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting cortana 1) (object_uses_cinematic_lighting pickle 1) (object_uses_cinematic_lighting outro_cortana_stand 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) (script dormant effects_cortana_transfer (sleep 125) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base "marker") (sleep 20) (effect_new_on_object_marker effects\objects\characters\masterchief\data_transfer chief "right_hand") ) (script static void test (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base "marker") ) (script dormant bomb_deactivate (sleep 284) (print "bomb deactivate") (object_set_function_variable pickle "flare" 0 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void c01_outro_02_problem_actors (print "problem actors") (object_create_anew miranda) (object_create_anew johnson) (object_create_anew iac_bridge_outro_01) (object_cinematic_lod miranda true) (object_cinematic_lod johnson true) (object_cinematic_lod iac_bridge_outro_01 true) ) ; --------------------------------------------------------------------- (script dormant upload_cortana (time_code_reset) (sleep 135) (print "upload cortana") (object_destroy cortana) ) (script static void c01_outro_01_setup (object_create_anew chief) (object_create_anew cortana) (object_create_anew pickle) (object_create_anew outro_cortana_stand) (object_create_anew outro_cortana_base) (object_destroy_containing outro_crate) (object_cinematic_lod chief true) (object_cinematic_lod cortana true) (object_cinematic_lod pickle true) (object_cinematic_lod outro_cortana_stand true) (wake c01_outro_score_01) (wake c01_outro_foley_01) (wake c01_9010_cor) (wake c01_9050_mas) (wake c01_9060_cor) (wake c01_9070_mir) (wake effects_cortana_transfer) (wake upload_cortana) (wake bomb_deactivate) ; (wake x05_fov_02) ; (wake x04_01_dof_1) (wake cinematic_lighting_outro_01) ) (script static void c01_outro_01_cleanup (object_destroy outro_cortana_stand) (object_destroy outro_cortana_base) ) (script static void c01_outro_scene_01 (fade_out 1 1 1 0) (camera_control on) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x02_01_predict_stub) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\music\c01_outro_01_mus) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_01_fol) (sleep prediction_offset) (c01_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_01" none "anchor_flag_outro1") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_01" false anchor_outro1) (custom_animation_relative cortana objects\characters\cortana\01_outro\01_outro "cortana_01" false anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_01" anchor_outro1) (scenery_animation_start_relative outro_cortana_stand scenarios\objects\solo\spacestation\ss_stand_cortana\01_outro\01_outro "cortana_stand_01" anchor_outro1) (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off outro_cortana_base "marker") (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_02_predict_stub) (c01_outro_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_02_fol) (sleep (camera_time)) (c01_outro_01_cleanup) ) ; C01_OUTRO SCENE 02 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_02_fol none 1) (print "c01_outro foley 02 start") ) (script dormant c01_9080_mir (sleep 0) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9080_mir miranda 1) (cinematic_subtitle c01_9080_mir 3) (sleep 1) (unit_set_emotional_state miranda pain .25 0) (unit_set_emotional_state hood annoyed .5 0) ) (script dormant c01_9090_lhd (sleep 113) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9090_lhd hood 1) (cinematic_subtitle c01_9090_lhd 4) ) (script dormant c01_9100_mas (sleep 227) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9100_mas none 1 radio_default) (cinematic_subtitle c01_9100_mas 1) ) (script dormant c01_9110_mas (sleep 250) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9110_mas chief 1) (cinematic_subtitle c01_9110_mas 1) ) (script dormant c01_9120_lhd (sleep 290) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9120_lhd hood 1) (cinematic_subtitle c01_9120_lhd 2) ) (script dormant c01_9130_mas (sleep 343) (sound_impulse_start_effect sound\dialog\levels\01_spacestation\cinematic\c01_9130_mas none 1 radio_default) (cinematic_subtitle c01_9130_mas 2) (sleep 77) (unit_set_emotional_state hood happy .25 90) (print "hood - happy .25 90") ) (script dormant c01_9140_lhd (sleep 436) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9140_lhd hood 1) (cinematic_subtitle c01_9140_lhd 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_bridges_01a (time_code_reset) (print "light miranda") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting iac_bridge_outro_01 1) ) (script dormant cinematic_lighting_bridges_01b (sleep 111) (print "light hood") (cinematic_lighting_set_primary_light -21 102 0.368627 0.333333 0.258824) (cinematic_lighting_set_secondary_light 13 294 0.192157 0.2 0.243137) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) (object_uses_cinematic_lighting hood 1) (object_uses_cinematic_lighting cairo_bridge 1) ) (script dormant cinematic_lighting_chief_01 (sleep 240) (print "light chief") (cinematic_lighting_set_primary_light -12 294 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting pickle 1) ) (script dormant cinematic_lighting_bridges_02 (sleep 288) (print "light hood") (cinematic_lighting_set_primary_light -21 102 0.368627 0.333333 0.258824) (cinematic_lighting_set_secondary_light 13 294 0.192157 0.2 0.243137) (cinematic_lighting_set_ambient_light 0.00784314 0.00784314 0.00784314) ) ; --------------------------------------------------------------------- (script static void c01_outro_02_setup (object_create_anew hood) (object_create_anew cairo_bridge) (object_cinematic_lod hood true) (object_cinematic_lod cairo_bridge true) (wake c01_outro_foley_02) (wake c01_9080_mir) (wake c01_9090_lhd) (wake c01_9100_mas) (wake c01_9110_mas) (wake c01_9120_lhd) (wake c01_9130_mas) (wake c01_9140_lhd) (wake cinematic_lighting_bridges_01a) (wake cinematic_lighting_bridges_01b) (wake cinematic_lighting_chief_01) (wake cinematic_lighting_bridges_02) ) (script static void c01_outro_02_cleanup (object_destroy hood) (object_destroy miranda) (object_destroy johnson) (object_destroy iac_bridge_outro_01) (object_destroy cairo_bridge) ) (script static void c01_outro_scene_02 (pvs_set_object anchor_outro1) (c01_outro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_02" none "anchor_flag_outro1") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_02" false anchor_outro1) (custom_animation_relative miranda objects\characters\miranda\01_outro\01_outro "miranda_02" false anchor_outro1) (custom_animation_relative johnson objects\characters\marine\01_outro\01_outro "johnson_02" false anchor_outro1) (custom_animation_relative hood objects\characters\lord_hood\01_outro\01_outro "hood_02" false anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_02" anchor_outro1) (scenery_animation_start_relative iac_bridge_outro_01 objects\cinematics\human\inamberclad_bridge\01_outro\01_outro "iac_bridge_02" anchor_outro1) (scenery_animation_start_relative cairo_bridge objects\cinematics\Human\cairo_bridge\01_outro\01_outro "cairo_bridge_02" anchor_outro1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_03_fol) (sleep (camera_time)) (c01_outro_02_cleanup) ) ; C01_OUTRO SCENE 03 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_03_fol none 1) (print "c01_outro foley 03 start") ) (script dormant doors_outro_03 (device_set_position outro_door_01 1) (sleep 360) (device_group_change_only_once_more_set outro_door_01 false) (device_set_position outro_door_01 0) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant outro_sparks_03 (sleep 101) (object_create_anew_containing sparks_backward) (objects_attach pickle "sparks01" sparks_backward_01 "marker") (objects_attach pickle "sparks03" sparks_backward_02 "marker") (objects_attach pickle "sparks04" sparks_backward_03 "marker") (objects_attach pickle "sparks07" sparks_backward_04 "marker") (objects_attach pickle "sparks08" sparks_backward_05 "marker") (sleep 36) (object_destroy_containing sparks_backward) (sleep 25) (object_create_anew_containing sparks_backward) (objects_attach pickle "sparks01" sparks_backward_01 "marker") (objects_attach pickle "sparks03" sparks_backward_02 "marker") (objects_attach pickle "sparks04" sparks_backward_03 "marker") (objects_attach pickle "sparks07" sparks_backward_04 "marker") (objects_attach pickle "sparks08" sparks_backward_05 "marker") ) (script dormant cinematic_lighting_chief_02 (print "light chief") (cinematic_lighting_set_primary_light 33 188 0.388235 0.380392 0.372549) (cinematic_lighting_set_secondary_light -28 54 0.207843 0.219608 0.258824) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting outro_elevator 1) ) ; --------------------------------------------------------------------- (script static void c01_outro_03_setup (wake c01_outro_foley_03) (object_create_anew outro_elevator) (object_cinematic_lod outro_elevator true) (wake doors_outro_03) (wake outro_sparks_03) (wake cinematic_lighting_chief_02) ) (script static void c01_outro_03_cleanup (object_destroy_containing sparks_backward) ) (script static void c01_outro_scene_03 (c01_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_03" none "anchor_flag_outro1") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_03" false anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_03" anchor_outro1) (scenery_animation_start_relative outro_elevator objects\cinematics\human\ss_elevator\01_outro\01_outro "elevator_03" anchor_outro1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_04_fol) (sleep (camera_time)) (c01_outro_03_cleanup) ) ; C01_OUTRO SCENE 04 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_04_fol none 1) (print "c01_outro foley 04 start") ) (script dormant c01_9150_cor (sleep 30) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9150_cor none 1) (cinematic_subtitle c01_9150_cor 2) ) (script dormant c01_9160_mas (sleep 108) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9160_mas chief 1) (cinematic_subtitle c01_9160_mas 2) ) (script dormant c01_9170_cor (sleep 154) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9170_cor none 1) (cinematic_subtitle c01_9170_cor 2) ) (script dormant c01_9180_cor (sleep 217) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9180_cor none 1) (cinematic_subtitle c01_9180_cor 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c01_outro_shake_04_01 (time_code_reset) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) (player_effect_stop 1) ) (script dormant c01_outro_shake_04_02 (sleep 105) (print "shake") (player_effect_set_max_rotation 0 .35 .35) (player_effect_start .25 0) (sleep 93) (player_effect_stop 0) (print "shake stop") ) (script dormant c01_outro_shake_04_03 (sleep 227) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 2) (sleep 45) (player_effect_stop 0) (print "shake stop") ) (script dormant outro_sparks_03_04 (object_create_anew_containing sparks_forward) (objects_attach pickle "sparks01" sparks_forward_01 "marker") (objects_attach pickle "sparks02" sparks_forward_02 "marker") (objects_attach pickle "sparks03" sparks_forward_03 "marker") (objects_attach pickle "sparks04" sparks_forward_04 "marker") (objects_attach pickle "sparks05" sparks_forward_05 "marker") (objects_attach pickle "sparks06" sparks_forward_06 "marker") (objects_attach pickle "sparks07" sparks_forward_07 "marker") (objects_attach pickle "sparks08" sparks_forward_08 "marker") (sleep 490) (object_destroy_containing sparks_forward) ) ; --------------------------------------------------------------------- (script dormant doors_outro_04 (sleep 300) (device_set_position outro_door_02 1) (sleep 150) (device_group_change_only_once_more_set outro_door_02 false) (device_set_position outro_door_02 0) ) (script dormant create_bloom_quad (time_code_reset) (sleep 273) (print "create bloom quad") (object_create_anew bloom_quad) ) (script dormant top_light (sleep 105) (print "delete top light") (objects_detach outro_elevator elevator_light_top) (object_destroy elevator_light_top) ) (script dormant bottom_light (sleep 198) (print "create bottom light") (object_create_anew elevator_light_bottom) (objects_attach outro_elevator "light_red02" elevator_light_bottom "") ) (script static void c01_outro_04_setup (render_lights_enable_cinematic_shadow 1 chief head .4) (object_create_anew matte_earth) (object_create_anew elevator_light_top) (object_create_anew elevator_light_flash) (objects_attach outro_elevator "light_red01" elevator_light_top "") (wake c01_outro_foley_04) (wake c01_9150_cor) (wake c01_9160_mas) (wake c01_9170_cor) (wake c01_9180_cor) (wake doors_outro_04) (wake outro_sparks_03_04) (wake create_bloom_quad) (wake top_light) (wake bottom_light) (wake c01_outro_shake_04_01) (wake c01_outro_shake_04_02) (wake c01_outro_shake_04_03) ) (script static void c01_outro_04_cleanup (objects_detach outro_elevator elevator_light_bottom) (object_destroy_containing elevator) (object_destroy bloom_quad) ) (script static void c01_outro_scene_04 (c01_outro_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_04" none "anchor_flag_outro1") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_04" false anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_04" anchor_outro1) (scenery_animation_start_relative outro_elevator objects\cinematics\human\ss_elevator\01_outro\01_outro "elevator_04" anchor_outro1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_05_predict_stub) (object_create_anew outro_fleet) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_05_fol) (sleep (camera_time)) (c01_outro_04_cleanup) ) ; C01_OUTRO SCENE 05 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_05_fol none 1) (print "c01_outro foley 05 start") ) (script dormant c01_9190_cor (sleep 293) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9190_cor none 1) (cinematic_subtitle c01_9190_cor 2) ) (script dormant c01_9200_cor (sleep 355) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9200_cor none 1) (cinematic_subtitle c01_9200_cor 1) ) (script dormant c01_9210_mas (sleep 412) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9210_mas chief 1) (cinematic_subtitle c01_9210_mas 1) (object_create_anew outro_fleet) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c01_outro_shake_05_01 (time_code_reset) (sleep 470) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) ) (script dormant cinematic_lighting_bay_01 (print "light bay") (cinematic_lighting_set_primary_light 81 88 0.360784 0.372549 0.462745) (cinematic_lighting_set_secondary_light 0 0 0.160784 0.152941 0.211765) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting outro_fighter_01 1) (object_uses_cinematic_lighting outro_fighter_02 1) (object_uses_cinematic_lighting outro_seraph 1) ) ; --------------------------------------------------------------------- (script dormant lever (sleep 240) (device_set_position outro_lever 1) ) (script dormant airlock (sleep 470) (device_set_position outro_door_03 1) ) (script static void c01_outro_05_setup (object_create_anew outro_fighter_01) (object_create_anew outro_fighter_02) (object_create_anew outro_seraph) (object_cinematic_lod outro_fighter_01 true) (object_cinematic_lod outro_fighter_02 true) (object_cinematic_lod outro_seraph true) (object_cinematic_visibility outro_fighter_01 true) (object_cinematic_visibility outro_fighter_02 true) (object_cinematic_visibility outro_seraph true) (wake lever) (wake airlock) (wake c01_outro_foley_05) (wake c01_9190_cor) (wake c01_9200_cor) (wake c01_9210_mas) (wake c01_outro_shake_05_01) (wake cinematic_lighting_bay_01) ) (script static void c01_outro_05_cleanup (object_destroy outro_fighter_01) (object_destroy outro_fighter_02) (object_destroy outro_seraph) ) (script static void c01_outro_scene_05 (c01_outro_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_05" none "anchor_flag_outro1") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_05" false anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_05" anchor_outro1) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_outro\01_outro "earth_matte_05" anchor_outro1) (scenery_animation_start_relative outro_fighter_01 objects\vehicles\longsword\01_outro\01_outro "longsword01_05" anchor_outro1) (scenery_animation_start_relative outro_fighter_02 objects\vehicles\longsword\01_outro\01_outro "longsword02_05" anchor_outro1) (scenery_animation_start_relative outro_seraph scenarios\objects\vehicles\c_seraph\c_seraph "01_outro_05" anchor_outro1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\music\c01_outro_06_mus) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_06_fol) (sleep (camera_time)) (c01_outro_05_cleanup) ) ; C01_OUTRO SCENE 06 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_music_06 (sleep 233) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\music\c01_outro_06_mus none 1) (print "c01_outro music 06 start") ) (script dormant c01_outro_foley_06 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_06_fol none 1) (print "c01_outro foley 06 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c01_outro_shake_06_01 (sleep 243) (player_effect_stop 2) (print "shake stop") ) (script dormant cinematic_lighting_bay_02 (print "light bay 02") (cinematic_lighting_set_primary_light -12 294 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) (script dormant final_sparks (time_code_reset) (sleep 132) (print "sparks start") (object_create_anew_containing sparks_forward) (objects_attach pickle "sparks01" sparks_forward_01 "marker") (objects_attach pickle "sparks02" sparks_forward_02 "marker") (objects_attach pickle "sparks03" sparks_forward_03 "marker") (objects_attach pickle "sparks04" sparks_forward_04 "marker") (objects_attach pickle "sparks05" sparks_forward_05 "marker") (objects_attach pickle "sparks06" sparks_forward_06 "marker") (objects_attach pickle "sparks07" sparks_forward_07 "marker") (objects_attach pickle "sparks08" sparks_forward_08 "marker") (sleep 8) (object_destroy_containing sparks_forward) (print "sparks stop") (sleep 22) (object_create_anew_containing sparks_forward) (print "sparks start") (objects_attach pickle "sparks01" sparks_forward_01 "marker") (objects_attach pickle "sparks02" sparks_forward_02 "marker") (objects_attach pickle "sparks03" sparks_forward_03 "marker") (objects_attach pickle "sparks04" sparks_forward_04 "marker") (objects_attach pickle "sparks05" sparks_forward_05 "marker") (objects_attach pickle "sparks06" sparks_forward_06 "marker") (objects_attach pickle "sparks07" sparks_forward_07 "marker") (objects_attach pickle "sparks08" sparks_forward_08 "marker") (sleep 5) (object_destroy_containing sparks_forward) (print "sparks stop") (sleep 29) (object_create_anew_containing sparks_forward) (print "sparks start") (objects_attach pickle "sparks01" sparks_forward_01 "marker") (objects_attach pickle "sparks02" sparks_forward_02 "marker") (objects_attach pickle "sparks03" sparks_forward_03 "marker") (objects_attach pickle "sparks04" sparks_forward_04 "marker") (objects_attach pickle "sparks05" sparks_forward_05 "marker") (objects_attach pickle "sparks06" sparks_forward_06 "marker") (objects_attach pickle "sparks07" sparks_forward_07 "marker") (objects_attach pickle "sparks08" sparks_forward_08 "marker") (sleep 50) (object_destroy_containing sparks_forward) (print "sparks stop") ) (script dormant destroy_fleet (sleep 150) (print "destroy fleet") (object_destroy outro_fleet) ) ; --------------------------------------------------------------------- (script static void c01_outro_06_setup (object_create_anew airlock_debris_01) (object_create_anew airlock_debris_02) (wake c01_outro_music_06) (wake c01_outro_foley_06) (wake c01_outro_shake_06_01) (wake cinematic_lighting_bay_02) (wake final_sparks) (wake destroy_fleet) ) (script static void c01_outro_06_cleanup (object_destroy matte_earth) (object_destroy pickle) (object_destroy_containing airlock_debris) ) (script static void c01_outro_scene_06 (c01_outro_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_06" none "anchor_flag_outro1") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_06" false anchor_outro1) (scenery_animation_start_relative pickle scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_06" anchor_outro1) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\01_outro\01_outro "earth_matte_06" anchor_outro1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_07_fol) (sleep (camera_time)) (fade_out 0 0 0 0) (sleep 69) (c01_outro_06_cleanup) ) ; C01_OUTRO SCENE 07 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_07 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_07_fol none 1) (print "c01_outro foley 07 start") ) ; EFFECTS & LIGHTING ------------------------------------------------- (script dormant effect_covenant_beams (sleep 338) (object_destroy carrier_02) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery "") (sleep 40) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery "") (sleep 59) (print "effect - beam fire") (effect_new_on_object_marker effects\cinematics\01_outro\covenant_beam covenant_battery "") ) (script dormant effect_poa_explosions (sleep 444) (print "effect - poa explosion large") (effect_new_on_object_marker effects\cinematics\01_outro\poa_hit_small poa "explosion02") ) (script dormant cinematic_lighting_outro_07 (cinematic_lighting_set_primary_light -5 314 0.32549 0.27451 0.243137) (cinematic_lighting_set_secondary_light 19 170 0.145098 0.14902 0.313726) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting pickle2 1) (object_uses_cinematic_lighting carrier_01 1) (object_uses_cinematic_lighting carrier_02 1) (object_uses_cinematic_lighting fighter_01 1) (object_uses_cinematic_lighting fighter_02 1) (object_uses_cinematic_lighting poa 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) ) (script dormant cinematic_lighting_poa_reverse (time_code_reset) (sleep 491) (print "light poa reverse") (cinematic_lighting_set_primary_light -68 122 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ; --------------------------------------------------------------------- (script static void c01_outro_07_setup (render_lights_enable_cinematic_shadow 0 chief head .4) (object_create_anew pickle2) (object_create_anew carrier_01) (object_create_anew carrier_02) (object_create_anew fighter_01) (object_create_anew fighter_02) (object_create_anew poa) (object_create_anew covenant_battery) (object_create_anew matte_africa) (object_cinematic_lod pickle2 true) (object_cinematic_lod carrier_01 true) (object_cinematic_lod carrier_02 true) (object_cinematic_lod fighter_01 true) (object_cinematic_lod fighter_02 true) (object_cinematic_lod poa true) (object_cinematic_lod covenant_battery true) (object_cinematic_lod matte_africa true) (object_set_function_variable pickle2 "flare" 0 1) (wake c01_outro_foley_07) (wake effect_covenant_beams) (wake effect_poa_explosions) (wake cinematic_lighting_outro_07) (wake cinematic_lighting_poa_reverse) (effect_new_on_object_marker effects\cinematics\01_outro\poa_flaming_debris poa "flaming_debris") ) (script static void c01_outro_07_cleanup (object_destroy poa) ) (script static void c01_outro_scene_07 ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (01_outro_07_predict_stub) (c01_outro_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_07" none "anchor_flag_outro2") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_07" false anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_07" anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro "capship01_07" anchor_outro2) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro "capship02_07" anchor_outro2) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_outro\01_outro "longsword01_07" anchor_outro2) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_outro\01_outro "longsword02_07" anchor_outro2) (scenery_animation_start_relative poa objects\cinematics\human\pillarofautumn\01_outro\01_outro "poa_07" anchor_outro2) (scenery_animation_start_relative covenant_battery objects\cinematics\texture_camera\01_outro\01_outro "texture_camera_07" anchor_outro2) (scenery_animation_start_relative matte_africa objects\cinematics\matte_paintings\africa_space\01_outro\01_outro "africa_space_07" anchor_outro2) (fade_in 0 0 0 30) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_08_fol) (sleep (camera_time)) (c01_outro_07_cleanup) ) ; C01_OUTRO SCENE 08 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_08 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_08_fol none 1) (print "c01_outro foley 08 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_cluster_bombs (sleep 120) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster01") (sleep 5) ; (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster02") (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster03") (sleep 5) ; (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster04") (sleep 4) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster05") (sleep 4) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster06") (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster07") (sleep 3) ; (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb carrier_01 "cluster08") ) (script dormant effect_interior_blast (sleep 195) (print "interior blast") (effect_new_on_object_marker effects\cinematics\01_outro\cluster_bomb blast_base "marker") ) (script dormant x02_08_dof (time_code_reset) (sleep 455) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 5 0 0 0 1 1 0) (print "rack focus") (time_code_reset) (sleep 116) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant bomb_reactivate (sleep 630) (print "bomb reactivate") (object_set_function_variable pickle2 "flare" 1 0) ) (script dormant cinematic_lighting_scene_08 (print "light scene 08") (cinematic_lighting_set_primary_light -5 314 0.32549 0.27451 0.243137) (cinematic_lighting_set_secondary_light 19 170 0.145098 0.14902 0.313726) (cinematic_lighting_set_ambient_light 0 0 0) ) (script dormant cinematic_light_carrier_int (time_code_reset) (sleep 199) (print "light carrier interior") (cinematic_lighting_set_primary_light 63 356 0.305882 0.262745 0.380392) (cinematic_lighting_set_secondary_light 9 220 0.0784314 0.0784314 0.160784) (cinematic_lighting_set_ambient_light 0.0235294 0.027451 0.0588235) ) ; --------------------------------------------------------------------- (script dormant save_framerate_08 (sleep 199) (print "hide carrier, africa matte") (object_hide carrier_01 true) (object_hide matte_africa true) ) (script static void c01_outro_08_setup (object_create matte_carrier_core) (object_create matte_carrier_side) (object_create matte_carrier_hull) (object_create_anew blast_base) (object_cinematic_visibility blast_base true) (object_cinematic_lod matte_carrier_core true) (object_cinematic_lod matte_carrier_side true) (object_cinematic_lod matte_carrier_hull true) (wake c01_outro_foley_08) (wake effect_cluster_bombs) (wake save_framerate_08) (wake effect_interior_blast) (wake bomb_reactivate) (wake x02_08_dof) (wake cinematic_lighting_scene_08) (wake cinematic_light_carrier_int) ) (script static void c01_outro_08_cleanup (object_destroy matte_carrier_core) (object_destroy matte_carrier_side) (object_destroy fighter_01) (object_destroy fighter_02) (object_destroy covenant_battery) (object_destroy blast_base) ) (script static void c01_outro_scene_08 (c01_outro_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_08" none "anchor_flag_outro2") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_08" false anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_08" anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro "capship01_08" anchor_outro2) (scenery_animation_start_relative fighter_01 objects\vehicles\longsword\01_outro\01_outro "longsword01_08" anchor_outro2) (scenery_animation_start_relative fighter_02 objects\vehicles\longsword\01_outro\01_outro "longsword02_08" anchor_outro2) (scenery_animation_start_relative covenant_battery objects\cinematics\texture_camera\01_outro\01_outro "texture_camera_08" anchor_outro2) (scenery_animation_start_relative matte_carrier_core objects\cinematics\matte_paintings\cruiser_interior_core\01_outro\01_outro "cruiser_core_08" anchor_outro2) (scenery_animation_start_relative matte_carrier_side objects\cinematics\matte_paintings\cruiser_interior_side\01_outro\01_outro "cruiser_side_08" anchor_outro2) (scenery_animation_start_relative matte_carrier_hull objects\cinematics\matte_paintings\cruiser_interior_up\01_outro\01_outro "cruiser_up_08" anchor_outro2) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_09_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_09_fol) (sleep (camera_time)) (c01_outro_08_cleanup) ) ; C01_OUTRO SCENE 09 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_09 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_09_fol none 1) (print "c01_outro foley 09 start") ) ; LIGHTING & EFFECTS -------------------------------------------------- (script dormant cinematic_lighting_scene_09 (print "light scene 09") (cinematic_lighting_set_primary_light -12 2 0.352941 0.109804 0.756863) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) ; --------------------------------------------------------------------- (script static void c01_outro_09_setup (wake c01_outro_foley_09) (wake cinematic_lighting_scene_09) (object_hide matte_africa false) (print "unhide africa matte") ) (script static void c01_outro_09_cleanup (object_destroy pickle2) (object_destroy matte_carrier_hull) (object_destroy matte_africa) ) (script static void c01_outro_scene_09 (c01_outro_09_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_09" none "anchor_flag_outro2") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_09" false anchor_outro2) (scenery_animation_start_relative pickle2 scenarios\objects\solo\spacestation\pickle\01_outro\01_outro "pickle_09" anchor_outro2) (scenery_animation_start_relative matte_carrier_hull objects\cinematics\matte_paintings\cruiser_interior_up\01_outro\01_outro "cruiser_up_09" anchor_outro2) (scenery_animation_start_relative matte_africa objects\cinematics\matte_paintings\africa_space\01_outro\01_outro "africa_space_09" anchor_outro2) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (01_outro_10_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_10_fol) (sleep (camera_time)) (c01_outro_09_cleanup) ) ; C01_OUTRO SCENE 10 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c01_outro_foley_10 (sleep 0) (sound_impulse_start sound\cinematics\01_spacestation\c01_outro\foley\c01_outro_10_fol none 1) (print "c01_outro foley 10 start") ) (script dormant c01_9220_jon (sleep 375) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9220_jon johnson 1) (cinematic_subtitle c01_9220_jon 1) ) (script dormant c01_9230_jon (sleep 415) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9230_jon johnson 1) (cinematic_subtitle c01_9230_jon 1) (unit_set_emotional_state johnson happy .75 90) (print "johnson - happy .75 90") (sleep 41) (unit_set_emotional_state miranda happy .25 60) (print "miranda - happy .25 60") ) (script dormant c01_9240_mir (sleep 461) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9240_mir miranda 1) (cinematic_subtitle c01_9240_mir 2) ) (script dormant c01_9250_mir (sleep 536) (sound_impulse_start sound\dialog\levels\01_spacestation\cinematic\c01_9250_mir none 1) (cinematic_subtitle c01_9250_mir 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant carrier_explosion_tiny (sleep 15) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion01) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion02) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion03) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion04) (sleep 3) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion05) (sleep 2) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion06) (sleep 2) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion carrier_01 tiny_explosion07) ) (script dormant carrier_explosion_medium (sleep 20) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion01) (sleep 5) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion02) (sleep 10) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_minor_explosion carrier_01 tiny_explosion03) ) (script dormant carrier_explosion_large (sleep 50) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_major_explosion carrier_01 major_explosion) ) (script dormant white_flash (sleep 185) (print "white flash") (fade_out 1 1 1 15) (sleep 30) (object_hide miranda false) (object_hide johnson false) (object_hide iac false) (object_hide iac_bridge_outro_02 false) (object_hide matte_africa_coast false) (print "unhide miranda, johnson, iac") (fade_in 1 1 1 15) ) (script dormant effect_africa_explosions (sleep 522) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast "explosion1") (sleep 20) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast "explosion2") (sleep 15) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast "explosion3") (sleep 25) (effect_new_on_object_marker effects\cinematics\01_outro\africa_explosion matte_africa_coast "explosion4") ) (script dormant cinematic_lighting_outro_10 (cinematic_lighting_set_primary_light -68 122 0.47451 0.419608 0.392157) (cinematic_lighting_set_secondary_light -39 296 0.156863 0.137255 0.262745) (cinematic_lighting_set_ambient_light 0 0 0) ) (script dormant cinematic_lighting_iac_ext_01 (time_code_reset) (sleep 198) (print "light iac exterior") (cinematic_lighting_set_primary_light 6 0 0.47451 0.423529 0.392157) (cinematic_lighting_set_secondary_light 45 116 0.0784314 0.0745098 0.101961) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0470588) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting iac 1) (object_uses_cinematic_lighting iac_bridge_outro_02 1) ) (script dormant cinematic_lighting_iac_interior (sleep 338) (print "light iac interior") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) (script dormant cinematic_lighting_iac_ext_02 (sleep 502) (print "light iac exterior") (cinematic_lighting_set_primary_light 6 0 0.47451 0.423529 0.392157) (cinematic_lighting_set_secondary_light 45 116 0.0784314 0.0745098 0.101961) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0470588) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) ) ; --------------------------------------------------------------------- (script dormant emotion_10 (sleep 226) (unit_set_emotional_state miranda angry .25 0) (unit_set_emotional_state johnson pensive .5 0) ) (script dormant save_framerate_10 (object_hide carrier_01 false) (print "unhide carrier") (object_hide miranda true) (object_hide johnson true) (object_hide iac true) (object_hide iac_bridge_outro_02 true) (object_hide matte_africa_coast true) (print "hide miranda, johnson, iac") ) (script static void c01_outro_10_setup (object_create_anew miranda) (object_create_anew johnson) (object_create_anew iac) (object_create_anew iac_bridge_outro_02) (object_create_anew matte_africa_coast) (object_cinematic_lod iac true) (object_cinematic_lod iac_bridge_outro_02 true) (wake c01_outro_foley_10) (wake c01_9220_jon) (wake c01_9230_jon) (wake c01_9240_mir) (wake c01_9250_mir) ; (wake x05_fov_02) ; (wake x04_01_dof_1) (wake save_framerate_10) (wake carrier_explosion_tiny) (wake carrier_explosion_medium) (wake carrier_explosion_large) (wake white_flash) (wake effect_africa_explosions) (wake cinematic_lighting_outro_10) (wake cinematic_lighting_iac_ext_01) (wake cinematic_lighting_iac_interior) (wake cinematic_lighting_iac_ext_02) (wake emotion_10) ) (script static void c01_outro_10_cleanup (object_destroy chief) (object_destroy miranda) (object_destroy johnson) (object_destroy carrier_01) (object_destroy_containing iac) (object_destroy_containing matte) ) (script static void c01_outro_scene_10 (c01_outro_10_setup) (camera_set_animation_relative objects\characters\cinematic_camera\01_outro\01_outro "01_outro_10" none "anchor_flag_outro2") (custom_animation_relative chief objects\characters\masterchief\01_outro\01_outro "chief_10" false anchor_outro2) (custom_animation_relative miranda objects\characters\miranda\01_outro\01_outro "miranda_10" false anchor_outro2) (custom_animation_relative johnson objects\characters\marine\01_outro\01_outro "johnson_10" false anchor_outro2) (scenery_animation_start_relative carrier_01 scenarios\objects\covenant\military\capital_ship\01_outro\01_outro "capship01_10" anchor_outro2) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\01_outro\01_outro "iac_10" anchor_outro2) (scenery_animation_start_relative iac_bridge_outro_02 objects\cinematics\human\inamberclad_bridge\01_outro\01_outro "iac_bridge_10" anchor_outro2) (scenery_animation_start_relative matte_africa_coast objects\cinematics\matte_paintings\africa_coast\01_outro\01_outro "africa_coast_10" anchor_outro2) (sleep (- (camera_time) 30)) (fade_out 0 0 0 30) (sleep 30) (c01_outro_10_cleanup) (sleep 30) ) ; C01_OUTRO MASTER SCRIPT ============================================= ; ===================================================================== (script static void c01_outro (texture_cache_flush) (geometry_cache_flush) (cinematic_enable_ambience_details false) (sound_class_set_gain huge_ass 0 30) (switch_bsp_by_name 01_bsp_3) (sleep 1) ; (sound_class_set_gain vehicle 0 0) ; (sound_class_set_gain amb 0 0) (c01_outro_scene_01) (c01_outro_scene_02) (c01_outro_scene_03) (c01_outro_scene_04) (c01_outro_scene_05) (c01_outro_scene_06) (switch_bsp_by_name 01outro_bsp) (sleep 1) (c01_outro_scene_07) (c01_outro_scene_08) (c01_outro_scene_09) (c01_outro_scene_10) (rasterizer_bloom_override 0) )