; CINEMATICS FOR LEVEL 03A, "OLD MOMBASA" ============================= ; ===================================================================== ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 75) (script stub void 03_intro_01_predict_stub (print "predict 01")) (script stub void 03_intro_02_predict_stub (print "predict 02")) (script stub void 03_intro_03_predict_stub (print "predict 03")) (script stub void 03_intro_04_predict_stub (print "predict 04")) ; C03_INTRO SCENE 01 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c03_intro_score_01 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus none 1) (print "c03_intro score 01 start") ) (script dormant c03_intro_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol none 1) (print "c03_intro foley 01 start") ) (script dormant c03_intro_sound_scene1_01 (object_set_function_variable pelican_01 "engine_hack" 1 0) (object_set_function_variable pelican_02 "engine_hack" 1 0) (object_set_function_variable pelican_03 "engine_hack" 1 0) (object_set_function_variable pelican_04 "engine_hack" 1 0) (object_set_function_variable pelican_01 "engine_audio" 1 0) (object_set_function_variable pelican_02 "engine_audio" 1 0) (object_set_function_variable pelican_03 "engine_audio" 1 0) (object_set_function_variable pelican_04 "engine_audio" 1 0) (object_set_function_variable pelican_01 "hover_audio" 1 0) (object_set_function_variable pelican_02 "hover_audio" 1 0) (object_set_function_variable pelican_03 "hover_audio" 1 0) (object_set_function_variable pelican_04 "hover_audio" 1 0) (sound_class_set_gain vehicle 0 0) (sound_class_set_gain vehicle 1 115) (object_set_velocity pelican_01 8) (object_set_velocity pelican_02 8) (object_set_velocity pelican_03 8) (sleep 130) (sound_class_set_gain vehicle 0 120) ) (script dormant c03_intro_sound_scene1_02 (sleep 260) (sound_class_set_gain vehicle .5 10) ) (script dormant c03_intro_sound_scene1_03 (sleep 350) (sound_class_set_gain vehicle 0 10) ) (script dormant c03_intro_sound_scene1_04 (sleep 435) (sound_class_set_gain vehicle .5 10) ) (script dormant c03_1010_cor (sleep 212) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1010_cor none 1) (cinematic_subtitle c03_1010_cor 1) ) (script dormant c03_1011_cor (sleep 265) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1011_cor none 1) (cinematic_subtitle c03_1011_cor 2) ) (script dormant c03_1020_mir (sleep 333) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1020_mir none 1 radio_default_loop) (cinematic_subtitle c03_1020_mir 1) ) (script dormant c03_1021_mir (sleep 357) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1021_mir miranda 1) (cinematic_subtitle c03_1021_mir 1) ) (script dormant c03_1030_jon (sleep 396) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1030_jon none 1 radio_default_loop) (cinematic_subtitle c03_1030_jon 5) ) (script dormant c03_1040_jon (sleep 560) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1040_jon johnson 1) (cinematic_subtitle c03_1040_jon 4) ) (script dormant c03_1050_och_1 (sleep 684) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och pilot 1) (cinematic_subtitle c03_1050_och 1) ) (script dormant c03_1050_och_2 (sleep 684) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1050_och copilot 1) (cinematic_subtitle c03_1050_och 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c03_intro_shake_01_1 (sleep 113) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) (player_effect_stop 1.5) ) (script dormant c03_intro_shake_01_2 (sleep 259) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) (sleep 91) (player_effect_stop 0) (print "shake stop") ) (script dormant c03_intro_shake_01_3 (sleep 560) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) ) (script dormant c03_intro_01_dof_1 (sleep 436) (print "dof values: 12 5 5 0 0 0 0") (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 12 5 5 0 0 0 0) (sleep 123) (print "dof stop") (cinematic_screen_effect_stop) ) (script dormant cinematic_light_01_city_01 ; (print "light city") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting pilot 1) (object_uses_cinematic_lighting copilot 1) (object_uses_cinematic_lighting pelican_01 1) (object_uses_cinematic_lighting pelican_02 1) (object_uses_cinematic_lighting pelican_03 1) (object_uses_cinematic_lighting pelican_04 1) (object_uses_cinematic_lighting iac 1) (object_uses_cinematic_lighting iac_bridge 1) (object_uses_cinematic_lighting carrier 1) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) ) (script dormant cinematic_light_01_pelican_01 (sleep 259) (object_destroy carrier) (print "destroy carrier") ; (print "light chief") (cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392) (cinematic_lighting_set_ambient_light 0 0 0) (sleep 86) (fade_out 1 1 1 5) ) (script dormant cinematic_light_01_iac_01 (sleep 350) (object_hide chief true) (print "hide chief") ; (print "light iac bridge") (cinematic_lighting_set_primary_light -52 282 0.156863 0.180392 0.333333) (cinematic_lighting_set_secondary_light -75 150 0.121569 0.121569 0.180392) (cinematic_lighting_set_ambient_light 0.0588235 0.0509804 0.0392157) (sleep 20) (fade_in 1 1 1 5) ) (script dormant cinematic_light_01_city_02 (sleep 435) (object_destroy miranda) (object_destroy iac_bridge) (print "destroy miranda, iac bridge") ; (print "light approach") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) (script dormant cinematic_light_01_pelican_02 (sleep 558) (print "light pelican") (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void c03_intro_01_problem_actors (print "problem actors") (object_create_anew iac) (object_create_anew pelican_01) (object_create_anew pelican_02) (object_create_anew pelican_03) (object_create_anew pelican_04) (object_cinematic_lod iac true) (object_cinematic_lod pelican_01 true) (object_cinematic_lod pelican_02 true) (object_cinematic_lod pelican_03 true) (object_cinematic_lod pelican_04 true) (object_cinematic_visibility iac true) ) ; --------------------------------------------------------------------- (script static void c03_intro_01_setup (object_create_anew chief) (object_create_anew miranda) (object_create_anew johnson) (object_create_anew pilot) (object_create_anew copilot) (object_create_anew iac_bridge) (object_create_anew carrier) (unit_set_emotional_state miranda inquisitive .25 0) (object_set_scale carrier .4 0) (object_set_function_variable carrier "grav_lift_control" 1 0) (object_create_anew intro_flak_01) (object_create_anew intro_flak_02) (object_cinematic_lod chief true) (object_cinematic_lod miranda true) (object_cinematic_lod johnson true) (object_cinematic_lod pilot true) (object_cinematic_lod copilot true) (object_cinematic_lod carrier true) (object_set_permutation copilot "head" "smith") (unit_set_emotional_state johnson happy .25 0) (unit_set_emotional_state pilot angry .25 0) (unit_set_emotional_state copilot angry .25 0) (wake c03_intro_score_01) (wake c03_intro_foley_01) (wake c03_intro_sound_scene1_01) (wake c03_intro_sound_scene1_02) (wake c03_intro_sound_scene1_03) (wake c03_intro_sound_scene1_04) (wake c03_1010_cor) (wake c03_1011_cor) (wake c03_1020_mir) (wake c03_1021_mir) (wake c03_1030_jon) (wake c03_1040_jon) (wake c03_1050_och_1) (wake c03_1050_och_2) (wake c03_intro_shake_01_1) (wake c03_intro_shake_01_2) (wake c03_intro_shake_01_3) (wake cinematic_light_01_city_01) (wake cinematic_light_01_pelican_01) (wake cinematic_light_01_iac_01) (wake cinematic_light_01_city_02) (wake cinematic_light_01_pelican_02) ) (script static void c03_intro_01_cleanup (object_destroy pelican_04) (player_effect_stop 0) ) (script static void c03_intro_scene_01 (fade_out 0 0 0 0) (camera_control on) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (c03_intro_01_problem_actors) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (03_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\music\c03_intro_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_01_fol) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro "03_intro_01" none "anchor_flag_intro") (c03_intro_01_setup) (custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro "mc_01" false anchor_intro) (custom_animation_relative johnson objects\characters\marine\03_intro\03_intro "johnson_01" false anchor_intro) (custom_animation_relative miranda objects\characters\miranda\03_intro\03_intro "miranda_01" false anchor_intro) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro "marine1_01" false anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro "marine2_01" false anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro "pel1_01" false anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro "pel2_01" false anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro "pel3_01" false anchor_intro) (custom_animation_relative pelican_04 objects\vehicles\pelican\03_intro\03_intro "pel4_01" false anchor_intro) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\03_intro\03_intro "iac_01" anchor_intro) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\03_intro\03_intro "iac_bridge_01" anchor_intro) (sleep 10) (fade_in 0 0 0 60) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol) (sleep (camera_time)) (c03_intro_01_cleanup) ) ; C03_INTRO_1 SCENE 02 ------------------------------------------------ ; AI ------------------------------------------------------------------ (script command_script cs_hog_01 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (cs_ignore_obstacles 1) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed .9) (ai_vehicle_enter_immediate intro_hog_01/driver (ai_vehicle_get_from_starting_location intro_hog_01/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) true) (cs_go_to intro_hog_targets/p0) (ai_erase ai_current_actor) ) (script command_script cs_hog_02 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (cs_ignore_obstacles 1) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed .9) (ai_vehicle_enter_immediate intro_hog_02/driver (ai_vehicle_get_from_starting_location intro_hog_02/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) true) (cs_go_to intro_hog_targets/p0) ) (script command_script cs_hog_03 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (cs_ignore_obstacles 1) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (ai_vehicle_enter_immediate intro_hog_03/driver (ai_vehicle_get_from_starting_location intro_hog_03/hog) warthog_d) (cs_vehicle_speed .9) (sleep 1) (object_hide (ai_get_object ai_current_actor) true) (cs_go_to intro_hog_targets/p1) ) (script command_script cs_hog_04 (cs_force_combat_status 3) (cs_enable_pathfinding_failsafe 1) (cs_ignore_obstacles 1) (object_set_velocity (ai_vehicle_get ai_current_actor) 1) (cs_vehicle_speed .9) (ai_vehicle_enter_immediate intro_hog_04/driver (ai_vehicle_get_from_starting_location intro_hog_04/hog) warthog_d) (sleep 1) (object_hide (ai_get_object ai_current_actor) true) (cs_go_to intro_hog_targets/p1) ) (script dormant intro_hogs (sleep 146) ; (sleep 146) (ai_place intro_hog_01) (ai_place intro_hog_02) (ai_place intro_hog_03) (ai_place intro_hog_04) (cs_run_command_script intro_hog_01/driver cs_hog_01) (cs_run_command_script intro_hog_02/driver cs_hog_02) (cs_run_command_script intro_hog_03/driver cs_hog_03) (cs_run_command_script intro_hog_04/driver cs_hog_04) ) ; SOUND --------------------------------------------------------------- (script dormant c03_intro_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_02_fol none 1) (print "c03_intro foley 02 start") ) (script dormant c03_intro_sound_scene2_01 (sound_class_set_gain vehicle 0 0) (sleep 144) (sound_class_set_gain vehicle .25 0) ) ;(script dormant c03_intro_sound_scene2_02 ; (sleep 90) ; (sound_class_set_gain vehicle 0 120) ; ) (script dormant c03_intro_sound_scene2_03 (sleep 145) (sound_class_set_gain vehicle .25 15) (sound_class_set_gain vehicle .5 120) ) (script dormant c03_intro_sound_scene2_04 (sleep 280) (sound_class_set_gain vehicle .25 10) (sound_class_set_gain vehicle .5 75) ) (script dormant c03_intro_sound_scene2_05 (sleep 480) (sound_class_set_gain vehicle .5 50) ) (script dormant c03_1060_cor (sleep 0) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1060_cor none 1 radio_default_loop) (cinematic_subtitle c03_1060_cor 5) ) (script dormant c03_1070_cor (sleep 150) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1070_cor none 1 radio_default_loop) (cinematic_subtitle c03_1070_cor 3) ) (script dormant c03_1080_mrs (sleep 290) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1080_mrs spotter 1 radio_default_in) (cinematic_subtitle c03_1080_mrs 4) ) (script dormant c03_1090_dp1 (sleep 407) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1090_dp1 none 1 radio_default_out) (cinematic_subtitle c03_1090_dp1 1) ) ; EFFECTS ------------------------------------------------------------- (script dormant c03_intro_shake_02 (sleep 350) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) (player_effect_stop 1.5) ) (script dormant c03_intro_fov_01 ; (sleep 322) (sleep 232) (camera_set_field_of_view 36 0) (print "fov change: 50 -> 16 over 0 ticks") (sleep 13) (camera_set_field_of_view 60 14) (print "fov change: 16 -> 50 over 14 ticks") ) (script dormant cinematic_lighting_scene_02 (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) (object_uses_cinematic_lighting sniper 1) (object_uses_cinematic_lighting spotter 1) (object_uses_cinematic_lighting sniper_rifle 1) (object_uses_cinematic_lighting scope 1) ) ; --------------------------------------------------------------------- (script dormant white_flash (sleep 130) (fade_out 1 1 1 15) (sleep 30) (fade_in 1 1 1 15) ) (script dormant erase_hogs (time_code_reset) (sleep 279) (print "erase hogs") (ai_erase intro_hog_01) (ai_erase intro_hog_02) (ai_erase intro_hog_03) (ai_erase intro_hog_04) ) (script static void c03_intro_02_setup (object_create_anew sniper) (object_create_anew spotter) (object_create_anew sniper_rifle) (object_create_anew scope) (object_cinematic_lod sniper true) (object_cinematic_lod spotter true) (object_cinematic_lod sniper_rifle true) (object_cinematic_lod scope true) (wake c03_intro_sound_scene2_01) ; (wake c03_intro_sound_scene2_02) (wake c03_intro_sound_scene2_03) (wake c03_intro_sound_scene2_04) (wake c03_intro_sound_scene2_05) (unit_set_emotional_state sniper pensive .5 0) (unit_set_emotional_state spotter pain .5 0) (wake c03_intro_foley_02) (wake c03_1060_cor) (wake c03_1070_cor) (wake c03_1080_mrs) (wake c03_1090_dp1) (wake intro_hogs) (wake erase_hogs) (wake c03_intro_shake_02) (wake c03_intro_fov_01) (wake cinematic_lighting_scene_02) (wake white_flash) ) (script static void c03_intro_02_cleanup (object_destroy sniper) (object_destroy spotter) (object_destroy scope) ) (script static void c03_intro_scene_02 (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro "03_intro_02" none "anchor_flag_intro") (c03_intro_02_setup) (pvs_set_object pelican_01) (custom_animation_relative sniper objects\characters\marine\03_intro\03_intro "sniper_02" false anchor_intro) (custom_animation_relative spotter objects\characters\marine\03_intro\03_intro "spotter_02" false anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro "pel1_02" false anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro "pel2_02" false anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro "pel3_02" false anchor_intro) (scenery_animation_start_relative sniper_rifle objects\weapons\rifle\sniper_rifle\03_intro\03_intro "sniper_rifle_02" anchor_intro) (scenery_animation_start_relative scope scenarios\objects\human\military\spotting_scope\03_intro\03_intro "scope_02" anchor_intro) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_03_fol) (sleep (camera_time)) (c03_intro_02_cleanup) ) ; C03_INTRA_1 SCENE 03 ------------------------------------------------ (script dormant c03_intro_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_03_fol none 1) (print "c03_intro foley 03 start") ) (script dormant c03_intro_sound_scene3_01 (sleep 635) (sound_class_set_gain vehicle 0 5) ) (script dormant c03_intro_sound_scene3_02 (sleep 640) (sound_class_set_gain vehicle .5 135) ) (script dormant c03_intro_sound_scene3_03 (sleep 805) (object_set_function_variable pelican_01 "turn_absolute" 1 75) (object_set_function_variable pelican_02 "turn_absolute" 1 75) (object_set_function_variable pelican_03 "turn_absolute" 1 75) (object_set_function_variable pelican_01 "banking_audio" 1 75) (object_set_function_variable pelican_02 "banking_audio" 1 75) (object_set_function_variable pelican_03 "banking_audio" 1 75) ) (script dormant c03_1100_dp1 (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1100_dp1 pilot 1) (cinematic_subtitle c03_1100_dp1 1) ) (script dormant c03_1110_jon (sleep 63) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1110_jon johnson 1) (cinematic_subtitle c03_1110_jon 1) ) (script dormant c03_1120_jon (sleep 135) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1120_jon johnson 1) (cinematic_subtitle c03_1120_jon 2) ) (script dormant c03_1130_lhd (sleep 190) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1130_lhd none 1 radio_default_in) (cinematic_subtitle c03_1130_lhd 4) ) (script dormant c03_1140_lhd (sleep 314) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1140_lhd none 1 radio_default_out) (cinematic_subtitle c03_1140_lhd 5) ) (script dormant c03_1150_dp2 (sleep 490) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_1150_dp2 none 1 radio_default_loop) (cinematic_subtitle c03_1150_dp2 1) ) ; EFFECTS ------------------------------------------------------------- (script dormant c03_intro_shake_03 (sleep 0) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) (sleep 405) (player_effect_stop 0) (print "shake stop") ) (script dormant c03_intro_03_dof_1 (sleep 96) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0) (print "rack focus") (sleep 83) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant c03_intro_03_dof_2 (sleep 319) (print "dof values: 3 0 0 0 1 1 0") (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 1 1 0) (sleep 85) (print "dof values: 9 2.5 2.5 0 0 0 0") (cinematic_screen_effect_set_depth_of_field 9 2.5 2.5 0 0 0 0) (sleep 116) (print "dof stop") (cinematic_screen_effect_stop) ) (script dormant cinematic_lighting_scene_03 (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting odst_01 1) (object_uses_cinematic_lighting odst_02 1) (object_uses_cinematic_lighting odst_03 1) (object_uses_cinematic_lighting odst_04 1) (object_uses_cinematic_lighting helmet 1) (object_uses_cinematic_lighting battle_rifle_01 1) (object_uses_cinematic_lighting battle_rifle_02 1) ) (script dormant cinematic_light_troopbay_03_01 (sleep 178) (print "light bay") (object_hide odst_01 false) (object_hide odst_02 false) (object_hide odst_03 false) (cinematic_lighting_set_primary_light 4 278 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.14902 0.141176 0.180392) (cinematic_lighting_set_ambient_light 0 0 0) ) (script dormant cinematic_light_chief_03_01 (sleep 318) (print "light chief rev") (object_hide chief false) (object_hide odst_04 false) (cinematic_lighting_set_primary_light 4 240 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -34 154 0.145098 0.141176 0.184314) (cinematic_lighting_set_ambient_light 0 0 0) ) (script dormant cinematic_light_street_03_01 (sleep 403) (print "light street") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) ; --------------------------------------------------------------------- (script dormant save_dof_01 (sleep 318) (print "delete marines, hide pelican") (object_destroy odst_01) (object_destroy odst_02) (object_destroy odst_03) (object_destroy battle_rifle_01) (object_destroy battle_rifle_02) (object_destroy sniper_rifle) (object_hide pelican_03 true) (object_hide offending_palm_01 true) (object_hide offending_palm_02 true) (object_hide offending_palm_03 true) (object_hide offending_palm_04 true) (object_hide offending_palm_05 true) (object_hide offending_palm_06 true) (object_hide offending_palm_07 true) (object_hide offending_palm_08 true) (object_hide offending_palm_09 true) (object_hide offending_palm_10 true) (object_hide offending_palm_11 true) (object_hide offending_palm_12 true) (object_hide offending_palm_13 true) (object_hide offending_palm_14 true) (object_hide offending_palm_15 true) (object_hide offending_palm_16 true) (object_hide offending_palm_17 true) (object_hide offending_palm_18 true) (object_hide offending_palm_19 true) (object_hide offending_palm_20 true) ) (script dormant show_trees_pelican (sleep 405) (print "show trees, pelican") (object_hide pelican_03 false) (object_hide offending_palm_01 false) (object_hide offending_palm_02 false) (object_hide offending_palm_03 false) (object_hide offending_palm_04 false) (object_hide offending_palm_05 false) (object_hide offending_palm_06 false) (object_hide offending_palm_07 false) (object_hide offending_palm_08 false) (object_hide offending_palm_09 false) (object_hide offending_palm_10 false) (object_hide offending_palm_11 false) (object_hide offending_palm_12 false) (object_hide offending_palm_13 false) (object_hide offending_palm_14 false) (object_hide offending_palm_15 false) (object_hide offending_palm_16 false) (object_hide offending_palm_17 false) (object_hide offending_palm_18 false) (object_hide offending_palm_19 false) (object_hide offending_palm_20 false) ) (script static void c03_intro_03_setup (object_create_anew odst_01) (object_create_anew odst_02) (object_create_anew odst_03) (object_create_anew odst_04) (object_create_anew helmet) (object_create_anew battle_rifle_01) (object_create_anew battle_rifle_02) (object_cinematic_lod odst_01 true) (object_cinematic_lod odst_02 true) (object_cinematic_lod odst_03 true) (object_cinematic_lod odst_04 true) (object_cinematic_lod helmet true) (object_cinematic_lod battle_rifle_01 true) (object_cinematic_lod battle_rifle_02 true) (object_hide odst_01 true) (object_hide odst_02 true) (object_hide odst_03 true) (object_hide odst_04 true) (object_set_permutation odst_01 "head" "morgan") (object_set_permutation odst_02 "head" "perez") (object_set_permutation odst_03 "head" "walter") (object_set_permutation odst_04 "head" "banks") (unit_set_emotional_state odst_01 angry .25 0) (unit_set_emotional_state odst_02 angry .25 0) (unit_set_emotional_state odst_03 angry .25 0) (unit_set_emotional_state odst_04 angry .25 0) (object_set_region_state odst_03 helmet destroyed) (object_set_region_state odst_04 helmet destroyed) (objects_attach odst_01 "right hand" battle_rifle_01 "") (objects_attach odst_02 "right hand" battle_rifle_02 "") (wake c03_intro_foley_03) (wake c03_intro_sound_scene3_01) (wake c03_intro_sound_scene3_02) (wake c03_intro_sound_scene3_03) (wake c03_1100_dp1) (wake c03_1110_jon) (wake c03_1120_jon) (wake c03_1130_lhd) (wake c03_1140_lhd) (wake c03_1150_dp2) ; (wake c03_intro_03_dof_1) ; (wake c03_intro_03_dof_2) (wake save_dof_01) (wake show_trees_pelican) (wake c03_intro_shake_03) (wake cinematic_lighting_scene_03) (wake cinematic_light_troopbay_03_01) (wake cinematic_light_chief_03_01) (wake cinematic_light_street_03_01) ) (script static void c03_intro_03_cleanup (object_destroy chief) (object_destroy johnson) (object_destroy_containing odst) (object_destroy helmet) (object_destroy battle_rifle_01) (object_destroy battle_rifle_02) (object_destroy sniper_rifle) (object_destroy magazine) ) (script static void c03_intro_scene_03 (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro "03_intro_03" none "anchor_flag_intro") (c03_intro_03_setup) (pvs_set_object pelican_01) (custom_animation_relative chief objects\characters\masterchief\03_intro\03_intro "mc_03" false anchor_intro) (custom_animation_relative johnson objects\characters\marine\03_intro\03_intro "johnson_03" false anchor_intro) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro "marine1_03" false anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro "marine2_03" false anchor_intro) (custom_animation_relative odst_01 objects\characters\marine\03_intro\03_intro "odst1_03" false anchor_intro) (custom_animation_relative odst_02 objects\characters\marine\03_intro\03_intro "odst2_03" false anchor_intro) (custom_animation_relative odst_03 objects\characters\marine\03_intro\03_intro "odst3_03" false anchor_intro) (custom_animation_relative odst_04 objects\characters\marine\03_intro\03_intro "odst4_03" false anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro "pel1_03" false anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro "pel2_03" false anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro "pel3_03" false anchor_intro) (scenery_animation_start_relative helmet objects\characters\marine\helmet_odst\03_intro\03_intro "helmet_03" anchor_intro) (scenery_animation_start_relative sniper_rifle objects\weapons\rifle\sniper_rifle\03_intro\03_intro "sniper_rifle_03" anchor_intro) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_04_fol) (sleep (camera_time)) (c03_intro_03_cleanup) ) ; C03_INTRA_1 SCENE 04 ------------------------------------------------ (script dormant intro_scarab_gun_charge (sleep 200) (print "scarab gun charge") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_beam_charging scarab "primary_trigger") ) (script dormant intro_scarab_gun_fire (object_create intro_scarab_gun) (objects_attach scarab "primary_trigger" intro_scarab_gun "") (sleep 240) (print "scarab gun fire") (object_hide intro_scarab_gun true) (weapon_hold_trigger intro_scarab_gun 0 true) (sleep 120) (weapon_hold_trigger intro_scarab_gun 0 false) ) (script dormant intro_scarab_turret_fire (object_create intro_scarab_gun_turret) (objects_attach scarab_turret "primary_trigger" intro_scarab_gun_turret "") (object_hide intro_scarab_gun_turret true) (sleep 285) (print "scarab turret fire") (weapon_hold_trigger intro_scarab_gun_turret 0 true) ) (script dormant effect_pelican_hit_01 (sleep 265) (print "pelican hit") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_01 "johnson") ) (script dormant effect_pelican_impact_01 (sleep 410) (print "pelican impact 1") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_03 "light_cockpit_back") (sleep 5) (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit_small pelican_03 "hardpoint_left") ) (script dormant effect_pelican_impact_02 (sleep 434) (print "pelican impact 2") (effect_new_on_object_marker effects\generic\explosions_air\human_vehicle_air_hit pelican_03 "johnson") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_junction_flag_01) ) (script dormant effect_blow_railings (sleep 450) (print "blow railings far") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_01) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_02) (sleep 5) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_03) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion intro_railing_flag_04) ) ; SCENE 04 EFFECTS ---------------------------------------------------- (script dormant c03_intro_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intro\foley\c03_intro_04_fol none 1) (print "c03_intro foley 04 start") ) (script dormant c03_1160_dp2 (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_1160_dp2 pilot 1) (cinematic_subtitle c03_1160_dp2 2) ) (script dormant c03_intro_fov_02 (sleep 382) (camera_set_field_of_view 30 0) (print "fov change: 50 -> 20 over 0 ticks") (sleep 18) (camera_set_field_of_view 60 20) (print "fov change: 20 -> 50 over 20 ticks") ) (script dormant c03_intro_shake_04 (sleep 137) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .5 0) (player_effect_stop 1) ) (script dormant c03_intro_04_dof_1 (sleep 58) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 2 1 1 0 0 0 0) (print "rack focus") (sleep 59) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant c03_intro_04_dof_3 (sleep 382) (print "dof stop") (cinematic_screen_effect_stop) ) (script dormant cinematic_lighting_scene_04 (cinematic_lighting_set_primary_light 29 116 0.478431 0.415686 0.329412) (cinematic_lighting_set_secondary_light 20 272 0.235294 0.235294 0.384314) (cinematic_lighting_set_ambient_light 0 0 0) ) (script dormant cinematic_light_street_04_01 (sleep 117) (print "light street") (cinematic_lighting_set_primary_light 43 122 0.54902 0.478431 0.34902) (cinematic_lighting_set_secondary_light -25 98 0.317647 0.313726 0.396078) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.101961) ) (script dormant effect_big_foot (time_code_reset) (sleep 126) (print "big foot") (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion bus_flag_01) (damage_new objects\weapons\grenade\frag_grenade\damage_effects\frag_grenade_explosion bus_flag_02) ) ; --------------------------------------------------------------------- (script static void c03_intro_04_setup (object_create_anew scarab) (object_create_anew scarab_turret) (object_create_anew_containing intro_railing) (object_create_anew_containing intro_crash) (object_create_anew the_fiscal_year) (object_cinematic_lod scarab true) (object_cinematic_lod scarab_turret true) (object_cinematic_lod the_fiscal_year true) (object_uses_cinematic_lighting scarab 1) (object_uses_cinematic_lighting scarab_turret 1) (wake c03_intro_foley_04) (wake c03_1160_dp2) (wake c03_intro_fov_02) ; (wake c03_intro_04_dof_1) ; (wake c03_intro_04_dof_3) (wake c03_intro_shake_04) (wake intro_scarab_gun_charge) (wake intro_scarab_gun_fire) (wake intro_scarab_turret_fire) (wake effect_big_foot) (wake effect_pelican_hit_01) (wake effect_pelican_impact_01) (wake effect_pelican_impact_02) (wake effect_blow_railings) (wake cinematic_lighting_scene_04) (wake cinematic_light_street_04_01) ) (script static void c03_intro_04_cleanup (object_destroy pilot) (object_destroy copilot) (object_destroy_containing scarab) (object_destroy_containing pelican) (object_destroy the_fiscal_year) ) (script static void c03_intro_scene_04 (camera_set_animation_relative objects\characters\cinematic_camera\03_intro\03_intro "03_intro_04" none "anchor_flag_intro") (c03_intro_04_setup) (pvs_set_object pelican_01) (custom_animation_relative pilot objects\characters\marine\03_intro\03_intro "marine1_04" false anchor_intro) (custom_animation_relative copilot objects\characters\marine\03_intro\03_intro "marine2_04" false anchor_intro) (custom_animation_relative pelican_01 objects\vehicles\pelican\03_intro\03_intro "pel1_04" false anchor_intro) (custom_animation_relative pelican_02 objects\vehicles\pelican\03_intro\03_intro "pel2_04" false anchor_intro) (custom_animation_relative pelican_03 objects\vehicles\pelican\03_intro\03_intro "pel3_04" false anchor_intro) (scenery_animation_start_relative scarab scenarios\objects\covenant\military\scarab\03_intro\03_intro "scarab_04" anchor_intro) (scenery_animation_start_relative scarab_turret scenarios\objects\covenant\military\scarab\scarab_upper_gun\03_intro\03_intro "scarab_upper_gun_04" anchor_intro) (sleep (- (camera_time) 60)) (player_effect_set_max_rotation 0 1 1) (player_effect_start .5 2) (sleep (- (camera_time) 5)) (print "cut to black") (fade_out 0 0 0 5) (sleep 5) (c03_intro_04_cleanup) (sleep 30) (player_effect_stop 0) ) ; C03_INTRO MASTER SCRIPT ============================================= ; ===================================================================== (script static void c03_intro (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name earthcity_cine_intro_bsp) (sleep 1) (c03_intro_scene_01) (c03_intro_scene_02) (c03_intro_scene_03) (c03_intro_scene_04) (rasterizer_bloom_override 0) ) ; BLURRY BEGINNING ==================================================== ; ===================================================================== (script static void chief_recovery_sequence (camera_control off) (player_camera_control true) (if (= "easy" (game_difficulty_get_real)) (begin (print "recovery - easy") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 1 .001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9000_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input 0) (cinematic_stop) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input 1) ) ) (if (= "normal" (game_difficulty_get_real)) (begin (print "recovery - normal") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 1 .001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9030_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input 0) (cinematic_stop) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input 1) ) ) (if (= "heroic" (game_difficulty_get_real)) (begin (print "recovery - heroic") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 1 .001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9020_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input 0) (cinematic_stop) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input 1) ) ) (if (= "legendary" (game_difficulty_get_real)) (begin (print "recovery - legendary") (fade_out 0 0 0 0) (cinematic_start) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 1 .001) (sleep 30) (fade_in 0 0 0 30) (sound_impulse_start sound\dialog\levels\03_earthcity\mission\l03_9010_cor none 1) (sleep 35) (fade_out 0 0 0 30) (sleep 45) (fade_in 0 0 0 20) (sleep 25) (fade_out 0 0 0 15) (sleep 20) (fade_in 0 0 0 15) (player_enable_input 0) (cinematic_stop) (cinematic_show_letterbox_immediate 1) (interpolator_start blurry_vision 0 3) (sleep 30) (player_enable_input 1) ) ) ; (player_camera_control true) )