; CINEMATICS FOR LEVEL 03B, "NEW MOMBASA" ============================= ; ===================================================================== ;* To One Who Has Been Long In City Pent To one who has been long in city pent, 'Tis very sweet to look into the fair And open face of heaven,--to breathe a prayer Full in the smile of the blue firmament. Who is more happy, when, with heart's content, Fatigued he sinks into some pleasant lair Of wavy grass, and reads a debonair And gentle tale of love and languishment? Returning home at evening, with an ear Catching the notes of Philomel,--an eye Watching the sailing cloudlet's bright career, He mourns that day so soon has glided by: E'en like the passage of an angel's tear That falls through the clear ether silently. - John Keats *; ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 45) (script stub void 03_intra1_01_predict_stub (print "predict 01")) (script stub void 03_intra1_02a_predict_stub (print "predict 02a")) (script stub void 03_intra1_02b_predict_stub (print "predict 02b")) (script stub void 03_intra1_02c_predict_stub (print "predict 02c")) (script stub void 03_intra1_03_predict_stub (print "predict 03")) (script stub void x03_01_predict_stub (print "predict 01")) (script stub void x03_02_predict_stub (print "predict 02")) (script stub void x03_03_predict_stub (print "predict 03")) (script stub void x03_04_predict_stub (print "predict 04")) (script stub void x03_05_predict_stub (print "predict 05")) (script stub void x03_06_predict_stub (print "predict 06")) (script stub void x03_07_predict_stub (print "predict 07")) (script stub void x03_08_predict_stub (print "predict 08")) ; C03_INTRA_1 SCENE 01 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c03_intra1_sound_scene1_01 (sound_class_set_gain vehicle_engine 0 0) (sleep 390) (sound_class_set_gain vehicle_engine .5 60) ) (script dormant c03_intra1_score_01 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus none 1) (print "c03_intro score 01 start") ) (script dormant c03_intra1_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol none 1) (print "c03_intro foley 01 start") ) (script dormant c03_2010_mr3 (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2010_mr3 marine_01 1) (cinematic_subtitle c03_2010_mr3 4) (unit_set_emotional_state marine_01 scared 1 0) (print "marine_01 - scared 1 0") ) (script dormant c03_2020_mr4 (unit_set_emotional_state marine_02 shocked .25 0) (print "marine_02 - shocked .25 0") (sleep 200) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2020_mr4 marine_02 1) (cinematic_subtitle c03_2020_mr4 2) (sleep 15) (unit_set_emotional_state marine_02 angry .5 30) (print "marine_02 - angry .5 30") ) (script dormant c03_2030_mr4 (sleep 278) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2030_mr4 marine_02 1) (cinematic_subtitle c03_2030_mr4 3) ) ; EFFECTS ------------------------------------------------------------- (script dormant c03_intra1_fov_01 (time_code_reset) (sleep 263) (camera_set_field_of_view 14 0) (sleep 1) (camera_set_field_of_view 10 144) (time_code_reset) (sleep 144) (camera_set_field_of_view 60 0) ) (script dormant drop_tank (sleep 598) (objects_detach pelican_01a scorpion_01) (print "special delivery") ) (script dormant destroy_scarab (sleep 410) (object_destroy scarab_01) (print "destroy scarab") ) (script dormant c03_intra1_cinematic_light_01 (cinematic_lighting_set_primary_light 27 228 0.360784 0.317647 0.203922) (cinematic_lighting_set_secondary_light -35 100 0.0901961 0.109804 0.14902) (cinematic_lighting_set_ambient_light 0.101961 0.101961 0.0666667) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .6) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting marine_01 1) (object_uses_cinematic_lighting marine_02 1) (object_uses_cinematic_lighting rifle_01 1) (object_uses_cinematic_lighting rifle_02 1) (object_uses_cinematic_lighting rifle_03 1) (object_uses_cinematic_lighting pelican_01a 1) (object_uses_cinematic_lighting scarab_02 1) (object_uses_cinematic_lighting scorpion_01 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script dormant c03_intra1_problem_actors (print "problem actors") (object_create_anew marine_01) (object_create_anew marine_02) (object_create_anew rifle_02) (object_create_anew rifle_03) (object_cinematic_lod marine_01 true) (object_cinematic_lod marine_02 true) (objects_attach marine_01 "right hand" rifle_02 "") (objects_attach marine_02 "right hand" rifle_03 "") (object_set_permutation marine_02 "head" "michelle") ) ; --------------------------------------------------------------------- (script static void c03_intra1_01_setup (object_create_anew chief) (object_create_anew johnson) (object_create_anew pelican_01a) (object_create_anew scorpion_01) (object_create_anew scarab_01) (object_create_anew rifle_01) (object_cinematic_lod chief true) (object_cinematic_lod johnson true) (object_cinematic_lod pelican_01a true) (object_cinematic_lod scorpion_01 true) (object_cinematic_lod scarab_01 true) (objects_attach chief "right hand" rifle_01 "") (objects_attach pelican_01a "pelican_sc_01" scorpion_01 "scorpion_b_t") (object_set_function_variable pelican_01a "hover" 1 0) (wake c03_intra1_sound_scene1_01) (wake c03_intra1_score_01) (wake c03_intra1_foley_01) (wake c03_2010_mr3) (wake c03_2020_mr4) (wake c03_2030_mr4) (wake c03_intra1_fov_01) (wake c03_intra1_cinematic_light_01) (wake drop_tank) (wake destroy_scarab) ) (script static void c03_intra1_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 ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (03_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\music\c03_intra1_01_mus) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_01_fol) (wake c03_intra1_problem_actors) (sleep prediction_offset) (c03_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_01" none "anchor_flag_intra1") (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 "chief_01" false anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_01" false anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_01" false anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_01" false anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 "pelican_01" false anchor_intra1) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\03_intra1\03_intra1 "scarab_01" anchor_intra1) ; (print "cache block") ; (sleep 1) ; (cache_block_for_one_frame) ; safety white (sleep 45) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intra1_02a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol) (sleep (camera_time)) ) ; C03_INTRA_1 SCENE 02A ----------------------------------------------- (script dormant c03_intra1_foley_02a (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02a_fol none 1) (print "c03_intro foley 02a start") ) (script dormant c03_2040_jon (sleep 115) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2040_jon johnson 1) (cinematic_subtitle c03_2040_jon 1) ) (script dormant c03_2050_mr4 (sleep 161) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2050_mr4 marine_02 1) (cinematic_subtitle c03_2050_mr4 1) ) (script dormant c03_2060_mr3 (sleep 200) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2060_mr3 marine_01 1) (cinematic_subtitle c03_2060_mr3 3) (unit_set_emotional_state marine_01 scared .5 30) (print "marine_01 - angry .5 30") ) (script dormant c03_2070_jon (sleep 288) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2070_jon johnson 1) (cinematic_subtitle c03_2070_jon 1) (unit_set_emotional_state johnson angry .5 30) (print "johnson - angry .5 30") ) (script dormant c03_2080_mr3 (sleep 328) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2080_mr3 marine_01 1) (cinematic_subtitle c03_2080_mr3 1) ) (script dormant c03_2090_jon (sleep 370) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2090_jon johnson 1) (cinematic_subtitle c03_2090_jon 1) ) (script dormant swap_tanks (sleep 200) (object_destroy scorpion_01) (object_create_anew scorpion_02) (object_cinematic_lod scorpion_02 true) (object_uses_cinematic_lighting scorpion_02 1) (print "swap tanks") ) (script static void c03_intra1_02a_setup (wake c03_2040_jon) (wake c03_2050_mr4) (wake c03_2060_mr3) (wake c03_2070_jon) (wake c03_2080_mr3) (wake c03_2090_jon) (wake c03_intra1_foley_02a) (wake swap_tanks) ) (script static void c03_intra1_scene_02a (c03_intra1_02a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_02a" none "anchor_flag_intra1") (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02a" false anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02a" false anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02a" false anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02a" false anchor_intra1) (custom_animation_relative pelican_01a objects\vehicles\pelican\03_intra1\03_intra1 "pelican_02a" false anchor_intra1) (custom_animation_relative_loop scorpion_01 objects\vehicles\scorpion\03_intra1\03_intra1 "scorpion_02a" false anchor_intra1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intra1_02b_predict_stub) (sleep (camera_time)) (object_destroy pelican_01a) ) ; C03_INTRA_1 SCENE 02B ----------------------------------------------- (script dormant c03_intra1_speech_easy (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02b_easy" false anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02b" false anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02b" false anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02b" false anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2097_jon none 1) (cinematic_subtitle c03_2097_jon 8) ) (script dormant c03_intra1_speech_normal (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02b_easy" false anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02b" false anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02b" false anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02b" false anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2091_jon none 1) (cinematic_subtitle c03_2091_jon 8) ) (script dormant c03_intra1_speech_heroic (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02b_easy" false anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02b" false anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02b" false anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02b" false anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2093_jon none 1) (cinematic_subtitle c03_2093_jon 8) ) (script dormant c03_intra1_speech_legendary (custom_animation_relative_loop johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02b_easy" false anchor_intra1) (custom_animation_relative_loop chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02b" false anchor_intra1) (custom_animation_relative_loop marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02b" false anchor_intra1) (custom_animation_relative_loop marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02b" false anchor_intra1) (sleep 5) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2095_jon none 1) (cinematic_subtitle c03_2095_jon 8) ) (script static void c03_intra1_scene_02b (if (= "easy" (game_difficulty_get_real)) (begin (print "easy speech") (wake c03_intra1_speech_easy) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 261) (sleep 261) (sleep 15) ) ) (if (= "normal" (game_difficulty_get_real)) (begin (print "normal speech") (wake c03_intra1_speech_normal) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 246) (sleep 246) (sleep 15) ) ) (if (= "heroic" (game_difficulty_get_real)) (begin (print "heroic speech") (wake c03_intra1_speech_heroic) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 290) (sleep 290) (sleep 15) ) ) (if (= "legendary" (game_difficulty_get_real)) (begin (print "legendary speech") (wake c03_intra1_speech_legendary) (camera_set c03_intra1_01 0) (camera_set c03_intra1_02 320) (sleep 320) (sleep 15) ) ) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intra1_02c_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol) ) ; C03_INTRA_1 SCENE 02C ----------------------------------------------- (script dormant c03_intra1_foley_02c (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_02c_fol none 1) (print "c03_intra1 foley 02c start") ) (script dormant c03_2092_jon (sleep 4) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2092_jon johnson 1) (cinematic_subtitle c03_2092_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked .5 30) (print "marine_01 - shocked .5 30") ) (script dormant c03_2094_jon (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2094_jon johnson 1) (cinematic_subtitle c03_2094_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked .5 30) (print "marine_01 - shocked .5 30") ) (script dormant c03_2096_jon (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2096_jon johnson 1) (cinematic_subtitle c03_2096_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked .5 30) (print "marine_01 - shocked .5 30") ) (script dormant c03_2098_jon (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2098_jon johnson 1) (cinematic_subtitle c03_2098_jon 2) (sleep 65) (unit_set_emotional_state marine_01 shocked .5 30) (print "marine_01 - shocked .5 30") ) (script dormant c03_2100_mr4 (sleep 81) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) (script dormant c03_2100_mr4_hard (sleep 86) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) (script dormant c03_2100_mr4_leg (sleep 102) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2100_mr4 marine_02 1) (cinematic_subtitle c03_2100_mr4 1) ) (script dormant c03_2110_jon (sleep 119) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (cinematic_subtitle c03_2110_jon 3) (sleep 90) (unit_set_emotional_state marine_01 repulsed .25 60) (print "marine_01 - repulsed .25 60") ) (script dormant c03_2110_jon_leg (sleep 133) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2110_jon johnson 1) (cinematic_subtitle c03_2110_jon 3) ) (script dormant c03_2120_jon (sleep 235) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (cinematic_subtitle c03_2120_jon 3) ) (script dormant c03_2120_jon_leg (sleep 249) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2120_jon johnson 1) (cinematic_subtitle c03_2120_jon 2) ) (script dormant c03_2130_mr4 (sleep 301) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (cinematic_subtitle c03_2130_mr4 1) ) (script dormant c03_2130_mr4_leg (sleep 315) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2130_mr4 marine_02 1) (cinematic_subtitle c03_2130_mr4 1) ) (script dormant c03_2140_cor (sleep 352) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_in) (cinematic_subtitle c03_2140_cor 3) ) (script dormant c03_2140_cor_leg (sleep 366) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\c03_2140_cor none 1 radio_default_loop) (cinematic_subtitle c03_2140_cor 3) ) (script static void c03_intra1_scene_02c (unit_set_emotional_state johnson angry .5 0) (print "johnson - angry .5 0") (unit_set_emotional_state marine_01 scared .5 0) (print "marine_01 - scared .5 0") (if (= "easy" (game_difficulty_get_real)) (begin (print "easy speech") (object_create_anew cigar) (wake c03_2098_jon) (wake c03_2100_mr4) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_02ce" none "anchor_flag_intra1") (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02ce" false anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02ce" false anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02ce" false anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02ce" false anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 "cigar_02e" anchor_intra1) ) ) (if (= "normal" (game_difficulty_get_real)) (begin (print "normal speech") (object_create_anew cigar) (wake c03_2092_jon) (wake c03_2100_mr4) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_02cn" none "anchor_flag_intra1") (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02cn" false anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02cn" false anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02cn" false anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02cn" false anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 "cigar_02n" anchor_intra1) ) ) (if (= "heroic" (game_difficulty_get_real)) (begin (print "heroic speech") (object_create_anew cigar) (wake c03_2094_jon) (wake c03_2100_mr4_hard) (wake c03_2110_jon) (wake c03_2120_jon) (wake c03_2130_mr4) (wake c03_2140_cor) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_02ch" none "anchor_flag_intra1") (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02ch" false anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02ch" false anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02ch" false anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02ch" false anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 "cigar_02h" anchor_intra1) ) ) (if (= "legendary" (game_difficulty_get_real)) (begin (print "legendary speech") (object_create_anew cigar) (wake c03_2096_jon) (wake c03_2100_mr4_leg) (wake c03_2110_jon_leg) (wake c03_2120_jon_leg) (wake c03_2130_mr4_leg) (wake c03_2140_cor_leg) (wake c03_intra1_foley_02c) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_02cl" none "anchor_flag_intra1") (custom_animation_relative chief objects\characters\masterchief\03_intra1\03_intra1 "chief_02cl" false anchor_intra1) (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_02cl" false anchor_intra1) (custom_animation_relative marine_01 objects\characters\marine\03_intra1\03_intra1 "marine01_02cl" false anchor_intra1) (custom_animation_relative marine_02 objects\characters\marine\03_intra1\03_intra1 "marine02_02cl" false anchor_intra1) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_good\03_intra1\03_intra1 "cigar_02l" anchor_intra1) ) ) (sleep (- (camera_time) 15)) (object_destroy pelican_01a) (object_destroy cigar) (print "problem actors") (object_create_anew pelican_01b) (object_create_anew rear_gun) (object_cinematic_lod pelican_01b true) (object_cinematic_lod rear_gun true) (object_uses_cinematic_lighting pelican_01b 1) (object_uses_cinematic_lighting rear_gun 1) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (03_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol) (sleep (camera_time)) ) ; C03_INTRA_1 SCENE 03 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c03_intra1_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\c03_intra1\foley\c03_intra1_03_fol none 1) (print "c03_intra1 foley 03 start") ) (script dormant c03_2150_jon (sleep 59) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\c03_2150_jon johnson 1) (cinematic_subtitle c03_2150_jon 2) (sleep 15) (unit_set_emotional_state johnson amorous 1 15) (print "johnson - amorous 1 15") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c03_intra1_cinematic_light_03 (cinematic_lighting_set_primary_light 31 72 0.105882 0.0941177 0.0705882) (cinematic_lighting_set_secondary_light 17 56 0.0784314 0.0784314 0.129412) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ; --------------------------------------------------------------------- (script static void c03_intra1_03_setup (wake c03_2150_jon) (wake c03_intra1_foley_03) (wake c03_intra1_cinematic_light_03) ) (script static void c03_intra1_03_cleanup (object_destroy chief) (object_destroy johnson) (object_destroy marine_01) (object_destroy marine_02) (object_destroy rear_gun) (object_destroy pelican_01b) (object_destroy scorpion_02) (object_destroy rifle_01) (object_destroy rifle_02) (object_destroy rifle_03) ) (script static void c03_intra1_scene_03 (c03_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\03_intra1\03_intra1 "03_intra1_03" none "anchor_flag_intra1") (custom_animation_relative johnson objects\characters\marine\03_intra1\03_intra1 "johnson_03" false anchor_intra1) (custom_animation_relative pelican_01b objects\vehicles\pelican\03_intra1\03_intra1 "pelican_03" false anchor_intra1) (scenery_animation_start_relative rear_gun objects\vehicles\pelican\pelican_rear_gun\03_intra1\03_intra1 "rear_gun_03" anchor_intra1) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c03_intra1_03_cleanup) (sleep 30) ) ; C03_INTRA_1 MASTER SCRIPT =========================================== ; ===================================================================== (script static void c03_intra1 (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain vehicle_collision 0 0) (sound_class_set_gain amb .25 1) (switch_bsp_by_name earthcity_3b) (sleep 1) (c03_intra1_scene_01) (c03_intra1_scene_02a) (c03_intra1_scene_02b) (c03_intra1_scene_02c) (c03_intra1_scene_03) (sound_class_set_gain vehicle_collision 1 1) (sound_class_set_gain amb 1 1) (rasterizer_bloom_override 0) ) ; X03 ================================================================= ; ===================================================================== ; X03 SCENE 01 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x03_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_01_fol none 1) (print "x03 foley 01 start") ) (script dormant x03_0010_jon (sleep 484) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0010_jon johnson 1 radio_default) (cinematic_subtitle x03_0010_jon 2) ) (script dormant x03_0020_mir (sleep 552) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0020_mir none 1 radio_default) (cinematic_subtitle x03_0020_mir 1.5) ) ; EFFECTS ------------------------------------------------------------- (script dormant x03_fov_01 (sleep 88) (print "fov change: 65 -> 45 over 90 ticks") (camera_set_field_of_view 55 90) (sleep 91) (print "fov change: 45 -> 50 over 0 ticks") (camera_set_field_of_view 60 0) (sleep 299) (print "fov change: 50 -> 20 over 0 ticks") (camera_set_field_of_view 20 0) (object_destroy scarab_02) ) (script dormant x03_01_dof_1 (sleep 479) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (print "rack focus") ) (script dormant scarab_shake_1 (sleep 135) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 0) ) (script dormant scarab_shake_2 (sleep 179) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .4 0) (sleep 25) (player_effect_stop 3) ) (script dormant effect_scarab_death (sleep 27) (print "blow main-gun") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion_mouth scarab_02 "primary_trigger") (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "head_destroyed_cine") (sleep 2) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "neck_destroyed_cine") (sleep 3) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "neck_destroyed2_cine") (sleep 5) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "knee_destroyed_cine") (sleep 2) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "belly_destroyed_cine") (sleep 3) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "calf_destroyed_cine") (sleep 5) (effect_new_on_object_marker effects\scenarios\objects\covenant\military\scarab\scarab_death_explosion scarab_02 "knee_destroyed02_cine") ) (script dormant effect_smoke_start (sleep 165) (print "smoke start") (object_create x03_smoke) ) (script dormant effect_smoke_stop (sleep 475) (print "smoke stop") (object_destroy x03_smoke) ) (script dormant effect_grav_lift (sleep 330) (object_set_function_variable carrier "grav_lift_control" 0 75) (print "grav-lift deactivate") ) (script dormant x03_cinematic_lighting_01 (cinematic_lighting_set_primary_light 31 72 0.529412 0.466667 0.396078) (cinematic_lighting_set_secondary_light -60 180 0.0627451 0.0588235 0.117647) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting johnson_02 1) (object_uses_cinematic_lighting pilot 1) (object_uses_cinematic_lighting pelican_01a 1) (object_uses_cinematic_lighting scarab_02 1) (object_uses_cinematic_lighting carrier 1) ) ; PROBLEM ACTORS ------------------------------------------------------ ; --------------------------------------------------------------------- (script static void x03_01_setup (object_create_anew chief) (object_create_anew johnson_02) (object_create_anew pilot) (object_create_anew pelican_01a) (object_create_anew scarab_02) (object_create_anew carrier) (object_cinematic_lod chief true) (object_cinematic_lod johnson_02 true) (object_cinematic_lod pilot true) (object_cinematic_lod pelican_01a true) (object_cinematic_lod scarab_02 true) (object_cinematic_lod carrier true) (cinematic_clone_players_weapon chief "right_hand" "") (object_set_function_variable carrier "grav_lift_control" 1 0) (wake x03_0010_jon) (wake x03_0020_mir) (wake x03_foley_01) (wake x03_fov_01) (wake x03_01_dof_1) (wake scarab_shake_1) (wake scarab_shake_2) (wake effect_grav_lift) (wake effect_scarab_death) (wake effect_smoke_start) (wake effect_smoke_stop) (wake x03_cinematic_lighting_01) ) (script static void x03_01_cleanup (object_destroy chief) (object_destroy johnson_02) (object_destroy pilot) (object_destroy pelican_01a) (object_destroy carrier) (object_destroy x03_smoke) ) (script static void x03_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 ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x03_01_predict_stub) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_01_fol) (sleep prediction_offset) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_01" none "anchor_flag_x03_01") (x03_01_setup) (custom_animation_relative chief objects\characters\masterchief\x03\x03 "chief_01" false anchor_x03_01) (custom_animation_relative johnson_02 objects\characters\marine\x03\x03 "johnson_01" false anchor_x03_01) (custom_animation_relative pilot objects\characters\marine\x03\x03 "pilot_01" false anchor_x03_01) (custom_animation_relative pelican_01a objects\vehicles\pelican\x03\x03 "pelican_01" false anchor_x03_01) (scenery_animation_start_relative scarab_02 scenarios\objects\covenant\military\scarab\x03\x03 "scarab_01" anchor_x03_01) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x03\x03 "carrier_01" anchor_x03_01) ; safety white (sleep 15) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (x03_01_cleanup) ) ; X03 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c03_intra1_sound_scene2_01 (sleep 30) (sound_class_set_gain vehicle_engine .2 60) ) (script dormant x03_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_02_fol none 1) (print "x03 foley 02 start") ) (script dormant x03_0030_mir (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0030_mir miranda 1) (cinematic_subtitle x03_0030_mir 2) ) (script dormant x03_0040_jon (sleep 73) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0040_jon johnson_03 1 radio_default) (cinematic_subtitle x03_0040_jon 1) ) (script dormant x03_0050_lhd (sleep 106) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0050_lhd hood 1 radio_default) (cinematic_subtitle x03_0050_lhd 1) ) (script dormant x03_0060_mir (sleep 133) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0060_mir miranda 1) (cinematic_subtitle x03_0060_mir 3) ) ; EFFECTS ------------------------------------------------------------- (script dormant x03_texture_camera_scene_02 (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 "texture_camera_02" anchor_x03_02) ) (script dormant x03_cinematic_lighting_02 (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ; (render_lights_enable_cinematic_shadow 1 miranda head .1) ; (render_lights_enable_cinematic_shadow 1 nav_officer head .1) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting iac_bridge 1) (object_uses_cinematic_lighting hood 1) (object_uses_cinematic_lighting johnson_03 1) (object_uses_cinematic_lighting pilot_02 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x03_03_problem_actors (print "problem actors") (object_create_anew iac) (object_cinematic_lod iac true) ) ; --------------------------------------------------------------------- (script dormant delete_johnson (sleep 150) (print "delete johnson and pelican") (object_destroy johnson_03) (object_destroy pilot_02) ) (script dormant x03_emotion_02 (unit_set_emotional_state miranda angry .25 0) (print "miranda - angry .25 0") (unit_set_emotional_state johnson angry .5 0) (print "johnson - angry .5 0") (unit_set_emotional_state hood angry .25 0) (print "hood - angry .25 0") ) (script static void x03_02_setup (object_create_anew miranda) (object_create_anew hood) (object_create johnson_03) (object_create pilot_02) (object_create_anew iac_bridge) (object_create_anew pelican_02) (object_cinematic_lod miranda true) (object_cinematic_lod hood true) (object_cinematic_lod johnson true) (object_cinematic_lod pilot true) (object_cinematic_lod iac_bridge true) (object_cinematic_lod pelican_02 true) (wake c03_intra1_sound_scene2_01) (wake x03_foley_02) (wake x03_0030_mir) (wake x03_0040_jon) (wake x03_0050_lhd) (wake x03_0060_mir) (wake delete_johnson) (wake x03_emotion_02) (wake x03_texture_camera_scene_02) (wake x03_cinematic_lighting_02) ) (script static void x03_scene_02 (cinematic_screen_effect_stop) (print "rack focus stop") (camera_set_field_of_view 60 0) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x03_02_predict_stub) (x03_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_02" none "anchor_flag_x03_02") (custom_animation_relative miranda objects\characters\miranda\x03\x03 "miranda_02" false anchor_x03_02) (custom_animation_relative johnson_03 objects\characters\marine\x03\x03 "johnson_02" false anchor_x03_02) (custom_animation_relative pilot_02 objects\characters\marine\x03\x03 "pilot_02" false anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 "hood_02" false anchor_x03_02) (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 "pelican_02" false anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 "iacbridge_02" anchor_x03_02) ; safety white 10 (sleep 20) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x03_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\music\x03_03_mus) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_03_fol) (sleep (- (camera_time) 15)) (x03_03_problem_actors) (sleep (camera_time)) ; (texture_camera_off) (print "texture camera stop") (object_hide hood true) (print "hide hood") ) ; X03 SCENE 03 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x03_score_03 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\music\x03_03_mus none 1) (print "x03 score 03 start") ) (script dormant x03_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_03_fol none 1) (print "x03 foley 03 start") ) (script dormant x03_0070_lhd (sleep 0) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0070_lhd none 1 radio_default) (cinematic_subtitle x03_0070_lhd 1) ) (script dormant x03_0080_lhd (sleep 50) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0080_lhd none 1 radio_default) (cinematic_subtitle x03_0080_lhd 2) ) (script dormant x03_0090_nv1 (sleep 195) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0090_nv1 none 1) (cinematic_subtitle x03_0090_nv1 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x03_fov_03 (sleep 27) (print "fov change: 5 -> 50 over 38 ticks") (camera_set_field_of_view 60 38) (sleep 191) (print "fov change: 50 -> 15 over 26 ticks") (camera_set_field_of_view 25 26) ) (script dormant effect_slipspace_open (sleep 161) (print "effect - slipspace open") (effect_new_on_object_marker effects\cinematics\03\slipspace_open carrier_02 "bow") ) (script dormant x03_cinematic_lighting_03 (cinematic_lighting_set_primary_light 31 68 0.513726 0.415686 0.313726) (cinematic_lighting_set_secondary_light -63 42 0.0901961 0.0901961 0.117647) (cinematic_lighting_set_ambient_light 0.0823529 0.0823529 0.0823529) (object_uses_cinematic_lighting iac 1) (object_uses_cinematic_lighting carrier_02 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x03_04_problem_actors (print "problem actors") (object_create_anew nav_officer) (object_cinematic_lod nav_officer true) (object_uses_cinematic_lighting nav_officer 1) ) ; --------------------------------------------------------------------- (script dormant hide_iac_crew_03 (print "hide iac bridge") (object_hide miranda true) (object_hide iac_bridge true) ) (script static void x03_03_setup (object_create_anew carrier_02) (object_cinematic_lod carrier_02 true) (wake x03_0070_lhd) (wake x03_0080_lhd) (wake x03_0090_nv1) (wake x03_score_03) (wake x03_foley_03) (wake x03_fov_03) (wake x03_cinematic_lighting_03) (wake effect_slipspace_open) (wake hide_iac_crew_03) ) (script static void x03_scene_03 (print "fov change: 50 -> 5 over 0 ticks") (camera_set_field_of_view 15 0) (x03_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_03" none "anchor_flag_x03_02") (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 "iac_03" anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 "carrier_03" anchor_x03_02) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x03_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_04_fol) (x03_04_problem_actors) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ; X03 SCENE 04 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x03_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_04_fol none 1) (print "x03 foley 04 start") ) (script dormant x03_0100_nv1 (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0100_nv1 nav_officer 1) (cinematic_subtitle x03_0100_nv1 2) ) (script dormant x03_0110_mir (sleep 121) (object_hide iac true) (object_hide carrier_02 true) (print "hide iac, carrier") (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0110_mir miranda 1) (cinematic_subtitle x03_0110_mir 1) (unit_set_emotional_state miranda shocked .25 30) (print "miranda - shocked .25 30") (sleep 30) (object_hide hood false) (print "unhide hoodr") ) (script dormant x03_0120_lhd (sleep 175) (sound_impulse_start_effect sound\dialog\levels\03_earthcity\cinematic\x03_0120_lhd hood 1 radio_default) (cinematic_subtitle x03_0120_lhd 2) (unit_set_emotional_state hood angry .5 30) (print "hood - angry .5 30") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x03_texture_camera_scene_04 (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 "texture_camera_04" anchor_x03_02) ) (script dormant x03_cinematic_lighting_04 (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ; (render_lights_enable_cinematic_shadow 1 miranda head .1) ; (render_lights_enable_cinematic_shadow 1 nav_officer head .1) ) ; --------------------------------------------------------------------- (script dormant x03_emotion_04 (unit_set_emotional_state miranda angry .25 0) (print "miranda - angry .25 0") (unit_set_emotional_state hood angry .25 0) (print "hood - angry .25 0") (unit_set_emotional_state nav_officer angry .25 0) (print "nav_officer - angry .25 0") (sleep 20) (unit_set_emotional_state nav_officer shocked .5 30) (print "nav_officer - shocked .5 30") ) (script static void x03_04_setup (object_hide miranda false) (object_hide iac_bridge false) (cinematic_set_near_clip_distance .05) (print "setting near clip distance to .05") (wake x03_0100_nv1) (wake x03_0110_mir) (wake x03_0120_lhd) (wake x03_foley_04) (wake x03_texture_camera_scene_04) (wake x03_cinematic_lighting_04) ) (script static void x03_scene_04 (print "fov change: 15 -> 50 over 0 ticks") (camera_set_field_of_view 60 0) (x03_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_04" none "anchor_flag_x03_02") (custom_animation_relative miranda objects\characters\miranda\x03\x03 "miranda_04" false anchor_x03_02) (custom_animation_relative hood objects\characters\lord_hood\x03\x03 "hood_04" false anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 "nav_04" false anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 "iacbridge_04" anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 "carrier_04" anchor_x03_02) (sleep 10) (fade_in 1 1 1 5) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x03_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_05_fol) (sleep (camera_time)) (object_destroy hood) (texture_camera_off) (print "texture camera stop") ) ; X03 SCENE 05 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x03_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_05_fol none 1) (print "x03 foley 05 start") ) (script dormant x03_0130_mir (sleep 94) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0130_mir none 1) (cinematic_subtitle x03_0130_mir 1.5) ) (script dormant effect_iac_engines (sleep 112) (print "effect - engine") (effect_new_on_object_marker effects\cinematics\03\iac_engine_fire iac "") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_slipspace_widen (sleep 0) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 "bow") (print "slipspace open") ) (script dormant x03_cinematic_lighting_05 (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ; --------------------------------------------------------------------- (script dormant delete_pelican (sleep 87) (object_destroy pelican_02) ) (script dormant hide_iac_crew_05 (print "hide iac bridge") (object_hide miranda true) (object_hide nav_officer true) (object_hide iac_bridge true) ) (script static void x03_05_setup (object_hide iac false) (object_hide carrier_02 false) (cinematic_set_near_clip_distance .06) (print "resetting near clip distance to .06") (wake x03_foley_05) (wake x03_0130_mir) (wake x03_cinematic_lighting_05) (wake effect_iac_engines) (wake effect_slipspace_widen) (wake delete_pelican) (wake hide_iac_crew_05) ) (script static void x03_scene_05 (x03_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_05" none "anchor_flag_x03_02") (custom_animation_relative pelican_02 objects\vehicles\pelican\x03\x03 "pelican_05" false anchor_x03_02) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 "iac_05" anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 "carrier_05" anchor_x03_02) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x03_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_06_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ; X03 SCENE 06 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x03_foley_06 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_06_fol none 1) (print "x03 foley 06 start") ) (script dormant x03_0140_nv1 (sleep 0) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0140_nv1 nav_officer 1) (cinematic_subtitle x03_0140_nv1 2) (unit_set_emotional_state miranda angry .15 0) (print "miranda - angry .15 0") ) (script dormant x03_0150_mir (sleep 55) (sound_impulse_start sound\dialog\levels\03_earthcity\cinematic\x03_0150_mir miranda 1) (cinematic_subtitle x03_0150_mir 1) (unit_set_emotional_state miranda angry .35 45) (print "miranda - angry .35 45") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x03_fov_06 (sleep 53) (print "fov change: 80 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) (script dormant x03_texture_camera_scene_06 (print "texture camera start") (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x03\x03 "texture_camera_06" anchor_x03_02) ) (script dormant x03_cinematic_lighting_06 (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -14 150 0.09 0.09 0.22) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ; (render_lights_enable_cinematic_shadow 1 miranda head .1) ; (render_lights_enable_cinematic_shadow 1 nav_officer head .1) ) ; --------------------------------------------------------------------- (script static void x03_06_setup (object_hide miranda false) (object_hide nav_officer false) (object_hide iac_bridge false) (wake x03_0140_nv1) (wake x03_0150_mir) (wake x03_foley_06) (wake x03_texture_camera_scene_06) (wake x03_fov_06) (wake x03_cinematic_lighting_06) ) (script static void x03_06_cleanup (object_destroy miranda) (object_destroy nav_officer) (object_destroy iac_bridge) ) (script static void x03_scene_06 (camera_set_field_of_view 80 0) (x03_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_06" none "anchor_flag_x03_02") (custom_animation_relative miranda objects\characters\miranda\x03\x03 "miranda_06" false anchor_x03_02) (custom_animation_relative nav_officer objects\characters\marine\x03\x03 "nav_06" false anchor_x03_02) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x03\x03 "iacbridge_06" anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 "carrier_06" anchor_x03_02) (sleep 10) (fade_in 1 1 1 5) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x03_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\03_earthcity\x03\foley\x03_07_fol) (sleep (camera_time)) (x03_06_cleanup) (texture_camera_off) (print "texture camera stop") ) ; X03 SCENE 07 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x03_foley_07 (sleep 0) (sound_impulse_start sound\cinematics\03_earthcity\x03\foley\x03_07_fol none 1) (print "x03 foley 07 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_slipspace_collapse (sleep 150) (object_create_anew x03_slipspace_collapse) (print "effect - slipspace collapse") ) (script dormant effect_shockwave_start (sleep 218) (object_create_anew x03_shockwave_start) (print "effect - shockwave start") ) (script dormant shockwave_shake_01 (time_code_reset) (sleep 234) (player_effect_set_max_rotation 0 1 1) (player_effect_start .4 1) ) (script dormant x03_cinematic_lighting_07 (cinematic_lighting_set_primary_light 31 42 0.662745 0.470588 0.278431) (cinematic_lighting_set_secondary_light -18 30 0.121569 0.113725 0.219608) (cinematic_lighting_set_ambient_light 0.0392157 0.0392157 0.0392157) ) ; --------------------------------------------------------------------- (script dormant delete_iac (sleep 152) (object_destroy iac) ) (script dormant delete_carrier (sleep 172) (object_destroy carrier_02) ) (script static void x03_07_setup (wake delete_iac) (wake delete_carrier) (wake effect_slipspace_collapse) (wake effect_shockwave_start) (wake shockwave_shake_01) (effect_new_on_object_marker effects\cinematics\03\slipspace_widening carrier_02 "bow") (wake x03_cinematic_lighting_07) (wake x03_foley_07) ) (script static void x03_scene_07 (x03_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_07" none "anchor_flag_x03_02") (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x03\x03 "iac_07" anchor_x03_02) (scenery_animation_start_relative carrier_02 scenarios\objects\covenant\military\capital_ship\x03\x03 "carrier_07" anchor_x03_02) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x03_08_predict_stub) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (player_effect_stop 0) ) ; X03 SCENE 08 -------------------------------------------------------- ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_ease_on_down_the_road (sleep 0) (object_create_anew x03_shockwave_close) (print "effetc - tetsuo!!!") ) (script dormant effect_akira (sleep 130) (object_create_anew x03_shockwave_far) (print "effect - kaneda!!!") ) (script dormant shockwave_shake_02 (time_code_reset) (sleep 40) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start .5 2) (time_code_reset) (sleep 89) (print "shake stop") (player_effect_stop 0) ) (script dormant shockwave_shake_03 (time_code_reset) (sleep 270) (print "shake start") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 6) ) ; --------------------------------------------------------------------- (script dormant final_fade (sleep 125) (fade_out 1 1 1 5) (sleep 5) (sleep 10) (fade_in 1 1 1 5) ) (script static void x03_08_setup (object_create_anew x03_bus) (object_create_anew x03_truck) (object_create_anew x03_generator) (object_create_anew x03_dumpster) (object_destroy_containing x03_palm) (object_destroy x03_shockwave_start) (object_destroy x03_slipspace_collapse) (wake effect_ease_on_down_the_road) (wake final_fade) (wake effect_akira) (wake shockwave_shake_02) (wake shockwave_shake_03) ) (script static void x03_08_cleanup (object_destroy x03_shockwave_close) (object_destroy x03_shockwave_far) (object_destroy x03_bus) (object_destroy x03_truck) (object_destroy x03_generator) (object_destroy x03_dumpster) ) (script static void x03_scene_08 (x03_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x03\x03 "x03_08" none "anchor_flag_x03_03") (scenery_animation_start_relative x03_bus objects\vehicles\civilian\bus\x03\x03 "bus_08" anchor_x03_03) (scenery_animation_start_relative x03_truck objects\vehicles\civilian\panel_truck\x03\x03 "panel_truck_08" anchor_x03_03) (scenery_animation_start_relative x03_generator scenarios\objects\solo\earthcity\streetobjects\streetobj_big_generator\x03\x03 "big_generator_08" anchor_x03_03) (scenery_animation_start_relative x03_dumpster scenarios\objects\solo\earthcity\streetobjects\streetobj_dumpster\x03\x03 "dumpster_08" anchor_x03_03) (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (player_effect_stop 1) (x03_08_cleanup) (sleep 150) ) ; X03 MASTER SCRIPT =================================================== ; ===================================================================== (script static void x03 (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain vehicle .5 0) (sound_class_set_gain amb .5 0) (switch_bsp_by_name earthcity_4) (sleep 1) (x03_scene_01) (switch_bsp_by_name earthcity_cine_intro_bsp) (sleep 5) (x03_scene_02) (x03_scene_03) (x03_scene_04) (x03_scene_05) (x03_scene_06) (x03_scene_07) (x03_scene_08) )