; CINEMATICS FOR LEVEL 05A, "DELTA APPROACH" ========================== ; ===================================================================== ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 45) (script stub void x05_01_predict_stub (print "predict 01")) (script stub void x05_02_predict_stub (print "predict 02")) (script stub void x05_03_predict_stub (print "predict 03")) (script stub void x05_04_predict_stub (print "predict 04")) (script stub void x05_05_predict_stub (print "predict 05")) (script stub void x05_06a_predict_stub (print "predict 06a")) (script stub void x05_06b_predict_stub (print "predict 06b")) (script stub void x05_07_predict_stub (print "predict 07")) (script stub void x05_08_predict_stub (print "predict 08")) (script stub void 05_intro_01_predict_stub (print "predict 01")) (script stub void 05_intro_02_predict_stub (print "predict 02")) (script stub void 05_intro_03_predict_stub (print "predict 03")) ; X05 SCENE 01 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_score_01 (sleep 40) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1) (print "x05 score 01 start") ) (script dormant x05_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1) (print "x05 foley 01 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_slipspace_open (sleep 10) (print "effect - slipspace open") (object_create_anew x05_slipspace) (sleep 300) (object_destroy x05_slipspace) ) (script dormant x05_cinematic_lighting_scene_01 (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.00 0.00 0.00) (object_uses_cinematic_lighting carrier 1) (object_uses_cinematic_lighting iac 1) (object_uses_cinematic_lighting x05_debris 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x05_02_problem_actors (print "problem actors") (object_create_anew miranda) (object_create_anew iac_bridge) (object_cinematic_lod miranda true) (object_cinematic_lod iac_bridge true) ) ; --------------------------------------------------------------------- (script static void x05_01_setup (object_create_anew carrier) (object_create_anew iac) (object_create_anew x05_debris) (object_cinematic_lod carrier true) (object_cinematic_lod iac true) (object_cinematic_lod x05_debris true) (wake x05_score_01) (wake x05_foley_01) (wake x05_slipspace_open) (wake x05_cinematic_lighting_scene_01) ) (script static void x05_01_cleanup (object_destroy carrier) ) (script static void x05_scene_01 (camera_control on) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x05_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol) (sleep prediction_offset) (x05_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_01" none "anchor_flag_x05") (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 "iac_01" anchor_x05) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 "capital_ship_01" anchor_x05) (scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 "debris_01" anchor_x05) (fade_in 0 0 0 30) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_02_predict_stub) (x05_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol) (sleep (camera_time)) (x05_01_cleanup) ) ; X05 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1) (print "x05 foley 02 start") ) (script dormant x05_0010_mir (sleep 0) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1) (cinematic_subtitle x05_0010_mir 1) (unit_set_emotional_state miranda shocked .5 15) (print "miranda - shocked .5 15") (unit_set_emotional_state nav_officer annoyed .25 0) (print "nav_officer - pain .5 0") (unit_set_emotional_state weap_officer annoyed .5 0) (print "nav_officer - annoyed .5 0") (sleep 153) (unit_set_emotional_state miranda pensive .5 30) (print "miranda - pensive .25 30") ) (script dormant x05_0020_mir (sleep 25) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1) (cinematic_subtitle x05_0020_mir 1) ) (script dormant x05_0030_no1 (sleep 51) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1) (cinematic_subtitle x05_0030_no1 2) ) (script dormant x05_0040_wo1 (sleep 127) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1) (cinematic_subtitle x05_0040_wo1 2) ) (script dormant x05_0050_mir (sleep 204) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1) (cinematic_subtitle x05_0050_mir 2) ) (script dormant x05_0060_mir (sleep 272) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in) (cinematic_subtitle x05_0060_mir 2) ) (script dormant x05_0070_mir (sleep 327) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out) (cinematic_subtitle x05_0070_mir 1) (sleep 27) (unit_set_emotional_state johnson inquisitive .5 10) (print "johnson - inquisitive .5 10") ) (script dormant x05_0080_jon (sleep 367) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1) (cinematic_subtitle x05_0080_jon 2) ) (script dormant x05_0090_cor (sleep 437) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop) (cinematic_subtitle x05_0090_cor 1) ) (script dormant x05_0100_no1 (sleep 481) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1) (cinematic_subtitle x05_0100_no1 3) (unit_set_emotional_state miranda pensive .5 0) (print "miranda - pensive .5 0") (unit_set_emotional_state nav_officer shocked .5 30) (print "nav_officer - shocked .5 30") (sleep 90) (unit_set_emotional_state miranda shocked .5 120) (print "miranda - shocked .5 120") (sleep 60) (unit_set_emotional_state miranda shocked .25 90) (print "miranda - shocked .25 90") (sleep 75) (unit_set_emotional_state miranda shocked .05 60) (print "miranda - shocked .05 60") ) (script dormant x05_0110_mir (sleep 594) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1) (cinematic_subtitle x05_0110_mir 3) ) ; EFFECTS ------------------------------------------------------------- (script dormant x05_fov_02 (sleep 49) (camera_set_field_of_view 36 0) (print "fov change: 60 -> 36 over 0 ticks") (sleep 154) (camera_set_field_of_view 60 0) (print "fov change: 36 -> 60 over 0 ticks") ) (script dormant x05_05_dof_scene_02 (sleep 49) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0) (print "rack focus") (sleep 76) (cinematic_screen_effect_set_depth_of_field 1 0 1 .5 1 0 .5) (print "rack focus") (sleep 78) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant x05_light_scene_02_bridge_1 (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting nav_officer 1) (object_uses_cinematic_lighting weap_officer 1) (object_uses_cinematic_lighting cigar 1) ; (render_lights_enable_cinematic_shadow 1 miranda head .1) ; (render_lights_enable_cinematic_shadow 1 chief head .1) ; (render_lights_enable_cinematic_shadow 1 johnson head .1) ; (render_lights_enable_cinematic_shadow 1 nav_officer head .1) ; (render_lights_enable_cinematic_shadow 1 weap_officer head .1) (object_uses_cinematic_lighting iac_bridge 1) (object_uses_cinematic_lighting hev_bay 1) (object_uses_cinematic_lighting hev_01 1) (object_uses_cinematic_lighting hev_02 1) (object_uses_cinematic_lighting hev_03 1) (object_uses_cinematic_lighting hev_04 1) (object_uses_cinematic_lighting hev_05 1) (object_uses_cinematic_lighting hev_06 1) (object_uses_cinematic_lighting hev_07 1) (object_uses_cinematic_lighting hev_08 1) (object_uses_cinematic_lighting hev_09 1) (object_uses_cinematic_lighting hev_10 1) (object_uses_cinematic_lighting hev_11 1) (object_uses_cinematic_lighting hev_12 1) (object_uses_cinematic_lighting hev_13 1) (object_uses_cinematic_lighting hev_14 1) (object_uses_cinematic_lighting hev_15 1) (object_uses_cinematic_lighting hev_16 1) (object_uses_cinematic_lighting hev_17 1) ) (script dormant x05_light_scene_02_hev_1 (sleep 264) (print "light hev") (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) (script dormant x05_light_scene_02_bridge_2 (sleep 479) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ; --------------------------------------------------------------------- (script static void x05_02_setup (object_create_anew chief) (object_create_anew johnson) (object_create_anew nav_officer) (object_create_anew weap_officer) (object_create_anew cigar) (object_create_anew_containing hev) (object_cinematic_lod chief true) (object_cinematic_lod johnson true) (object_cinematic_lod nav_officer true) (object_cinematic_lod weap_officer true) (object_cinematic_lod cigar true) (object_cinematic_lod hev_bay true) (object_cinematic_lod hev_01 true) (object_cinematic_lod hev_02 true) (object_cinematic_lod hev_03 true) (object_cinematic_lod hev_04 true) (object_cinematic_lod hev_05 true) (object_cinematic_lod hev_06 true) (object_cinematic_lod hev_07 true) (object_cinematic_lod hev_08 true) (object_cinematic_lod hev_09 true) (object_cinematic_lod hev_10 true) (object_cinematic_lod hev_11 true) (object_cinematic_lod hev_12 true) (object_cinematic_lod hev_13 true) (object_cinematic_lod hev_14 true) (object_cinematic_lod hev_15 true) (object_cinematic_lod hev_16 true) (object_cinematic_lod hev_17 true) (wake x05_0010_mir) (wake x05_0020_mir) (wake x05_0030_no1) (wake x05_0040_wo1) (wake x05_0050_mir) (wake x05_0060_mir) (wake x05_0070_mir) (wake x05_0080_jon) (wake x05_0090_cor) (wake x05_0100_no1) (wake x05_0110_mir) (wake x05_foley_02) (wake x05_fov_02) (wake x05_05_dof_scene_02) (wake x05_light_scene_02_bridge_1) (wake x05_light_scene_02_hev_1) (wake x05_light_scene_02_bridge_2) ) (script static void x05_scene_02 (x05_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_02" none "anchor_flag_x05") (custom_animation_relative miranda objects\characters\miranda\x05\x05 "miranda_02" false anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 "chief_02" false anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 "johnson_02" false anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 "nav_02" false anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 "weap_02" false anchor_x05) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 "cigar_bent_02" anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 "hev01_02" anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 "hev02_02" anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 "hev03_02" anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 "hev04_02" anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 "bridge_02" anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 "hevbay_02" anchor_x05) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol) (sleep (camera_time)) ) ; X05 SCENE 03 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_score_03 (sleep 113) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1) (print "x05 score 03 start") ) (script dormant x05_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1) (print "x05 foley 03 start") ) (script dormant x05_0120_cor (sleep 60) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop) (cinematic_subtitle x05_0120_cor 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_cinematic_lighting_scene_03 (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.00 0.00 0.00) ) ; --------------------------------------------------------------------- (script static void x05_03_setup (object_create_anew delta_halo) (object_create_anew matte_substance) (object_uses_cinematic_lighting delta_halo 1) (wake x05_score_03) (wake x05_foley_03) (wake x05_0120_cor) ) (script static void x05_scene_03 (x05_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_03" none "anchor_flag_x05") (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 "iac_03" anchor_x05) (scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 "debris_03" anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 "halo_03" anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 "substance_space_03" anchor_x05) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol) (sleep (camera_time)) (object_destroy x05_debris) ) ; X05 SCENE 04 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1) (print "x05 foley 04 start") ) (script dormant x05_0130_jon (sleep 12) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1) (cinematic_subtitle x05_0130_jon 1) (unit_set_emotional_state johnson shocked .75 10) (print "johnson - shocked .75 10") ) (script dormant x05_0140_mir (unit_set_emotional_state miranda shocked .25 0) (print "miranda - shocked .25 0") (sleep 63) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1) (cinematic_subtitle x05_0140_mir 2) (unit_set_emotional_state miranda pain .25 60) (print "miranda - pain .25 60") ) (script dormant x05_0150_mir (sleep 132) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1) (cinematic_subtitle x05_0150_mir 2) ) (script dormant x05_0160_cor (sleep 202) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop) (cinematic_subtitle x05_0160_cor 4) ) (script dormant x05_0170_mir (sleep 340) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop) (cinematic_subtitle x05_0170_mir 3) ) (script dormant x05_0180_mir (sleep 418) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop) (cinematic_subtitle x05_0180_mir 2) (unit_set_emotional_state miranda angry .25 0) (print "miranda - angry .25 0") ) (script dormant x05_0181_mir (sleep 483) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1) (cinematic_subtitle x05_0181_mir 2) (texture_camera_off) ) (script dormant x05_0190_cor (sleep 550) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0190_cor none 1 radio_default_loop) (cinematic_subtitle x05_0190_cor 1) ) (script dormant x05_0200_mir (sleep 573) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0200_mir miranda 1) (cinematic_subtitle x05_0200_mir 1) ) (script dormant x05_0210_wo1 (sleep 602) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0210_wo1 weap_officer 1) (cinematic_subtitle x05_0210_wo1 3) (unit_set_emotional_state weap_officer pensive .5 60) (print "weap_officer - pensive .5 60") ) (script dormant x05_0220_mir (sleep 704) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0220_mir miranda 1) (cinematic_subtitle x05_0220_mir 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_texture_camera_scene_04 (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x05\x05 "texture_camera_04" anchor_x05) ) (script dormant x05_fov_04 (time_code_reset) (sleep 588) (camera_set_field_of_view 34 0) (print "fov change: 60 -> 34 over 0 ticks") ) (script dormant x05_05_dof_scene_04 (sleep 589) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field .5 0 0 0 1 1 0) (print "rack focus") (sleep 112) (cinematic_screen_effect_set_depth_of_field .5 0 1 .25 1 0 .25) (print "rack focus") ) (script dormant x05_cinematic_lighting_scene_04 (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) (script dormant x05_light_scene_04_bridge_1 (sleep 49) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) (script dormant x05_light_scene_04_hev_1 (sleep 326) (print "light hev") (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) (script dormant x05_light_scene_04_bridge_2 (sleep 467) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ; --------------------------------------------------------------------- (script static void x05_04_setup (wake x05_0130_jon) (wake x05_0140_mir) (wake x05_0150_mir) (wake x05_0160_cor) (wake x05_0170_mir) (wake x05_0180_mir) (wake x05_0181_mir) (wake x05_0190_cor) (wake x05_0200_mir) (wake x05_0210_wo1) (wake x05_0220_mir) (wake x05_texture_camera_scene_04) (wake x05_fov_04) (wake x05_05_dof_scene_04) (wake x05_cinematic_lighting_scene_04) (wake x05_light_scene_04_bridge_1) (wake x05_light_scene_04_hev_1) (wake x05_light_scene_04_bridge_2) (wake x05_foley_04) ) (script static void x05_04_cleanup (object_destroy cigar) (object_destroy texture_camera) (cinematic_screen_effect_stop) ) (script static void x05_scene_04 (x05_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_04" none "anchor_flag_x05") (custom_animation_relative miranda objects\characters\miranda\x05\x05 "miranda_04" false anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 "chief_04" false anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 "johnson_04" false anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 "nav_04" false anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 "weap_04" false anchor_x05) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 "cigar_bent_04" anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 "hev01_04" anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 "hev02_04" anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 "bridge_04" anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 "hevbay_04" anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 "halo_04" anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 "substance_space_04" anchor_x05) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_05_fol) (sleep (camera_time)) (x05_04_cleanup) ) ; X05 SCENE 05 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_05_fol none 1) (print "x05 foley 05 start") ) (script dormant x05_0230_mir (sleep 0) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0230_mir none 1) (cinematic_subtitle x05_0230_mir 6) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_cinematic_lighting_scene_05 (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.00 0.00 0.00) ) ; --------------------------------------------------------------------- (script static void x05_05_setup (wake x05_0230_mir) (wake x05_foley_05) (wake x05_cinematic_lighting_scene_05) ) (script static void x05_scene_05 (x05_05_setup) (camera_set_field_of_view 60 0) (print "fov change: 34 -> 60 over 0 ticks") (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_05" none "anchor_flag_x05") (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 "iac_05" anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 "halo_05" anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 "substance_space_05" anchor_x05) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_06a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_06a_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_06a_fol) (sleep (camera_time)) ; (object_destroy delta_halo) ) ; X05 SCENE 06A ------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_score_06a (sleep 113) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_06a_mus none 1) (print "x05 score 06a start") ) (script dormant x05_foley_06a (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_06a_fol none 1) (print "x05 foley 06a start") ) (script dormant x05_0240_mir (sleep 0) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0240_mir none 1 radio_default_in) (cinematic_subtitle x05_0240_mir 4) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_cinematic_light_scene_06a (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x05_06b_problem_actors (object_create_anew johnson) (object_cinematic_lod johnson true) (object_uses_cinematic_lighting johnson 1) ) ; --------------------------------------------------------------------- (script static void x05_06a_setup (object_destroy johnson) (wake x05_score_06a) (wake x05_foley_06a) (wake x05_0240_mir) (wake x05_cinematic_light_scene_06a) ) (script static void x05_scene_06a (x05_06a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_06a" none "anchor_flag_x05") (custom_animation_relative chief objects\characters\masterchief\x05\x05 "chief_06a" false anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 "hev01_06a" anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 "hevbay_06a" anchor_x05) (cinematic_screen_effect_start true) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_06b_predict_stub) (x05_06b_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_06b_fol) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 1) (sleep 5) ) ; X05 SCENE 06B ------------------------------------------------------- ; SOUND---------------------------------------------------------------- (script dormant x05_foley_06b (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_06b_fol none 1) (print "x05 foley 06b start") ) (script dormant x05_0250_mir (sleep 9) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0250_mir none 1 radio_default_loop) (cinematic_subtitle x05_0250_mir 3) ) (script dormant x05_0260_jon (sleep 89) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0260_jon johnson 1) (cinematic_subtitle x05_0260_jon 1) ) (script dormant x05_0270_mir (sleep 125) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0270_mir none 1 radio_default_loop) (cinematic_subtitle x05_0270_mir 3) ) (script dormant x05_0280_mir (sleep 225) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0280_mir none 1 radio_default_out) (cinematic_subtitle x05_0280_mir 2) ) (script dormant x05_0290_mas (sleep 320) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0290_mas chief 1) (cinematic_subtitle x05_0290_mas 1) ) (script dormant x05_0300_wo1 (sleep 356) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0300_wo1 weap_officer 1) (cinematic_subtitle x05_0300_wo1 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_fov_06b (sleep 358) (camera_set_field_of_view 35 0) (print "fov change: 60 -> 35 over 0 ticks") ) (script dormant x05_light_scene_06b_bridge_1 (time_code_reset) (sleep 358) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x05_07_problem_actors (print "problem actors") (object_create_anew matte_delta_halo_close) ) ; --------------------------------------------------------------------- (script static void x05_06B_setup (wake x05_0250_mir) (wake x05_0260_jon) (wake x05_0270_mir) (wake x05_0280_mir) (wake x05_0290_mas) (wake x05_0300_wo1) (wake x05_foley_06b) (wake x05_fov_06b) (wake x05_light_scene_06b_bridge_1) ) (script static void x05_06B_cleanup (object_destroy miranda) (object_destroy johnson) (object_destroy nav_officer) (object_destroy weap_officer) ) (script static void x05_scene_06B (x05_06B_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_06b" none "anchor_flag_x05") (custom_animation_relative miranda objects\characters\miranda\x05\x05 "miranda_06b" false anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 "chief_06b" false anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 "johnson_06b" false anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 "nav_06b" false anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 "weap_06b" false anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 "hev01_06b" anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 "hev02_06b" anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 "hev03_06b" anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 "hev04_06b" anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 "bridge_06b" anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 "hevbay_06b" anchor_x05) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_07_predict_stub) (sleep (- (camera_time) 15)) (x05_07_problem_actors) (sleep (camera_time)) (x05_06B_cleanup) ) ; X05 SCENE 07 -------------------------------------------------------- ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x05_cinematic_lighting_scene_07 (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.00 0.00 0.00) ) ; --------------------------------------------------------------------- (script static void x05_scene_07 (wake x05_cinematic_lighting_scene_07) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_07" none "anchor_flag_x05") (camera_set_field_of_view 60 0) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 "iac_07" anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 "substance_space_07" anchor_x05) (scenery_animation_start_relative matte_delta_halo_close objects\cinematics\matte_paintings\delta_halo_close\x05\x05 "delta_halo_close_07" anchor_x05) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x05_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_08_fol) (sleep (camera_time)) ) ; X05 SCENE 08 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x05_foley_08 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_08_fol none 1) (print "x05 foley 08 start") ) (script dormant x05_0310_cor (sleep 9) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0310_cor none 1) (cinematic_subtitle x05_0310_cor 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_hev_release (sleep 40) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay "explosive_bolt06") (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay "steam_vent06") (print "effects - first hev") (sleep 56) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay "explosive_bolt05") (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay "steam_vent05") (print "effects - second hev") (sleep 37) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay "explosive_bolt04") (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay "steam_vent04") (print "effects - second hev") (sleep 29) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay "explosive_bolt03") (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay "steam_vent03") (print "effects - second hev") ) (script dormant effect_corona (sleep 320) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_start hev_10 "") (print "effect - re-entry corona") ) (script dormant x05_effect_shake_01 (sleep 300) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .5 3) ) (script dormant x05_cinematic_lighting_scene_08 (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) (script dormant x05_light_scene_08_space (sleep 172) (print "light space") (cinematic_lighting_set_primary_light -21 32 0.48 0.53 0.69) (cinematic_lighting_set_secondary_light -17 214 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.11 0.11 0.14) ) ; --------------------------------------------------------------------- (script dormant destroy_chief (sleep 52) (object_destroy chief) (print "destroy chief") ) (script static void x05_08_setup (wake x05_0310_cor) (wake x05_foley_08) (wake destroy_chief) (wake effect_hev_release) (wake effect_corona) (wake x05_effect_shake_01) (wake x05_cinematic_lighting_scene_08) (wake x05_light_scene_08_space) ) (script static void x05_08_cleanup (object_destroy delta_halo) (object_destroy_containing iac) (object_destroy_containing hev) (object_destroy_containing matte) (player_effect_stop 0) ) (script static void x05_scene_08 (x05_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 "x05_08" none "anchor_flag_x05") (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 "iac_08" anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 "chief_08" false anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 "hev01_08" anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 "hev02_08" anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 "hev03_08" anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 "hev04_08" anchor_x05) (scenery_animation_start_relative hev_05 objects\cinematics\human\hev\x05\x05 "hev05_08" anchor_x05) (scenery_animation_start_relative hev_06 objects\cinematics\human\hev\x05\x05 "hev06_08" anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 "halo_08" anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 "hevbay_08" anchor_x05) (scenery_animation_start_relative matte_delta_halo_close objects\cinematics\matte_paintings\delta_halo_close\x05\x05 "delta_halo_close_08" anchor_x05) (scenery_animation_start_relative hev_07 objects\cinematics\human\hev\x05\x05 "hev07_08" anchor_x05) (scenery_animation_start_relative hev_08 objects\cinematics\human\hev\x05\x05 "hev08_08" anchor_x05) (scenery_animation_start_relative hev_09 objects\cinematics\human\hev\x05\x05 "hev09_08" anchor_x05) (scenery_animation_start_relative hev_10 objects\cinematics\human\hev\x05\x05 "hev10_08" anchor_x05) (scenery_animation_start_relative hev_11 objects\cinematics\human\hev\x05\x05 "hev11_08" anchor_x05) (scenery_animation_start_relative hev_12 objects\cinematics\human\hev\x05\x05 "hev12_08" anchor_x05) (scenery_animation_start_relative hev_13 objects\cinematics\human\hev\x05\x05 "hev13_08" anchor_x05) (scenery_animation_start_relative hev_14 objects\cinematics\human\hev\x05\x05 "hev14_08" anchor_x05) (scenery_animation_start_relative hev_15 objects\cinematics\human\hev\x05\x05 "hev15_08" anchor_x05) (scenery_animation_start_relative hev_16 objects\cinematics\human\hev\x05\x05 "hev16_08" anchor_x05) (scenery_animation_start_relative hev_17 objects\cinematics\human\hev\x05\x05 "hev17_08" anchor_x05) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (x05_08_cleanup) ) ; X05 MASTER SCRIPT =================================================== ; ===================================================================== (script static void x05 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_x05) (sleep 1) (x05_scene_01) (x05_scene_02) (x05_scene_03) (x05_scene_04) (x05_scene_05) (x05_scene_06a) (x05_scene_06b) (x05_scene_07) (x05_scene_08) ) ; C05_INTRO SCENE 01 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_intro_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_01_fol none 1) (print "c05_intro foley 01 start") ) (script dormant c05_1010_cor (sleep 192) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1010_cor none 1) (cinematic_subtitle c05_1010_cor 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_burn_contrails (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_02 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_02 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_03 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_03 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_04 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_04 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_05 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_05 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_06 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_06 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_07 "") (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_07 "") (print "effect - burn, contrail") ) (script dormant effect_chute_pins (sleep 259) (print "effect - chute pins") (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_02 "cable_release") ) (script dormant effect_retros_01 (sleep 264) (print "effect - retro rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_02 "retro_rocket") ) (script dormant c05_intro_dof_01 (time_code_reset) (sleep 79) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 20 0 0 0 5 5 0) (print "rack focus") ) (script dormant c05_intro_cinematic_light_01 (cinematic_lighting_set_primary_light -21 32 0.48 0.53 0.69) (cinematic_lighting_set_secondary_light -17 214 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.11 0.11 0.14) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting hev_01 1) (object_uses_cinematic_lighting hev_02 1) (object_uses_cinematic_lighting hev_03 1) (object_uses_cinematic_lighting hev_04 1) (object_uses_cinematic_lighting hev_05 1) (object_uses_cinematic_lighting hev_06 1) (object_uses_cinematic_lighting hev_07 1) (object_uses_cinematic_lighting hev_chute 1) ) ; --------------------------------------------------------------------- (script dormant hev_unhide (sleep 126) (print "hev unhide") (object_hide hev_06 false) ) (script dormant destroy_corona_02 (sleep 210) (print "destroy corona 02") (object_destroy corona_02) ) (script static void c05_intro_01_setup (object_create_anew chief) (object_create_anew hev_01) (object_create_anew hev_02) (object_create_anew hev_03) (object_create_anew hev_04) (object_create_anew hev_05) (object_create_anew hev_06) (object_create_anew hev_07) (object_create_anew hev_chute) (object_create_anew corona_01) (object_create_anew corona_02) (object_create_anew corona_03) (object_create_anew corona_04) (object_create_anew corona_05) (object_create_anew corona_06) (object_create_anew corona_07) (object_create_anew matte_horizon) (object_create_anew matte_islands) (object_cinematic_lod chief true) (object_cinematic_lod hev_01 true) (object_cinematic_lod hev_02 true) (object_cinematic_lod hev_03 true) (object_cinematic_lod hev_04 true) (object_cinematic_lod hev_05 true) (object_cinematic_lod hev_06 true) (object_cinematic_lod hev_07 true) (object_cinematic_lod hev_chute true) (object_hide hev_06 true) (wake c05_1010_cor) (wake c05_intro_foley_01) (wake destroy_corona_02) (wake effect_burn_contrails) (wake hev_unhide) (wake effect_chute_pins) (wake effect_retros_01) (wake c05_intro_dof_01) (wake c05_intro_cinematic_light_01) ) (script static void c05_intro_01_cleanup (object_destroy chief_intro) (object_destroy_containing matte) (object_destroy hev_01) (object_destroy hev_02) (object_destroy hev_03) (object_destroy hev_04) (object_destroy hev_05) (object_destroy hev_06) (object_destroy hev_07) (object_destroy_containing corona) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script static void c05_intro_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 ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (05_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_01_fol) (sleep prediction_offset) (c05_intro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro "05_intro_01" none "anchor_flag_x05") (custom_animation_relative chief objects\characters\masterchief\05_intro\05_intro "chief_01" false anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\05_intro\05_intro "hev01_01" anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\05_intro\05_intro "hev02_01" anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\05_intro\05_intro "hev03_01" anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\05_intro\05_intro "hev04_01" anchor_x05) (scenery_animation_start_relative hev_05 objects\cinematics\human\hev\05_intro\05_intro "hev05_01" anchor_x05) (scenery_animation_start_relative hev_06 objects\cinematics\human\hev\05_intro\05_intro "hev06_01" anchor_x05) (scenery_animation_start_relative hev_07 objects\cinematics\human\hev\05_intro\05_intro "hev07_01" anchor_x05) (scenery_animation_start_relative hev_chute objects\cinematics\human\hev\hev_chute\05_intro\05_intro "hev_chute_01" anchor_x05) ; (scenery_animation_start_relative corona_01 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry01_01" anchor_x05) (scenery_animation_start_relative corona_02 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry02_01" anchor_x05) (scenery_animation_start_relative corona_03 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry03_01" anchor_x05) (scenery_animation_start_relative corona_04 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry04_01" anchor_x05) (scenery_animation_start_relative corona_05 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry05_01" anchor_x05) (scenery_animation_start_relative corona_06 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry06_01" anchor_x05) (scenery_animation_start_relative corona_07 objects\cinematics\human\hev_reentry\05_intro\05_intro "hev_reentry07_01" anchor_x05) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intro\05_intro "delta_horizon_01" anchor_x05) (scenery_animation_start_relative matte_islands objects\cinematics\matte_paintings\delta_islands\05_intro\05_intro "delta_islands_01" anchor_x05) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intro_01_cleanup) ) ; C05_INTRO SCENE 02 -------------------------------------------------- ; FOR SILAS, MY LITTLE ALIEN ------------------------------------------ (script dormant little_alien (if (= "easy" (game_difficulty_get_real)) (begin (object_create_anew tree_toy) (objects_attach grunt_01 "right_hand" tree_toy "") (sleep 150) (object_destroy tree_toy) ) ) (if (= "normal" (game_difficulty_get_real)) (begin (object_create_anew grenade_toy_01) (object_create_anew grenade_toy_02) (objects_attach grunt_01 "right_hand" grenade_toy_01 "") (objects_attach grunt_01 "left_hand" grenade_toy_02 "") (sleep 150) (object_destroy grenade_toy_01) (object_destroy grenade_toy_02) ) ) (if (= "heroic" (game_difficulty_get_real)) (begin (object_create_anew intro_fire) (sleep 150) (object_destroy intro_fire) ) ) (if (= "legendary" (game_difficulty_get_real)) (begin (object_create_anew chief_toy) (object_create_anew grunt_toy) (objects_attach grunt_01 "right_hand" grunt_toy "") (objects_attach grunt_01 "left_hand" chief_toy "") (sleep 150) (object_destroy chief_toy) (object_destroy grunt_toy) ) ) ) ; SOUND --------------------------------------------------------------- (script dormant c05_intro_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_02_fol none 1) (print "c05_intro foley 02 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_retros_02 (sleep 1) (print "effect - retro-rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_01 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_02 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_03 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_04 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_05 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_06 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_07 "retro_rocket") ) (script dormant effect_retros_03 (sleep 310) (print "effect - retro-rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_01 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_02 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_03 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_04 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_05 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_06 "retro_rocket") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_07 "retro_rocket") ) (script dormant c05_intro_dof_02 (time_code_reset) (sleep 218) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (print "rack focus") (time_code_reset) (sleep 88) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant c05_intro_cinematic_light_02 (cinematic_lighting_set_primary_light 43 284 0.45 0.39 0.27) (cinematic_lighting_set_secondary_light 1 112 0.25 0.26 0.73) (cinematic_lighting_set_ambient_light 0.11 0.12 0.07) (object_uses_cinematic_lighting hev_close_01 1) (object_uses_cinematic_lighting hev_close_02 1) (object_uses_cinematic_lighting hev_close_03 1) (object_uses_cinematic_lighting hev_close_04 1) (object_uses_cinematic_lighting hev_close_05 1) (object_uses_cinematic_lighting hev_close_06 1) (object_uses_cinematic_lighting hev_close_07 1) (object_uses_cinematic_lighting hev_close_08 1) (object_uses_cinematic_lighting grunt_01 1) (object_uses_cinematic_lighting jackal_01 1) (object_uses_cinematic_lighting intro_turret 1) ) ; --------------------------------------------------------------------- (script dormant jackal_shield_activate (sleep 278) (print "jackal shield activate") (object_create_anew jackal_shield) (objects_attach jackal_01 "shield_light" jackal_shield "") (object_set_function_variable jackal_01 "shield" 1 1) ) (script static void c05_intro_02_setup (object_create_anew hev_close_01) (object_create_anew hev_close_02) (object_create_anew hev_close_03) (object_create_anew hev_close_04) (object_create_anew hev_close_05) (object_create_anew hev_close_06) (object_create_anew hev_close_07) (object_create_anew hev_close_08) (object_create_anew grunt_01) (object_create_anew jackal_01) (object_create_anew intro_turret) (object_cinematic_lod hev_close_01 true) (object_cinematic_lod hev_close_02 true) (object_cinematic_lod hev_close_03 true) (object_cinematic_lod hev_close_04 true) (object_cinematic_lod hev_close_05 true) (object_cinematic_lod hev_close_06 true) (object_cinematic_lod hev_close_07 true) (object_cinematic_lod hev_close_08 true) (object_cinematic_lod grunt_01 true) (object_cinematic_lod jackal_01 true) (object_cinematic_lod intro_turret true) (object_set_function_variable jackal_01 "shield" 0 0) (wake c05_intro_foley_02) (wake effect_retros_02) (wake effect_retros_03) (wake c05_intro_dof_02) (wake c05_intro_cinematic_light_02) (wake little_alien) (wake jackal_shield_activate) ) (script static void c05_intro_scene_02 (cinematic_lightmap_shadow_enable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (05_intro_02_predict_stub) (sleep prediction_offset) (c05_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro "05_intro_02" none "anchor_flag_intro") (custom_animation_relative grunt_01 objects\characters\grunt\05_intro\05_intro "grunt_02" false anchor_intro) (custom_animation_relative jackal_01 objects\characters\jackal\05_intro\05_intro "jackal_02" false anchor_intro) (custom_animation_relative intro_turret objects\vehicles\c_turret_ap\05_intro\05_intro "turret_02" false anchor_intro) (scenery_animation_start_relative hev_close_01 objects\cinematics\human\hev\05_intro\05_intro "hev01_02" anchor_intro) (scenery_animation_start_relative hev_close_02 objects\cinematics\human\hev\05_intro\05_intro "hev02_02" anchor_intro) (scenery_animation_start_relative hev_close_03 objects\cinematics\human\hev\05_intro\05_intro "hev03_02" anchor_intro) (scenery_animation_start_relative hev_close_04 objects\cinematics\human\hev\05_intro\05_intro "hev04_02" anchor_intro) (scenery_animation_start_relative hev_close_05 objects\cinematics\human\hev\05_intro\05_intro "hev05_02" anchor_intro) (scenery_animation_start_relative hev_close_06 objects\cinematics\human\hev\05_intro\05_intro "hev06_02" anchor_intro) (scenery_animation_start_relative hev_close_07 objects\cinematics\human\hev\05_intro\05_intro "hev07_02" anchor_intro) ; safety white (sleep 5) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_intro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_03_fol) (sleep (camera_time)) (cinematic_screen_effect_stop) ) ; C05_INTRO SCENE 03 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_intro_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_03_fol none 1) (print "c05_intro foley 03 start") ) (script dormant c05_1020_cor (sleep 439) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1020_cor none 1) (cinematic_subtitle c05_1020_cor 2.5) ) (script dormant c05_1030_cor (sleep 552) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1030_cor none 1) (cinematic_subtitle c05_1030_cor 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_dust (time_code_reset) (sleep 286) (effect_new effects\cinematics\05\hev_land c05_intro_pod_01) (print "first pod") (sleep 42) (effect_new effects\cinematics\05\hev_land c05_intro_pod_03) (print "second pod") (sleep 29) (effect_new effects\cinematics\05\hev_land c05_intro_pod_02) (print "third pod") ) (script dormant effect_hev_door_release (sleep 390) (effect_new_on_object_marker effects\cinematics\05\hev_door_release hev_close_06 door_release) (print "effect - blow pins") ) (script dormant intro_turret_fire (object_create turret_handheld) (objects_attach intro_turret "primary_trigger" turret_handheld "") (object_hide turret_handheld true) (sleep 131) (print "turret fire") (weapon_hold_trigger turret_handheld 0 true) (sleep 150) (weapon_hold_trigger turret_handheld 0 false) ) (script dormant intro_turret_fire_02 (object_create turret_handheld_02) (objects_attach intro_turret_02 "primary_trigger" turret_handheld_02 "") (object_hide turret_handheld_02 true) (sleep 193) (print "turret_02 fire") (weapon_hold_trigger turret_handheld_02 0 true) (sleep 160) (weapon_hold_trigger turret_handheld_02 0 false) ) (script dormant 05_intro_fov_03_1 (sleep 161) (print "fov switch") (camera_set_field_of_view 70 0) (print "fov change: 60 -> 70 over 0 ticks") ) (script dormant 05_intro_fov_03_2 (sleep 280) (print "fov switch") (camera_set_field_of_view 60 0) (print "fov change: 70 -> 60 over 0 ticks") ) (script dormant c05_intro_cinematic_light_03 (object_uses_cinematic_lighting chief_intro 1) (object_uses_cinematic_lighting smg_01 1) (object_uses_cinematic_lighting rocket_01 1) ) ; --------------------------------------------------------------------- (script dormant late_pods (sleep 280) (scenery_animation_start_relative hev_close_06 objects\cinematics\human\hev\05_intro\05_intro "hev06_03" anchor_intro) (scenery_animation_start_relative hev_close_07 objects\cinematics\human\hev\05_intro\05_intro "hev07_03" anchor_intro) (scenery_animation_start_relative hev_close_08 objects\cinematics\human\hev\05_intro\05_intro "hev08_03" anchor_intro) ) (script static void c05_intro_03_setup (object_create_anew chief_intro) (object_create_anew rocket_01) (object_create_anew smg_01) (object_create_anew intro_turret_02) (object_cinematic_lod chief_intro true) (object_cinematic_lod rocket_01 true) (object_cinematic_lod smg_01 true) (object_cinematic_lod intro_turret_02 true) (object_destroy intro_crate_01) (object_destroy intro_crate_02) (wake c05_1020_cor) (wake c05_1030_cor) (wake c05_intro_foley_03) (wake late_pods) (wake effect_dust) (wake effect_hev_door_release) (wake intro_turret_fire) (wake intro_turret_fire_02) (wake 05_intro_fov_03_1) (wake 05_intro_fov_03_2) (wake c05_intro_cinematic_light_03) ) (script static void c05_intro_03_cleanup (object_destroy chief_intro) (object_destroy grunt_01) (object_destroy jackal_01) (object_destroy_containing turret) (object_destroy rocket_01) (object_destroy smg_01) (object_destroy_containing hev_close) (object_create_anew intro_crate_01) (object_create_anew intro_crate_02) ) (script static void c05_intro_scene_03 (c05_intro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro "05_intro_03" none "anchor_flag_intro") (custom_animation_relative grunt_01 objects\characters\grunt\05_intro\05_intro "grunt_03" false anchor_intro) (custom_animation_relative jackal_01 objects\characters\jackal\05_intro\05_intro "jackal_03" false anchor_intro) (custom_animation_relative intro_turret objects\vehicles\c_turret_ap\05_intro\05_intro "turret_03" false anchor_intro) (custom_animation_relative intro_turret_02 objects\vehicles\c_turret_ap\05_intro\05_intro "turret02_03" false anchor_intro) (scenery_animation_start_relative hev_close_01 objects\cinematics\human\hev\05_intro\05_intro "hev01_03" anchor_intro) (scenery_animation_start_relative hev_close_02 objects\cinematics\human\hev\05_intro\05_intro "hev02_03" anchor_intro) (scenery_animation_start_relative hev_close_03 objects\cinematics\human\hev\05_intro\05_intro "hev03_03" anchor_intro) (scenery_animation_start_relative hev_close_04 objects\cinematics\human\hev\05_intro\05_intro "hev04_03" anchor_intro) (scenery_animation_start_relative hev_close_05 objects\cinematics\human\hev\05_intro\05_intro "hev05_03" anchor_intro) (scenery_animation_start_relative smg_01 objects\weapons\rifle\smg\05_intro\05_intro "smg_03" anchor_intro) (sleep 400) (custom_animation_relative chief_intro objects\characters\masterchief\05_intro\05_intro "chief_03" false anchor_intro) (scenery_animation_start_relative rocket_01 objects\weapons\support_high\rocket_launcher\05_intro\05_intro "rocket_03" anchor_intro) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intro_03_cleanup) (sleep 30) (cinematic_lightmap_shadow_disable) ) ; C05_INTRO MASTER SCRIPT ============================================= ; ===================================================================== (script static void c05_intro (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_x05) (sleep 1) (c05_intro_scene_01) (switch_bsp_by_name bsp_00) (sleep 1) (c05_intro_scene_02) (c05_intro_scene_03) )