; CINEMATICS FOR LEVEL 05B, "DELTA TOWERS" ============================ ; ===================================================================== ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 60) (script stub void 05_intra1_01_predict_stub (print "predict 01")) (script stub void 05_intra1_02_predict_stub (print "predict 02")) (script stub void 05_intra1_03_predict_stub (print "predict 03")) (script stub void 05_intra2_01_predict_stub (print "predict 01")) (script stub void 05_outro_01_predict_stub (print "predict 01")) (script stub void 05_outro_02_predict_stub (print "predict 02")) (script stub void 05_outro_03_predict_stub (print "predict 03")) (script stub void 05_outro_04_predict_stub (print "predict 04")) (script stub void 05_outro_05_predict_stub (print "predict 05")) ; C05_INTRA_1 SCENE 01 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c05_intra1_score_01 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus none 1) (print "c05_intra1 score 01 start") ) (script dormant c05_intra1_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol none 1) (print "c05_intra1 foley 01 start") ) (script dormant c05_2010_cor (sleep 17) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2010_cor none 1) (cinematic_subtitle c05_2010_cor 1) ) (script dormant c05_2020_cor (sleep 135) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2020_cor cortana 1) (cinematic_subtitle c05_2020_cor 1) (unit_set_emotional_state cortana angry .5 60) (print "cortana - angry .5 60") ) (script dormant c05_2030_cor (sleep 200) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2030_cor cortana 1) (cinematic_subtitle c05_2030_cor 3) ) (script dormant c05_2040_mas (sleep 299) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2040_mas chief 1) (cinematic_subtitle c05_2040_mas 1) ) (script dormant c05_2050_por (sleep 357) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2050_por regret 1) (cinematic_subtitle c05_2050_por 8) ) (script dormant c05_2060_cor (sleep 553) (unit_set_emotional_state cortana annoyed .25 60) (print "cortana - annoyed .25 60") (sleep 30) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2060_cor cortana 1) (cinematic_subtitle c05_2060_cor 1) ) (script dormant c05_2070_mas (sleep 622) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2070_mas chief 1) (cinematic_subtitle c05_2070_mas 2) ) (script dormant c05_2080_mir (sleep 678) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2080_mir none 1 radio_default_in) (cinematic_subtitle c05_2080_mir 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cortana_appear (sleep 98) (print "cortana appears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base "marker") ) (script dormant c05_intra1_cinematic_light_01 (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting cortana 1) (object_uses_cinematic_lighting regret 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void c05_intra1_02_problem_actors (print "problem actors") (object_create_anew miranda) (object_create_anew johnson) (object_create_anew pilot) (object_create_anew pelican_01) (object_create_anew holo_index) (object_create_anew iac_bridge) (object_create_anew matte_horizon) (object_cinematic_lod miranda true) (object_cinematic_lod johnson true) (object_cinematic_lod pilot true) (object_cinematic_lod pelican_01 true) (object_cinematic_lod holo_index true) (object_cinematic_lod iac_bridge true) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting iac_bridge 1) (object_hide johnson true) (object_hide pilot true) (object_hide pelican_01 true) (object_hide matte_horizon true) ) ; --------------------------------------------------------------------- (script static void c05_intra1_01_setup (object_create_anew chief) (object_create_anew cortana) (object_create_anew regret) (object_create_anew throne_regret) (object_cinematic_lod chief true) (object_cinematic_lod cortana true) (object_cinematic_lod regret true) (object_cinematic_lod throne_regret true) (cinematic_clone_players_weapon chief "right_hand" "") (objects_attach regret "driver" throne_regret "driver_cinematic") (wake c05_2010_cor) (wake c05_2020_cor) (wake c05_2030_cor) (wake c05_2040_mas) (wake c05_2050_por) (wake c05_2060_cor) (wake c05_2070_mas) (wake c05_2080_mir) (wake c05_intra1_score_01) (wake c05_intra1_foley_01) (wake cortana_appear) (wake c05_intra1_cinematic_light_01) ) (script static void c05_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 ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (05_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\music\c05_intra1_02_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_01_fol) (sleep prediction_offset) (c05_intra1_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 "05_intra1_01" none "anchor_flag_intra1a") (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 "chief_01" false anchor_intra1a) (custom_animation_relative regret objects\characters\prophet\05_intra1\05_intra1 "regret_01" false anchor_intra1a) ; safety white (sleep 5) (fade_in 1 1 1 15) (sleep 94) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 "cortana_01" false anchor_intra1a) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_intra1_02_predict_stub) (c05_intra1_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ; C05_INTRA_1 SCENE 02 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c05_intra1_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_02_fol none 1) (print "c05_intra1 foley 02 start") ) (script dormant c05_2090_mir (unit_set_emotional_state miranda pensive .5 0) (print "miranda - pensive .5 0") (sleep 7) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2090_mir miranda 1) (cinematic_subtitle c05_2090_mir 5) ) (script dormant c05_2100_mir (sleep 162) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2100_mir miranda 1) (cinematic_subtitle c05_2100_mir 7) ) (script dormant c05_2110_jon (sleep 373) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2110_jon johnson 1 radio_default_loop) (cinematic_subtitle c05_2110_jon 3) ) (script dormant c05_2120_mir (sleep 455) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2120_mir miranda 1) (cinematic_subtitle c05_2120_mir 2) ) (script dormant c05_2130_mir (sleep 509) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_2130_mir miranda 1) (cinematic_subtitle c05_2130_mir 2) (texture_camera_off) (sleep 45) (unit_set_emotional_state miranda angry .25 60) (print "miranda - angry .25 60") ) (script dormant c05_2140_jon (sleep 574) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2140_jon johnson 1 radio_default_loop) (cinematic_subtitle c05_2140_jon 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant intra1_texture_camera_on (object_create_anew texture_camera) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\05_intra1\05_intra1 "texture_camera_02" anchor_intra1b) (sleep 150) (print "texture camera on") (texture_camera_set_object_marker texture_camera marker 50) (object_hide johnson false) (object_hide pilot false) (object_hide pelican_01 false) (object_hide matte_horizon false) ) (script dormant c05_intra1_cinematic_light_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) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting iac_bridge 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting pilot 1) (object_uses_cinematic_lighting index 1) (object_uses_cinematic_lighting pelican_01 1) ; (render_lights_enable_cinematic_shadow 1 miranda head .1) ) ; --------------------------------------------------------------------- (script static void c05_intra1_02_setup (object_create_anew holo_library) (object_create_anew matte_horizon) (object_cinematic_lod holo_library true) (wake c05_2090_mir) (wake c05_2100_mir) (wake c05_2110_jon) (wake c05_2120_mir) (wake c05_2130_mir) (wake c05_2140_jon) (wake c05_intra1_foley_02) (wake intra1_texture_camera_on) (wake c05_intra1_cinematic_light_02) ) (script static void c05_intra1_02_cleanup (object_destroy miranda) (object_destroy johnson) (object_destroy pilot) (object_destroy holo_index) (object_destroy holo_library) (object_destroy pelican_01) (object_destroy iac_bridge) (object_destroy texture_camera) (object_destroy matte_horizon) ) (script static void c05_intra1_scene_02 (c05_intra1_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 "05_intra1_02" none "anchor_flag_intra1b") (custom_animation_relative miranda objects\characters\miranda\05_intra1\05_intra1 "miranda_02" false anchor_intra1b) (custom_animation_relative johnson objects\characters\marine\05_intra1\05_intra1 "johnson_02" false anchor_intra1b) (custom_animation_relative pilot objects\characters\marine\05_intra1\05_intra1 "marine01_02" false anchor_intra1b) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\05_intra1\05_intra1 "bridge_02" anchor_intra1b) (scenery_animation_start_relative holo_index objects\cinematics\forerunner\index_holo_human\05_intra1\05_intra1 "index_holo_human_02" anchor_intra1b) (scenery_animation_start_relative holo_library objects\cinematics\forerunner\mount_doom_holo\05_intra1\05_intra1 "mount_doom_holo_02" anchor_intra1b) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intra1\05_intra1 "delta_horizon_02" anchor_intra1b) (custom_animation_relative pelican_01 objects\vehicles\pelican\05_intra1\05_intra1 "pelican_02" false anchor_intra1b) (sleep 30) (fade_in 1 1 1 5) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_intra1_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol) (sleep (camera_time)) (c05_intra1_02_cleanup) ) ; C05_INTRA_1 SCENE 03 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c05_intra1_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra1\foley\c05_intra1_03_fol none 1) (print "c05_intra1 foley 03 start") ) (script dormant c05_2150_mir (unit_set_emotional_state cortana angry .5 0) (print "cortana - angry .5 0") (sleep 0) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2150_mir none 1 radio_default_loop) (cinematic_subtitle c05_2150_mir 3) ) (script dormant c05_2160_mir (sleep 99) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\c05_2160_mir none 1 radio_default_out) (cinematic_subtitle c05_2160_mir 2) ) (script dormant cortana_disappear (sleep 35) (print "cortana disappears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off cortana_base "marker") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c05_intra1_cinematic_light_03 (cinematic_lighting_set_primary_light -38 310 0.180392 0.160784 0.113725) (cinematic_lighting_set_secondary_light -46 162 0.458824 0.466667 0.74902) (cinematic_lighting_set_ambient_light 0.0823529 0.0470588 0.00784314) ) ; --------------------------------------------------------------------- (script static void c05_intra1_03_setup (wake c05_2150_mir) (wake c05_2160_mir) (wake c05_intra1_foley_03) (wake c05_intra1_cinematic_light_03) (wake cortana_disappear) ) (script static void c05_intra1_03_cleanup (object_destroy chief) (object_destroy regret) (object_destroy throne_regret) (object_destroy cortana_base) ) (script static void c05_intra1_scene_03 (c05_intra1_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra1\05_intra1 "05_intra1_03" none "anchor_flag_intra1a") (custom_animation_relative chief objects\characters\masterchief\05_intra1\05_intra1 "chief_03" false anchor_intra1a) (custom_animation_relative cortana objects\characters\cortana\05_intra1\05_intra1 "cortana_03" false anchor_intra1a) (sleep 50) (object_destroy cortana) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intra1_03_cleanup) ) ; C05_INTRA1 MASTER SCRIPT ============================================ ; ===================================================================== (script static void c05_intra1 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_01) (sleep 1) (sound_class_set_gain amb 0 0) (sound_class_set_gain vehicle 0 0) (c05_intra1_scene_01) (c05_intra1_scene_02) (c05_intra1_scene_03) (sound_class_set_gain amb 0 15) ) ; C05_INTRA2 ---------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_intra2_foley (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol none 1) (print "c05_intra2 foley start") ) (script dormant c05_3010_cor (sleep 275) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3010_cor none 1) (cinematic_subtitle c05_3010_cor 2) ) (script dormant c05_3020_cor (sleep 359) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3020_cor none 1) (cinematic_subtitle c05_3020_cor 2) ) (script dormant c05_3030_cor (sleep 513) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_3030_cor none 1) (cinematic_subtitle c05_3030_cor 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c05_intra2_dof (sleep 250) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 .5 .5 0 0 0 0) (print "rack focus") (sleep 250) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant c05_intra2_cinematic_light (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (object_uses_cinematic_lighting chief 1) ) ; --------------------------------------------------------------------- (script dormant fleet_arrival (sleep 251) (print "fleet arrival") (object_create_anew intra2_fleet) ) (script static void c05_intra2_setup (object_create chief) (object_cinematic_lod chief true) (cinematic_clone_players_weapon chief "right_hand" "") (wake c05_3010_cor) (wake c05_3020_cor) (wake c05_3030_cor) (wake c05_intra2_foley) (wake fleet_arrival) (wake c05_intra2_dof) (wake c05_intra2_cinematic_light) ) (script static void c05_intra2 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_03) (sleep 1) (camera_control on) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (05_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intra2\foley\c05_intra2_01_fol) (sleep prediction_offset) (c05_intra2_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intra2\05_intra2 "05_intra2_01" none "anchor_flag_outro") (custom_animation_relative chief objects\characters\masterchief\05_intra2\05_intra2 "chief_01" false anchor_outro) (fade_in 1 1 1 15) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (object_destroy chief) (object_destroy intra2_fleet) ) ; C05_OUTRO SCENE 01 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_outro_score_01 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus none 1) (print "c05_outro score 01 start") ) (script dormant c05_outro_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol none 1) (print "c05_outro foley 01 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_dust_scrape (time_code_reset) (sleep 240) (print "effect - dust scrape") (object_create_anew outro_dust_scrape) ) (script dormant c05_outro_01_dof (sleep 55) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 .5 .5 0 0 0 0) (print "rack focus") (sleep 130) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant c05_outro_cinematic_light_01 (cinematic_lighting_set_primary_light 24 272 0.639216 0.54902 0.388235) (cinematic_lighting_set_secondary_light -27 140 0.329412 0.180392 0.0509804) (cinematic_lighting_set_ambient_light 0.0784314 0.0784314 0.101961) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting carrier 1) ) ; --------------------------------------------------------------------- (script dormant c05_outro_problem_actors (print "problem actors") (object_create_anew chief) (object_cinematic_lod chief true) ) (script static void c05_outro_01_setup (object_create_anew carrier) (object_cinematic_lod carrier true) (wake c05_outro_score_01) (wake c05_outro_foley_01) (wake effect_dust_scrape) (wake c05_outro_01_dof) (wake c05_outro_cinematic_light_01) (effect_new_on_object_marker effects\cinematics\05\covenant_beam carrier beam) ) (script static void c05_outro_scene_01 (fade_out 1 1 1 0) (camera_control on) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (05_outro_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\music\c05_outro_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_01_fol) (wake c05_outro_problem_actors) (sleep prediction_offset) (c05_outro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro "05_outro_01" none "anchor_flag_outro") (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro "chief_01" false anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro "cruiser_01" anchor_outro) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_outro_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol) (sleep (camera_time)) ) ; C05_OUTRO SCENE 02 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_outro_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_02_fol none 1) (print "c05_outro foley 02 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_dust_land (sleep 59) (print "effect - dust land") (object_create_anew outro_dust_land) ) ; --------------------------------------------------------------------- (script static void c05_outro_scene_02 (wake c05_outro_foley_02) (wake effect_dust_land) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro "05_outro_02" none "anchor_flag_outro") (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro "chief_02" false anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro "cruiser_02" anchor_outro) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_outro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol) (sleep (camera_time)) ) ; C05_OUTRO SCENE 03 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_outro_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_03_fol none 1) (print "c05_outro foley 03 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c05_outro_fov_01 (sleep 122) (camera_set_field_of_view 7 0) ) ; --------------------------------------------------------------------- (script static void c05_outro_03_setup (wake c05_outro_foley_03) (wake c05_outro_fov_01) ) (script static void c05_outro_scene_03 (c05_outro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro "05_outro_03" none "anchor_flag_outro") (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro "chief_03" false anchor_outro) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_outro_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol) (sleep (camera_time)) ) ; C05_OUTRO SCENE 04 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c05_outro_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_outro\foley\c05_outro_04_fol none 1) (print "c05_outro foley 04 start") ) ; --------------------------------------------------------------------- (script static void c05_outro_scene_04 (wake c05_outro_foley_04) (object_create_anew outro_beam) (print "start beam") (camera_set_field_of_view 60 0) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro "05_outro_04" none "anchor_flag_outro") (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro "chief_04" false anchor_outro) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\05_outro\05_outro "cruiser_04" anchor_outro) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (05_outro_05_predict_stub) (sleep (- (camera_time) 1)) (fade_out 0 0 0 0) (sleep 60) (object_destroy outro_beam) ) ; C05_OUTRO SCENE 05 -------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_0220_grv (sleep 207) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0220_grv none 1) (cinematic_subtitle x07_0220_grv 7) ) (script dormant x07_0230_grv (sleep 426) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0230_grv none 1) (cinematic_subtitle x07_0230_grv 6) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c05_outro_bubbles (object_create_anew bubbles_01) (objects_attach chief "" bubbles_01 "") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles01") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles04") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles06") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles08") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles09") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles11") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles12") (effect_new_on_object_marker effects\cinematics\05\bubbles_debris rubble "bubbles14") ) (script dormant c05_outro_caustic (time_code_reset) (sleep 127) (print "create caustic light") (object_create_anew_containing caustic_light) ) (script dormant c05_outro_cinematic_light_05 (cinematic_lighting_set_primary_light 54 138 0.129412 0.121569 0.0705882) (cinematic_lighting_set_secondary_light -46 238 0.0705882 0.160784 0.329412) (cinematic_lighting_set_ambient_light 0.0901961 0.129412 0.219608) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting rubble 1) (object_uses_cinematic_lighting tentacle_capture_01 1) (object_uses_cinematic_lighting tentacle_capture_02 1) ) ; --------------------------------------------------------------------- (script static void c05_outro_05_setup (object_create_anew rubble) (object_create_anew tentacle_capture_01) (object_create_anew tentacle_capture_02) (wake x07_0220_grv) (wake x07_0230_grv) (wake c05_outro_cinematic_light_05) (wake c05_outro_bubbles) (wake c05_outro_caustic) ) (script static void c05_outro_05_cleanup (object_destroy chief) (object_destroy rubble) (object_destroy carrier) (object_destroy_containing caustic_light) (object_destroy_containing tentacle) (object_destroy_containing bubbles) ) (script static void c05_outro_scene_05 (c05_outro_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_outro\05_outro "05_outro_05" none "anchor_flag_outro") (custom_animation_relative chief objects\characters\masterchief\05_outro\05_outro "chief_05" false anchor_outro) (scenery_animation_start_relative rubble objects\cinematics\effects\05_outro_rubble\05_outro_rubble "05_outro_05" anchor_outro) (scenery_animation_start_relative tentacle_capture_01 objects\characters\gravemind\tentacle_capture\05_outro\05_outro "tentacle1_05" anchor_outro) (scenery_animation_start_relative tentacle_capture_02 objects\characters\gravemind\tentacle_capture\05_outro\05_outro "tentacle2_05" anchor_outro) (fade_in 0 0 0 60) (sleep (- (camera_time) 30)) (fade_out 0 0 0 60) (sleep 60) (c05_outro_05_cleanup) (cinematic_lightmap_shadow_disable) ) ; c05_OUTRO MASTER SCRIPT ============================================= ; ===================================================================== (script static void c05_outro (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_03) (sleep 1) (c05_outro_scene_01) (c05_outro_scene_02) (c05_outro_scene_03) (c05_outro_scene_04) (c05_outro_scene_05) )