; CINEMATICS FOR 06B, "FLOOD ZONE" ==================================== ;====================================================================== ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 45) (script stub void 06_intra1_01_predict_stub (print "predict 01")) (script stub void 06_intra2_01_predict_stub (print "predict 01")) (script stub void 06_intra2_02_predict_stub (print "predict 02")) (script stub void 06_intra2_03_predict_stub (print "predict 03")) (script stub void x07_01_predict_stub (print "predict 01")) (script stub void x07_02_predict_stub (print "predict 02")) (script stub void x07_03_predict_stub (print "predict 03")) (script stub void x07_04_predict_stub (print "predict 04")) (script stub void x07_05_predict_stub (print "predict 05")) (script stub void x07_06_predict_stub (print "predict 06")) ; C06_INTRA_1 SCENE 01 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c06_intra1_score_01 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus none 1) (print "c06_intra1 score 01 start") ) (script dormant c06_intra1_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol none 1) (print "c06_intra1 foley 01 start") ) (script dormant c06_2070_der (sleep 69) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2070_der dervish_intra1 1) (cinematic_subtitle c06_2070_der 7) ) (script dormant c06_2090_soc (sleep 303) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2090_soc commander_intra1 1) (cinematic_subtitle c06_2090_soc 8) ) (script dormant c06_2101_elc (sleep 533) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2101_elc none 1) (cinematic_subtitle c06_2101_elc 3) ) (script dormant c06_2110_soc (sleep 610) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2110_soc commander_intra1 1) (cinematic_subtitle c06_2110_soc 3) ) (script dormant c06_2120_soc (sleep 693) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_2120_soc commander_intra1 1) (cinematic_subtitle c06_2120_soc 2) ) ; LIGHTING & EFFECTS -------------------------------------------------- (script dormant c06_intra1_dof_01 (sleep 0) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 5 1 1 0 0 0 0) (print "rack focus") (sleep 165) (cinematic_screen_effect_stop) (print "rack focus stop") ) (script dormant c06_intra1_dof_02 (time_code_reset) (sleep 587) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 3 0 0 0 .5 .5 0) (print "rack focus") (object_destroy_containing elite) (sleep 190) (cinematic_screen_effect_set_depth_of_field 3 0 .5 1 .5 0 1) (print "rack focus") ) (script dormant c06_intra1_cinematic_light (cinematic_lighting_set_primary_light -20 282 0.21 0.29 0.37) (cinematic_lighting_set_secondary_light -59 306 0.34 0.58 0.65) (cinematic_lighting_set_ambient_light 0.07 0.05 0.08) (object_uses_cinematic_lighting dervish_intra1 1) (object_uses_cinematic_lighting commander_intra1 1) (object_uses_cinematic_lighting elite_01 1) (object_uses_cinematic_lighting elite_02 1) (object_uses_cinematic_lighting elite_03 1) (object_uses_cinematic_lighting elite_04 1) (object_uses_cinematic_lighting phantom_intra1 1) (object_uses_cinematic_lighting spectre_intra1 1) ) ; --------------------------------------------------------------------- (script static void c06_intra1_setup (object_create_anew dervish_intra1) (object_create_anew commander_intra1) (object_create_anew elite_01) (object_create_anew elite_02) (object_create_anew elite_03) (object_create_anew elite_04) (object_create_anew phantom_intra1) (object_create_anew spectre_intra1) (cinematic_clone_players_weapon dervish_intra1 "left_hand_elite" "") (object_cinematic_lod dervish_intra1 true) (object_cinematic_lod commander_intra1 true) (object_cinematic_lod elite_01 true) (object_cinematic_lod elite_02 true) (object_cinematic_lod elite_03 true) (object_cinematic_lod elite_04 true) (object_cinematic_lod phantom_intra1 true) (object_cinematic_lod spectre_intra1 true) (wake c06_intra1_score_01) (wake c06_intra1_foley_01) (wake c06_2070_der) (wake c06_2090_soc) (wake c06_2101_elc) (wake c06_2110_soc) (wake c06_2120_soc) (wake c06_intra1_dof_01) (wake c06_intra1_dof_02) (wake c06_intra1_cinematic_light) ) (script static void c06_intra1_cleanup (object_destroy_containing intra1) (cinematic_screen_effect_stop) ) (script static void c06_intra1 (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain vehicle .25 1) (sound_class_set_gain amb .5 1) (switch_bsp_by_name sentinelhq_2) (sleep 1) (fade_out 1 1 1 0) (camera_control on) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (06_intra1_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\music\c06_intra1_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra1\foley\c06_intra1_01_fol) (sleep prediction_offset) (c06_intra1_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra1\06_intra1 "06_intra1_01" none "anchor_flag_intra1") (custom_animation_relative dervish_intra1 objects\characters\dervish\06_intra1\06_intra1 "dervish_01" false anchor_intra1) (custom_animation_relative commander_intra1 objects\characters\elite\06_intra1\06_intra1 "soc_01" false anchor_intra1) (custom_animation_relative elite_01 objects\characters\elite\06_intra1\06_intra1 "elite01_01" false anchor_intra1) (custom_animation_relative elite_02 objects\characters\elite\06_intra1\06_intra1 "elite02_01" false anchor_intra1) (custom_animation_relative elite_03 objects\characters\elite\06_intra1\06_intra1 "elite03_01" false anchor_intra1) (custom_animation_relative elite_04 objects\characters\elite\06_intra1\06_intra1 "elite04_01" false anchor_intra1) (custom_animation_relative phantom_intra1 objects\vehicles\phantom\animations\06_intra1\06_intra1 "phantom_01" false anchor_intra1) (custom_animation_relative spectre_intra1 objects\vehicles\spectre\06_intra1\06_intra1 "spectre_01" false anchor_intra1) ; safety white (sleep 15) (fade_in 1 1 1 15) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intra1_cleanup) (sleep 30) (sound_class_set_gain vehicle 1 1) (sound_class_set_gain amb 1 1) ) ; C06_INTRA_2 SCENE 01 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c06_intra2_score_01 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus none 1) (print "c06_intra2 score 01 start") ) (script dormant c06_intra2_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol none 1) (print "c06_intra2 foley 01 start") ) (script dormant c06_3010_soc (sleep 550) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3010_soc none 1) (cinematic_subtitle c06_3010_soc 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c06_intra2_cinematic_light (cinematic_lighting_set_primary_light 40 40 0.24 0.25 0.27) (cinematic_lighting_set_secondary_light -72 134 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.05 0.05 0.05) (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting commander 1) ) ; --------------------------------------------------------------------- (script static void c06_intra2_01_setup (object_destroy key) (object_create_anew dervish) (object_create_anew commander) (object_create_anew energy_blade) (object_create_anew key_intra2_01) (object_create_anew key_intra2_02) ; (cinematic_clone_players_weapon dervish "right_hand_elite" "") (objects_attach commander "left_hand_elite" energy_blade "") (object_set_permutation energy_blade "blade" "noblade") (object_cinematic_lod dervish true) (object_cinematic_lod index_container true) (object_cinematic_lod key_intra2_01 true) (object_cinematic_lod key_intra2_02 true) (wake c06_intra2_score_01) (wake c06_intra2_foley_01) (wake c06_3010_soc) (wake c06_intra2_cinematic_light) ) (script static void c06_intra2_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 ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (06_intra2_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\music\c06_intra_2_01_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_01_fol) (sleep prediction_offset) (c06_intra2_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 "06_intra2_01" none "anchor_flag_intra2") (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 "dervish_01" false anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 "commander_01" false anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 "intra2_dervishkey_01" anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 "intra2_humankey_01" anchor_intra2) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (06_intra2_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol) (sleep (camera_time)) ) ; C06_INTRA_2 SCENE 02 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c06_intra2_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_02_fol none 1) (print "c06_intra2 foley 02 start") ) (script dormant c06_3030_soc (sleep 73) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\c06_3030_soc commander 1) (cinematic_subtitle c06_3030_soc 3) ) ; --------------------------------------------------------------------- (script dormant blade_activate (time_code_reset) (sleep 87) (object_set_permutation energy_blade "blade" "default") (object_set_function_variable energy_blade turned_on 1 0) (effect_new_on_object_marker effects\objects\weapons\melee\energy_blade\blade_activate_replace commander "left_hand_elite") (print "blade activate") ) (script dormant kill_switch (sleep 307) (print "delete switch") (object_destroy key_switch) ) (script static void c06_intra2_02_setup (cinematic_set_far_clip_distance 2048) (print "set far clip") ; (cinematic_clone_players_weapon dervish "left_hand_elite" "") (wake c06_intra2_foley_02) (wake c06_3030_soc) (wake blade_activate) (wake kill_switch) ) (script static void c06_intra2_02_cleanup (object_destroy commander) (object_destroy_containing key_intra2_02) ) (script static void c06_intra2_scene_02 (c06_intra2_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 "06_intra2_02" none "anchor_flag_intra2") (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 "dervish_02" false anchor_intra2) (custom_animation_relative commander objects\characters\elite\06_intra2\06_intra2 "commander_02" false anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 "intra2_dervishkey_02" anchor_intra2) (scenery_animation_start_relative key_intra2_02 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 "intra2_humankey_02" anchor_intra2) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (06_intra2_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol) (sleep (camera_time)) (c06_intra2_02_cleanup) ) ; C06_INTRA_2 SCENE 03 ------------------------------------------------ ; SOUND --------------------------------------------------------------- (script dormant c06_intra2_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\c06_intra2\foley\c06_intra2_03_fol none 1) (print "c06_intra2 foley 03 start") ) (script dormant l06_0300_tar (sleep 74) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0300_tar none 1 radio_covy) (cinematic_subtitle l06_0300_tar 2) ) (script dormant l06_0310_tar (sleep 164) (sound_impulse_start_effect sound\dialog\levels\06_sentinelwall\mission\l06_0310_tar none 1 radio_covy) (cinematic_subtitle l06_0310_tar 2.5) ) ; --------------------------------------------------------------------- (script dormant key_door_open (sleep 210) (print "key door open") (device_set_position key_ride_door0 1) ) (script static void c06_intra2_03_setup (object_create_anew phantom_01) (object_cinematic_lod phantom_01 true) (object_uses_cinematic_lighting phantom_01 1) (wake c06_intra2_foley_03) (wake l06_0300_tar) (wake l06_0310_tar) ; (wake x04_01_dof_1) (wake key_door_open) ) (script static void c06_intra2_03_cleanup (object_destroy dervish) (object_destroy phantom_01) (object_destroy key_intra2_01) ) (script static void c06_intra2_scene_03 (c06_intra2_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\06_intra2\06_intra2 "06_intra2_03" none "anchor_flag_intra2") (custom_animation_relative dervish objects\characters\dervish\06_intra2\06_intra2 "dervish_03" false anchor_intra2) (custom_animation_relative phantom_01 objects\vehicles\phantom\animations\06_intra2\06_intra2 "phantom_03" false anchor_intra2) (scenery_animation_start_relative key_intra2_01 scenarios\objects\solo\sentinelhq\key_cine\06_intra2\06_intra2 "intra2_dervishkey_03" anchor_intra2) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c06_intra2_03_cleanup) (sleep 30) ) ; C06_INTRA_2 MASTER SCRIPT =========================================== ; ===================================================================== (script static void c06_intra2 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name sen_hq_bsp_5) (sleep 1) (c06_intra2_scene_01) (c06_intra2_scene_02) (c06_intra2_scene_03) ) ; X07 SCENE 01 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol none 1) (print "x07 foley 01 start") ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x07_cinematic_light_01 (cinematic_lighting_set_primary_light -46 220 0.26 0.23 0.20) (cinematic_lighting_set_secondary_light 63 262 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) ; (render_lights_enable_cinematic_shadow 1 miranda head .2) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting x07_tentacle 1) (print "tentacle cinematic lighting") (object_uses_cinematic_lighting index_container 1) ) ; --------------------------------------------------------------------- (script static void x07_01_setup (object_create_anew miranda) (object_create_anew x07_tentacle) (object_create_anew index_container) (print "tentacle created") (object_cinematic_lod miranda true) ; (object_cinematic_lod x07_tentacle true) (object_cinematic_lod index_container true) ; (print "tentacle cinematic lod") (unit_set_emotional_state miranda pain .25 0) (print "miranda - pain .25 0") (wake x07_foley_01) (wake x07_cinematic_light_01) ) (script static void x07_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 ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x07_01_predict_stub) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_01_fol) (sleep prediction_offset) (x07_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 "x07_01" none "anchor_flag_x07") (custom_animation_relative miranda objects\characters\miranda\x07\x07 "miranda_01" false anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 "tentacle_02" anchor_x07) (print "tentacle 02 animation relative started") (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 "tentacle_01" anchor_x07) (print "tentacle 01 animation relative started") (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full "x07_01" anchor_x07) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x07_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol) (sleep (camera_time)) ) ; X07 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_score_02 (sleep 279) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_02_mus none 1) (print "x07 score 02 start") ) (script dormant x07_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_02_fol none 1) (print "x07 foley 02 start") ) (script dormant x07_0010_mir (sleep 249) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0010_mir miranda 1) (cinematic_subtitle x07_0010_mir 1) ) (script dormant x07_0020_jon (sleep 399) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0020_jon johnson 1) (cinematic_subtitle x07_0020_jon 4) ) (script dormant x07_0030_mir (sleep 540) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0030_mir miranda 1) (cinematic_subtitle x07_0030_mir 1.5) (unit_set_emotional_state miranda pain .25 15) (print "miranda - pain .25 15") ) ; --------------------------------------------------------------------- (script dormant x07_emotion_miranda_01 (sleep 330) (unit_set_emotional_state miranda shocked .5 0) (print "miranda - shocked .5 0") ) (script dormant x07_emotion_miranda_02 (sleep 520) (unit_set_emotional_state miranda shocked .25 0) (print "miranda - shocked .25 0") ) (script static void x07_02_setup (object_create_anew johnson) (object_cinematic_lod johnson true) (object_uses_cinematic_lighting johnson 1) ; (render_lights_enable_cinematic_shadow 1 johnson head .2) (wake x07_score_02) (wake x07_foley_02) (wake x07_0010_mir) (wake x07_0020_jon) (wake x07_0030_mir) (wake x07_emotion_miranda_01) (wake x07_emotion_miranda_02) ) (script static void x07_scene_02 (x07_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 "x07_02" none "anchor_flag_x07") (custom_animation_relative miranda objects\characters\miranda\x07\x07 "miranda_02" false anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 "johnson_02" false anchor_x07) (scenery_animation_start_relative x07_tentacle objects\characters\gravemind\tentacle_capture\x07\x07 "tentacle_02" anchor_x07) (print "tentacle 02 animation started") (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full "x07_02" anchor_x07) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x07_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol) (sleep (camera_time)) (object_destroy x07_tentacle) (print "tentacle destroyed") ) ; X07 SCENE 03 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_score_03 (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\music\x07_03_mus none 1) (print "x07 score 03 start") ) (script dormant x07_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_03_fol none 1) (print "x07 foley 03 start") ) (script dormant x07_0040_jon (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0040_jon johnson 1) (cinematic_subtitle x07_0040_jon 2) ) (script dormant x07_0050_jon (sleep 77) (unit_set_emotional_state johnson pain .25 0) (print "johnson - pain .25 0") (sleep 10) ; (sleep 87) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0050_jon johnson 1) (cinematic_subtitle x07_0050_jon 1.5) ) (script dormant x07_0060_jon (sleep 150) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0060_jon johnson 1) (cinematic_subtitle x07_0060_jon 1) (sleep 25) (unit_set_emotional_state miranda shocked .25 15) (print "miranda - shocked .25 15") ) (script dormant x07_0070_jon (sleep 540) (unit_set_emotional_state johnson shocked .25 10) (print "johnson - shocked .25 10") (sleep 10) ; (sleep 550) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0070_jon johnson 1) (cinematic_subtitle x07_0070_jon 1) ) (script dormant x07_0080_jon (sleep 678) (unit_set_emotional_state johnson annoyed .75 60) (print "johnson - annoyed .75 60") (sleep 10) ; (sleep 688) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0080_jon johnson 1) (cinematic_subtitle x07_0080_jon 1) (sleep 45) (unit_set_emotional_state johnson shocked .5 30) (print "johnson - shocked .5 30") ) (script dormant x07_0090_mir (sleep 776) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0090_mir none 1) (cinematic_subtitle x07_0090_mir 1) ) (script dormant x07_0100_mir (sleep 800) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0100_mir miranda 1) (cinematic_subtitle x07_0100_mir 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant miranda_smgs_fire_1 (sleep 834) (object_create_anew smg_real_01) (object_create_anew smg_real_02) (object_set_scale smg_real_01 1 0) (object_set_scale smg_real_02 1 0) (objects_attach miranda "right_hand" smg_real_01 "") (objects_attach miranda "left_hand" smg_real_02 "") (sleep 5) (weapon_hold_trigger smg_real_01 0 true) (weapon_hold_trigger smg_real_02 0 true) ) (script dormant johnson_rifle_fire (sleep 563) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 10) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 21) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") (sleep 2) (effect_new_on_object_marker effects\objects\weapons\rifle\battle_rifle\fire_bullet johnson_rifle "primary_trigger") ) (script dormant dervish_cammo (sleep 627) (print "effect - cammo off") (unit_set_active_camo dervish false 1) ) (script dormant x07_cinematic_light_03 (cinematic_lighting_set_primary_light 16 82 0.25 0.32 0.32) (cinematic_lighting_set_secondary_light 24 272 0.22 0.26 0.28) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) ; (render_lights_enable_cinematic_shadow 1 dervish head .2) (object_uses_cinematic_lighting dervish 1) (object_uses_cinematic_lighting miranda_smg_01 1) (object_uses_cinematic_lighting miranda_smg_02 1) (object_uses_cinematic_lighting johnson_rifle 1) ) ; --------------------------------------------------------------------- (script dormant johnson_rifle_arm (sleep 105) (objects_attach johnson "right_hand" johnson_rifle "") ) (script static void x07_03_setup (sound_looping_stop scenarios\solo\06b_floodzone\06b_music\06b_07) (object_create_anew dervish) (object_cannot_die dervish true) (unit_set_active_camo dervish true 0) (object_create_anew miranda_smg_01) (object_create_anew miranda_smg_02) (object_create_anew johnson_rifle) (object_cinematic_lod dervish true) (object_cinematic_lod miranda_smg_01 true) (object_cinematic_lod miranda_smg_02 true) (object_cinematic_lod johnson_rifle true) (unit_set_emotional_state miranda pain .25 0) (print "miranda - pain .25 0") (unit_set_emotional_state johnson pensive .25 0) (print "johnson - pensive .25 0") (wake x07_score_03) (wake x07_foley_03) (wake x07_0040_jon) (wake x07_0050_jon) (wake x07_0060_jon) (wake x07_0070_jon) (wake x07_0080_jon) (wake x07_0090_mir) (wake x07_0100_mir) (wake miranda_smgs_fire_1) (wake johnson_rifle_arm) (wake johnson_rifle_fire) (wake dervish_cammo) (wake x07_cinematic_light_03) ; (wake x04_01_dof_1) ) (script static void x07_scene_03 (x07_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 "x07_03" none "anchor_flag_x07") (custom_animation_relative miranda objects\characters\miranda\x07\x07 "miranda_03" false anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 "johnson_03" false anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 "dervish_03" false anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full "x07_03" anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 "smg01_03" anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 "smg02_03" anchor_x07) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x07_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol) (sleep (camera_time)) ) ; X07 SCENE 04 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_04_fol none 1) (print "x07 foley 04 start") ) (script dormant x07_0110_mir (sleep 117) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0110_mir miranda 1) (cinematic_subtitle x07_0110_mir 1.5) ) (script dormant x07_0120_mir (sleep 169) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0120_mir miranda 1) (cinematic_subtitle x07_0120_mir 1) ) (script dormant x07_0130_tar (sleep 483) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0130_tar tartarus 1) (cinematic_subtitle x07_0130_tar 4) ) (script dormant x07_0140_der (sleep 614) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0140_der dervish 1) (cinematic_subtitle x07_0140_der 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant effect_miranda_hit (time_code_reset) (sleep 338) (print "effect - miranda hit") (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling miranda "body") ) (script dormant x07_cinematic_light_04 (cinematic_lighting_set_primary_light 33 42 0.20 0.25 0.25) (cinematic_lighting_set_secondary_light -54 0 0.23 0.27 0.29) (cinematic_lighting_set_ambient_light 0.02 0.02 0.02) (object_uses_cinematic_lighting tartarus 1) (object_uses_cinematic_lighting hammer 1) ) ; PREDICTION ---------------------------------------------------------- (script static void x07_scene_05_problem_actors (print "create problem actors") (object_create_anew_containing brute) (object_cinematic_lod brute_01 true) (object_cinematic_lod brute_02 true) (object_cinematic_lod brute_03 true) (object_cinematic_lod brute_04 true) (object_cinematic_lod brute_shot_01 true) (object_cinematic_lod brute_shot_02 true) (object_cinematic_lod brute_rifle_01 true) (object_cinematic_lod brute_rifle_02 true) (objects_attach brute_03 "right_hand" brute_shot_01 "right_hand_brute") (objects_attach brute_04 "right_hand" brute_shot_02 "right_hand_brute") (object_uses_cinematic_lighting brute_01 1) (object_uses_cinematic_lighting brute_02 1) (object_uses_cinematic_lighting brute_03 1) (object_uses_cinematic_lighting brute_04 1) (object_uses_cinematic_lighting brute_shot_01 1) (object_uses_cinematic_lighting brute_shot_02 1) (object_uses_cinematic_lighting brute_rifle_01 1) (object_uses_cinematic_lighting brute_rifle_02 1) ) ; --------------------------------------------------------------------- (script dormant x07_emotion_miranda_03 (sleep 300) (unit_set_emotional_state miranda shocked .5 0) (print "miranda - shocked .5 0") (sleep 38) (unit_set_emotional_state miranda pain .8 10) (print "miranda - shocked 1 10") ) (script dormant tartarus_hide_seek (sleep 5) (object_hide tartarus true) (object_hide hammer true) (sleep 400) (object_hide tartarus false) (object_hide hammer false) ) (script dormant miranda_smgs_destroy (time_code_reset) (sleep 98) (print "stop firing") (weapon_hold_trigger smg_real_01 0 false) (weapon_hold_trigger smg_real_02 0 false) (sleep 131) (print "destroy smgs") (objects_detach miranda smg_real_01) (objects_detach miranda smg_real_02) (object_destroy_containing smg_real) ) (script static void x07_04_setup (object_create_anew tartarus) (object_create hammer) (object_cinematic_lod tartarus true) (object_cinematic_lod hammer true) (wake x07_foley_04) (wake x07_0110_mir) (wake x07_0120_mir) (wake x07_0130_tar) (wake x07_0140_der) (unit_set_emotional_state miranda shocked .25 0) (print "miranda - shocked .25 0") (wake x07_emotion_miranda_03) (wake miranda_smgs_destroy) (wake tartarus_hide_seek) (wake x07_cinematic_light_04) (wake effect_miranda_hit) ) (script static void x07_scene_04 (x07_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 "x07_04" none "anchor_flag_x07") (custom_animation_relative miranda objects\characters\miranda\x07\x07 "miranda_04" false anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 "johnson_04" false anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 "dervish_04" false anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 "tartarus_04" false anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 "hammer_04" anchor_x07) (scenery_animation_start_relative miranda_smg_01 objects\weapons\rifle\smg\x07\x07 "smg01_04" anchor_x07) (scenery_animation_start_relative miranda_smg_02 objects\weapons\rifle\smg\x07\x07 "smg02_04" anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full "x07_04" anchor_x07) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x07_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol) (x07_scene_05_problem_actors) (sleep (camera_time)) (objects_detach johnson johnson_rifle) (object_destroy johnson_rifle) ) ; X07 SCENE 05 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_05_fol none 1) (print "x07 foley 05 start") ) (script dormant x07_0150_tar (sleep 0) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0150_tar tartarus 1) (cinematic_subtitle x07_0150_tar 1.5) ) (script dormant x07_0160_tar (sleep 48) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0160_tar tartarus 1) (cinematic_subtitle x07_0160_tar 2) ) (script dormant x07_0170_tar (sleep 302) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0170_tar tartarus 1) (cinematic_subtitle x07_0170_tar 4) ) (script dormant x07_0180_tar (sleep 428) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0180_tar tartarus 1) (cinematic_subtitle x07_0180_tar 5.5) ) (script dormant x07_0190_der (sleep 591) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0190_der dervish 1) (cinematic_subtitle x07_0190_der 2.5) ) ; --------------------------------------------------------------------- (script dormant destroy_miranda (sleep 428) (object_destroy miranda) (print "destroy miranda") ) (script static void x07_05_setup (wake x07_foley_05) (wake x07_0150_tar) (wake x07_0160_tar) (wake x07_0170_tar) (wake x07_0180_tar) (wake x07_0190_der) ; (wake x04_01_dof_1) (unit_set_emotional_state miranda asleep 1 0) (print "miranda - asleep 1 0") (unit_set_emotional_state johnson asleep 1 0) (print "johnson - asleep 1 0") (wake destroy_miranda) ) (script static void x07_05_cleanup (object_destroy johnson) (object_destroy_containing brute) ) (script static void x07_scene_05 (x07_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 "x07_05" none "anchor_flag_x07") (custom_animation_relative miranda objects\characters\miranda\x07\x07 "miranda_05" false anchor_x07) (custom_animation_relative johnson objects\characters\marine\x07\x07 "johnson_05" false anchor_x07) (custom_animation_relative dervish objects\characters\dervish\x07\x07 "dervish_05" false anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 "tartarus_05" false anchor_x07) (custom_animation_relative brute_01 objects\characters\brute\x07\x07 "brute01_05" false anchor_x07) (custom_animation_relative brute_02 objects\characters\brute\x07\x07 "brute02_05" false anchor_x07) (custom_animation_relative brute_03 objects\characters\brute\x07\x07 "brute03_05" false anchor_x07) (custom_animation_relative brute_04 objects\characters\brute\x07\x07 "brute04_05" false anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 "hammer_05" anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full "x07_05" anchor_x07) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x07_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol) (sleep (camera_time)) (x07_05_cleanup) ) ; X07 SCENE 06 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x07_foley_06 (sleep 0) (sound_impulse_start sound\cinematics\06_sentinelwalls\x07\foley\x07_06_fol none 1) (print "x07 foley 06 start") ) (script dormant x07_0200_tar (sleep 86) (sound_impulse_start sound\dialog\levels\06_sentinelwall\cinematic\x07_0200_tar tartarus 1) (cinematic_subtitle x07_0200_tar 6.5) (sleep 128) (unit_set_emotional_state tartarus inquisitive 1 60) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant tartarus_bruteshot_fire (sleep 373) (print "effect - tartarus' hammer") ; (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling tartarus "melee") (effect_new_on_object_marker effects\objects\characters\brute\tartarus_hammer_impact_cinematic tartarus "body") ) (script dormant tartarus_bruteshot_hit (sleep 380) (print "effect - hammer hit") (effect_new_on_object_marker effects\objects\characters\brute\hammer_grappling dervish "body") ) ; PREDICTION ---------------------------------------------------------- (script dormant x07_predict_shaft_01 (sleep 385) (print "predict: camera") (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 "x07_06" none "anchor_flag_x07" 405) ) (script dormant x07_predict_shaft_02 (sleep 532) (print "predict: camera") (camera_predict_resources_at_frame objects\characters\cinematic_camera\x07\x07 "x07_06" none "anchor_flag_x07" 552) ) ; --------------------------------------------------------------------- (script static void x07_06_setup (wake x07_foley_06) (wake x07_0200_tar) (wake tartarus_bruteshot_fire) (wake tartarus_bruteshot_hit) (wake x07_predict_shaft_01) (wake x07_predict_shaft_02) ) (script static void x07_06_cleanup (object_destroy dervish) (object_destroy tartarus) (object_destroy hammer) (object_destroy index_container) ) (script static void x07_scene_06 (x07_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x07\x07 "x07_06" none "anchor_flag_x07") (custom_animation_relative dervish objects\characters\dervish\x07\x07 "dervish_06" false anchor_x07) (custom_animation_relative tartarus objects\characters\brute\x07\x07 "tartarus_06" false anchor_x07) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\x07\x07 "hammer_06" anchor_x07) (scenery_animation_start_relative index_container scenarios\objects\forerunner\industrial\index\index_full\index_full "x07_06" anchor_x07) (sleep (- (camera_time) 1)) (fade_out 0 0 0 0) (sleep 1) (x07_06_cleanup) (sound_class_set_gain amb 0 60) (sleep 90) ) ; X07_INTRO MASTER SCRIPT ============================================= ; ===================================================================== (script static void x07 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name sen_hq_bsp_6) (sleep 1) (x07_scene_01) (x07_scene_02) (x07_scene_03) (x07_scene_04) (x07_scene_05) (x07_scene_06) (rasterizer_bloom_override 0) )