; CINEMATICS FOR LEVEL 08B, "DELTA CONTROL" =========================== ; ===================================================================== ;* Between the desire And the spasm Between the potency And the existence Between the essence And the descent Falls the Shadow... ...This is the way the world ends Not with a bang but a whimper. *; ; GLOBALS & STUBS ===================================================== (global short sound_offset 15) (global short prediction_offset 45) (script stub void 08_intra1_04_predict_stub (print "predict 04")) (script stub void 08_intra2_01_predict_stub (print "predict 01")) (script stub void 08_intra2_02_predict_stub (print "predict 02")) (script stub void 08_intra3_01_predict_stub (print "predict 01")) (script stub void 08_intra3_02_predict_stub (print "predict 02")) (script stub void 08_intra3_03_predict_stub (print "predict 03")) (script stub void 08_intra3_04_predict_stub (print "predict 04")) (script stub void 08_intra3_05_predict_stub (print "predict 05")) (script stub void 08_intra3_06_predict_stub (print "predict 06")) (script stub void x09_01_predict_stub (print "predict 01")) (script stub void x09_02_predict_stub (print "predict 02")) (script stub void x09_03_predict_stub (print "predict 03")) (script stub void x09_04_predict_stub (print "predict 04")) (script stub void x09_05_predict_stub (print "predict 05")) (script stub void x09_06_predict_stub (print "predict 06")) (script stub void x09_07_predict_stub (print "predict 07")) (script stub void x09_08_predict_stub (print "predict 08")) (script stub void x10_01_predict_stub (print "predict 01")) (script stub void x10_02_predict_stub (print "predict 02")) ; C08_INTRA1 SCENE 04 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra1_score_04 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_04_mus none 1) (print "c08_intra1 score 04 start") ) (script dormant c08_intra1_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_04_fol none 1) (print "c08_intra1 foley 04 start") ) (script dormant c08_2050_der (sleep 60) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2050_der dervish_02 1) (cinematic_subtitle c08_2050_der 1) ) (script dormant c08_2060_soc (sleep 92) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2060_soc commander 1) (cinematic_subtitle c08_2060_soc 6) ) (script dormant c08_2070_grv (sleep 273) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2070_grv none 1) (cinematic_subtitle c08_2070_grv 5) (cinematic_lightmap_shadow_disable) ) (script dormant c08_2080_der (sleep 425) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2080_der dervish_02 1) (cinematic_subtitle c08_2080_der 2) ) (script dormant c08_2090_soc (sleep 473) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2090_soc commander 1) (cinematic_subtitle c08_2090_soc 1) ) (script dormant c08_2100_soc (sleep 512) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_2100_soc commander 1) (cinematic_subtitle c08_2100_soc 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c04_intra1_fov_04 (sleep 511) (print "fov change: 80 -> 60 over 0 ticks") (camera_set_field_of_view 60 0) ) (script dormant c04_intra1_dof_04 (sleep 427) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 1.17 .5 .5 0 0 0 0) (print "rack focus") (sleep 84) (cinematic_screen_effect_set_depth_of_field .5 .5 .5 0 0 0 0) (print "rack focus") (sleep 100) (cinematic_screen_effect_set_depth_of_field .5 .5 0 0 0 .5 .5) (print "rack focus") ) (script dormant cinematic_lighting_intra1_04 (cinematic_lighting_set_primary_light 40 134 0.321569 0.321569 0.290196) (cinematic_lighting_set_secondary_light 8 274 0.301961 0.290196 0.45098) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_02 1) (object_uses_cinematic_lighting commander 1) (object_uses_cinematic_lighting wraith_01 1) ) ; PREDICTION ---------------------------------------------------------- (script static void c08_intra1_04_problem_actors (print "problem actors") (object_create_anew dervish_02) (object_create_anew commander) (object_create_anew wraith_01) (cinematic_clone_players_weapon dervish_02 "right_hand_elite" "") (object_cinematic_lod dervish_02 true) (object_cinematic_lod commander true) (object_cinematic_lod wraith_01 true) ) ; --------------------------------------------------------------------- (script static void c08_intra1_04_setup (wake c08_intra1_score_04) (wake c08_intra1_foley_04) (wake c08_2050_der) (wake c08_2060_soc) (wake c08_2070_grv) (wake c08_2080_der) (wake c08_2090_soc) (wake c08_2100_soc) (wake c04_intra1_fov_04) (wake c04_intra1_dof_04) (wake cinematic_lighting_intra1_04) ) (script static void c08_intra1_04_cleanup (object_destroy dervish_02) (object_destroy commander) (object_destroy wraith_01) ) (script static void c08_intra1 (texture_cache_flush) (geometry_cache_flush) (sound_class_set_gain vehicle 0 0) (fade_out 0 0 0 0) (camera_control on) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (cinematic_lightmap_shadow_enable) (c08_intra1_04_problem_actors) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (08_intra1_04_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\music\c08_intra1_04_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra1\foley\c08_intra1_04_fol) (sleep prediction_offset) (c08_intra1_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra1\08_intra1 "08_intra1_04" none "anchor_flag_intra1") (custom_animation_relative dervish_02 objects\characters\dervish\08_intra1\08_intra1 "dervish_04" false anchor_intra1) (custom_animation_relative commander objects\characters\elite\08_intra1\08_intra1 "commander_04" false anchor_intra1) (custom_animation_relative wraith_01 objects\vehicles\wraith\08_intra1\08_intra1 "wraith_04" false anchor_intra1) (print "cache block") (sleep 1) (cache_block_for_one_frame) (fade_in 0 0 0 30) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra1_04_cleanup) (cinematic_screen_effect_stop) (sleep 30) (sound_class_set_gain vehicle 1 1) ) ; C08_INTRA2 SCENE 01 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra2_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_01_fol none 1) (print "c08_intra2 foley 01 start") ) (script dormant c08_3010_jon (sleep 100) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3010_jon johnson_02 1 radio_covy_in) (cinematic_subtitle c08_3010_jon 3) ) (script dormant c08_3020_jon (sleep 203) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3020_jon johnson_02 1) (cinematic_subtitle c08_3020_jon 3) ) (script dormant c08_3030_jon (sleep 316) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3030_jon johnson_02 1) (cinematic_subtitle c08_3030_jon 2) ) (script dormant c08_3040_der (sleep 359) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3040_der dervish_02 1) (cinematic_subtitle c08_3040_der 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant intra2_texture_cam_01 (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 35) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\08_intra2\08_intra2 "texture_camera_01" anchor_intra2) ) (script dormant cinematic_lighting_intra2 (cinematic_lighting_set_primary_light 33 0 0.258824 0.278431 0.34902) (cinematic_lighting_set_secondary_light -37 228 0.109804 0.419608 0.611765) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (object_uses_cinematic_lighting dervish_02 1) (object_uses_cinematic_lighting johnson_02 1) (object_uses_cinematic_lighting scarab_01 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void c08_intra2_problem_actors (print "problem actors") (object_create_anew dervish_02) (object_cinematic_lod dervish_02 true) (cinematic_clone_players_weapon dervish_02 "right_hand_elite" "") ) ; --------------------------------------------------------------------- (script dormant scarab_shake (sleep 45) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 2) (sleep 240) (player_effect_stop 2) ) (script static void c08_intra2_01_setup (object_destroy scarab) (object_create_anew johnson_02) (object_create_anew scarab_01) (object_create_anew scarab_screen) (objects_attach scarab_01 "holo_scarab_full" scarab_screen "") (object_cinematic_lod johnson_02 true) (object_cinematic_lod scarab_01 true) (unit_set_emotional_state johnson_02 angry .25 0) (wake c08_intra2_foley_01) (wake c08_3010_jon) (wake c08_3020_jon) (wake c08_3030_jon) (wake c08_3040_der) ; (wake x04_01_dof_1) (wake scarab_shake) (wake intra2_texture_cam_01) (wake cinematic_lighting_intra2) ) (script static void c08_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) (cinematic_lightmap_shadow_enable) (c08_intra2_problem_actors) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (08_intra2_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_01_fol) (sleep prediction_offset) ; safety white (sleep 45) (c08_intra2_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra2\08_intra2 "08_intra2_01" none "anchor_flag_intra2") (custom_animation_relative dervish_02 objects\characters\dervish\08_intra2\08_intra2 "dervish_01" false anchor_intra2) (custom_animation_relative johnson_02 objects\characters\marine\08_intra2\08_intra2 "johnson_01" false anchor_intra2) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\08_intra2\08_intra2 "scarab_01" anchor_intra2) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (08_intra2_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_02_fol) (sleep (camera_time)) ) ; C08_INTRA2 SCENE 02 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra2_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra2\foley\c08_intra2_02_fol none 1) (print "c08_intra1 foley 04 start") ) (script dormant c08_3050_jon (sleep 70) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3050_jon johnson_02 1 radio_covy_loop) (cinematic_subtitle c08_3050_jon 2) ) (script dormant c08_3061_jon (sleep 156) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\c08_3061_jon johnson_02 1 radio_covy_loop) (cinematic_subtitle c08_3061_jon 2) ) (script dormant c08_3070_jon (sleep 231) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_3070_jon johnson_02 1) (cinematic_subtitle c08_3070_jon 1) (unit_set_emotional_state johnson_02 angry .75 45) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant intra2_dof (sleep 68) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_depth_of_field 1 .5 .5 0.001 0 0 0.001) (print "rack focus") (sleep 151) (cinematic_screen_effect_stop) (print "rack focus stop") ) ; --------------------------------------------------------------------- (script dormant scarab_shake2 (sleep 137) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .75 .15) (sleep 5) (player_effect_stop .5) ) (script static void c08_intra2_02_setup (wake c08_intra2_foley_02) (wake c08_3050_jon) (wake c08_3061_jon) (wake c08_3070_jon) (wake intra2_dof) (wake scarab_shake2) ) (script static void c08_intra2_02_cleanup (object_destroy dervish_02) (object_destroy johnson_02) (object_destroy scarab_01) (object_destroy scarab_screen) (object_create_anew scarab) ) (script static void c08_intra2_scene_02 (c08_intra2_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra2\08_intra2 "08_intra2_02" none "anchor_flag_intra2") (custom_animation_relative dervish_02 objects\characters\dervish\08_intra2\08_intra2 "dervish_02" false anchor_intra2) (custom_animation_relative johnson_02 objects\characters\marine\08_intra2\08_intra2 "johnson_02" false anchor_intra2) (scenery_animation_start_relative scarab_01 scenarios\objects\covenant\military\scarab\08_intra2\08_intra2 "scarab_02" anchor_intra2) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c08_intra2_02_cleanup) (sound_class_set_gain amb 0 15) (sleep 15) ) ; C08_INTRA2 MASTER SCRIPT ============================================ ; ===================================================================== (script static void c08_intra2 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (c08_intra2_scene_01) (c08_intra2_scene_02) ) ; C08_INTRA3 SCENE 01 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra3_foley_01 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_01_fol none 1) (print "c08_intra3 foley 01 start") ) (script dormant c08_4010_tar (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4010_tar tartarus 1) (cinematic_subtitle c08_4010_tar 4) ) (script dormant c08_4020_tar (sleep 167) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4020_tar tartarus 1) (cinematic_subtitle c08_4020_tar 3) ) (script dormant c08_4030_gsp (sleep 251) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4030_gsp monitor 1) (cinematic_subtitle c08_4030_gsp 3) ) (script dormant c08_4040_tar (sleep 344) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4040_tar tartarus 1) (cinematic_subtitle c08_4040_tar 4) ) (script dormant c08_4050_mir (sleep 486) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4050_mir miranda 1) (cinematic_subtitle c08_4050_mir 1) ) (script dormant c08_4060_tar (sleep 510) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4060_tar tartarus 1) (cinematic_subtitle c08_4060_tar 3) ) ; LIGHTING & EFFECTS -------------------------------------------------- (script dormant c08_intra3_fov_01 (sleep 246) (camera_set_field_of_view 30 0) (print "fov change: 60 -> 30 over 0 ticks") (sleep 105) (camera_set_field_of_view 60 13) (print "fov change: 30 -> 60 over 13 ticks") ) (script dormant cinematic_lighting_intra3_01 (cinematic_lighting_set_primary_light 63 80 0.180392 0.168627 0.129412) (cinematic_lighting_set_secondary_light -51 188 0.101961 0.2 0.301961) (cinematic_lighting_set_ambient_light 0.121569 0.121569 0.0705882) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting tartarus 1) (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 monitor 1) (object_uses_cinematic_lighting index 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void c08_intra3_problem_actors_01 (print "problem actors") (object_create_anew miranda) (object_create_anew tartarus) (object_create_anew brute_01) (object_create_anew brute_02) (object_create_anew brute_03) (object_create_anew brute_04) (object_create_anew monitor) (object_cinematic_lod miranda true) (object_cinematic_lod tartarus true) (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 monitor true) ) ; --------------------------------------------------------------------- (script dormant c08_intra2_miranda_emotion_01 (unit_set_emotional_state miranda angry .25 0) (sleep 180) (unit_set_emotional_state miranda angry .75 30) ) (script dormant c08_intra2_miranda_emotion_02 (sleep 488) (unit_set_emotional_state miranda pain .75 30) (sleep 81) (unit_set_emotional_state miranda angry .25 60) ) (script static void c08_intra3_01_setup ; (object_create_anew hammer) (object_create_anew index) (object_create_anew repository) ; (object_cinematic_lod hammer true) (object_cinematic_lod index true) (object_cinematic_lod repository true) (wake c08_intra3_foley_01) (wake c08_4010_tar) (wake c08_4020_tar) (wake c08_4030_gsp) (wake c08_4040_tar) (wake c08_4050_mir) (wake c08_4060_tar) (wake c08_intra2_miranda_emotion_01) (wake c08_intra2_miranda_emotion_02) ; (wake x04_01_dof_1) (wake c08_intra3_fov_01) (wake cinematic_lighting_intra3_01) ) (script static void c08_intra3_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) (c08_intra3_problem_actors_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (08_intra3_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_01_fol) (sleep prediction_offset) (c08_intra3_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 "08_intra3_01" none "anchor_flag_intra3") (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 "miranda_01" false anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 "monitor_01" false anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 "tartarus_01" false anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 "brute01_01" false anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 "brute02_01" false anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 "brute03_01" false anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 "brute04_01" false anchor_intra3) ; (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\08_intra3\08_intra3 "hammer_01" anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 "index_01" anchor_intra3) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (08_intra3_02_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_02_fol) (sleep (camera_time)) ) ; C08_INTRA3 SCENE 02 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra3_score_02 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_02_mus none 1) (print "c08_intra3 score 02 start") ) (script dormant c08_intra3_foley_02 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_02_fol none 1) (print "c08_intra3 foley 02 start") ) (script dormant c08_4070_der (sleep 36) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4070_der dervish 1) (cinematic_subtitle c08_4070_der 1) ) (script dormant c08_4080_tar (sleep 77) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4080_tar tartarus 1) (cinematic_subtitle c08_4080_tar 3) ) (script dormant c08_4100_der (sleep 157) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4100_der dervish 1) (cinematic_subtitle c08_4100_der 2) ) (script dormant c08_4110_tar (sleep 212) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4110_tar tartarus 1) (cinematic_subtitle c08_4110_tar 3) ) (script dormant c08_4120_der (sleep 312) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4120_der dervish 1) (cinematic_subtitle c08_4120_der 5) ) (script dormant c08_4140_tar (sleep 516) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4140_tar tartarus 1) (cinematic_subtitle c08_4140_tar 4) ) (script dormant c08_4150_der (sleep 628) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4150_der dervish 1) (cinematic_subtitle c08_4150_der 1) ) (script dormant c08_4160_der (sleep 681) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4160_der dervish 1) (cinematic_subtitle c08_4160_der 3) ) ; --------------------------------------------------------------------- (script dormant unhide_dervish (time_code_reset) (sleep 10) (print "unhide dervish") (object_hide dervish false) ) (script static void c08_intra3_02_setup (object_create_anew dervish) (object_cinematic_lod dervish true) (object_hide dervish true) (cinematic_clone_players_weapon dervish "right_hand_elite" "") (wake c08_intra3_score_02) (wake c08_intra3_foley_02) (wake c08_4070_der) (wake c08_4080_tar) (wake c08_4100_der) (wake c08_4110_tar) (wake c08_4120_der) (wake c08_4140_tar) (wake c08_4150_der) (wake c08_4160_der) (wake unhide_dervish) ; (wake x04_01_dof_1) ) (script static void c08_intra3_scene_02 (c08_intra3_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 "08_intra3_02" none "anchor_flag_intra3") (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 "miranda_02" false anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 "monitor_02" false anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 "dervish_02" false anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 "tartarus_02" false anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 "brute01_02" false anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 "brute02_02" false anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 "brute03_02" false anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 "brute04_02" false anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 "index_02" anchor_intra3) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (08_intra3_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_03_fol) (sleep (camera_time)) ) ; C08_INTRA3 SCENE 03 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra3_foley_03 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_03_fol none 1) (print "c08_intra3 foley 03 start") ) (script dormant c08_4170_gsp (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4170_gsp monitor 1) (cinematic_subtitle c08_4170_gsp 2) ) (script dormant c08_4180_tar (sleep 41) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4180_tar tartarus 1) (cinematic_subtitle c08_4180_tar 2) ) (script dormant c08_4190_tar (sleep 84) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4190_tar tartarus 1) (cinematic_subtitle c08_4190_tar 2) ) (script dormant c08_4200_jon (sleep 137) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4200_jon johnson 1) (cinematic_subtitle c08_4200_jon 1) (unit_set_emotional_state johnson angry .5 0) (print "johnson - angry .5 0") ) (script dormant c08_4201_jon (sleep 202) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4201_jon johnson 1) (cinematic_subtitle c08_4201_jon 2) ) (script dormant c08_4220_jon (sleep 308) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4220_jon johnson 1) (cinematic_subtitle c08_4220_jon 3) (unit_set_emotional_state johnson angry 1 15) (print "johnson - angry 1 15") ) (script dormant c08_4230_tar (sleep 430) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4230_tar tartarus 1) (cinematic_subtitle c08_4230_tar 1) ) (script dormant c08_4240_jon (sleep 474) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4240_jon johnson 1) (cinematic_subtitle c08_4240_jon 2) ) (script dormant c08_4250_der (sleep 548) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4250_der dervish 1) (cinematic_subtitle c08_4250_der 2) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant c08_intra3_fov_03 (sleep 184) (camera_set_field_of_view 5 21) (print "fov change: 60 -> 5 over 21 ticks") (sleep 69) (camera_set_field_of_view 60 0) (print "fov change: 5 -> 60 over 0 ticks") ) (script dormant cinematic_lighting_intra3_03 (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting cov_sniper 1) ) ; --------------------------------------------------------------------- (script static void c08_intra3_03_setup (object_create_anew johnson) (object_create_anew cov_sniper) (object_cinematic_lod johnson true) (object_cinematic_lod cov_sniper true) (objects_attach johnson "right_hand" cov_sniper "") (wake c08_intra3_foley_03) (wake c08_4170_gsp) (wake c08_4180_tar) (wake c08_4190_tar) (wake c08_4200_jon) (wake c08_4201_jon) (wake c08_4220_jon) (wake c08_4230_tar) (wake c08_4240_jon) (wake c08_4250_der) ; (wake x04_01_dof_1) (wake c08_intra3_fov_03) (wake cinematic_lighting_intra3_03) ) (script static void c08_intra3_scene_03 (c08_intra3_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 "08_intra3_03" none "anchor_flag_intra3") (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 "miranda_03" false anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 "johnson_03" false anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 "monitor_03" false anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 "dervish_03" false anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 "tartarus_03" false anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 "brute01_03" false anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 "brute02_03" false anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 "brute03_03" false anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 "brute04_03" false anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 "index_03" anchor_intra3) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (08_intra3_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_04_fol) (sleep (camera_time)) ) ; C08_INTRA3 SCENE 04 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra3_foley_04 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_04_fol none 1) (print "c08_intra3 foley 04 start") ) (script dormant c08_4260_gsp (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4260_gsp monitor 1) (cinematic_subtitle c08_4260_gsp 6) (unit_set_emotional_state miranda shocked .25 0) (print "miranda - shocked .25 0") ) (script dormant c08_4270_der (sleep 189) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4270_der dervish 1) (cinematic_subtitle c08_4270_der 4) ) (script dormant c08_4280_gsp (sleep 297) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4280_gsp monitor 1) (cinematic_subtitle c08_4280_gsp 11) ) (script dormant c08_4290_gsp (sleep 640) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4290_gsp monitor 1) (cinematic_subtitle c08_4290_gsp 2) ) (script dormant c08_4300_der (sleep 746) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4300_der dervish 1) (cinematic_subtitle c08_4300_der 4) ) ; --------------------------------------------------------------------- (script static void c08_intra3_04_setup (wake c08_intra3_foley_04) (wake c08_4260_gsp) (wake c08_4270_der) (wake c08_4280_gsp) (wake c08_4290_gsp) (wake c08_4300_der) ; (wake x04_01_dof_1) ) (script static void c08_intra3_scene_04 (c08_intra3_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 "08_intra3_04" none "anchor_flag_intra3") (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 "miranda_04" false anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 "johnson_04" false anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 "monitor_04" false anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 "dervish_04" false anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 "tartarus_04" false anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 "index_04" anchor_intra3) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (08_intra3_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_05_fol) (sleep (camera_time)) ) ; C08_INTRA3 SCENE 05 ------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant c08_intra3_foley_05 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_05_fol none 1) (print "c08_intra3 foley 05 start") ) (script dormant c08_4310_jon (sleep 74) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4310_jon johnson 1) (cinematic_subtitle c08_4310_jon 1) ) (script dormant c08_4320_tar (sleep 106) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4320_tar tartarus 1) (cinematic_subtitle c08_4320_tar 1) (unit_set_emotional_state miranda pain .5 0) (print "miranda - pain .5 0") (sleep 45) (unit_set_emotional_state miranda scared .5 15) (print "miranda - scared .5 15") ) (script dormant c08_4330_tar (sleep 144) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4330_tar tartarus 1) (cinematic_subtitle c08_4330_tar 2) ) (script dormant c08_4340_tar (sleep 220) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\c08_4340_tar tartarus 1) (cinematic_subtitle c08_4340_tar 4) (object_set_function_variable tartarus "invincibility" 1 60) (print "tartarus activates shield") ) ; LIGHTING & EFFECTS -------------------------------------------------- (script dormant cinematic_lighting_intra3_05 (object_uses_cinematic_lighting hammer 1) ) ; --------------------------------------------------------------------- (script dormant index_insertion (sleep 165) (print "slot the icon") (device_set_position repository 1) (effect_new_on_object_marker effects\objects\cinematics\index\index_insertion index "") (sleep 15) (object_destroy index) ) (script static void c08_intra3_05_setup (object_create_anew hammer) (object_cinematic_lod hammer true) (wake c08_intra3_foley_05) (wake c08_4310_jon) (wake c08_4320_tar) (wake c08_4330_tar) (wake c08_4340_tar) (wake index_insertion) ; (wake x04_01_dof_1) (wake cinematic_lighting_intra3_05) ) (script dormant c08_intra3_05_cleanup (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy dervish) (object_destroy tartarus) (object_destroy brute_01) (object_destroy brute_02) (object_destroy brute_03) (object_destroy brute_04) (object_destroy repository) (object_destroy index) (object_destroy hammer) (object_destroy cov_sniper) ) (script static void c08_intra3_scene_05 (c08_intra3_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\08_intra3\08_intra3 "08_intra3_05" none "anchor_flag_intra3") (custom_animation_relative miranda objects\characters\miranda\08_intra3\08_intra3 "miranda_05" false anchor_intra3) (custom_animation_relative johnson objects\characters\marine\08_intra3\08_intra3 "johnson_05" false anchor_intra3) (custom_animation_relative monitor objects\characters\monitor\08_intra3\08_intra3 "monitor_05" false anchor_intra3) (custom_animation_relative dervish objects\characters\dervish\08_intra3\08_intra3 "dervish_05" false anchor_intra3) (custom_animation_relative tartarus objects\characters\brute\08_intra3\08_intra3 "tartarus_05" false anchor_intra3) (custom_animation_relative brute_01 objects\characters\brute\08_intra3\08_intra3 "brute01_05" false anchor_intra3) (custom_animation_relative brute_02 objects\characters\brute\08_intra3\08_intra3 "brute02_05" false anchor_intra3) (custom_animation_relative brute_03 objects\characters\brute\08_intra3\08_intra3 "brute03_05" false anchor_intra3) (custom_animation_relative brute_04 objects\characters\brute\08_intra3\08_intra3 "brute04_05" false anchor_intra3) (scenery_animation_start_relative hammer objects\weapons\melee\gravity_hammer\08_intra3\08_intra3 "hammer_05" anchor_intra3) (scenery_animation_start_relative index scenarios\objects\forerunner\industrial\index\index_full\08_intra3\08_intra3 "index_05" anchor_intra3) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (08_intra3_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_06_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_06_fol) (sleep (camera_time)) (wake c08_intra3_05_cleanup) ) ; C08_INTRA3 SCENE 06 ------------------------------------------------- (script dormant create_lift (print "create lift") (object_create_anew c08_intra3_lift) (object_set_function_variable c08_intra3_lift "effect" 0 0) (sleep 10) (object_set_function_variable c08_intra3_lift "effect" 1 60) ) (script static void c08_intra3_scene_06 (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\music\c08_intra3_06_mus none 1) (sound_impulse_start sound\cinematics\08_deltacliffs\c08_intra3\foley\c08_intra3_06_fol none 1) (device_set_position e13_boss_platform 1) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .25 3) (camera_set platform_01a 0) (camera_set platform_01b 420) (sleep 300) (wake create_lift) (sleep 30) (camera_set platform_02 0) (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field 5 0 0 0 2 2 0) (sleep 30) (cinematic_screen_effect_set_depth_of_field 5 0 2 .5 2 0 .5) (sleep 45) (player_effect_stop 1.5) (sleep 15) (print "fade to white") (fade_out 1 1 1 15) (sleep 15) (cinematic_screen_effect_stop) (object_destroy c08_intra3_lift) (sound_class_set_gain amb 0 15) (sleep 30) ) ; C08_INTRA3 MASTER SCRIPT ============================================ ; ===================================================================== (script static void c08_intra3 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp3) (sleep 1) (c08_intra3_scene_01) (c08_intra3_scene_02) (c08_intra3_scene_03) (c08_intra3_scene_04) (c08_intra3_scene_05) (c08_intra3_scene_06) (rasterizer_bloom_override 0) ) ; X09 SCENE 01 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_foley_1 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_01_fol none 1) (print "x09 foley 01 start") ) (script dormant x09_01_stop_sounds (sleep 383) (print "sound looping stop") (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_11) (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_12) (sound_looping_stop scenarios\solo\08b_deltacontrol\08b_music\08b_13) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x09_01 (cinematic_lighting_set_primary_light -4 206 0.454902 0.435294 0.352941) (cinematic_lighting_set_secondary_light -69 234 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .4) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting rotors_x09 1) ) (script dormant x09_fov_01 (time_code_reset) (sleep 289) (camera_set_field_of_view 35 0) (print "fov change: 60 -> 35 over 0 ticks") ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x09_problem_actors_01 (print "problem actors") (object_create_anew miranda) (object_create_anew rotors_x09) (object_cinematic_lod miranda true) (object_cinematic_lod rotors_x09 true) ) (script static void x09_problem_actors_02 (print "problem actors") (object_create_anew index_x09) (object_cinematic_lod index_x09 true) ) ; --------------------------------------------------------------------- (script dormant x09_miranda_emotion_01 (unit_set_emotional_state miranda angry .25 0) (sleep 186) (unit_set_emotional_state miranda shocked .5 30) (sleep 71) (unit_set_emotional_state miranda pain .5 30) ) (script static void x09_01_setup (object_destroy e13_rotors) (wake x09_miranda_emotion_01) (wake x09_01_stop_sounds) (wake x09_foley_1) (wake x09_fov_01) (wake cinematic_lighting_x09_01) ) ; --------------------------------------------------------------------- (script static void x09_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) (x09_problem_actors_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x09_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_01_fol) (sleep prediction_offset) (sleep 30) (x09_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_01" none "anchor_flag_x09_01") (custom_animation_relative miranda objects\characters\miranda\x09\x09 "miranda_01" false anchor_x09_01) (scenery_animation_start_relative rotors_x09 scenarios\objects\solo\deltacontrolroom\control_rotors\x09\x09 "control_rotors_01" anchor_x09_01) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_02_predict_stub) (x09_problem_actors_02) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\music\x09_02_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_02_fol) (sleep (camera_time)) (object_destroy rotors_x09) ) ; X09 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_score_2 (sleep 92) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\music\x09_02_mus none 1) (print "x09 score 01 start") ) (script dormant x09_foley_2 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_02_fol none 1) (print "x09 foley 02 start") ) (script dormant cinematic_lighting_x09_02 (cinematic_lighting_set_primary_light -18 166 0.454902 0.435294 0.352941) (cinematic_lighting_set_secondary_light -10 78 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (object_uses_cinematic_lighting index_x09 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant x09_dof_01 (cinematic_screen_effect_start 1) (cinematic_screen_effect_set_depth_of_field .5 1 1 0 0 0 0) (print "rack focus") (sleep 45) (cinematic_screen_effect_set_depth_of_field .5 1 0 .25 0 1 .25) (print "rack focus") ) ; --------------------------------------------------------------------- (script dormant lift_deactivate (sleep 93) (print "lift deactivate") (object_set_function_variable x09_lift effect 0 90) (sound_class_set_gain device 0 30) ) (script dormant x09_miranda_emotion_02 (unit_set_emotional_state miranda angry .25 0) (sleep 137) (unit_set_emotional_state miranda scared .5 90) ) (script static void x09_02_setup (wake x09_score_2) (wake x09_foley_2) (wake lift_deactivate) (wake x09_miranda_emotion_02) ; (wake x09_dof_01) (wake cinematic_lighting_x09_02) ) (script static void x09_scene_02 (camera_set_field_of_view 60 0) (x09_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_02" none "anchor_flag_x09_01") (custom_animation_relative miranda objects\characters\miranda\x09\x09 "miranda_02" false anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 "index_02" anchor_x09_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (cinematic_screen_effect_stop) ) ; X09 SCENE 03 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_foley_3 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol none 1) (print "x09 foley 03 start") ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x09_problem_actors_04 (print "predict: problem actors") (object_create_anew halo) (object_create_anew matte_halo) (object_cinematic_lod halo true) (object_cinematic_lod matte_halo true) ) ; --------------------------------------------------------------------- (script static void x09_03_setup (object_create_anew x09_halo_bang) (wake x09_foley_3) ) (script static void x09_scene_03 (sleep 15) (x09_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_03" none "anchor_flag_x09_03") (sleep 10) (fade_in 1 1 1 15) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_04_predict_stub) (x09_problem_actors_04) (cinematic_screen_effect_start true) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_04_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) ) ; X09 SCENE 04 -------------------------------------------------------- (script dormant x09_foley_4 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_04_fol none 1) (print "x09 foley 04 start") ) (script dormant cinematic_lighting_x09_04 (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 0.05 0.05 0.05) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting halo 1) ) ; --------------------------------------------------------------------- (script static void x09_04_setup ; (object_create_anew halo) (object_create_anew matte_substance) (object_create_anew matte_high_charity) ; (object_cinematic_lod halo true) (object_cinematic_lod matte_substance true) (object_cinematic_lod matte_high_charity true) (object_create_anew x09_halo_whimper) (wake x09_foley_4) (wake cinematic_lighting_x09_04) ) (script static void x09_scene_04_cleanup (object_destroy halo) (object_destroy_containing matte) ) (script static void x09_scene_04 (x09_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_04" none "anchor_flag_x09_02") (scenery_animation_start_relative halo scenarios\objects\forerunner\industrial\halo\x09\x09 "halo_04" anchor_x09_02) (scenery_animation_start_relative matte_halo objects\cinematics\matte_paintings\delta_halo_quarter\x09\x09 "delta_halo_quarter_04" anchor_x09_02) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x09\x09 "substance_space_04" anchor_x09_02) (scenery_animation_start_relative matte_high_charity objects\cinematics\matte_paintings\high_charity_exterior\x09\x09 "high_charity_exterior_04" anchor_x09_02) (sleep 10) (fade_in 1 1 1 5) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_05_predict_stub) (cinematic_screen_effect_start true) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_05_fol) (sleep (- (camera_time) 90)) (fade_out 0 0 0 90) (sleep 90) (x09_scene_04_cleanup) ) ; X09 SCENE 05 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_foley_5 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_05_fol none 1) (print "x09 foley 05 start") ) (script dormant x09_0010_mir (sleep 188) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0010_mir miranda 1) (cinematic_subtitle x09_0010_mir 1) ) (script dormant x09_0020_gsp (sleep 214) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0020_gsp monitor 1) (cinematic_subtitle x09_0020_gsp 1) ) (script dormant x09_0030_mir (sleep 251) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0030_mir miranda 1) (cinematic_subtitle x09_0030_mir 1) ) (script dormant x09_0040_gsp (sleep 280) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0040_gsp monitor 1) (cinematic_subtitle x09_0040_gsp 3) ) (script dormant x09_0050_mir (sleep 370) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0050_mir miranda 1) (cinematic_subtitle x09_0050_mir 2) ) (script dormant x09_0060_gsp (sleep 419) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0060_gsp monitor 1) (cinematic_subtitle x09_0060_gsp 2) ) (script dormant x09_0070_mir (sleep 469) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0070_mir miranda 1) (cinematic_subtitle x09_0070_mir 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x09_05 (cinematic_lighting_set_primary_light -18 220 0.286275 0.270588 0.219608) (cinematic_lighting_set_secondary_light 13 176 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (rasterizer_bloom_override_threshold .4) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting miranda 1) (object_uses_cinematic_lighting johnson 1) (object_uses_cinematic_lighting monitor 1) (object_uses_cinematic_lighting index_x09 1) ) ; --------------------------------------------------------------------- (script dormant beacon_shuffle (sleep 140) (print "beacon 01 -> beacon 02") (object_destroy beacon_01) (object_create_anew beacon_02) ) (script dormant x09_miranda_emotion_05 (sleep 467) (unit_set_emotional_state miranda angry .5 30) ) (script static void x09_05_setup (object_destroy e13_rotors) (object_destroy x09_lift) (object_create_anew johnson) (object_create_anew monitor) (object_create_anew beacon_01) (object_cinematic_lod johnson true) (object_cinematic_lod monitor true) (unit_set_emotional_state miranda inquisitive 1 0) (wake x09_miranda_emotion_05) (wake x09_foley_5) (wake x09_0010_mir) (wake x09_0020_gsp) (wake x09_0030_mir) (wake x09_0040_gsp) (wake x09_0050_mir) (wake x09_0060_gsp) (wake x09_0070_mir) (wake beacon_shuffle) (wake cinematic_lighting_x09_05) (interpolator_start x09_fog 1 1) ) (script static void x09_scene_05 (x09_05_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_05" none "anchor_flag_x09_01") (custom_animation_relative miranda objects\characters\miranda\x09\x09 "miranda_05" false anchor_x09_01) (custom_animation_relative johnson objects\characters\marine\x09\x09 "johnson_05" false anchor_x09_01) (custom_animation_relative monitor objects\characters\monitor\x09\x09 "monitor_05" false anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 "index_05" anchor_x09_01) (sleep 15) (fade_in 0 0 0 90) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_06_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_06_fol) (sleep (camera_time)) ) ; X09 SCENE 06 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_foley_6 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_06_fol none 1) (print "x09 foley 06 start") ) (script dormant x09_0080_gsp (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0080_gsp monitor 1) (cinematic_subtitle x09_0080_gsp 10) ) (script dormant x09_0090_mir (sleep 310) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0090_mir miranda 1) (cinematic_subtitle x09_0090_mir 2) ; (unit_set_emotional_state miranda repulsed .25 0) ; (print "miranda - repulsed .25 0") ) (script dormant x09_0100_gsp (sleep 386) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0100_gsp monitor 1) (cinematic_subtitle x09_0100_gsp 1) ) (script dormant x09_0110_jon (sleep 430) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0110_jon johnson 1) (cinematic_subtitle x09_0110_jon 2) ) (script dormant x09_0120_mir (sleep 494) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0120_mir miranda 1) (cinematic_subtitle x09_0120_mir 4) (sleep 30) ; (unit_set_emotional_state miranda pain .25 15) ; (print "miranda - pain .25 15") ) (script dormant x09_0130_gsp (sleep 675) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0130_gsp monitor 1) (cinematic_subtitle x09_0130_gsp 2) ) (script dormant x09_0140_der (sleep 742) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0140_der dervish 1) (cinematic_subtitle x09_0140_der 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x09_06 (cinematic_lighting_set_primary_light -18 220 0.286275 0.270588 0.219608) (cinematic_lighting_set_secondary_light 13 176 0.152941 0.152941 0.227451) (cinematic_lighting_set_ambient_light 0.0862745 0.0862745 0.0862745) (object_uses_cinematic_lighting dervish 1) ) ; --------------------------------------------------------------------- (script dormant x09_miranda_emotion_06a (sleep 310) (unit_set_emotional_state miranda scared .5 60) ) (script dormant x09_miranda_emotion_06b (sleep 525) (unit_set_emotional_state miranda pain .25 90) ) (script dormant x09_miranda_emotion_06c (sleep 776) (unit_set_emotional_state miranda shocked .25 30) ) (script dormant x09_johnson_emotion_06a (sleep 440) (unit_set_emotional_state johnson angry .75 60) (sleep 54) (unit_set_emotional_state johnson shocked .25 30) ) (script dormant x09_johnson_emotion_06b (sleep 784) (unit_set_emotional_state johnson shocked .25 30) ) (script static void x09_06_setup (object_destroy beacon_02) (object_create_anew beacon_03) (device_set_position beacon_03 1) (object_create_anew dervish) (object_cinematic_lod dervish true) (unit_set_emotional_state miranda angry .25 0) (unit_set_emotional_state johnson angry .25 0) (wake x09_miranda_emotion_06a) (wake x09_miranda_emotion_06b) (wake x09_miranda_emotion_06c) (wake x09_johnson_emotion_06a) (wake x09_johnson_emotion_06b) (wake x09_foley_6) (wake x09_0080_gsp) (wake x09_0090_mir) (wake x09_0100_gsp) (wake x09_0110_jon) (wake x09_0120_mir) (wake x09_0130_gsp) (wake x09_0140_der) ) (script static void x09_scene_06_cleanup (object_destroy dervish) (object_destroy miranda) (object_destroy johnson) (object_destroy monitor) (object_destroy index_x09) ) (script static void x09_scene_06 (x09_06_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_06" none "anchor_flag_x09_01") (custom_animation_relative dervish objects\characters\dervish\x09\x09 "dervish_06" false anchor_x09_01) (custom_animation_relative miranda objects\characters\miranda\x09\x09 "miranda_06" false anchor_x09_01) (custom_animation_relative johnson objects\characters\marine\x09\x09 "johnson_06" false anchor_x09_01) (custom_animation_relative monitor objects\characters\monitor\x09\x09 "monitor_06" false anchor_x09_01) (scenery_animation_start_relative index_x09 scenarios\objects\forerunner\industrial\index\index_full\x09\x09 "index_06" anchor_x09_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_07_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_07_fol) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (x09_scene_06_cleanup) ) ; X09 SCENE 07 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_foley_7 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_07_fol none 1) (print "x09 foley 07 start") ) (script dormant x09_0150_to1 (sleep 100) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0150_to1 none 1 radio_default_in) (cinematic_subtitle x09_0150_to1 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x09_07 (cinematic_lighting_set_primary_light 16 -32 .8 .6 .4) (cinematic_lighting_set_secondary_light 20 180 .3 .3 .5) (cinematic_lighting_set_ambient_light .2 .2 .2) (object_uses_cinematic_lighting forerunner_ship 1) ) ; PROBLEM ACTORS ------------------------------------------------------ (script static void x09_problem_actors_08 (print "problem actors") (object_create_anew chief) (object_create_anew x09_alcove) (object_create_anew bloom_quad) (object_cinematic_lod chief true) (object_cinematic_lod x09_alcove true) ) ; --------------------------------------------------------------------- (script static void x09_07_setup (object_create_anew slipspace) (object_create_anew_containing earth_battle) (object_create_anew forerunner_ship) (object_create_anew matte_earth) (object_create_anew matte_moon) (object_cinematic_lod forerunner_ship true) (object_cinematic_lod matte_earth true) (object_cinematic_lod matte_moon true) (wake x09_foley_7) (wake x09_0150_to1) (wake cinematic_lighting_x09_07) ) (script static void x09_scene_07_cleanup (object_destroy slipspace) (object_destroy_containing earth_battle) (object_destroy forerunner_ship) (object_destroy_containing matte) ) (script static void x09_scene_07 (sleep 60) (x09_07_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_07" none "anchor_flag_x09_02") (scenery_animation_start_relative forerunner_ship objects\cinematics\forerunner\forerunner_ship\x09\x09 "forerunner_ship_07" anchor_x09_02) (scenery_animation_start_relative cairo scenarios\objects\solo\spacestation\ss_prop\x09\x09 "ss_prop_07" anchor_x09_02) (scenery_animation_start_relative matte_earth objects\cinematics\matte_paintings\earth_space\x09\x09 "earth_space_07" anchor_x09_02) (scenery_animation_start_relative matte_moon objects\cinematics\matte_paintings\moon\x09\x09 "moon_07" anchor_x09_02) (fade_in 0 0 0 5) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x09_08_predict_stub) (x09_problem_actors_08) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\music\x09_08_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x09\foley\x09_03_fol) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (x09_scene_07_cleanup) ) ; X09 SCENE 08 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x09_score_8 (sleep 338) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\music\x09_08_mus none 1) (print "x09 score 08 start") ) (script dormant x09_foley_8 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x09\foley\x09_08_fol none 1) (print "x09 foley 08 start") ) (script dormant x09_0160_lhd (sleep 0) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0160_lhd none 1 radio_default_loop) (cinematic_subtitle x09_0160_lhd 2) ) (script dormant x09_0180_mas (sleep 69) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0180_mas chief 1) (cinematic_subtitle x09_0180_mas 2) ) (script dormant x09_0190_mas (sleep 132) (sound_impulse_start_effect sound\dialog\levels\08_controlroom\cinematic\x09_0190_mas none 1 radio_default_out) (cinematic_subtitle x09_0190_mas 2) ) (script dormant x09_0200_lhd (sleep 183) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0200_lhd hood 1) (cinematic_subtitle x09_0200_lhd 1) ) (script dormant x09_0210_lhd (sleep 232) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0210_lhd hood 1) (cinematic_subtitle x09_0210_lhd 3) ) (script dormant x09_0220_mas (sleep 342) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x09_0220_mas chief 1) (cinematic_subtitle x09_0220_mas 3) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_light_x09_chief_01 (print "light chief 01") (cinematic_lighting_set_primary_light -20 278 0.388235 0.427451 0.494118) (cinematic_lighting_set_secondary_light 42 224 0.0431373 0.0431373 0.0666667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting chief 1) (object_uses_cinematic_lighting hood 1) (object_uses_cinematic_lighting cairo_bridge 1) (object_uses_cinematic_lighting x09_alcove 1) ) (script dormant cinematic_light_x09_hood_01 (sleep 124) (print "light hood 01") (cinematic_lighting_set_primary_light 0 94 0.47451 0.443137 0.333333) (cinematic_lighting_set_secondary_light 0 320 0.184314 0.176471 0.266667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold .75) (rasterizer_bloom_override_brightness .5) ) (script dormant final_explosion (time_code_reset) (sleep 135) (object_create_anew_containing blast_base) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion blast_base "marker") (sleep 110) (effect_new_on_object_marker effects\cinematics\01_outro\covenant_tiny_explosion blast_base2 "marker") ) (script dormant cinematic_light_x09_chief_02 (sleep 277) (print "light chief 02") (cinematic_lighting_set_primary_light -20 278 0.388235 0.427451 0.494118) (cinematic_lighting_set_secondary_light 42 224 0.0431373 0.0431373 0.0666667) (cinematic_lighting_set_ambient_light 0 0 0) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) ) ; --------------------------------------------------------------------- (script dormant x09_hood_emotion_08 (sleep 43) (unit_set_emotional_state hood shocked .5 30) (sleep 45) (unit_set_emotional_state hood happy .25 90) ) (script dormant shake_chief (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start .75 0) (sleep 15) (player_effect_stop 3) ) (script static void x09_08_setup (object_create_anew hood) (object_create_anew cairo_bridge) (object_cinematic_lod hood true) (object_cinematic_lod cairo_bridge true) (object_create_anew_containing cairo_effect) (unit_set_emotional_state hood angry .5 0) (wake x09_hood_emotion_08) (wake x09_score_8) (wake x09_foley_8) (wake x09_0160_lhd) (wake x09_0180_mas) (wake x09_0190_mas) (wake x09_0200_lhd) (wake x09_0210_lhd) (wake x09_0220_mas) (wake shake_chief) (wake final_explosion) (wake cinematic_light_x09_chief_01) (wake cinematic_light_x09_hood_01) (wake cinematic_light_x09_chief_02) ) (script static void x09_scene_08_cleanup (object_destroy chief) (object_destroy hood) (object_destroy cairo_bridge) (object_destroy x09_alcove) (object_destroy bloom_quad) (object_destroy_containing blast_base) ) (script static void x09_scene_08 (x09_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x09\x09 "x09_08" none "anchor_flag_x09_02") (custom_animation_relative chief objects\characters\masterchief\x09\x09 "chief_08" false anchor_x09_02) (custom_animation_relative hood objects\characters\lord_hood\x09\x09 "hood_08" false anchor_x09_02) (scenery_animation_start_relative cairo_bridge objects\cinematics\human\cairo_bridge\x09\x09 "cairo_bridge_08" anchor_x09_02) (scenery_animation_start_relative x09_alcove objects\cinematics\forerunner\forerunner_ship_alcove\x09\x09 "alcove_08" anchor_x09_02) (scenery_animation_start_relative bloom_quad scenarios\objects\special\bloom_quad\x09\x09 "bloom_quad_08" anchor_x09_02) ; safety white (sleep 10) (fade_in 1 1 1 5) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (sleep 401) (x09_scene_08_cleanup) (rasterizer_bloom_override 0) ) ; X10 SCENE 01 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x10_score_1 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x10\music\x10_01_mus none 1) (print "x10 score 01 start") ) (script dormant x10_foley_1 (sleep 0) (sound_impulse_start sound\cinematics\08_deltacliffs\x10\foley\x10_01_fol none 1) (print "x10 foley 01 start") ) (script dormant x10_0010_grv (sleep 496) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0010_grv none 1) (cinematic_subtitle x10_0010_grv 6) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x10_01 (cinematic_lighting_set_primary_light 51 28 0.380392 0.384314 0.341176) (cinematic_lighting_set_secondary_light -53 202 0.0588235 0.356863 0.356863) (cinematic_lighting_set_ambient_light 0.0901961 0.117647 0.0823529) (rasterizer_bloom_override 1) (rasterizer_bloom_override_threshold .3) (rasterizer_bloom_override_brightness .5) (object_uses_cinematic_lighting tentacle_01 1) (object_uses_cinematic_lighting tentacle_02 1) (object_uses_cinematic_lighting tentacle_03 1) (object_uses_cinematic_lighting tentacle_04 1) ) ; PREDICTION ---------------------------------------------------------- (script static void x10_problem_actors_01 (print "problem actors") (object_create_anew spore_01) (object_create_anew spore_02) (object_create_anew spore_03) (object_cinematic_lod spore_01 true) (object_cinematic_lod spore_02 true) (object_cinematic_lod spore_03 true) ) ; --------------------------------------------------------------------- (script static void x10_scene_01_setup (object_create_anew x09_chamber_door) (object_create_anew tentacle_01) (object_create_anew tentacle_02) (object_create_anew tentacle_03) (object_create_anew tentacle_04) (object_cinematic_lod x09_chamber_door true) (object_cinematic_lod tentacle_01 true) (object_cinematic_lod tentacle_02 true) (object_cinematic_lod tentacle_03 true) (object_cinematic_lod tentacle_04 true) (object_cinematic_visibility tentacle_01 true) (object_cinematic_visibility tentacle_02 true) (object_cinematic_visibility tentacle_03 true) (object_cinematic_visibility tentacle_04 true) (wake x10_score_1) (wake x10_foley_1) (wake x10_0010_grv) (wake cinematic_lighting_x10_01) ) (script static void x10_scene_01_cleanup (object_destroy x09_chamber_door) (object_destroy_containing spore) ) (script static void x10_scene_01 (fade_out 0 0 0 0) (camera_control on) (cinematic_start) (cinematic_outro_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (weather_start 0) (weather_change_intensity 0 1) (x10_problem_actors_01) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (x10_01_predict_stub) (sound_impulse_predict sound\cinematics\08_deltacliffs\x10\music\x10_01_mus) (sound_impulse_predict sound\cinematics\08_deltacliffs\x10\foley\x10_01_fol) (sleep prediction_offset) (x10_scene_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x10\x10 "x10_01" none "anchor_flag_x10") (scenery_animation_start_relative x09_chamber_door scenarios\objects\solo\highcharity\high_door_grand\x10\x10 "high_door_grand_01" anchor_x10) (scenery_animation_start_relative spore_01 objects\cinematics\flood\flood_spore\x10\x10 "spore01_01" anchor_x10) (scenery_animation_start_relative spore_02 objects\cinematics\flood\flood_spore\x10\x10 "spore02_01" anchor_x10) (scenery_animation_start_relative spore_03 objects\cinematics\flood\flood_spore\x10\x10 "spore03_01" anchor_x10) (scenery_animation_start_relative tentacle_01 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle01_01" anchor_x10) (scenery_animation_start_relative tentacle_02 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle02_01" anchor_x10) (scenery_animation_start_relative tentacle_03 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle03_01" anchor_x10) (fade_in 0 0 0 60) ; PREDICTION ->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (sleep (- (camera_time) prediction_offset)) (x10_02_predict_stub) (cinematic_screen_effect_start true) (sleep (- (camera_time) 1)) (cinematic_screen_effect_set_crossfade 2) (sleep 1) (x10_scene_01_cleanup) ) ; X10 SCENE 02 -------------------------------------------------------- ; SOUND --------------------------------------------------------------- (script dormant x10_score_2 (sleep 553) (sound_looping_start sound\cinematics\08_deltacliffs\x10\music\x10_02_mus none 1) (print "x10 score 02 start") ) (script dormant x10_0020_grv (sleep 0) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0020_grv none 1) (cinematic_subtitle x10_0020_grv 8) ) (script dormant x10_0030_grv (sleep 260) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0030_grv none 1) (cinematic_subtitle x10_0030_grv 5) ) (script dormant x10_0040_cor (sleep 496) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0040_cor cortana 1) (cinematic_subtitle x10_0040_cor 1) ) (script dormant x10_0041_cor (sleep 520) (unit_set_emotional_state cortana pain .25 60) (print "cortana - pain .25 60") (sleep 30) (sound_impulse_start sound\dialog\levels\08_controlroom\cinematic\x10_0041_cor cortana 1) (cinematic_subtitle x10_0041_cor 1) ) ; EFFECTS & LIGHTING -------------------------------------------------- (script dormant cinematic_lighting_x10_02 (cinematic_lighting_set_primary_light 51 28 0.380392 0.384314 0.341176) (cinematic_lighting_set_secondary_light -53 202 0.0588235 0.356863 0.356863) (cinematic_lighting_set_ambient_light 0.0901961 0.117647 0.0823529) (object_uses_cinematic_lighting cortana 1) ) ; --------------------------------------------------------------------- (script dormant effect_cortana_appear (sleep 410) (print "cortana appears") (effect_new_on_object_marker effects\objects\characters\cortana\cortana_on_off_65 cortana_stand "marker") ) (script static void x10_scene_02_setup (object_create_anew cortana) (object_cinematic_lod cortana true) (object_create_anew cortana_stand) (unit_set_emotional_state cortana repulsed .5 0) (print "cortana - repulsed .5 0") (wake x10_score_2) (wake x10_0020_grv) (wake x10_0030_grv) (wake x10_0040_cor) (wake x10_0041_cor) (wake effect_cortana_appear) (wake cinematic_lighting_x10_02) (cinematic_set_near_clip_distance .05) (print "setting near clip distance to .05") ) (script static void x10_scene_02_cleanup (object_destroy_containing cortana) (object_destroy_containing tentacle) ) (script static void x10_scene_02 (time_code_reset) (x10_scene_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x10\x10 "x10_02" none "anchor_flag_x10") (custom_animation_relative cortana objects\characters\cortana\x10\x10 "cortana_02" false anchor_x10) (scenery_animation_start_relative tentacle_01 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle01_02" anchor_x10) (scenery_animation_start_relative tentacle_02 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle02_02" anchor_x10) (scenery_animation_start_relative tentacle_03 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle03_02" anchor_x10) (scenery_animation_start_relative tentacle_04 objects\characters\gravemind\tentacle_capture\x10\x10 "tentacle04_02" anchor_x10) (sleep (- (camera_time) 5)) (fade_out 0 0 0 5) (sleep 5) (cinematic_set_near_clip_distance .06) (print "setting near clip distance to .06") (sleep 328) ) (script static void x10 ; (texture_cache_flush) ; (geometry_cache_flush) (switch_bsp_by_name high_0) (sleep 1) (x10_scene_01) (x10_scene_02) ) ; X09 MASTER SCRIPT =================================================== ; ===================================================================== (script static void x09 (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name deltacontrolroom_bsp4) (sleep 1) (sound_class_set_gain amb 0 15) (x09_scene_01) (x09_scene_02) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (x09_scene_03) (x09_scene_04) (switch_bsp_by_name deltacontrolroom_bsp4) (sleep 1) (x09_scene_05) (x09_scene_06) (switch_bsp_by_name deltacontrolroom_bsp0) (sleep 1) (x09_scene_07) (x09_scene_08) (sleep 30) (print "30 ticks of black for marty") (cinematic_show_letterbox 0) (play_credits) ; (sleep (bink_time)) (sleep_until (bink_done) 1) ; safety black (sleep 30) (x10) (sleep 30) (print "30 ticks of black for marty") (game_won) )