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DATA/SCRIPTS/STORY/STORY_EMPIRE_ACTI_M04_SPACE.LUA
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DATA/SCRIPTS/STORY/STORY_EMPIRE_ACTI_M04_SPACE.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Empire_ActI_M04_SPACE.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Empire_ActI_M04_SPACE.lua $
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--
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-- Original Author: James_Richmond
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGStoryMode")
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--
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-- Definitions -- This function is called once when the script is first created.
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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StoryModeEvents =
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{
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Empire_M04_Begin = State_Empire_M04_Begin
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,Empire_A01_M04_Begin_End = State_Empire_A01_M04_Begin_End
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,Empire_A01_M04_Intro_Text_00 = State_Empire_A01_M04_Intro_Text_00
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,Empire_A01_M04_Intro_End_00 = State_Empire_A01_M04_Intro_End_00
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,Empire_A01_M04_Intro_Text_01 = State_Empire_A01_M04_Intro_Text_01
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,Empire_A01_M04_Intro_End_01 = State_Empire_A01_M04_Intro_End_01
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,Empire_A01_M04_Intro_Text_02 = State_Empire_A01_M04_Intro_Text_02
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,Empire_A01_M04_Intro_End_02 = State_Empire_A01_M04_Intro_End_02
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,Empire_A01_M04_Intro_Text_03 = State_Empire_A01_M04_Intro_Text_03
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,Empire_A01_M04_Intro_End_03 = State_Empire_A01_M04_Intro_End_03
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}
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end
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function State_Empire_M04_Begin(message)
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if message == OnEnter then
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-- Prevent the AI from performing an automatic fog of war reveal for this tactical scenario.
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-- MessageBox("disallowing ai controlled fog reveal")
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GlobalValue.Set("Allow_AI_Controlled_Fog_Reveal", 0)
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-- MessageBox("Act 1 - Mission 4: Empire_M04_Begin beginning")
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-- Start AI initially suspended so the rebels don't attact the acclamator right away
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Suspend_AI(1)
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-- Lock out the controls as we are going to be letterboxed
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Lock_Controls(1)
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Letter_Box_In(0)
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-- Find the hint objects
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space_entry_pos = Find_Hint("GENERIC_MARKER_SPACE", "entryposition")
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Acclamatormove_pos = Find_Hint("GENERIC_MARKER_SPACE", "acclamatormove")
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xwingmove_pos1 = Find_Hint("GENERIC_MARKER_SPACE", "xwingmarker1")
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xwingmove_pos2 = Find_Hint("GENERIC_MARKER_SPACE", "xwingmarker2")
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evasive_pos = Find_Hint("GENERIC_MARKER_SPACE", "evasivepos")
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tantiveIV = Find_Hint("CORELLIAN_CORVETTE", "storytantive4")
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acclamator = Find_Hint("ACCLAMATOR_ASSAULT_SHIP", "storyacclamator")
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xwing_1 = Find_Hint("Rebel_X-Wing_Squadron", "xwing1")
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xwing_2 = Find_Hint("Rebel_X-Wing_Squadron", "xwing2")
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TantiveIV_Move = Find_Hint("GENERIC_MARKER_SPACE", "corvettemove")
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TantiveIV_Move2 = Find_Hint("GENERIC_MARKER_SPACE", "corvettemove2")
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-- keep acclamator from moving before space warp
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acclamator.Suspend_Locomotor(true)
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-- Prevent the acclamator from firing on the rebels until the story catches the fact that they are there
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-- tantiveIV.Prevent_Opportunity_Fire(true)
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-- acclamator.Prevent_Opportunity_Fire(true)
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-- Pre cinematic setup
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-- Set the tactical camera starting position so we can transition to it later
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Point_Camera_At(evasive_pos)
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-- Start the cinematic camera
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Start_Cinematic_Camera()
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-- Get an initial shot of the acclamator ship
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-- Set_Cinematic_Camera_Key(target_pos, x_dist, y_pitch, z_yaw, euler, linkobject, use_object_rotation, cinematic_animation)
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Set_Cinematic_Camera_Key(acclamator, 300, 5, 100, 1, 0, 0, 0)
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-- Set_Cinematic_Target_Key(target_pos, x_dist, y_pitch, z_yaw, euler, linkobject, use_object_rotation, cinematic_animation)
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Set_Cinematic_Target_Key(acclamator, 0, 0, 0, 0, 0, 0, 0)
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-- Hyperspace in acclamator
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acclamator.Cinematic_Hyperspace_In(60)
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tantiveIV.Face_Immediate(TantiveIV_Move)
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-- Fade the scene in
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Fade_Screen_In(1)
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Sleep(3)
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-- acclamator.Suspend_Locomotor(false)
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acclamator.Move_To(Acclamatormove_pos)
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tantiveIV.Move_To(TantiveIV_Move)
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xwing_1.Move_To(xwingmove_pos1)
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xwing_2.Move_To(xwingmove_pos2)
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-- Transition_Cinematic_Camera_Key(target_pos, time, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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Transition_Cinematic_Camera_Key(acclamator, 10, 500, -15, 320, 1, acclamator, 0, 0)
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Transition_Cinematic_Target_Key(acclamator, 10, 700, 0, 135, 1, acclamator, 0, 0)
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-- Transition_Cinematic_Target_Key(tantiveIV, 10, 0, 0, 0, 1, tantiveIV, 0, 0)
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-- Let the establishing shot of the acclamator progress 4/5 before we start the dialog
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Sleep(4)
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-- Tell the story xml it is okay to continue with the dialog
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Story_Event("LUA_FINSHED_BEGIN")
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end
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end
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-- ****************************************************
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-- Opening Cinematic Complete
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-- ****************************************************
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function State_Empire_A01_M04_Begin_End(message)
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if message == OnEnter then
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end
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end
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-- ****************************************************
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-- First text sequence placed on screen
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-- ****************************************************
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function State_Empire_A01_M04_Intro_Text_00(message)
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if message == OnEnter then
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end
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end
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-- ****************************************************
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-- First Text Sequence removed, 2nd sequence about to start
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-- ****************************************************
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function State_Empire_A01_M04_Intro_End_00(message)
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if message == OnEnter then
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-- The second dialog text should come on top of the first one
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-- so no delay here
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-- Set_Cinematic_Camera_Key(target_pos, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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Set_Cinematic_Camera_Key(tantiveIV, 200, -10, 250, 1, 0, 0, 0)
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-- Set_Cinematic_Target_Key(target_pos, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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Set_Cinematic_Target_Key(tantiveIV, 0, 0, 0, 0, tantiveIV, 0, 0)
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Sleep(3)
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Story_Event("LUA_FINSHED_00")
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end
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end
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-- ****************************************************
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-- Second Text sequence placed on screen
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-- ****************************************************
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function State_Empire_A01_M04_Intro_Text_01(message)
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if message == OnEnter then
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end
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end
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-- ****************************************************
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-- Second Text sequence removed from screen third sequence about to start
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-- ****************************************************
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function State_Empire_A01_M04_Intro_End_01(message)
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if message == OnEnter then
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Story_Event("LUA_FINSHED_01")
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end
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end
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-- ****************************************************
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-- Third text sequence placed on screen
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-- ****************************************************
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function State_Empire_A01_M04_Intro_Text_02(message)
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if message == OnEnter then
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Sleep(3)
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end
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end
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-- ****************************************************
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-- Third text sequence removed from screen fourth sequence about to start
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-- ****************************************************
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function State_Empire_A01_M04_Intro_End_02(message)
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if message == OnEnter then
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Story_Event("LUA_FINSHED_02")
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end
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end
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-- ****************************************************
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-- Fourth text sequence placed on screen
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-- ****************************************************
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function State_Empire_A01_M04_Intro_Text_03(message)
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if message == OnEnter then
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-- Have the acclamator do its evasive manuever
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acclamator.Move_To(evasive_pos)
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-- Set_Cinematic_Camera_Key(target_pos, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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Set_Cinematic_Camera_Key(acclamator, -50, 1200, 0, 1, 0, 0, 0)
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-- Transition_Cinematic_Camera_Key(target_pos, time, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation,cinematic_animation)
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Set_Cinematic_Target_Key(tantiveIV, 0, 0, 0, 1, tantiveIV, 0, 0)
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end
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end
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-- ****************************************************
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-- Fourth text sequence removed from screen intro sequence about to end
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-- ****************************************************
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function State_Empire_A01_M04_Intro_End_03(message)
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if message == OnEnter then
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-- End the cinetic camera mode
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Resume_Hyperspace_In()
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Point_Camera_At(acclamator)
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Transition_To_Tactical_Camera(2)
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Letter_Box_Out(2)
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Sleep(2)
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End_Cinematic_Camera()
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Lock_Controls(0)
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Suspend_AI(0)
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end
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end
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