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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_UM00_CIN_Test.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_UM00_CIN_Test.lua $
--
-- Original Author: Dan Etter
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStoryMode")
require("PGSpawnUnits")
require("PGStateMachine")
--
-- Definitions -- This function is called once when the script is first created.
--
function Definitions()
StoryModeEvents =
{
Underworld_M00_Begin = State_Underworld_M00_Begin
}
underworld = Find_Player("Underworld")
empire = Find_Player("Empire")
rebel = Find_Player("Rebel")
neutral = Find_Player("Neutral")
hostile = Find_Player("Hostile")
end
function State_Underworld_M00_Begin (message)
if message == OnEnter then
door_list = Find_All_Objects_Of_Type("cin_sith_door")
for k, unit in pairs(door_list) do
if TestValid(unit) then
unit.Play_Animation("Cinematic", false, 1)
end
end
rebel_reveal = FogOfWar.Reveal_All(rebel)
empire_reveal = FogOfWar.Reveal_All(empire)
uw_reveal = FogOfWar.Reveal_All(underworld)
door_trigger = Find_Hint("STORY_TRIGGER_ZONE_00", "doortrigger")
Register_Prox(door_trigger, PROX_Door_Cinematic, 30, underworld)
Create_Thread("Intro_Cinematic")
end
end
function PROX_Door_Cinematic(prox_obj, trigger_obj)
if trigger_obj.Get_Owner().Get_Faction_Name() == "UNDERWORLD" then
prox_obj.Cancel_Event_Object_In_Range(PROX_Door_Cinematic)
Create_Thread("Animate_Doors")
end
end
function Animate_Doors()
door_list = Find_All_Objects_Of_Type("cin_sith_door")
hanger = Find_Hint("STORY_TRIGGER_ZONE_00", "hanger")
Sleep(4)
Transition_Cinematic_Target_Key(door_cine, 7, 0, 0, 15, 0, 0, 0, 0)
Sleep(3)
for k, unit in pairs(door_list) do
if TestValid(unit) then
unit.Play_Animation("Cinematic", false, 0)
end
end
Sleep(9)
for k, unit in pairs(door_list) do
if TestValid(unit) then
--unit.Despawn()
end
end
Transition_Cinematic_Camera_Key(hanger, 20, 30, 15, 180, 1, 0, 1, 0)
Transition_Cinematic_Target_Key(hanger, 7, 0, 0, 10, 0, 0, 0, 0)
Sleep(24)
Lock_Controls(0)
End_Cinematic_Camera()
--Letter_Box_Out(0)
Suspend_AI(0)
Fade_Screen_In(1)
end
-- ##########################################################################################
-- Cinematic functions
-- ##########################################################################################
function Intro_Cinematic()
Suspend_AI(1)
Lock_Controls(1)
Start_Cinematic_Camera()
--Letter_Box_In(0)
Fade_Screen_In(2)
door_trigger = Find_Hint("STORY_TRIGGER_ZONE_00", "doortrigger")
cinestatue = Find_Hint("STORY_TRIGGER_ZONE_00", "statue")
landing_loc = Find_Hint("STORY_TRIGGER_ZONE_00", "landing")
silri_spawn = Find_Hint("STORY_TRIGGER_ZONE_00", "silrispawn")
door_cine = Find_Hint("STORY_TRIGGER_ZONE_00", "doorcine")
-- ***********Opening Shot***************
-- Set_Cinematic_Camera_Key(target_pos, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
Set_Cinematic_Camera_Key(cinestatue, 105, 35, -155, 1, 0, 1, 0)
--Set_Cinematic_Target_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Set_Cinematic_Target_Key(landing_loc, 0, 0, 1000, 0, 0, 0, 0)
--Transition_Cinematic_Camera_Key(camera_loc1, 10, 500, 19, 150, 1, 1, 1, 0)
--Sleep(2)
-- Create_Cinematic_Transport(object_type_name, player_id, transport_pos, zangle, phase_mode, anim_delta, idle_time, persist,hint)
transport = Create_Cinematic_Transport("Underworld_Hero_Shuttle_Landing", underworld.Get_ID(), landing_loc, 120, 0, 0, 20, 1)
Transition_Cinematic_Target_Key(landing_loc, 5, 0, 0, 0, 0, 0, 0, 0)
Sleep(7)
silri = Spawn_Unit(Find_Object_Type("Silri_No_Abilities"), silri_spawn, underworld)
trigger = Find_Hint("STORY_TRIGGER_ZONE_00", "doortrigger")
Sleep(.5)
silri[1].Move_To(trigger.Get_Position())
Transition_Cinematic_Target_Key(silri[1], 5, 0, 0, 5, 0, silri[1], 0, 0)
Sleep(1)
Transition_Cinematic_Camera_Key(silri[1], 7, 30, 15, 180, 1, silri[1], 1, 0)
end