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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Dantooine_Intimidation.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_Underworld_Dantooine_Intimidation.lua $
--
-- Original Author: Dan Etter
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
require("PGStoryMode")
--
-- Definitions -- This function is called once when the script is first created.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
StoryModeEvents =
{
Dantooine_Intimidation_Mission_Begin = State_Dantooine_Intimidation_Mission_Begin,
}
urai_spawnlist =
{
"URAI_FEN"
}
end
function State_Dantooine_Intimidation_Mission_Begin(message)
if message == OnEnter then
Initialize_Mission()
-- 9/19/06 JAC - We need this even if we're not doing a cinematic intro
-- otherwise the Master Volume will be stuck at 0
Start_Cinematic_Camera()
End_Cinematic_Camera()
Letter_Box_Out(0)
Fade_Screen_In(1)
Lock_Controls(0)
Story_Event("INTRO_SPEECH")
-- current_cinematic_thread = Create_Thread("Intro_Cinematic")
elseif message == OnUpdate then
if not mission_success and not mission_failure then
if urai_is_dead then
mission_failure = true
Story_Event("FAIL_OBJECTIVE_00")
if empire_active then
Story_Event("VICTORY_EMPIRE")
else
Story_Event("VICTORY_REBEL")
end
end
if houses_left == 0 then
mission_success = true
Story_Event("COMPLETE_OBJECTIVE_00")
end
end
end
end
function Initialize_Mission()
mission_success = false
mission_failure = false
camera_offset = 135
underworld_player = Find_Player("Underworld")
rebel_player = Find_Player("Rebel")
empire_player = Find_Player("Empire")
empire_active = false
rebel_active = false
-- Spawn urai. Heroes starting on the map crashes the game.
urai_start = Find_Hint("STORY_TRIGGER_ZONE", "uraispawn")
urai_list = SpawnList(urai_spawnlist, urai_start.Get_Position(), underworld_player, false, true)
urai = urai_list[1]
urai.Teleport_And_Face(urai_start)
Point_Camera_At(urai)
Register_Death_Event(urai, urai_Destroyed)
urai_is_dead = false
-- Set the Rebel and Empire units to guard their location.
empire_list = Find_All_Objects_Of_Type(empire_player)
for i,unit in pairs(empire_list) do
if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") or unit.Is_Category("Air") then
if not TestValid(unit.Get_Parent_Object()) then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
end
end
end
rebel_list = Find_All_Objects_Of_Type(rebel_player)
for i,unit in pairs(rebel_list) do
if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") or unit.Is_Category("Air") then
if not TestValid(unit.Get_Parent_Object()) then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
end
end
end
-- Deploy the Rebel guns if they exist.
mptl_list = Find_All_Objects_Of_Type("MPTL")
for i, unit in pairs (mptl_list) do
if TestValid(unit) then
unit.Activate_Ability("DEPLOY", true)
rebel_active = true
end
end
if not rebel_active then
empire_active = true
end
-- Find and destroy the inappropriate spawn houses. Set destruction triggers on the other ones.
temperate_rebel_list = Find_All_Objects_Of_Type("TEMPERATE_CIVILIAN_SPAWN_HOUSE_REBEL")
temperate_empire_list = Find_All_Objects_Of_Type("TEMPERATE_CIVILIAN_SPAWN_HOUSE_EMPIRE")
swamp_rebel_list = Find_All_Objects_Of_Type("SWAMP_CIVILIAN_SPAWN_HOUSE_REBEL")
swamp_empire_list = Find_All_Objects_Of_Type("SWAMP_CIVILIAN_SPAWN_HOUSE_EMPIRE")
if empire_active then
for i,unit in pairs (temperate_rebel_list) do
if TestValid(unit) then
unit.Despawn()
end
end
for i,unit in pairs (swamp_rebel_list) do
if TestValid(unit) then
unit.Despawn()
end
end
for i,unit in pairs (temperate_empire_list) do
if TestValid(unit) then
Register_Death_Event(unit, House_Destroyed)
end
end
for i,unit in pairs (swamp_empire_list) do
if TestValid(unit) then
Register_Death_Event(unit, House_Destroyed)
end
end
else
for i,unit in pairs (temperate_empire_list) do
if TestValid(unit) then
unit.Despawn()
end
end
for i,unit in pairs (swamp_empire_list) do
if TestValid(unit) then
unit.Despawn()
end
end
for i,unit in pairs (temperate_rebel_list) do
if TestValid(unit) then
Register_Death_Event(unit, House_Destroyed)
end
end
for i,unit in pairs (swamp_rebel_list) do
if TestValid(unit) then
Register_Death_Event(unit, House_Destroyed)
end
end
end
houses_left = 10
end
function House_Destroyed()
houses_left = houses_left - 1
end
function urai_Destroyed()
urai_is_dead = true
end
-- function Story_Handle_Esc()
-- if current_cinematic_thread ~= nil then
-- Thread.Kill(current_cinematic_thread)
-- current_cinematic_thread = nil
-- Create_Thread("End_Camera")
-- end
-- end
function End_Camera()
Transition_To_Tactical_Camera(6)
Sleep(4)
Letter_Box_Out(2)
Sleep(2)
Lock_Controls(0)
End_Cinematic_Camera()
Story_Event("INTRO_SPEECH")
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic()
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
Transition_Cinematic_Camera_Key(urai, 0, 50, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(urai, 0, 0, 0, 7, 0, urai, 0, 0)
--Sleep(7)
Transition_Cinematic_Camera_Key(urai, 5, 50, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(urai, 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
Story_Handle_Esc()
end
Sleep(4.5)
end
end