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DATA/SCRIPTS/STORY/STORY_UNDERWORLD_NABOO_INTIMIDATION.LUA
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292
DATA/SCRIPTS/STORY/STORY_UNDERWORLD_NABOO_INTIMIDATION.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Naboo_Intimidation.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_Underworld_Naboo_Intimidation.lua $
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--
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-- Original Author: Dan Etter
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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("PGStateMachine")
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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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Naboo_Intimidation_Mission_Begin = State_Naboo_Intimidation_Mission_Begin,
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}
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silri_spawnlist =
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{
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"Silri"
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}
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night_sister_spawnlist =
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{
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"NIGHT_SISTER"
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}
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end
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function State_Naboo_Intimidation_Mission_Begin(message)
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if message == OnEnter then
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Initialize_Mission()
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-- 9/19/06 JAC - We need this even if we're not doing a cinematic intro
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-- otherwise the Master Volume will be stuck at 0
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Start_Cinematic_Camera()
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End_Cinematic_Camera()
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Letter_Box_Out(0)
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Fade_Screen_In(1)
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Lock_Controls(0)
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Story_Event("INTRO_SPEECH")
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-- current_cinematic_thread = Create_Thread("Intro_Cinematic")
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elseif message == OnUpdate then
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if not mission_success and not mission_failure then
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if silri_is_dead then
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mission_failure = true
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Story_Event("FAIL_OBJECTIVE_00")
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if empire_active then
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Story_Event("VICTORY_EMPIRE")
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else
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Story_Event("VICTORY_REBEL")
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end
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end
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if arnama_is_dead then
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mission_success = true
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Story_Event("COMPLETE_OBJECTIVE_00")
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end
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end
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end
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end
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function Initialize_Mission()
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mission_success = false
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mission_failure = false
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camera_offset = 135
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underworld_player = Find_Player("Underworld")
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rebel_player = Find_Player("Rebel")
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empire_player = Find_Player("Empire")
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empire_active = false
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rebel_active = false
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-- Spawn Silri. Heroes starting on the map crashes the game.
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silri_start = Find_Hint("STORY_TRIGGER_ZONE", "silristart")
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silri_list = SpawnList(silri_spawnlist, silri_start.Get_Position(), underworld_player, false, true)
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silri = silri_list[1]
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silri.Teleport_And_Face(silri_start)
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Point_Camera_At(silri)
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Register_Death_Event(silri, Silri_Destroyed)
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silri_is_dead = false
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-- Spawn the Night Sister. These also crash the game.
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night_sister_start = Find_Hint("STORY_TRIGGER_ZONE", "nightsister")
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night_sister_list = SpawnList(night_sister_spawnlist, night_sister_start.Get_Position(), underworld_player, false, true)
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night_sister = night_sister_list[1]
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night_sister.Teleport_And_Face(night_sister_start)
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-- Set death events for arnama.
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arnama_rebel = Find_First_Object("CHAIRMAN_ARNAMA_REBEL")
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if TestValid(arnama_rebel) then
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Register_Death_Event(arnama_rebel, arnama_Destroyed)
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arnama_rebel.Highlight(true)
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Add_Radar_Blip(arnama_rebel, "radar")
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rebel_active = true
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else
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arnama_empire = Find_First_Object("CHAIRMAN_ARNAMA_EMPIRE")
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if TestValid(arnama_empire) then
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Register_Death_Event(arnama_empire, arnama_Destroyed)
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arnama_empire.Highlight(true)
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Add_Radar_Blip(arnama_empire, "radar")
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empire_active = true
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end
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end
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arnama_is_dead = false
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-- Set the Rebel and Empire units to guard their location.
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empire_list = Find_All_Objects_Of_Type(empire_player)
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for i,unit in pairs(empire_list) do
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if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") or unit.Is_Category("Air") then
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if not TestValid(unit.Get_Parent_Object()) then
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unit.Prevent_AI_Usage(true)
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unit.Guard_Target(unit.Get_Position())
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end
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end
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end
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rebel_list = Find_All_Objects_Of_Type(rebel_player)
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for i,unit in pairs(rebel_list) do
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if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") or unit.Is_Category("Air") then
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if not TestValid(unit.Get_Parent_Object()) then
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unit.Prevent_AI_Usage(true)
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unit.Guard_Target(unit.Get_Position())
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end
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end
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end
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-- Deploy the Rebel and Empire guns if they exist.
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mptl_list = Find_All_Objects_Of_Type("MPTL")
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for i, unit in pairs (mptl_list) do
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if TestValid(unit) then
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unit.Activate_Ability("DEPLOY", true)
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end
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end
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spmat_list = Find_All_Objects_Of_Type("SPMAT_WALKER")
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for i, unit in pairs (spmat_list) do
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if TestValid(unit) then
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unit.Activate_Ability("DEPLOY", true)
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end
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end
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-- Register the prox for approaching the base area.
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guard_1 = Find_Hint("STORY_TRIGGER_ZONE", "guard1")
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guard_2 = Find_Hint("STORY_TRIGGER_ZONE", "guard2")
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guard_3 = Find_Hint("STORY_TRIGGER_ZONE", "guard3")
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guard_4 = Find_Hint("STORY_TRIGGER_ZONE", "guard4")
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troop_1_list = Find_All_Objects_With_Hint("troop1")
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troop_1 = troop_1_list[1]
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troop_2_list = Find_All_Objects_With_Hint("troop2")
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troop_2 = troop_2_list[1]
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troop_3_list = Find_All_Objects_With_Hint("troop3")
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troop_3 = troop_3_list[1]
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troop_4_list = Find_All_Objects_With_Hint("troop4")
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troop_4 = troop_4_list[1]
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rebel_guards = Find_All_Objects_With_Hint("rebelguard")
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baseprox = Find_Hint("STORY_TRIGGER_ZONE", "baseprox")
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gateprox = Find_Hint("STORY_TRIGGER_ZONE", "gateprox")
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Register_Prox(baseprox, Prox_Approach_Base, 600, underworld_player)
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Register_Prox(gateprox, Prox_Approach_Gates, 600, underworld_player)
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end
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function Prox_Approach_Gates(prox_obj, trigger_obj)
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prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Gates)
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Register_Timer(Timer_Alarm,2)
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end
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function Timer_Alarm()
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gateprox.Play_SFX_Event("SFX_UMP_EmpireKesselAlarm")
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Register_Timer(Timer_Alarm,2)
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end
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function Prox_Approach_Base(prox_obj, trigger_obj)
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prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Base)
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if empire_active then
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troop_1.Attack_Move(guard_1.Get_Position())
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troop_2.Attack_Move(guard_2.Get_Position())
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troop_3.Attack_Move(guard_3.Get_Position())
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troop_4.Attack_Move(guard_4.Get_Position())
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else
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for i,unit in pairs(rebel_guards) do
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unit.Attack_Move(arnama_rebel.Get_Position())
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end
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end
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fog_id = FogOfWar.Reveal(underworld_player, prox_obj, 400, 400)
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end
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function arnama_Destroyed()
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arnama_is_dead = true
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end
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function Silri_Destroyed()
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silri_is_dead = true
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end
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-- function Story_Handle_Esc()
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-- if current_cinematic_thread ~= nil then
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-- Thread.Kill(current_cinematic_thread)
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-- current_cinematic_thread = nil
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-- Create_Thread("End_Camera")
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-- end
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-- end
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function End_Camera()
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Transition_To_Tactical_Camera(6)
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Sleep(4)
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Letter_Box_Out(2)
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Sleep(2)
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Lock_Controls(0)
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End_Cinematic_Camera()
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Story_Event("INTRO_SPEECH")
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end
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-- ************************************************************************
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-- ***********************INTRO CINEMATIC FUNCTION*************************
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-- ************************************************************************
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function Intro_Cinematic()
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Lock_Controls(1)
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Start_Cinematic_Camera()
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Letter_Box_In(0)
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Fade_Screen_In(2)
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Transition_Cinematic_Camera_Key(silri, 0, 50, 25, 45, 1, 1, 1, 0)
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Transition_Cinematic_Target_Key(silri, 0, 0, 0, 7, 0, silri, 0, 0)
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--Sleep(7)
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Transition_Cinematic_Camera_Key(silri, 5, 50, 25, 135, 1, 1, 1, 0)
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Sleep(4.5)
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while true do
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camera_offset = camera_offset + 90
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Transition_Cinematic_Camera_Key(silri, 5, 50, 25, camera_offset, 1, 1, 1, 0)
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if camera_offset == 315 then
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Story_Handle_Esc()
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end
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Sleep(4.5)
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end
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end
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