-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_MonCalamari_Piracy.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_MonCalamari_Piracy.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 = { MonCalamari_Piracy_Mission_Begin = State_MonCalamari_Piracy_Mission_Begin, } ig2000_spawnlist = { "IG-2000" } end function State_MonCalamari_Piracy_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 ig2000_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 dock_destroyed 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 IG2000. Heroes starting on the map crashes the game. ig2000_start = Find_Hint("STORY_TRIGGER_ZONE", "igstart") ig2000_list = SpawnList(ig2000_spawnlist, ig2000_start.Get_Position(), underworld_player, false, true) ig2000 = ig2000_list[1] ig2000.Teleport_And_Face(ig2000_start) Point_Camera_At(ig2000) Register_Death_Event(ig2000, ig2000_Destroyed) ig2000_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.Can_Move() then unit.Prevent_AI_Usage(true) unit.Guard_Target(unit.Get_Position()) empire_active = true end end rebel_list = Find_All_Objects_Of_Type(rebel_player) for i,unit in pairs(rebel_list) do if unit.Can_Move() then unit.Prevent_AI_Usage(true) unit.Guard_Target(unit.Get_Position()) rebel_active = true end end -- Set the destruction checks for the station. dockyard_list = Find_All_Objects_Of_Type("EMPIRE_DOCK_DESTROYABLE") for i,unit in pairs(dockyard_list) do Register_Death_Event(unit, Dock_Destroyed) end dock_destroyed = false docks_down = 0 -- Set the reaction proxes for the station. fighters_marker = Find_Hint("STORY_TRIGGER_ZONE", "fighters") if empire_active then Register_Prox(fighters_marker, Prox_Start_Fighters, 250, empire_player) else Register_Prox(fighters_marker, Prox_Start_Fighters, 250, rebel_player) end dockyard_marker = Find_Hint("STORY_TRIGGER_ZONE", "prox01") dockyard_marker2 = Find_Hint("STORY_TRIGGER_ZONE", "prox02") Register_Prox(dockyard_marker, Prox_Approach_Dockyard, 250, underworld_player) Register_Prox(dockyard_marker2, Prox_Approach_Dockyard, 250, underworld_player) end function Prox_Approach_Dockyard(prox_obj, trigger_obj) prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Dockyard) if empire_active then for i,unit in pairs(empire_list) do if TestValid(unit) then if unit.Can_Move() then if not TestValid(unit.Get_Parent_Object()) then unit.Attack_Move(ig2000) unit.Prevent_AI_Usage(false) end end end end else for i,unit in pairs(rebel_list) do if TestValid(unit) then if unit.Can_Move() then if not TestValid(unit.Get_Parent_Object()) then unit.Attack_Move(ig2000) unit.Prevent_AI_Usage(false) end end end end end end function Prox_Start_Fighters(prox_obj, trigger_obj) if TestValid(trigger_obj) then if trigger_obj.Can_Move() then if not TestValid(trigger_obj.Get_Parent_Object()) then trigger_obj.Attack_Move(ig2000) trigger_obj.Prevent_AI_Usage(false) end end end end function Stop_Fighter_Prox() fighters_marker.Cancel_Event_Object_In_Range(Prox_Start_Fighters) end function Dock_Destroyed() docks_down = docks_down + 1 if docks_down == 2 then dock_destroyed = true end end function ig2000_Destroyed() ig2000_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() Register_Timer(Stop_Fighter_Prox, 5) 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(ig2000, 0, 50, 25, 45, 1, 1, 1, 0) Transition_Cinematic_Target_Key(ig2000, 0, 0, 0, 7, 0, ig2000, 0, 0) --Sleep(7) Transition_Cinematic_Camera_Key(ig2000, 5, 50, 25, 135, 1, 1, 1, 0) Sleep(4.5) while true do camera_offset = camera_offset + 90 Transition_Cinematic_Camera_Key(ig2000, 5, 50, 25, camera_offset, 1, 1, 1, 0) if camera_offset == 315 then Story_Handle_Esc() end Sleep(4.5) end end