-- $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