-- $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