-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Naboo_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_Naboo_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 = { Naboo_Intimidation_Mission_Begin = State_Naboo_Intimidation_Mission_Begin, } silri_spawnlist = { "Silri" } night_sister_spawnlist = { "NIGHT_SISTER" } end function State_Naboo_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 silri_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 arnama_is_dead 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 Silri. Heroes starting on the map crashes the game. silri_start = Find_Hint("STORY_TRIGGER_ZONE", "silristart") silri_list = SpawnList(silri_spawnlist, silri_start.Get_Position(), underworld_player, false, true) silri = silri_list[1] silri.Teleport_And_Face(silri_start) Point_Camera_At(silri) Register_Death_Event(silri, Silri_Destroyed) silri_is_dead = false -- Spawn the Night Sister. These also crash the game. night_sister_start = Find_Hint("STORY_TRIGGER_ZONE", "nightsister") night_sister_list = SpawnList(night_sister_spawnlist, night_sister_start.Get_Position(), underworld_player, false, true) night_sister = night_sister_list[1] night_sister.Teleport_And_Face(night_sister_start) -- Set death events for arnama. arnama_rebel = Find_First_Object("CHAIRMAN_ARNAMA_REBEL") if TestValid(arnama_rebel) then Register_Death_Event(arnama_rebel, arnama_Destroyed) arnama_rebel.Highlight(true) Add_Radar_Blip(arnama_rebel, "radar") rebel_active = true else arnama_empire = Find_First_Object("CHAIRMAN_ARNAMA_EMPIRE") if TestValid(arnama_empire) then Register_Death_Event(arnama_empire, arnama_Destroyed) arnama_empire.Highlight(true) Add_Radar_Blip(arnama_empire, "radar") empire_active = true end end arnama_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 and Empire 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) end end spmat_list = Find_All_Objects_Of_Type("SPMAT_WALKER") for i, unit in pairs (spmat_list) do if TestValid(unit) then unit.Activate_Ability("DEPLOY", true) end end -- Register the prox for approaching the base area. guard_1 = Find_Hint("STORY_TRIGGER_ZONE", "guard1") guard_2 = Find_Hint("STORY_TRIGGER_ZONE", "guard2") guard_3 = Find_Hint("STORY_TRIGGER_ZONE", "guard3") guard_4 = Find_Hint("STORY_TRIGGER_ZONE", "guard4") troop_1_list = Find_All_Objects_With_Hint("troop1") troop_1 = troop_1_list[1] troop_2_list = Find_All_Objects_With_Hint("troop2") troop_2 = troop_2_list[1] troop_3_list = Find_All_Objects_With_Hint("troop3") troop_3 = troop_3_list[1] troop_4_list = Find_All_Objects_With_Hint("troop4") troop_4 = troop_4_list[1] rebel_guards = Find_All_Objects_With_Hint("rebelguard") baseprox = Find_Hint("STORY_TRIGGER_ZONE", "baseprox") gateprox = Find_Hint("STORY_TRIGGER_ZONE", "gateprox") Register_Prox(baseprox, Prox_Approach_Base, 600, underworld_player) Register_Prox(gateprox, Prox_Approach_Gates, 600, underworld_player) end function Prox_Approach_Gates(prox_obj, trigger_obj) prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Gates) Register_Timer(Timer_Alarm,2) end function Timer_Alarm() gateprox.Play_SFX_Event("SFX_UMP_EmpireKesselAlarm") Register_Timer(Timer_Alarm,2) end function Prox_Approach_Base(prox_obj, trigger_obj) prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Base) if empire_active then troop_1.Attack_Move(guard_1.Get_Position()) troop_2.Attack_Move(guard_2.Get_Position()) troop_3.Attack_Move(guard_3.Get_Position()) troop_4.Attack_Move(guard_4.Get_Position()) else for i,unit in pairs(rebel_guards) do unit.Attack_Move(arnama_rebel.Get_Position()) end end fog_id = FogOfWar.Reveal(underworld_player, prox_obj, 400, 400) end function arnama_Destroyed() arnama_is_dead = true end function Silri_Destroyed() silri_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(silri, 0, 50, 25, 45, 1, 1, 1, 0) Transition_Cinematic_Target_Key(silri, 0, 0, 0, 7, 0, silri, 0, 0) --Sleep(7) Transition_Cinematic_Camera_Key(silri, 5, 50, 25, 135, 1, 1, 1, 0) Sleep(4.5) while true do camera_offset = camera_offset + 90 Transition_Cinematic_Camera_Key(silri, 5, 50, 25, camera_offset, 1, 1, 1, 0) if camera_offset == 315 then Story_Handle_Esc() end Sleep(4.5) end end