-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Saleucami_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_Saleucami_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 = { Saleucami_Intimidation_Mission_Begin = State_Saleucami_Intimidation_Mission_Begin, Saleucami_Intimidation_Mission_Speech_Line_00_Remove_Text = State_Saleucami_Intimidation_Mission_Speech_Line_00_Remove_Text } underworld = Find_Player("Underworld") rebel = Find_Player("Rebel") empire = Find_Player("Empire") hutts = Find_Player("Hutts") camera_offset = 135 phase_0_triggered = false mission_started = false victory_triggered = false loss_triggered = false end function State_Saleucami_Intimidation_Mission_Begin(message) if message == OnEnter then Story_Event("ADD_OBJECTIVE_00") --Turn off all phase 0 units phase_0_list = Find_All_Objects_With_Hint("phase0") phase_1_list = Find_All_Objects_With_Hint("phase1") phase_2_list = Find_All_Objects_With_Hint("phase2") phase_0_trooper_list = Find_All_Objects_With_Hint("phase0trooper") phase_0_vehicle_list = Find_All_Objects_With_Hint("phase0vehicle") pad0 = Find_Hint("SKIRMISH_BUILD_PAD", "phase0pad0") pad1 = Find_Hint("SKIRMISH_BUILD_PAD", "phase0pad1") for k, unit in pairs(phase_0_list) do if TestValid(unit) then unit.Suspend_Locomotor(true) end end for k, unit in pairs(phase_1_list) do if TestValid(unit) then unit.Prevent_AI_Usage(true) unit.Stop() --unit.Suspend_Locomotor(true) unit.Prevent_All_Fire(true) end end for k, unit in pairs(phase_2_list) do if TestValid(unit) then unit.Suspend_Locomotor(true) unit.Prevent_All_Fire(true) end end for k, unit in pairs(phase_0_trooper_list) do if TestValid(unit) then unit.Suspend_Locomotor(true) end end for k, unit in pairs(phase_0_vehicle_list) do if TestValid(unit) then unit.Suspend_Locomotor(true) end end objective_list = Find_All_Objects_With_Hint("objective") objective_unit = objective_list[1] base_entry_list = Find_All_Objects_With_Hint("baseentry") base_entry = base_entry_list[1] phase_1_flag_list = Find_All_Objects_With_Hint("phase1flag") phase_1_flag = phase_1_flag_list[1] Register_Prox(phase_1_flag, Prox_Phase_1_Entry, 150, underworld_player) Register_Prox(base_entry, Prox_Base_Entry, 150, underworld_player) Story_Event("TEXT_SPEECH_UW_CLD_01") urai = Find_First_Object("URAI_FEN") Point_Camera_At(urai) Start_Cinematic_Camera() End_Cinematic_Camera() Letter_Box_Out(0) --current_cinematic_thread = Create_Thread("Intro_Cinematic", hero) Fade_Screen_In(1) Lock_Controls(0) mission_started = true end end function Story_Mode_Service() if mission_started then urai = Find_First_Object("URAI_FEN") if not TestValid(urai) and not loss_triggered then loss_triggered = true Fail_Mission() end end phase_0_turret_list = Find_All_Objects_With_Hint("phase0turret") phase_0_turret = phase_0_turret_list[1] if not phase_0_triggered and not TestValid(phase_0_turret) then phase_0_triggered = true phase_0_trooper_list = Find_All_Objects_With_Hint("phase0trooper") phase_0_vehicle_list = Find_All_Objects_With_Hint("phase0vehicle") for k, unit in pairs(phase_0_trooper_list) do if TestValid(unit) then unit.Suspend_Locomotor(false) unit.Prevent_AI_Usage(true) unit.Guard_Target(pad0) end end for k, unit in pairs(phase_0_vehicle_list) do if TestValid(unit) then unit.Suspend_Locomotor(false) unit.Prevent_AI_Usage(true) unit.Guard_Target(pad1) end end end if mission_started and not victory_triggered then objective_list = Find_All_Objects_With_Hint("objective") objective_unit = objective_list[1] if not TestValid(objective_unit) then Story_Event("COMPLETE_OBJECTIVE_00") victory_triggered = true base_entry_list = Find_All_Objects_With_Hint("baseentry") base_entry = base_entry_list[1] base_entry.Play_SFX_Event("Unit_Underworld_Soldier_Bomb_Death") end --if TestValid(objective_unit) and objective_unit.Get_Hull() <= 0.25 then -- objective_unit.Make_Invulnerable(true) -- Story_Event("COMPLETE_OBJECTIVE_00") -- Remove_Radar_Blip("objective_blip") -- objective_unit.Highlight(false) --end end end function Fail_Mission() Story_Event("FAIL_OBJECTIVE_00") rebel_list = Find_All_Objects_Of_Type(rebel) empire_list = Find_All_Objects_Of_Type(empire) hutt_list = Find_All_Objects_Of_Type(hutts) if TestValid(rebel_list[1]) then Story_Event("VICTORY_REBEL") end if TestValid(empire_list[1]) then Story_Event("VICTORY_EMPIRE") end if TestValid(hutt_list[1]) then Story_Event("VICTORY_HUTTS") end end function Prox_Phase_1_Entry(self_obj, trigger_obj) if trigger_obj.Get_Owner() == underworld then self_obj.Cancel_Event_Object_In_Range(Prox_Phase_1_Entry) phase_1_list = Find_All_Objects_With_Hint("phase1") for k, unit in pairs(phase_1_list) do if TestValid(unit) then unit.Prevent_AI_Usage(false) unit.Prevent_All_Fire(false) end end end end function Prox_Base_Entry(self_obj, trigger_obj) if trigger_obj.Get_Owner() == underworld then if TestValid(objective_unit) then self_obj.Cancel_Event_Object_In_Range(Prox_Base_Entry) objective_reveal = FogOfWar.Reveal(underworld, objective_unit, 250,250) Add_Radar_Blip(objective_unit, "objective_blip") objective_unit.Highlight(true) end phase_2_list = Find_All_Objects_With_Hint("phase2") for k, unit in pairs(phase_2_list) do if TestValid(unit) then unit.Prevent_AI_Usage(true) unit.Suspend_Locomotor(false) unit.Prevent_All_Fire(false) unit.Guard_Target(objective_unit) end end end 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("TEXT_SPEECH_UW_CLD_01") end -- ************************************************************************ -- ***********************INTRO CINEMATIC FUNCTION************************* -- ************************************************************************ function Intro_Cinematic () Lock_Controls(1) Start_Cinematic_Camera() Letter_Box_In(0) Fade_Screen_In(2) urai = Find_First_Object("URAI_FEN") 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 Create_Thread("End_Camera") --Thread.Kill(current_cinematic_thread) current_cinematic_thread = nil break end Sleep(4.5) end end