-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_AetenII_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_AetenII_Piracy.lua $ -- -- Original Author: Jeff Stewart -- -- $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 = { AetenII_Piracy_Mission_Begin = State_AetenII_Piracy_Mission_Begin, AetenII_Piracy_FAIL_OBJECTIVE_Bossk_Must_Survive = State_AetenII_Piracy_FAIL_OBJECTIVE_Bossk_Must_Survive, } underworld = Find_Player("Underworld") rebel = Find_Player("Rebel") empire = Find_Player("Empire") hutts = Find_Player("Hutts") hostile = Find_Player("Hostile") camera_offset = 135 counter_containers_destroyed = 0 patrol_list = {} enemy_faction = nil end function State_AetenII_Piracy_Mission_Begin(message) if message == OnEnter then mission_started = true JoeMessage("#####################################Starting AetenII_Piracy mission") --MessageBox("#####################################Starting AetenII_Piracy mission") empire_unit_list = Find_All_Objects_Of_Type(empire) for i,empire_unit in pairs(empire_unit_list) do if TestValid(empire_unit) then empire_unit.Prevent_AI_Usage(true) end end rebel_unit_list = Find_All_Objects_Of_Type(rebel) for i,rebel_unit in pairs(rebel_unit_list) do if TestValid(rebel_unit) then rebel_unit.Prevent_AI_Usage(true) end end patrol_list = Find_All_Objects_With_Hint("pointguard") if patrol_list[1].Get_Owner() == empire then enemy_faction = empire else enemy_faction = rebel end --definitions for the patrol loop patrol_flag01 = Find_Hint("MARKER_GENERIC_RED", "patrol01") patrol_flag02 = Find_Hint("MARKER_GENERIC_RED", "patrol02") patrol_flag03 = Find_Hint("MARKER_GENERIC_RED", "patrol03") patrol_flag04 = Find_Hint("MARKER_GENERIC_RED", "patrol04") patrol_flag_list = Find_All_Objects_Of_Type("MARKER_GENERIC_RED") -- define mission hero here -- hero = Find_First_Object("TYBER_ZANN") if not TestValid(hero) then hero = Find_First_Object("URAI_FEN") end if not TestValid(hero) then hero = Find_First_Object("HOUNDSTOOTH") end if not TestValid(hero) then MessageBox("AetenII_Piracy mission cannot find the hero...aborting...tell Joe G immediately!") ScriptExit() end Create_Thread("Thread_DeathMonitor_Hero", hero) container_list = Find_All_Objects_Of_Type("STYGIUM_CRYSTAL_STORAGE_CONTAINER") for i, container in pairs(container_list) do if TestValid(container) then Create_Thread("Thread_DeathMonitor_Container", container) Add_Radar_Blip(container, "somename") container.Prevent_Opportunity_Fire(true) end end -- make only minor tweaks to the script below... -- --current_cinematic_thread = Create_Thread("Intro_Cinematic") Create_Thread("End_Camera") end end function Find_Nearest_Marker(unit) best_distance = 99999 best_marker = patrol_flag_list[0] if TestValid(unit) then for j, patrol_flag in pairs(patrol_flag_list) do distance = patrol_flag.Get_Distance(unit) if distance < best_distance then best_marker = patrol_flag best_distance = distance end end end return best_marker end function PROX_AetenII_Piracy_Mission_Patrol_Loop(prox_obj, trigger_obj) if trigger_obj.Get_Owner() == enemy_faction then if prox_obj == patrol_flag01 then if trigger_obj.Has_Attack_Target() == true then target = trigger_obj.Get_Attack_Target() trigger_obj.Attack_Move(target.Get_Position()) else trigger_obj.Attack_Move(patrol_flag02.Get_Position()) end --return elseif prox_obj == patrol_flag02 then if trigger_obj.Has_Attack_Target() == true then target = trigger_obj.Get_Attack_Target() trigger_obj.Attack_Move(target.Get_Position()) else trigger_obj.Attack_Move(patrol_flag03.Get_Position()) end elseif prox_obj == patrol_flag03 then if trigger_obj.Has_Attack_Target() == true then target = trigger_obj.Get_Attack_Target() trigger_obj.Attack_Move(target.Get_Position()) else trigger_obj.Attack_Move(patrol_flag04.Get_Position()) end elseif prox_obj == patrol_flag04 then if trigger_obj.Has_Attack_Target() == true then target = trigger_obj.Get_Attack_Target() trigger_obj.Attack_Move(target.Get_Position()) else trigger_obj.Attack_Move(patrol_flag01.Get_Position()) end end end end function Thread_DeathMonitor_Hero(local_hero) while TestValid(local_hero) do Sleep(3) end --hero klled end misisonin loss Story_Event("AetenII_Piracy_Player_Loses_AI_NOTIFICATION") end function Thread_DeathMonitor_Container(local_container) while TestValid(local_container) do Sleep(3) end --space station is dead counter_containers_destroyed = counter_containers_destroyed + 1 if counter_containers_destroyed == 1 then Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION") Sleep(0.5) Story_Event("AetenII_Piracy_Update_Container_Objective_One_Destroyed_AI_NOTIFICATION") elseif counter_containers_destroyed == 2 then Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION") Sleep(0.5) Story_Event("AetenII_Piracy_Update_Container_Objective_Two_Destroyed_AI_NOTIFICATION") elseif counter_containers_destroyed == 3 then Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION") Sleep(0.5) Story_Event("AetenII_Piracy_Update_Container_Objective_Three_Destroyed_AI_NOTIFICATION") elseif counter_containers_destroyed == 4 then Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION") Sleep(0.5) Story_Event("AetenII_Piracy_Update_Container_Objective_Four_Destroyed_AI_NOTIFICATION") elseif counter_containers_destroyed == 5 then hero.Set_Cannot_Be_Killed(true) --safety Sleep(0.5) Story_Event("AetenII_Piracy_Player_Wins_AI_NOTIFICATION") end end function State_AetenII_Piracy_FAIL_OBJECTIVE_Bossk_Must_Survive(message) if message == OnEnter then --lose dialog is over..determine who actually won. 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 end -- ************************************************************************ -- ***********************INTRO CINEMATIC FUNCTION************************* -- ************************************************************************ -- make only minor tweaks to the script below... -- 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 Intro_Cinematic () Suspend_AI(1) if not TestValid(hero) then MessageBox("AetenII_Piracy cannot find any heroes...aborting mission") ScriptExit() end Point_Camera_At(hero) Lock_Controls(1) Start_Cinematic_Camera() Letter_Box_In(0) Fade_Screen_In(2) Transition_Cinematic_Camera_Key(hero, 0, 400, 25, 45, 1, 1, 1, 0) Transition_Cinematic_Target_Key(hero, 0, 0, 0, 7, 0, urai, 0, 0) --Sleep(7) Transition_Cinematic_Camera_Key(hero, 5, 400, 25, 135, 1, 1, 1, 0) Sleep(4.5) while camera_offset > 0 do camera_offset = camera_offset + 90 Transition_Cinematic_Camera_Key(hero, 5, 400, 25, camera_offset, 1, 1, 1, 0) -- (hero, 5, 50, 25, camera_offset, 1, 1, 1, 0) if camera_offset == 315 then camera_offset = -45 end Sleep(4.5) end current_cinematic_thread = nil Create_Thread("End_Camera") end function End_Camera() Point_Camera_At(hero) -- 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) Lock_Controls(0) Fade_Screen_In(1) Suspend_AI(0) Story_Event("AetenII_Piracy_Mission_Start_AI_NOTIFICATION") Sleep(5) for i, patrol_unit in pairs(patrol_list) do if TestValid(patrol_unit) then --Create_Thread("Thread_AetenII_Piracy_Mission_Patrol_Loop", patrol_unit) --my_closest_patrol_flag = Find_Nearest(patrol_unit, "MARKER_GENERIC_RED") --if not TestValid(my_closest_patrol_flag) then -- MessageBox("not TestValid(my_closest_patrol_flag) ") --end --patrol_unit.Attack_Move(my_closest_patrol_flag.Get_Position()) start_point = Find_Nearest_Marker(patrol_unit) patrol_unit.Attack_Move(start_point.Get_Position()) end end for i, patrol_flag in pairs(patrol_flag_list) do if TestValid(patrol_flag) then Register_Prox(patrol_flag, PROX_AetenII_Piracy_Mission_Patrol_Loop, 75, enemy_faction) end end end -- ########################################################################################## function JoeMessage(...) --JoeMessage("current current_spawn_times is %d", current_spawn_times) _CustomScriptMessage("JoeLog.txt", string.format(unpack(arg))) end