-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_AlzocIII_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_AlzocIII_Intimidation.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 = { AlzocIII_Intimidation_Mission_Begin = State_AlzocIII_Intimidation_Mission_Begin, AlzocIII_Intimidation_ADD_OBJECTIVE_Deliver_The_Heads = State_AlzocIII_Intimidation_ADD_OBJECTIVE_Deliver_The_Heads, AlzocIII_Intimidation_FAIL_OBJECTIVE_Tyber_Must_Survive = State_AlzocIII_Intimidation_FAIL_OBJECTIVE_Tyber_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_shaak_heads_collected = 0 end function State_AlzocIII_Intimidation_Mission_Begin(message) if message == OnEnter then Fade_Screen_Out(0) mission_started = true -- define mission hero here -- hero = Find_First_Object("TYBER_ZANN") if not TestValid(hero) then hero = Find_First_Object("URAI_FEN") end Create_Thread("Thread_DeathMonitor_Hero", hero) rebel_list = Find_All_Objects_Of_Type(rebel) empire_list = Find_All_Objects_Of_Type(empire) hutt_list = Find_All_Objects_Of_Type(hutts) --make shaaks neutral to map owner if TestValid(rebel_list[1]) then rebel.Make_Ally(hostile) end if TestValid(empire_list[1]) then empire.Make_Ally(hostile) end if TestValid(hutt_list[1]) then hutts.Make_Ally(hostile) end commissioner_list = Find_All_Objects_With_Hint("commissioner") commissioner = commissioner_list[1] if not TestValid(commissioner) then MessageBox("AlzocIII Intimidation mission cannot find the food commisioner...aborting...tell Joe G immediately!") ScriptExit() end commissioner.Set_Cannot_Be_Killed(true) commissioner.Prevent_Opportunity_Fire(true) --find all the "Prize" shaak shaak_list = Find_All_Objects_Of_Type("AlzocIII_Prize_Shaak") for i,shaak in pairs(shaak_list) do Create_Thread("Thread_DeathMonitor_Shaak", shaak) shaak.Prevent_Opportunity_Fire(true) end -- make only minor tweaks to the script below... -- --current_cinematic_thread = Create_Thread("Intro_Cinematic") Create_Thread("End_Camera") end end function Thread_DeathMonitor_Shaak(local_shaak) local shaak_position = local_shaak.Get_Position() while TestValid(local_shaak) do Sleep(1) if TestValid(local_shaak) then shaak_position = local_shaak.Get_Position() end --shaak_position = local_shaak.Get_Position() end --MessageBox("shaak killed") --set prox events on all existing shaak heads ... cause its easier then determining any new ones :( --shaak_head = Find_All_Objects_Of_Type("AlzocIII_Prize_Shaak_Head") Sleep(2) shaak_head_list = Spawn_Unit(Find_Object_Type("AlzocIII_Prize_Shaak_Head"), shaak_position, hostile) shaak_head = shaak_head_list[1] if TestValid(shaak_head) then Register_Prox(shaak_head,PROX_Shaak_Head,25,underworld) shaak_head.Highlight(true) else MessageBox("spawning the shaak head failed!!") end end function Thread_DeathMonitor_Hero(local_hero) while TestValid(local_hero) do Sleep(3) end --hero klled end misisonin loss Story_Event("AlzocIII_Intimidation_Player_Loses_AI_NOTIFICATION") end function State_AlzocIII_Intimidation_FAIL_OBJECTIVE_Tyber_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 function PROX_Shaak_Head(prox_obj, trigger_obj) if trigger_obj.Get_Owner() == underworld then prox_obj.Cancel_Event_Object_In_Range(PROX_Shaak_Head) --MessageBox("shaak head picked up") prox_obj.Despawn() counter_shaak_heads_collected = counter_shaak_heads_collected + 1 if counter_shaak_heads_collected == 1 then Story_Event("UPDATE_OBJECTIVE_1_HEAD_COLLECTED") elseif counter_shaak_heads_collected == 2 then Story_Event("UPDATE_OBJECTIVE_2_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 3 then Story_Event("UPDATE_OBJECTIVE_3_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 4 then Story_Event("UPDATE_OBJECTIVE_4_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 5 then Story_Event("UPDATE_OBJECTIVE_5_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 6 then Story_Event("UPDATE_OBJECTIVE_6_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 7 then Story_Event("UPDATE_OBJECTIVE_7_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 8 then Story_Event("UPDATE_OBJECTIVE_8_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 9 then Story_Event("UPDATE_OBJECTIVE_9_HEADS_COLLECTED") elseif counter_shaak_heads_collected == 10 then --collect heads objective complete...switch to delivery objective Story_Event("UPDATE_COMPLETE_ALL_HEADS_COLLECTED") end end end function State_AlzocIII_Intimidation_ADD_OBJECTIVE_Deliver_The_Heads(message) if message == OnEnter then --player just got the objective to deliver the heads to the food commisioner...ping him on the radar commissioner.Highlight(true) Add_Radar_Blip(commissioner, "blip_commissioner") Register_Prox(commissioner,PROX_Food_Commissioner,25,underworld) end end function PROX_Food_Commissioner(prox_obj, trigger_obj) if trigger_obj.Get_Type().Get_Name() == "TYBER_ZANN" then prox_obj.Cancel_Event_Object_In_Range(PROX_Food_Commissioner) rebel_list = Find_All_Objects_Of_Type(rebel) empire_list = Find_All_Objects_Of_Type(empire) hutt_list = Find_All_Objects_Of_Type(hutts) --make shaaks neutral to map owner if TestValid(rebel_list[1]) then rebel.Make_Ally(underworld) underworld.Make_Ally(rebel) end if TestValid(empire_list[1]) then empire.Make_Ally(underworld) underworld.Make_Ally(empire) end if TestValid(hutt_list[1]) then hutts.Make_Ally(underworld) underworld.Make_Ally(hutts) end Suspend_AI(1) Lock_Controls(1) Story_Event("AlzocIII_Intimidation_Player_Wins_AI_NOTIFICATION") --MessageBox("Story_Event(AlzocIII_Intimidation_Player_Wins_AI_NOTIFICATION)") 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("AlzocIII intimidation 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, 50, 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, 50, 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, 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("AlzocIII_Intimidation_Mission_Start_AI_NOTIFICATION") end