-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Anaxes_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_Anaxes_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 = { Anaxes_Intimidation_Mission_Begin = State_Anaxes_Intimidation_Mission_Begin, Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text = State_Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text } underworld = Find_Player("Underworld") rebel = Find_Player("Rebel") empire = Find_Player("Empire") hutts = Find_Player("Hutts") rebel_defender = false empire_defender = false phase_0_triggered = false mission_started = false victory_triggered = false end function State_Anaxes_Intimidation_Mission_Begin(message) if message == OnEnter then mission_started = true rebel_list = Find_All_Objects_Of_Type(rebel) empire_list = Find_All_Objects_Of_Type(empire) hutt_list = Find_All_Objects_Of_Type(hutts) hero = Find_First_Object("BOSSK") if TestValid(rebel_list[1]) then rebel_defender = true end if TestValid(empire_list[1]) then empire_defender = true end -- phase_0_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase0guard") -- phase_1_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase1guard") -- phase_2_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase2guard") -- phase_0_list = Find_All_Objects_With_Hint("phase0") -- phase_1_list = Find_All_Objects_With_Hint("phase0") -- phase_2_list = Find_All_Objects_With_Hint("phase0") objective_list = Find_All_Objects_With_Hint("objective") objective = objective_list[1] -- for k, unit in pairs(phase_0_list) do -- if TestValid(unit) then -- unit.Guard_Target(phase_0_guard) -- end -- end -- for k, unit in pairs(phase_1_list) do -- if TestValid(unit) then -- unit.Guard_Target(phase_1_guard) -- end -- end -- for k, unit in pairs(phase_2_list) do -- if TestValid(unit) then -- unit.Guard_Target(phase_2_guard) -- end -- end Point_Camera_At(hero) 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) Story_Event("ADD_OBJECTIVE_01") Story_Event("TEXT_SPEECH_ANAXES_INT_TACTICAL_COR04_02") mdu_list = Find_All_Objects_With_Hint("mdu") for k, unit in pairs(mdu_list) do if TestValid(unit) then unit.Prevent_AI_Usage(true) unit.Activate_Ability("DEPLOY", true) end end if rebel_defender then mptl = Find_First_Object("MPTL") mptl.Prevent_AI_Usage(true) mptl.Activate_Ability("DEPLOY", true) for k, unit in pairs(rebel_list) do if TestValid(unit) then unit.Prevent_AI_Usage(true) unit.Guard_Target(unit.Get_Position()) end end Sleep(2) for k, unit in pairs(mdu_list) do if TestValid(unit) then unit.Build("UC_Rebel_Mobile_Shield_Generator") end end end if empire_defender then spmat = Find_First_Object("SPMAT_WALKER") spmat.Prevent_AI_Usage(true) spmat.Activate_Ability("DEPLOY", true) for k, unit in pairs(empire_list) do if TestValid(unit) then unit.Prevent_AI_Usage(true) unit.Guard_Target(unit.Get_Position()) end end Sleep(2) for k, unit in pairs(mdu_list) do if TestValid(unit) then unit.Build("UC_Empire_EM_Field_Generator") end end end end end function Story_Mode_Service() if mission_started then if not TestValid(hero) then Story_Event("FAIL_OBJECTIVE_00") if empire_defender then Story_Event("VICTORY_EMPIRE") end if rebel_defender then Story_Event("VICTORY_REBEL") end end end if mission_started and not victory_triggered then if not TestValid(objective) then victory_triggered = true Story_Event("COMPLETE_OBJECTIVE_00") end end end function State_Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text(message) if message == OnEnter then Story_Event("ADD_OBJECTIVE_00") end end -- ************************************************************************ -- ***********************INTRO CINEMATIC FUNCTION************************* -- ************************************************************************ function Intro_Cinematic(focus_unit) Lock_Controls(1) Start_Cinematic_Camera() Letter_Box_In(0) Fade_Screen_In(2) camera_distance = 50 camera_rotation = 45 camera_end = (camera_rotation + 180) Transition_Cinematic_Camera_Key(focus_unit, 0, camera_distance, 25, (camera_rotation - 90), 1, 1, 1, 0) Transition_Cinematic_Target_Key(focus_unit, 0, 0, 0, 7, 0, focus_unit, 0, 0) Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0) Sleep(4.5) while true do camera_rotation = camera_rotation + 90 Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0) if camera_rotation == camera_end then End_Camera() end Sleep(4.5) 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() end