273 lines
8.2 KiB
Lua
273 lines
8.2 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_NalHutta_Kidnapping.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- 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
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_NalHutta_Kidnapping.lua $
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--
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-- Original Author: Jeff Stewart
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGStateMachine")
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require("PGStoryMode")
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--
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-- Definitions -- This function is called once when the script is first created.
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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StoryModeEvents =
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{
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NalHutta_Kidnapping_Mission_Begin = State_NalHutta_Kidnapping_Mission_Begin,
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NalHutta_Kidnapping_Mission_Speech_Line_00_Remove_Text = State_NalHutta_Kidnapping_Mission_Speech_Line_00_Remove_Text
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}
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underworld = Find_Player("Underworld")
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rebel = Find_Player("Rebel")
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empire = Find_Player("Empire")
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hutts = Find_Player("Hutts")
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camera_offset = 135
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mission_started = false
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got_target = false
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victory_triggered = false
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end
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function State_NalHutta_Kidnapping_Mission_Begin(message)
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if message == OnEnter then
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mission_started = true
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-- make only minor tweaks to the script below... --
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--current_cinematic_thread = Create_Thread("Intro_Cinematic")
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Lock_Controls(0)
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urai = Find_First_Object("URAI_FEN")
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Point_Camera_At(urai)
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Story_Event("TEXT_SPEECH_UW_CLD_01")
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Story_Event("ADD_OBJECTIVE_00")
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Story_Event("ADD_OBJECTIVE_02")
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--Story_Event("TEXT_SPEECH_UW_CLD_01")
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home = Find_Hint("STORY_TRIGGER_ZONE", "home")
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--MessageBox("begin")
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target_list = Find_All_Objects_With_Hint("target")
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target = target_list[1]
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Register_Prox(target, Prox_TargetSurround, 75, underworld)
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target.Highlight(true)
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target.Prevent_AI_Usage(true)
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target.Guard_Target(home)
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target.Change_Owner(Find_Player("neutral"))
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--MessageBox("end")
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-- 9/19/06 JAC - We need this even if we're not doing a cinematic intro
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-- otherwise the Master Volume will be stuck at 0
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Start_Cinematic_Camera()
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End_Cinematic_Camera()
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Fade_Screen_In(1)
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Letter_Box_Out(0)
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end
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end
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function Prox_TargetSurround(self_obj, trigger_obj)
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if trigger_obj.Get_Owner() == underworld then
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Story_Event("COMPLETE_OBJECTIVE_00")
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if TestValid(target) then
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target.Highlight(false)
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got_target = true
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end
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self_obj.Cancel_Event_Object_In_Range(Prox_TargetSurround)
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end
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end
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function End_Sequence()
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Suspend_AI(1)
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Lock_Controls(0)
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-- Create_Cinematic_Transport(object_type_name, player_id, transport_pos, zangle, phase_mode, anim_delta, idle_time, persist,hint)
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landing = Find_Hint("STORY_TRIGGER_ZONE", "landing")
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transport = Create_Cinematic_Transport("Underworld_Hero_Shuttle_Landing", underworld.Get_ID(), landing, -135, 1, .25, 5, 0)
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player_list = Find_All_Objects_Of_Type(underworld)
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for i,unit in pairs(player_list) do
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if TestValid(unit) then
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unit.Move_To(landing)
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end
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end
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end
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function Story_Mode_Service()
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if mission_started then
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urai = Find_First_Object("URAI_FEN")
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if not TestValid(urai) then
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--MessageBox("Hero Killed")
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Story_Event("FAIL_OBJECTIVE_01")
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rebel_list = Find_All_Objects_Of_Type(rebel)
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empire_list = Find_All_Objects_Of_Type(empire)
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hutt_list = Find_All_Objects_Of_Type(hutts)
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if TestValid(rebel_list[1]) then
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Story_Event("VICTORY_REBEL")
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end
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if TestValid(empire_list[1]) then
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Story_Event("VICTORY_EMPIRE")
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end
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if TestValid(hutt_list[1]) then
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Story_Event("VICTORY_HUTTS")
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end
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end
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--target_list = Find_All_Objects_With_Hint("target")
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--target = target_list[1]
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if not TestValid(target) then
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--MessageBox("Target Killed")
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Story_Event("FAIL_OBJECTIVE_00")
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rebel_list = Find_All_Objects_Of_Type(rebel)
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empire_list = Find_All_Objects_Of_Type(empire)
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hutt_list = Find_All_Objects_Of_Type(hutts)
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if TestValid(rebel_list[1]) then
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Story_Event("VICTORY_REBEL")
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end
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if TestValid(empire_list[1]) then
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Story_Event("VICTORY_EMPIRE")
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end
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if TestValid(hutt_list[1]) then
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Story_Event("VICTORY_EMPIRE")
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end
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end
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end
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if mission_started and not victory_triggered then
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-- define mission objective here --
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objective_list1 = Find_All_Objects_With_Hint("objective1")
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base_shields1 = table.getn(objective_list1)
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objective_list2 = Find_All_Objects_With_Hint("objective2")
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base_shields2 = table.getn(objective_list2)
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-- begin this bit will change per the mission objective --
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if base_shields1 < 1 or base_shields2 < 1 then
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Story_Event("COMPLETE_OBJECTIVE_02")
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if got_target then
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Story_Event("ENDMISSION_VICTORY")
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victory_triggered = true
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Create_Thread("End_Sequence")
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end
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end
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-- end this bit will change per the mission objective --
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end
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end
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-- make only minor tweaks to the script below... --
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function State_NalHutta_Kidnapping_Mission_Speech_Line_00_Remove_Text(message)
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if message == OnEnter then
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--Story_Event("ADD_OBJECTIVE_00")
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--Story_Event("ADD_OBJECTIVE_02")
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end
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end
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function Story_Handle_Esc()
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if current_cinematic_thread ~= nil then
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Thread.Kill(current_cinematic_thread)
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current_cinematic_thread = nil
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Create_Thread("End_Camera")
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end
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end
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function End_Camera()
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Transition_To_Tactical_Camera(6)
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Sleep(4)
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Letter_Box_Out(2)
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Sleep(2)
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Lock_Controls(0)
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End_Cinematic_Camera()
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Suspend_AI(0)
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Story_Event("TEXT_SPEECH_UW_CLD_01")
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end
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-- ************************************************************************
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-- ***********************INTRO CINEMATIC FUNCTION*************************
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-- ************************************************************************
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function Intro_Cinematic ()
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Suspend_AI(1)
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-- define mission hero here --
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urai = Find_First_Object("URAI_FEN")
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Point_Camera_At(urai)
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Lock_Controls(1)
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Start_Cinematic_Camera()
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Letter_Box_In(0)
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Fade_Screen_In(2)
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Transition_Cinematic_Camera_Key(urai, 0, 50, 25, 45, 1, 1, 1, 0)
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Transition_Cinematic_Target_Key(urai, 0, 0, 0, 7, 0, urai, 0, 0)
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Transition_Cinematic_Camera_Key(urai, 5, 50, 25, 135, 1, 1, 1, 0)
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Sleep(4.5)
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while camera_offset > 0 do
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camera_offset = camera_offset + 90
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Transition_Cinematic_Camera_Key(urai, 5, 50, 25, camera_offset, 1, 1, 1, 0)
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if camera_offset == 315 then
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camera_offset = -45
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end
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Sleep(4.5)
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end
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current_cinematic_thread = nil
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Create_Thread("End_Camera")
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end |