Files
SoaFE/DATA/SCRIPTS/STORY/STORY_UNDERWORLD_HONOGHR_INTIMIDATION_STORY.LUA
2026-02-28 14:00:45 -06:00

268 lines
8.0 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Honoghr_Intimidation_Story.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_Honoghr_Intimidation_Story.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 =
{
Honoghr_Intimidation_Mission_Begin = State_Honoghr_Intimidation_Mission_Begin,
Honoghr_Intimidation_Mission_Speech_Line_00_Remove_Text = State_Honoghr_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
mission_started = false
victory_triggered = false
end
function State_Honoghr_Intimidation_Mission_Begin(message)
if message == OnEnter then
mission_started = true
captain = Find_First_Object("Fleet_Commander_Empire")
Register_Prox(captain, Prox_TargetLine, 150, underworld)
captain.Highlight(true)
Add_Radar_Blip(captain, "captain")
Register_Death_Event(captain, CaptainDead)
home = Find_Hint("STORY_TRIGGER_ZONE", "home")
homers = Find_Hint("STORMTROOPER_TEAM", "home")
defender0 = Find_Hint("STORMTROOPER_TEAM", "defend0")
defender1 = Find_Hint("STORMTROOPER_TEAM", "defend1")
defender2 = Find_Hint("STORMTROOPER_TEAM", "defend2")
defend0 = Find_Hint("STORY_TRIGGER_ZONE", "defend0")
defend1 = Find_Hint("STORY_TRIGGER_ZONE", "defend1")
defend2 = Find_Hint("STORY_TRIGGER_ZONE", "defend2")
-- make only minor tweaks to the script below... --
Lock_Controls(0)
Story_Event("TEXT_SPEECH_UW_CLD_01")
Story_Event("ADD_OBJECTIVE_02")
Story_Event("ADD_OBJECTIVE_00")
--current_cinematic_thread = Create_Thread("Intro_Cinematic")
--Story_Event("TEXT_SPEECH_UW_CLD_01")
Create_Thread("Setup_Mission")
objective_list = Find_All_Objects_With_Hint("objective")
for k, unit in pairs(objective_list) do
if TestValid(unit) then
unit.Highlight(true)
end
end
-- 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()
Fade_Screen_In(1)
Letter_Box_Out(0)
Create_Thread("Main")
end
end
function Prox_TargetLine(self_obj, trigger_obj)
Story_Event("CHATTER_07")
self_obj.Cancel_Event_Object_In_Range(Prox_TargetLine)
end
function CaptainDead()
Story_Event("COMPLETE_OBJECTIVE_02")
end
function Setup_Mission()
captain.Prevent_AI_Usage(true)
captain.Guard_Target(home)
homers.Prevent_AI_Usage(true)
homers.Guard_Target(home)
defender0.Prevent_AI_Usage(true)
defender0.Guard_Target(defend0)
defender1.Prevent_AI_Usage(true)
defender1.Guard_Target(defend1)
defender2.Prevent_AI_Usage(true)
defender2.Guard_Target(defend2)
end
function Main()
while true do
objective_list = Find_All_Objects_With_Hint("objective")
noghri_houses=0
--noghri_houses = table.getn(objective_list)
for k, unit in pairs(objective_list) do
if TestValid(unit) then
if unit.Get_Hull() > 0 then
noghri_houses=noghri_houses+1
end
end
end
-- begin this bit will change per the mission objective --
if noghri_houses < 4 then
Story_Event("UPDATE_OBJECTIVE_00_3")
Story_Event("COMPLETE_OBJECTIVE_00")
victory_triggered = true
elseif noghri_houses < 5 then
Story_Event("UPDATE_OBJECTIVE_00_2")
elseif noghri_houses < 6 then
Story_Event("UPDATE_OBJECTIVE_00_1")
elseif noghri_houses < 7 then
Story_Event("UPDATE_OBJECTIVE_00_0")
end
Sleep(1)
end
end
function Story_Mode_Service()
if mission_started then
urai = Find_First_Object("URAI_FEN")
if not TestValid(urai) then
Story_Event("FAIL_OBJECTIVE_01")
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
if mission_started and not victory_triggered then
-- define mission objective here --
-- end this bit will change per the mission objective --
end
end
-- make only minor tweaks to the script below... --
function State_Honoghr_Intimidation_Mission_Speech_Line_00_Remove_Text(message)
if message == OnEnter then
Story_Event("ADD_OBJECTIVE_02")
Story_Event("ADD_OBJECTIVE_00")
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()
Suspend_AI(0)
Story_Event("TEXT_SPEECH_UW_CLD_01")
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic ()
Suspend_AI(1)
-- define mission hero here --
urai = Find_First_Object("URAI_FEN")
Point_Camera_At(urai)
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
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 camera_offset > 0 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
camera_offset = -45
end
Sleep(4.5)
end
current_cinematic_thread = nil
Create_Thread("End_Camera")
end