335 lines
10 KiB
Lua
335 lines
10 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_AlzocIII_Intimidation.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_AlzocIII_Intimidation.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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AlzocIII_Intimidation_Mission_Begin = State_AlzocIII_Intimidation_Mission_Begin,
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AlzocIII_Intimidation_ADD_OBJECTIVE_Deliver_The_Heads = State_AlzocIII_Intimidation_ADD_OBJECTIVE_Deliver_The_Heads,
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AlzocIII_Intimidation_FAIL_OBJECTIVE_Tyber_Must_Survive = State_AlzocIII_Intimidation_FAIL_OBJECTIVE_Tyber_Must_Survive,
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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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hostile = Find_Player("Hostile")
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camera_offset = 135
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counter_shaak_heads_collected = 0
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end
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function State_AlzocIII_Intimidation_Mission_Begin(message)
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if message == OnEnter then
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Fade_Screen_Out(0)
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mission_started = true
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-- define mission hero here --
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hero = Find_First_Object("TYBER_ZANN")
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if not TestValid(hero) then
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hero = Find_First_Object("URAI_FEN")
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end
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Create_Thread("Thread_DeathMonitor_Hero", hero)
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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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--make shaaks neutral to map owner
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if TestValid(rebel_list[1]) then
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rebel.Make_Ally(hostile)
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end
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if TestValid(empire_list[1]) then
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empire.Make_Ally(hostile)
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end
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if TestValid(hutt_list[1]) then
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hutts.Make_Ally(hostile)
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end
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commissioner_list = Find_All_Objects_With_Hint("commissioner")
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commissioner = commissioner_list[1]
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if not TestValid(commissioner) then
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MessageBox("AlzocIII Intimidation mission cannot find the food commisioner...aborting...tell Joe G immediately!")
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ScriptExit()
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end
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commissioner.Set_Cannot_Be_Killed(true)
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commissioner.Prevent_Opportunity_Fire(true)
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--find all the "Prize" shaak
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shaak_list = Find_All_Objects_Of_Type("AlzocIII_Prize_Shaak")
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for i,shaak in pairs(shaak_list) do
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Create_Thread("Thread_DeathMonitor_Shaak", shaak)
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shaak.Prevent_Opportunity_Fire(true)
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end
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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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Create_Thread("End_Camera")
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end
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end
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function Thread_DeathMonitor_Shaak(local_shaak)
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local shaak_position = local_shaak.Get_Position()
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while TestValid(local_shaak) do
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Sleep(1)
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if TestValid(local_shaak) then
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shaak_position = local_shaak.Get_Position()
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end
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--shaak_position = local_shaak.Get_Position()
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end
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--MessageBox("shaak killed")
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--set prox events on all existing shaak heads ... cause its easier then determining any new ones :(
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--shaak_head = Find_All_Objects_Of_Type("AlzocIII_Prize_Shaak_Head")
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Sleep(2)
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shaak_head_list = Spawn_Unit(Find_Object_Type("AlzocIII_Prize_Shaak_Head"), shaak_position, hostile)
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shaak_head = shaak_head_list[1]
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if TestValid(shaak_head) then
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Register_Prox(shaak_head,PROX_Shaak_Head,25,underworld)
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shaak_head.Highlight(true)
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else
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MessageBox("spawning the shaak head failed!!")
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end
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end
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function Thread_DeathMonitor_Hero(local_hero)
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while TestValid(local_hero) do
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Sleep(3)
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end
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--hero klled end misisonin loss
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Story_Event("AlzocIII_Intimidation_Player_Loses_AI_NOTIFICATION")
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end
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function State_AlzocIII_Intimidation_FAIL_OBJECTIVE_Tyber_Must_Survive(message)
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if message == OnEnter then
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--lose dialog is over..determine who actually won.
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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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end
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function PROX_Shaak_Head(prox_obj, trigger_obj)
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if trigger_obj.Get_Owner() == underworld then
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prox_obj.Cancel_Event_Object_In_Range(PROX_Shaak_Head)
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--MessageBox("shaak head picked up")
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prox_obj.Despawn()
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counter_shaak_heads_collected = counter_shaak_heads_collected + 1
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if counter_shaak_heads_collected == 1 then
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Story_Event("UPDATE_OBJECTIVE_1_HEAD_COLLECTED")
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elseif counter_shaak_heads_collected == 2 then
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Story_Event("UPDATE_OBJECTIVE_2_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 3 then
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Story_Event("UPDATE_OBJECTIVE_3_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 4 then
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Story_Event("UPDATE_OBJECTIVE_4_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 5 then
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Story_Event("UPDATE_OBJECTIVE_5_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 6 then
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Story_Event("UPDATE_OBJECTIVE_6_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 7 then
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Story_Event("UPDATE_OBJECTIVE_7_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 8 then
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Story_Event("UPDATE_OBJECTIVE_8_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 9 then
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Story_Event("UPDATE_OBJECTIVE_9_HEADS_COLLECTED")
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elseif counter_shaak_heads_collected == 10 then
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--collect heads objective complete...switch to delivery objective
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Story_Event("UPDATE_COMPLETE_ALL_HEADS_COLLECTED")
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end
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end
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end
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function State_AlzocIII_Intimidation_ADD_OBJECTIVE_Deliver_The_Heads(message)
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if message == OnEnter then
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--player just got the objective to deliver the heads to the food commisioner...ping him on the radar
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commissioner.Highlight(true)
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Add_Radar_Blip(commissioner, "blip_commissioner")
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Register_Prox(commissioner,PROX_Food_Commissioner,25,underworld)
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end
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end
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function PROX_Food_Commissioner(prox_obj, trigger_obj)
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if trigger_obj.Get_Type().Get_Name() == "TYBER_ZANN" then
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prox_obj.Cancel_Event_Object_In_Range(PROX_Food_Commissioner)
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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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--make shaaks neutral to map owner
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if TestValid(rebel_list[1]) then
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rebel.Make_Ally(underworld)
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underworld.Make_Ally(rebel)
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end
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if TestValid(empire_list[1]) then
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empire.Make_Ally(underworld)
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underworld.Make_Ally(empire)
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end
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if TestValid(hutt_list[1]) then
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hutts.Make_Ally(underworld)
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underworld.Make_Ally(hutts)
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end
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Suspend_AI(1)
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Lock_Controls(1)
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Story_Event("AlzocIII_Intimidation_Player_Wins_AI_NOTIFICATION")
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--MessageBox("Story_Event(AlzocIII_Intimidation_Player_Wins_AI_NOTIFICATION)")
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end
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end
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-- ************************************************************************
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-- ***********************INTRO CINEMATIC FUNCTION*************************
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-- ************************************************************************
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-- make only minor tweaks to the script below... --
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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 Intro_Cinematic ()
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Suspend_AI(1)
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if not TestValid(hero) then
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MessageBox("AlzocIII intimidation cannot find any heroes...aborting mission")
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ScriptExit()
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end
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Point_Camera_At(hero)
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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(hero, 0, 50, 25, 45, 1, 1, 1, 0)
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Transition_Cinematic_Target_Key(hero, 0, 0, 0, 7, 0, urai, 0, 0)
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--Sleep(7)
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Transition_Cinematic_Camera_Key(hero, 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(hero, 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
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function End_Camera()
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Point_Camera_At(hero)
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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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Letter_Box_Out(0)
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Lock_Controls(0)
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Fade_Screen_In(1)
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Suspend_AI(0)
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Story_Event("AlzocIII_Intimidation_Mission_Start_AI_NOTIFICATION")
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end |