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

335 lines
10 KiB
Lua

-- $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