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

292 lines
9.0 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Naboo_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_Naboo_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 =
{
Naboo_Intimidation_Mission_Begin = State_Naboo_Intimidation_Mission_Begin,
}
silri_spawnlist =
{
"Silri"
}
night_sister_spawnlist =
{
"NIGHT_SISTER"
}
end
function State_Naboo_Intimidation_Mission_Begin(message)
if message == OnEnter then
Initialize_Mission()
-- 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)
Fade_Screen_In(1)
Lock_Controls(0)
Story_Event("INTRO_SPEECH")
-- current_cinematic_thread = Create_Thread("Intro_Cinematic")
elseif message == OnUpdate then
if not mission_success and not mission_failure then
if silri_is_dead then
mission_failure = true
Story_Event("FAIL_OBJECTIVE_00")
if empire_active then
Story_Event("VICTORY_EMPIRE")
else
Story_Event("VICTORY_REBEL")
end
end
if arnama_is_dead then
mission_success = true
Story_Event("COMPLETE_OBJECTIVE_00")
end
end
end
end
function Initialize_Mission()
mission_success = false
mission_failure = false
camera_offset = 135
underworld_player = Find_Player("Underworld")
rebel_player = Find_Player("Rebel")
empire_player = Find_Player("Empire")
empire_active = false
rebel_active = false
-- Spawn Silri. Heroes starting on the map crashes the game.
silri_start = Find_Hint("STORY_TRIGGER_ZONE", "silristart")
silri_list = SpawnList(silri_spawnlist, silri_start.Get_Position(), underworld_player, false, true)
silri = silri_list[1]
silri.Teleport_And_Face(silri_start)
Point_Camera_At(silri)
Register_Death_Event(silri, Silri_Destroyed)
silri_is_dead = false
-- Spawn the Night Sister. These also crash the game.
night_sister_start = Find_Hint("STORY_TRIGGER_ZONE", "nightsister")
night_sister_list = SpawnList(night_sister_spawnlist, night_sister_start.Get_Position(), underworld_player, false, true)
night_sister = night_sister_list[1]
night_sister.Teleport_And_Face(night_sister_start)
-- Set death events for arnama.
arnama_rebel = Find_First_Object("CHAIRMAN_ARNAMA_REBEL")
if TestValid(arnama_rebel) then
Register_Death_Event(arnama_rebel, arnama_Destroyed)
arnama_rebel.Highlight(true)
Add_Radar_Blip(arnama_rebel, "radar")
rebel_active = true
else
arnama_empire = Find_First_Object("CHAIRMAN_ARNAMA_EMPIRE")
if TestValid(arnama_empire) then
Register_Death_Event(arnama_empire, arnama_Destroyed)
arnama_empire.Highlight(true)
Add_Radar_Blip(arnama_empire, "radar")
empire_active = true
end
end
arnama_is_dead = false
-- Set the Rebel and Empire units to guard their location.
empire_list = Find_All_Objects_Of_Type(empire_player)
for i,unit in pairs(empire_list) do
if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") or unit.Is_Category("Air") then
if not TestValid(unit.Get_Parent_Object()) then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
end
end
end
rebel_list = Find_All_Objects_Of_Type(rebel_player)
for i,unit in pairs(rebel_list) do
if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") or unit.Is_Category("Air") then
if not TestValid(unit.Get_Parent_Object()) then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
end
end
end
-- Deploy the Rebel and Empire guns if they exist.
mptl_list = Find_All_Objects_Of_Type("MPTL")
for i, unit in pairs (mptl_list) do
if TestValid(unit) then
unit.Activate_Ability("DEPLOY", true)
end
end
spmat_list = Find_All_Objects_Of_Type("SPMAT_WALKER")
for i, unit in pairs (spmat_list) do
if TestValid(unit) then
unit.Activate_Ability("DEPLOY", true)
end
end
-- Register the prox for approaching the base area.
guard_1 = Find_Hint("STORY_TRIGGER_ZONE", "guard1")
guard_2 = Find_Hint("STORY_TRIGGER_ZONE", "guard2")
guard_3 = Find_Hint("STORY_TRIGGER_ZONE", "guard3")
guard_4 = Find_Hint("STORY_TRIGGER_ZONE", "guard4")
troop_1_list = Find_All_Objects_With_Hint("troop1")
troop_1 = troop_1_list[1]
troop_2_list = Find_All_Objects_With_Hint("troop2")
troop_2 = troop_2_list[1]
troop_3_list = Find_All_Objects_With_Hint("troop3")
troop_3 = troop_3_list[1]
troop_4_list = Find_All_Objects_With_Hint("troop4")
troop_4 = troop_4_list[1]
rebel_guards = Find_All_Objects_With_Hint("rebelguard")
baseprox = Find_Hint("STORY_TRIGGER_ZONE", "baseprox")
gateprox = Find_Hint("STORY_TRIGGER_ZONE", "gateprox")
Register_Prox(baseprox, Prox_Approach_Base, 600, underworld_player)
Register_Prox(gateprox, Prox_Approach_Gates, 600, underworld_player)
end
function Prox_Approach_Gates(prox_obj, trigger_obj)
prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Gates)
Register_Timer(Timer_Alarm,2)
end
function Timer_Alarm()
gateprox.Play_SFX_Event("SFX_UMP_EmpireKesselAlarm")
Register_Timer(Timer_Alarm,2)
end
function Prox_Approach_Base(prox_obj, trigger_obj)
prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Base)
if empire_active then
troop_1.Attack_Move(guard_1.Get_Position())
troop_2.Attack_Move(guard_2.Get_Position())
troop_3.Attack_Move(guard_3.Get_Position())
troop_4.Attack_Move(guard_4.Get_Position())
else
for i,unit in pairs(rebel_guards) do
unit.Attack_Move(arnama_rebel.Get_Position())
end
end
fog_id = FogOfWar.Reveal(underworld_player, prox_obj, 400, 400)
end
function arnama_Destroyed()
arnama_is_dead = true
end
function Silri_Destroyed()
silri_is_dead = true
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()
Story_Event("INTRO_SPEECH")
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic()
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
Transition_Cinematic_Camera_Key(silri, 0, 50, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(silri, 0, 0, 0, 7, 0, silri, 0, 0)
--Sleep(7)
Transition_Cinematic_Camera_Key(silri, 5, 50, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(silri, 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
Story_Handle_Esc()
end
Sleep(4.5)
end
end