550 lines
18 KiB
Lua
550 lines
18 KiB
Lua
-- $Id: //depot/Projects/StarWars/Run/Data/Scripts/Story/Story_Empire_ActII_M06_LAND.lua#27 $
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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/Run/Data/Scripts/Story/Story_Empire_ActII_M06_LAND.lua $
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--
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-- Original Author: Steve_Copeland
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--
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-- $Author: Joseph_Gernert $
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--
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-- $Change: 34948 $
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--
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-- $DateTime: 2005/12/12 17:11:26 $
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--
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-- $Revision: #27 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGStoryMode")
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-- Land Map Numeric Definitions:
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-- 1 = Commander Group 1 => 14
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-- 2 = Commander Group 2 R> 16
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-- 3 = Commander Group 3 R> 17
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-- 4 = Commander Group 4 R> 18
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-- 5 = Commander Group 5 R> 15
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-- Imperial_Stormtrooper_Squad =>10
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-- Imperial_Mini_Stormtrooper_Squad 12<=>13
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-- AT_ST_Walker =>10
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-- 80 Trigger Zone: Pirate Invasion (21,22)
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-- 81 Trigger Zone: Rancors (31)
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-- 82 Trigger Zone: Rebel Invasion (41,42,43,44)
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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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StoryModeEvents =
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{
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Empire_A02M06_Begin = State_Empire_A02M06_Begin,
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Empire_A02M06_Trigger_Rebels = State_Empire_A02M06_Trigger_Rebels,
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Empire_A02M06_Encourage_Timer_Highlight = State_Empire_A02M06_Encourage_Timer_Highlight,
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Empire_A02M06_Encourage_T2B = State_Empire_A02M06_Encourage_T2B,
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Empire_A02M06_Encourage_T2B_Highlight = State_Empire_A02M06_Encourage_T2B_Highlight,
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Empire_A02M06_Encourage_T4B = State_Empire_A02M06_Encourage_T4B,
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Empire_A02M06_Encourage_T4B_Highlight = State_Empire_A02M06_Encourage_T4B_Highlight,
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Empire_A02M06_Encourage_Pod_Walker = State_Empire_A02M06_Encourage_Pod_Walker,
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Empire_A02M06_Encourage_Pod_Walker_Highlight = State_Empire_A02M06_Encourage_Pod_Walker_Highlight,
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Empire_A02M06_Encourage_Pirates_Highlight = State_Empire_A02M06_Encourage_Pirates_Highlight,
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Empire_A02M06_Emperor_Response_00 = State_Empire_A02M06_Emperor_Response_00,
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Empire_A02M06_Emperor_Response_02 = State_Empire_A02M06_Emperor_Response_02,
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Empire_A02M06_All_Rebel_Destroyed_WIN = State_Empire_A02M06_All_Rebel_Destroyed_WIN,
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Empire_A02M06_Rebel_Destroyed_Complete_Mission = State_Empire_A02M06_Rebel_Destroyed_Complete_Mission
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}
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type_list1 = {
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"Rebel_Infantry_Squad",
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"Rebel_Light_Tank_Brigade"
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}
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type_list2 = {
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"Rebel_Infantry_Squad",
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"Rebel_Infantry_Squad"
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}
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type_list3 = {
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"Rebel_Infantry_Squad",
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"Rebel_Infantry_Squad"
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}
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type_list4 = {
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"Rebel_Infantry_Squad",
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"Rebel_Light_Tank_Brigade"
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}
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type_list5 = {
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"Pirate_Soldier_Squad"
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}
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prox_range_despawn_cines = 200
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prox_range_movement_patrol = 100
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prox_range_despawn_commanders = 10
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prox_range_spawn_pirates = 200
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prox_range_spawn_rancors = 200
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prox_range_spawn_rebels = 200
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rebels_are_invading = 0
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pirates_are_invading = 0
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rancors_are_invading = 0
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-- For memory pool cleanup hints
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unit = nil
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end
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function State_Empire_A02M06_Begin(message)
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if message == OnEnter then
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-- Fade_Screen_Out(0)
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Letter_Box_In(0)
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Lock_Controls(1)
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empire_player = Find_Player("Empire")
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rebel_player = Find_Player("Rebel")
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veers_startpos = Find_All_Objects_Of_Type("Veers_AT_AT_Walker")
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veers_atat = Find_First_Object("Veers_AT_AT_Walker")
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marker10 = Find_Hint("GENERIC_MARKER_LAND", "10")
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marker12 = Find_Hint("GENERIC_MARKER_LAND", "12")
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marker13 = Find_Hint("GENERIC_MARKER_LAND", "13")
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marker14 = Find_Hint("GENERIC_MARKER_LAND", "14")
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marker15 = Find_Hint("GENERIC_MARKER_LAND", "15")
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marker16 = Find_Hint("GENERIC_MARKER_LAND", "16")
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marker17 = Find_Hint("GENERIC_MARKER_LAND", "17")
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marker18 = Find_Hint("GENERIC_MARKER_LAND", "18")
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marker21 = Find_Hint("GENERIC_MARKER_LAND", "21")
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marker22 = Find_Hint("GENERIC_MARKER_LAND", "22")
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marker31 = Find_Hint("GENERIC_MARKER_LAND", "31")
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marker41 = Find_Hint("GENERIC_MARKER_LAND", "41")
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marker42 = Find_Hint("GENERIC_MARKER_LAND", "42")
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marker43 = Find_Hint("GENERIC_MARKER_LAND", "43")
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marker44 = Find_Hint("GENERIC_MARKER_LAND", "44")
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marker80 = Find_Hint("GENERIC_MARKER_LAND", "80")
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marker81 = Find_Hint("GENERIC_MARKER_LAND", "81")
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marker82 = Find_Hint("GENERIC_MARKER_LAND", "82")
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target_hint_table = Find_All_Objects_With_Hint("99")
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default_hint_table = Find_All_Objects_With_Hint("1")
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for i,unit in pairs(default_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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unit.Move_To(marker14)
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end
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command01_hint_table = Find_All_Objects_With_Hint("2")
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for i,unit in pairs(command01_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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end
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command02_hint_table = Find_All_Objects_With_Hint("3")
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for i,unit in pairs(command02_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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end
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command03_hint_table = Find_All_Objects_With_Hint("4")
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for i,unit in pairs(command03_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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end
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command04_hint_table = Find_All_Objects_With_Hint("5")
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for i,unit in pairs(command04_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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end
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default_hint_table = Find_All_Objects_With_Hint("6")
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for i,unit in pairs(default_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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unit.Move_To(marker10)
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end
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guard_patrol_table = Find_All_Objects_With_Hint("7")
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for i,unit in pairs(guard_patrol_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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unit.Move_To(marker12)
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end
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default_hint_table = Find_All_Objects_With_Hint("8")
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for i,unit in pairs(default_hint_table) do
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unit.Set_Selectable(false)
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unit.Prevent_AI_Usage(true)
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unit.Move_To(marker10)
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end
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bunker_shutoff_table = Find_All_Objects_Of_Type("IMPERIAL_OBSERVATION_BUNKER")
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for i,unit in pairs(bunker_shutoff_table) do
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unit.Set_Selectable(false)
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end
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shuttle_shutoff_table = Find_All_Objects_Of_Type("LANDED_EMPIRE_SHUTTLE")
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for i,unit in pairs(shuttle_shutoff_table) do
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unit.Set_Selectable(false)
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end
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Register_Prox(marker10, State_Empire_A02M06_Marker10_Prox, prox_range_despawn_cines, empire_player)
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Register_Prox(marker14, State_Empire_A02M06_Marker14_Prox, prox_range_despawn_commanders, empire_player)
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Register_Prox(marker12, State_Empire_A02M06_Marker12_Prox, prox_range_movement_patrol, empire_player)
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Register_Prox(marker13, State_Empire_A02M06_Marker13_Prox, prox_range_movement_patrol, empire_player)
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Register_Prox(marker80, State_Empire_A02M06_Marker80_Prox, prox_range_spawn_pirates, empire_player)
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Register_Prox(marker81, State_Empire_A02M06_Marker81_Prox, prox_range_spawn_rancors, empire_player)
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-- Set_Cinematic_Camera_Key(target_pos, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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-- Transition_Cinematic_Camera_Key(target_pos, time, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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-- Set_Cinematic_Target_Key(target_pos, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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-- Transition_Cinematic_Target_Key(target_pos, time, x_dist, y_pitch, z_yaw, euler, pobj, use_object_rotation, cinematic_animation)
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Point_Camera_At(veers_atat)
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Start_Cinematic_Camera()
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Set_Cinematic_Camera_Key(marker14, 0, 0, 20, 0, 0, 0, 0)
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Set_Cinematic_Target_Key(veers_atat, 0, 0, 0, 0, 0, 0, 0)
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Fade_Screen_In(5)
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-- Transition_Cinematic_Camera_Key(runawaycamerastart, 15, 100, 0, 300, 0, 0, 0, 0)
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Transition_To_Tactical_Camera(12)
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Sleep(10)
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Letter_Box_Out(0.5)
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End_Cinematic_Camera()
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Lock_Controls(0)
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end
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end
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function State_Empire_A02M06_Marker10_Prox(prox_obj, trigger_obj)
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if rebels_are_invading == 1 then
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prox_obj.Despawn()
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else
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if TestValid(trigger_obj) then
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if trigger_obj.Get_Type() == Find_Object_Type("SQUAD_STORMTROOPER") or trigger_obj.Get_Type() == Find_Object_Type("AT_ST_WALKER") then
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trigger_obj.Despawn()
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end
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end
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end
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end
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function State_Empire_A02M06_Marker14_Prox(prox_obj, trigger_obj)
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if TestValid(trigger_obj) then
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if trigger_obj.Get_Type() == Find_Object_Type("GENERIC_FIELD_COMMANDER_EMPIRE") then
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trigger_obj.Despawn()
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end
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end
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end
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function State_Empire_A02M06_Marker12_Prox(prox_obj, trigger_obj)
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if rebels_are_invading == 1 then
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prox_obj.Despawn()
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else
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if TestValid(trigger_obj) then
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if trigger_obj.Get_Type() == Find_Object_Type("SQUAD_STORMTROOPER") then
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for i,unit in pairs(guard_patrol_table) do
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unit.Move_To(marker13)
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end
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end
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end
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end
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end
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function State_Empire_A02M06_Marker13_Prox(prox_obj, trigger_obj)
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if rebels_are_invading == 1 then
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prox_obj.Despawn()
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else
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if TestValid(trigger_obj) then
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if trigger_obj.Get_Type() == Find_Object_Type("SQUAD_STORMTROOPER") then
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for i,unit in pairs(guard_patrol_table) do
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unit.Move_To(marker12)
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end
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end
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end
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end
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end
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function State_Empire_A02M06_Marker80_Prox(prox_obj, trigger_obj)
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if pirates_are_invading == 0 then
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if trigger_obj.Get_Type() == Find_Object_Type("VEERS_AT_AT_WALKER") then
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pirates_are_invading = 1
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ReinforceList(type_list5, marker21, rebel_player, true, true, true, Attack_Veers)
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ReinforceList(type_list5, marker22, rebel_player, true, true, true, Attack_Veers)
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Story_Event("A02M06_TRIGGER_PIRATES")
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end
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else
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prox_obj.Despawn()
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end
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end
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function Attack_Veers(attack_list)
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if TestValid(veers_atat) then
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for k, unit in pairs(attack_list) do
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if TestValid(unit) then
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unit.Attack_Move(veers_atat)
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end
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end
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end
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end
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function State_Empire_A02M06_Marker81_Prox(prox_obj, trigger_obj)
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if rancors_are_invading == 0 then
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if trigger_obj.Get_Type() == Find_Object_Type("VEERS_AT_AT_WALKER") then
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ref_type = Find_Object_Type("Rancor")
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rancorlist = Spawn_Unit(ref_type, marker31, rebel_player)
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rancorlist[1].Prevent_AI_Usage(true)
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rancorlist[1].Take_Damage(500)
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--rancorlist[1].Guard_Target(rancorlist[1].Get_Position())
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rancors_are_invading = 1
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Story_Event("A02M06_TRIGGER_RANCORS")
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end
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else
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prox_obj.Despawn()
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end
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end
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function State_Empire_A02M06_Trigger_Rebels()
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if rebels_are_invading == 0 then
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rebels_are_invading = 1;
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for i,unit in pairs(guard_patrol_table) do
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if TestValid(unit) then
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unit.Despawn()
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end
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end
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for i,unit in pairs(target_hint_table) do
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if TestValid(unit) then
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unit.Despawn()
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end
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end
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-- Register_Prox(marker16, State_Empire_A02M06_Marker14_Prox, prox_range_despawn_commanders, empire_player)
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-- Register_Prox(marker17, State_Empire_A02M06_Marker14_Prox, prox_range_despawn_commanders, empire_player)
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-- Register_Prox(marker18, State_Empire_A02M06_Marker14_Prox, prox_range_despawn_commanders, empire_player)
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-- Register_Prox(marker15, State_Empire_A02M06_Marker14_Prox, prox_range_despawn_commanders, empire_player)
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for i,unit in pairs(command01_hint_table) do
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if TestValid(unit) then
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unit.Set_Selectable(true)
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unit.Prevent_AI_Usage(false)
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-- unit.Move_To(marker16)
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end
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end
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for i,unit in pairs(command02_hint_table) do
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if TestValid(unit) then
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unit.Set_Selectable(true)
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unit.Prevent_AI_Usage(false)
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-- unit.Move_To(marker17)
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end
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end
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for i,unit in pairs(command03_hint_table) do
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if TestValid(unit) then
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unit.Set_Selectable(true)
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unit.Prevent_AI_Usage(false)
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-- unit.Move_To(marker18)
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end
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end
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for i,unit in pairs(command04_hint_table) do
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if TestValid(unit) then
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unit.Set_Selectable(true)
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unit.Prevent_AI_Usage(false)
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-- unit.Move_To(marker15)
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end
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end
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ReinforceList(type_list1, marker41, rebel_player, true, true, true)
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ReinforceList(type_list2, marker42, rebel_player, true, true, true)
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ReinforceList(type_list3, marker43, rebel_player, true, true, true)
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ReinforceList(type_list4, marker44, rebel_player, true, true, true)
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--Story_Event("A02M06_TRIGGER_REBELS")
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Create_Thread("Show_Rebels_Cine")
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end
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end
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function Show_Rebels_Cine()
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Sleep(2)
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--SET UP CINEMATIC CAMERA
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Fade_Screen_Out(1)
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Suspend_AI(1)
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Lock_Controls(1)
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Letter_Box_In(0)
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Sleep(1)
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Start_Cinematic_Camera()
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Fade_Screen_In(1)
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camera_start = Find_Hint("GENERIC_MARKER_LAND", "42")
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-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
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Set_Cinematic_Camera_Key(camera_start, 500, 12, 30, 1, 0, 0, 0)
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-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
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Set_Cinematic_Target_Key(camera_start, 0, 0, 0, 0, camera_start, 0, 0)
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-- Transition_Cinematic_Camera_Key(target_pos, time, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
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Transition_Cinematic_Camera_Key(camera_start, 7, 500, 12, 170, 1, 0, 0, 0)
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Sleep(1)
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Story_Event("A02M06_TRIGGER_REBELS")
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Sleep(7)
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Fade_Screen_Out(1)
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Sleep(1)
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--end cinematic
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Point_Camera_At(veers_atat)
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Transition_To_Tactical_Camera(1)
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Letter_Box_Out(1)
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End_Cinematic_Camera()
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Fade_Screen_In(1)
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Lock_Controls(0)
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Suspend_AI(0)
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end
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function State_Empire_A02M06_Encourage_Timer_Highlight(message)
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if message == OnEnter then
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Story_Event("A02M06_HIGHLIGHT_COURSE")
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end
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end
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function State_Empire_A02M06_Encourage_T2B(message)
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if message == OnEnter then
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if rebels_are_invading == 0 then
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Story_Event("A02M06_ENCOURAGE_T2B")
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end
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end
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end
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function State_Empire_A02M06_Encourage_T2B_Highlight(message)
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if message == OnEnter then
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Story_Event("A02M06_HIGHLIGHT_COURSE")
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end
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end
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function State_Empire_A02M06_Encourage_T4B(message)
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if message == OnEnter then
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if rebels_are_invading == 0 then
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Story_Event("A02M06_ENCOURAGE_T4B")
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end
|
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end
|
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end
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|
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function State_Empire_A02M06_Encourage_T4B_Highlight(message)
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if message == OnEnter then
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Story_Event("A02M06_HIGHLIGHT_COURSE")
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end
|
|
end
|
|
|
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function State_Empire_A02M06_Encourage_Pod_Walker(message)
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if message == OnEnter then
|
|
if rebels_are_invading == 0 then
|
|
Story_Event("A02M06_ENCOURAGE_POD_WALKER")
|
|
end
|
|
end
|
|
end
|
|
|
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function State_Empire_A02M06_Encourage_Pod_Walker_Highlight(message)
|
|
if message == OnEnter then
|
|
Story_Event("A02M06_HIGHLIGHT_COURSE")
|
|
end
|
|
end
|
|
|
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function State_Empire_A02M06_Encourage_Pirates_Highlight(message)
|
|
if message == OnEnter then
|
|
Story_Event("A02M06_HIGHLIGHT_COURSE")
|
|
end
|
|
end
|
|
|
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function State_Empire_A02M06_Emperor_Response_00(message)
|
|
if message == OnEnter then
|
|
if rebels_are_invading == 0 then
|
|
Story_Event("A02M06_EMPEROR_ANNOUNCES")
|
|
end
|
|
end
|
|
end
|
|
|
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function State_Empire_A02M06_Emperor_Response_02(message)
|
|
if message == OnEnter then
|
|
if rebels_are_invading == 0 then
|
|
Story_Event("A02M06_EMPEROR_ANNOUNCES2")
|
|
end
|
|
end
|
|
end
|
|
|
|
function State_Empire_A02M06_All_Rebel_Destroyed_WIN(message)
|
|
if message == OnEnter then
|
|
Create_Thread("Ending_Cine")
|
|
end
|
|
end
|
|
|
|
function Ending_Cine()
|
|
|
|
|
|
--SET UP CINEMATIC CAMERA
|
|
Fade_Screen_Out(1)
|
|
Suspend_AI(1)
|
|
Lock_Controls(1)
|
|
Letter_Box_In(0)
|
|
Sleep(1)
|
|
Start_Cinematic_Camera()
|
|
Fade_Screen_In(1)
|
|
|
|
if not TestValid(veers_atat) then
|
|
--MessageBox("ending cine cannot find veers")
|
|
end
|
|
|
|
|
|
-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
|
|
Set_Cinematic_Camera_Key(veers_atat, 350, 12, 180, 1, 0, 0, 0)
|
|
-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
|
|
Set_Cinematic_Target_Key(veers_atat, 0, 0, 0, 0, veers_atat, 0, 0)
|
|
-- Transition_Cinematic_Camera_Key(target_pos, time, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
|
|
Transition_Cinematic_Camera_Key(veers_atat, 20, 350, 12, 45, 1, 0, 0, 0)
|
|
Sleep(20)
|
|
|
|
--Fade_Screen_Out(1)
|
|
--
|
|
|
|
end
|
|
|
|
--turn off cinematic camera safety stuff here
|
|
function State_Empire_A02M06_Rebel_Destroyed_Complete_Mission(message)
|
|
if message == OnEnter then
|
|
--MessageBox("End_Cinematic_Camera()")
|
|
End_Cinematic_Camera()
|
|
end
|
|
end
|
|
|
|
|