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

304 lines
9.4 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Exec_Demo_Naboo_Land_Tactical.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Exec_Demo_Naboo_Land_Tactical.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 =
{
Underworld_Exec_Demo_1_Endor_Begin = State_Underworld_Exec_Demo_1_Endor_Begin
}
underworld = Find_Player("Underworld")
rebel = Find_Player("Rebel")
neutral = Find_Player("Neutral")
mdu_deployed = false
camera_offset = 135
intro_state = 0
end
function State_Underworld_Exec_Demo_1_Endor_Begin(message)
if message == OnEnter then
--Turning off AI
Suspend_AI(1)
FogOfWar.Reveal_All(underworld)
--Preventing T2Bs from moving
t2b_group = Find_All_Objects_With_Hint("t2b")
for k, unit in pairs(t2b_group) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Suspend_Locomotor(true)
end
end
--Preventing MPTLs from moving
mptl_group = Find_All_Objects_Of_Type("MPTL")
for k, unit in pairs(mptl_group) do
if TestValid(unit) then
unit.Activate_Ability("DEPLOY", true)
unit.Prevent_Opportunity_Fire(true)
unit.Prevent_AI_Usage(true)
unit.Suspend_Locomotor(true)
end
end
sab_prox = Find_Hint("STORY_TRIGGER_ZONE_00", "sabprox")
Register_Prox(sab_prox, PROX_Saboteur, 100, underworld)
--Spawning in all Underworld units
--Spawning in cinematic ewok handler
cine_handler_loc = Find_Hint("STORY_TRIGGER_ZONE_00", "handler0")
cine_handler = Spawn_Unit(Find_Object_Type("EWOK_HANDLER"), cine_handler_loc, underworld)
cine_handler[1].Teleport_And_Face(cine_handler_loc)
--Spawning in 3 other handlers
handler_spawn_list = Find_All_Objects_With_Hint("handler")
for k, loc in pairs(handler_spawn_list) do
if TestValid(loc) then
handler = Spawn_Unit(Find_Object_Type("EWOK_HANDLER"), loc, underworld)
handler[1].Teleport_And_Face(loc)
end
end
--Spawning in 5 saboteurs
sab_spawn_list = Find_All_Objects_With_Hint("saboteur")
for k, loc in pairs(sab_spawn_list) do
if TestValid(loc) then
saboteur = Spawn_Unit(Find_Object_Type("UNDERWORLD_SABOTEUR"), loc, underworld)
saboteur[1].Teleport_And_Face(loc)
end
end
--Spawning in 2 groups of underworld mercs
merc_spawn_list = Find_All_Objects_With_Hint("merc")
for k, loc in pairs(merc_spawn_list) do
if TestValid(loc) then
Spawn_Unit(Find_Object_Type("UNDERWORLD_MERC_SQUAD"), loc, underworld)
end
end
--Spawning in 2 groups of underworld disruptors
disruptor_spawn_list = Find_All_Objects_With_Hint("disruptor")
for k, loc in pairs(disruptor_spawn_list) do
if TestValid(loc) then
Spawn_Unit(Find_Object_Type("UNDERWORLD_DISRUPTOR_MERC_SQUAD"), loc, underworld)
end
end
--Spawning in IG-88
ig88_loc = Find_All_Objects_With_Hint("ig88")
for k, loc in pairs(ig88_loc) do
if TestValid(loc) then
ig88 = Spawn_Unit(Find_Object_Type("IG-88"), loc, underworld)
ig88[1].Teleport_And_Face(loc)
end
end
--Spawning in Tyber Zann
tyber_loc = Find_All_Objects_With_Hint("tyberloc")
for k, loc in pairs(tyber_loc) do
if TestValid(loc) then
tyber = Spawn_Unit(Find_Object_Type("TYBER_ZANN"), loc, underworld)
tyber[1].Teleport_And_Face(loc)
end
end
--Spawning in Underworld Mobile Defense Unit
mdu_loc = Find_All_Objects_With_Hint("mduloc")
for k, loc in pairs(mdu_loc) do
if TestValid(loc) then
mdu = Spawn_Unit(Find_Object_Type("UNDERWORLD_MOBILE_DEFENSE_UNIT"), loc, underworld)
mdu[1].Turn_To_Face(sab_prox)
end
end
--Spawning in Underworld Transport
transport_loc = Find_All_Objects_With_Hint("transport")
for k, loc in pairs(transport_loc) do
if TestValid(loc) then
transport = Spawn_Unit(Find_Object_Type("F9TZ_CLOAKING_TRANSPORT"), loc, underworld)
transport[1].Teleport_And_Face(loc)
end
end
current_cinematic_thread = Create_Thread("Intro_Cinematic")
end
end
function Story_Mode_Service()
if not mdu_deployed then
mdu_list = Find_All_Objects_Of_Type("UNDERWORLD_MOBILE_DEFENSE_UNIT")
if TestValid(mdu_list[1]) then
if mdu_list[1].Is_Ability_Active("DEPLOY") then
--MessageBox("MDU 1 Deployed! Sending Speeders!")
mdu_deployed = true
Create_Thread("Send_Speeders", mdu_list[1])
end
end
if TestValid(mdu_list[2]) then
if mdu_list[2].Is_Ability_Active("DEPLOY") then
--MessageBox("MDU 2 Deployed! Sending Speeders!")
mdu_deployed = true
Create_Thread("Send_Speeders", mdu_list[2])
end
end
end
end
function Send_Speeders(target)
Sleep(10)
speeder_list = Find_All_Objects_Of_Type("SNOWSPEEDER")
for k, unit in pairs(speeder_list) do
if TestValid(unit) then
unit.Attack_Move(target)
end
end
end
function PROX_Saboteur(prox_obj, trigger_obj)
if trigger_obj.Get_Type().Get_Name() == "UNDERWORLD_SABOTEUR" then
--MessageBox("Prox Tripped, Sending T2Bs!")
prox_obj.Cancel_Event_Object_In_Range(PROX_Saboteur)
t2b_goto = Find_Hint("STORY_TRIGGER_ZONE_00", "t2bgoto")
t2b_group = Find_All_Objects_With_Hint("t2b")
for k, unit in pairs(t2b_group) do
if TestValid(unit) then
unit.Suspend_Locomotor(false)
unit.Move_To(t2b_goto)
end
end
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()
if intro_state == 1 then
Transition_To_Tactical_Camera(6)
Sleep(4)
Letter_Box_Out(2)
Sleep(2)
Lock_Controls(0)
End_Cinematic_Camera()
end
if intro_state == 0 then
intro_state = 1
current_cinematic_thread = Create_Thread("Intro_Cinematic_Part2")
end
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(cine_handler[1], 0, 50, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(cine_handler[1], 0, 0, 0, 0, 0, cine_handler[1], 0, 0)
--Sleep(7)
Transition_Cinematic_Camera_Key(cine_handler[1], 5, 50, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(cine_handler[1], 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
camera_offset = -45
end
Sleep(4.5)
end
end
function Intro_Cinematic_Part2()
if TestValid(cine_handler[1]) then
Transition_Cinematic_Camera_Key(cine_handler[1], 5, 50, 18, 180, 1, cine_handler[1], 1, 0)
Transition_Cinematic_Target_Key(cine_handler[1], 5, 0, 0, 0, 0, cine_handler[1], 0, 0)
Sleep(4)
ewok_target = Find_Hint("MPTL", "ewoktarget")
cine_handler[1].Attack_Move(ewok_target)
Transition_Cinematic_Camera_Key(cine_handler[1], 6, 50, 10, 110, 1, cine_handler[1], 1, 0)
Sleep(7)
Transition_Cinematic_Camera_Key(cine_handler[1], 6, 40, 10, 145, 1, cine_handler[1], 1, 0)
Sleep(4)
Transition_Cinematic_Target_Key(cine_handler[1], 3, -20, 0, 5, 0, cine_handler[1], 0, 0)
end
end