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

253 lines
7.5 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Anaxes_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_Anaxes_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 =
{
Anaxes_Intimidation_Mission_Begin = State_Anaxes_Intimidation_Mission_Begin,
Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text = State_Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text
}
underworld = Find_Player("Underworld")
rebel = Find_Player("Rebel")
empire = Find_Player("Empire")
hutts = Find_Player("Hutts")
rebel_defender = false
empire_defender = false
phase_0_triggered = false
mission_started = false
victory_triggered = false
end
function State_Anaxes_Intimidation_Mission_Begin(message)
if message == OnEnter then
mission_started = true
rebel_list = Find_All_Objects_Of_Type(rebel)
empire_list = Find_All_Objects_Of_Type(empire)
hutt_list = Find_All_Objects_Of_Type(hutts)
hero = Find_First_Object("BOSSK")
if TestValid(rebel_list[1]) then
rebel_defender = true
end
if TestValid(empire_list[1]) then
empire_defender = true
end
-- phase_0_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase0guard")
-- phase_1_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase1guard")
-- phase_2_guard = Find_Hint("STORY_TRIGGER_ZONE_00","phase2guard")
-- phase_0_list = Find_All_Objects_With_Hint("phase0")
-- phase_1_list = Find_All_Objects_With_Hint("phase0")
-- phase_2_list = Find_All_Objects_With_Hint("phase0")
objective_list = Find_All_Objects_With_Hint("objective")
objective = objective_list[1]
-- for k, unit in pairs(phase_0_list) do
-- if TestValid(unit) then
-- unit.Guard_Target(phase_0_guard)
-- end
-- end
-- for k, unit in pairs(phase_1_list) do
-- if TestValid(unit) then
-- unit.Guard_Target(phase_1_guard)
-- end
-- end
-- for k, unit in pairs(phase_2_list) do
-- if TestValid(unit) then
-- unit.Guard_Target(phase_2_guard)
-- end
-- end
Point_Camera_At(hero)
Start_Cinematic_Camera()
End_Cinematic_Camera()
Letter_Box_Out(0)
--current_cinematic_thread = Create_Thread("Intro_Cinematic", hero)
Fade_Screen_In(1)
Lock_Controls(0)
Story_Event("ADD_OBJECTIVE_01")
Story_Event("TEXT_SPEECH_ANAXES_INT_TACTICAL_COR04_02")
mdu_list = Find_All_Objects_With_Hint("mdu")
for k, unit in pairs(mdu_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Activate_Ability("DEPLOY", true)
end
end
if rebel_defender then
mptl = Find_First_Object("MPTL")
mptl.Prevent_AI_Usage(true)
mptl.Activate_Ability("DEPLOY", true)
for k, unit in pairs(rebel_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
end
end
Sleep(2)
for k, unit in pairs(mdu_list) do
if TestValid(unit) then
unit.Build("UC_Rebel_Mobile_Shield_Generator")
end
end
end
if empire_defender then
spmat = Find_First_Object("SPMAT_WALKER")
spmat.Prevent_AI_Usage(true)
spmat.Activate_Ability("DEPLOY", true)
for k, unit in pairs(empire_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
end
end
Sleep(2)
for k, unit in pairs(mdu_list) do
if TestValid(unit) then
unit.Build("UC_Empire_EM_Field_Generator")
end
end
end
end
end
function Story_Mode_Service()
if mission_started then
if not TestValid(hero) then
Story_Event("FAIL_OBJECTIVE_00")
if empire_defender then
Story_Event("VICTORY_EMPIRE")
end
if rebel_defender then
Story_Event("VICTORY_REBEL")
end
end
end
if mission_started and not victory_triggered then
if not TestValid(objective) then
victory_triggered = true
Story_Event("COMPLETE_OBJECTIVE_00")
end
end
end
function State_Anaxes_Intimidation_Mission_Speech_Line_02_Remove_Text(message)
if message == OnEnter then
Story_Event("ADD_OBJECTIVE_00")
end
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic(focus_unit)
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
camera_distance = 50
camera_rotation = 45
camera_end = (camera_rotation + 180)
Transition_Cinematic_Camera_Key(focus_unit, 0, camera_distance, 25, (camera_rotation - 90), 1, 1, 1, 0)
Transition_Cinematic_Target_Key(focus_unit, 0, 0, 0, 7, 0, focus_unit, 0, 0)
Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_rotation = camera_rotation + 90
Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0)
if camera_rotation == camera_end then
End_Camera()
end
Sleep(4.5)
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()
Transition_To_Tactical_Camera(6)
Sleep(4)
Letter_Box_Out(2)
Sleep(2)
Lock_Controls(0)
End_Cinematic_Camera()
end