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

322 lines
9.3 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Saleucami_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_Saleucami_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 =
{
Saleucami_Intimidation_Mission_Begin = State_Saleucami_Intimidation_Mission_Begin,
Saleucami_Intimidation_Mission_Speech_Line_00_Remove_Text = State_Saleucami_Intimidation_Mission_Speech_Line_00_Remove_Text
}
underworld = Find_Player("Underworld")
rebel = Find_Player("Rebel")
empire = Find_Player("Empire")
hutts = Find_Player("Hutts")
camera_offset = 135
phase_0_triggered = false
mission_started = false
victory_triggered = false
loss_triggered = false
end
function State_Saleucami_Intimidation_Mission_Begin(message)
if message == OnEnter then
Story_Event("ADD_OBJECTIVE_00")
--Turn off all phase 0 units
phase_0_list = Find_All_Objects_With_Hint("phase0")
phase_1_list = Find_All_Objects_With_Hint("phase1")
phase_2_list = Find_All_Objects_With_Hint("phase2")
phase_0_trooper_list = Find_All_Objects_With_Hint("phase0trooper")
phase_0_vehicle_list = Find_All_Objects_With_Hint("phase0vehicle")
pad0 = Find_Hint("SKIRMISH_BUILD_PAD", "phase0pad0")
pad1 = Find_Hint("SKIRMISH_BUILD_PAD", "phase0pad1")
for k, unit in pairs(phase_0_list) do
if TestValid(unit) then
unit.Suspend_Locomotor(true)
end
end
for k, unit in pairs(phase_1_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Stop()
--unit.Suspend_Locomotor(true)
unit.Prevent_All_Fire(true)
end
end
for k, unit in pairs(phase_2_list) do
if TestValid(unit) then
unit.Suspend_Locomotor(true)
unit.Prevent_All_Fire(true)
end
end
for k, unit in pairs(phase_0_trooper_list) do
if TestValid(unit) then
unit.Suspend_Locomotor(true)
end
end
for k, unit in pairs(phase_0_vehicle_list) do
if TestValid(unit) then
unit.Suspend_Locomotor(true)
end
end
objective_list = Find_All_Objects_With_Hint("objective")
objective_unit = objective_list[1]
base_entry_list = Find_All_Objects_With_Hint("baseentry")
base_entry = base_entry_list[1]
phase_1_flag_list = Find_All_Objects_With_Hint("phase1flag")
phase_1_flag = phase_1_flag_list[1]
Register_Prox(phase_1_flag, Prox_Phase_1_Entry, 150, underworld_player)
Register_Prox(base_entry, Prox_Base_Entry, 150, underworld_player)
Story_Event("TEXT_SPEECH_UW_CLD_01")
urai = Find_First_Object("URAI_FEN")
Point_Camera_At(urai)
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)
mission_started = true
end
end
function Story_Mode_Service()
if mission_started then
urai = Find_First_Object("URAI_FEN")
if not TestValid(urai) and not loss_triggered then
loss_triggered = true
Fail_Mission()
end
end
phase_0_turret_list = Find_All_Objects_With_Hint("phase0turret")
phase_0_turret = phase_0_turret_list[1]
if not phase_0_triggered and not TestValid(phase_0_turret) then
phase_0_triggered = true
phase_0_trooper_list = Find_All_Objects_With_Hint("phase0trooper")
phase_0_vehicle_list = Find_All_Objects_With_Hint("phase0vehicle")
for k, unit in pairs(phase_0_trooper_list) do
if TestValid(unit) then
unit.Suspend_Locomotor(false)
unit.Prevent_AI_Usage(true)
unit.Guard_Target(pad0)
end
end
for k, unit in pairs(phase_0_vehicle_list) do
if TestValid(unit) then
unit.Suspend_Locomotor(false)
unit.Prevent_AI_Usage(true)
unit.Guard_Target(pad1)
end
end
end
if mission_started and not victory_triggered then
objective_list = Find_All_Objects_With_Hint("objective")
objective_unit = objective_list[1]
if not TestValid(objective_unit) then
Story_Event("COMPLETE_OBJECTIVE_00")
victory_triggered = true
base_entry_list = Find_All_Objects_With_Hint("baseentry")
base_entry = base_entry_list[1]
base_entry.Play_SFX_Event("Unit_Underworld_Soldier_Bomb_Death")
end
--if TestValid(objective_unit) and objective_unit.Get_Hull() <= 0.25 then
-- objective_unit.Make_Invulnerable(true)
-- Story_Event("COMPLETE_OBJECTIVE_00")
-- Remove_Radar_Blip("objective_blip")
-- objective_unit.Highlight(false)
--end
end
end
function Fail_Mission()
Story_Event("FAIL_OBJECTIVE_00")
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
function Prox_Phase_1_Entry(self_obj, trigger_obj)
if trigger_obj.Get_Owner() == underworld then
self_obj.Cancel_Event_Object_In_Range(Prox_Phase_1_Entry)
phase_1_list = Find_All_Objects_With_Hint("phase1")
for k, unit in pairs(phase_1_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(false)
unit.Prevent_All_Fire(false)
end
end
end
end
function Prox_Base_Entry(self_obj, trigger_obj)
if trigger_obj.Get_Owner() == underworld then
if TestValid(objective_unit) then
self_obj.Cancel_Event_Object_In_Range(Prox_Base_Entry)
objective_reveal = FogOfWar.Reveal(underworld, objective_unit, 250,250)
Add_Radar_Blip(objective_unit, "objective_blip")
objective_unit.Highlight(true)
end
phase_2_list = Find_All_Objects_With_Hint("phase2")
for k, unit in pairs(phase_2_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Suspend_Locomotor(false)
unit.Prevent_All_Fire(false)
unit.Guard_Target(objective_unit)
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()
Transition_To_Tactical_Camera(6)
Sleep(4)
Letter_Box_Out(2)
Sleep(2)
Lock_Controls(0)
End_Cinematic_Camera()
Story_Event("TEXT_SPEECH_UW_CLD_01")
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic ()
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
urai = Find_First_Object("URAI_FEN")
Transition_Cinematic_Camera_Key(urai, 0, 50, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(urai, 0, 0, 0, 7, 0, urai, 0, 0)
--Sleep(7)
Transition_Cinematic_Camera_Key(urai, 5, 50, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(urai, 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
Create_Thread("End_Camera")
--Thread.Kill(current_cinematic_thread)
current_cinematic_thread = nil
break
end
Sleep(4.5)
end
end