# # power_objectives.bsl # # SCRIPTS TO SET LEVEL OBJECTIVES/HINTS # var int cop; var int nocop; func void set_objective_1(string ai_name) { dprint set_objective_1 objective_set(1) target_set(5007, 30.0) } func void copdied(string ai_name) { dprint copdied nocop = 1 } func void set_objective_3(string ai_name) { dprint set_objective_3 objective_set(3) cop = 1 } func void target02(string ai_name) { dprint target02 input 0 chr_invincible char_0 1 if(trigvolume_count(28) ne 0) { cm_interpolate bluedoor 0 sleep 60 } if(blue01 eq 0) { cm_interpolate bluedoor 0 sleep 60 } if (blue01 eq 1) { if (trigvolume_count(28) eq 0) { ai2_passive A1_s_blue01 1 chr_teleport A1_s_blue01 7001 cm_interpolate bluedoor 0 sleep 60 ai2_passive A1_s_blue01 0 ai2_dopath A1_s_blue01 patrol_31_bluedoor particle blue_locklight01 do start particle b2_locklight01 do start sleep 180 } } particle blue_locklight01 do start particle b2_locklight01 do start sleep 60 cm_reset chr_invincible char_0 0 input 1 target_set(2001, 30.0) # ai2_spawn A1_s_red01 ai2_spawn A1_s_red02 trigvolume_enable trigger_volume_12 1 } func void target03(string ai_name) { dprint target03 ai2_spawn char_1 target_set(5007, 30.0) } func void target04(string ai_name) { dprint target04 target_set(108, 30.0) } func void target05(string ai_name) { dprint target05_07_09 ai2_spawn whiteneut ai2_spawn B1_s_Red01 ai2_spawn B2_s_blue06 target_set(133, 30.0) sleep 60 music_stop } func void target06(string ai_name) { dprint target06 particle green_locklight01 do start target_set(2005, 30.0) sleep 120 trigvolume_enable trigger_volume_13 1 music_stop } func void target08(string ai_name) { dprint target08 particle white_locklight01 do start target_set(3001, 30.0) } func void target10(string ai_name) { dprint target10 target_set(5008, 30.0) } func void target11(string ai_name) { dprint target02 target_set(5009, 30.0) } func void target12(string ai_name) { dprint target12 target_set(119, 30.0) } func void target13(string ai_name) { dprint target13_16_18 target_set(128, 30.0) } func void target14(string ai_name) { dprint target14 particle red_locklight01 do start target_set(2085, 30.0) } func void target15(string ai_name) { dprint target15 target_set(125, 30.0) } func void target17(string ai_name) { dprint target17 particle yellow_locklight01 do start target_set(3094, 30.0) } func void target19(string ai_name) { dprint target19 target_set(5010, 30.0) } func void target20(string ai_name) { dprint target20 target_set(5006, 30.0) } func void unlock_bwhite(string ai_name) { dprint unlock_bwhite particle bwhite_locklight01 do start s5 # checks to see if cop has already talked to konoko if (cop eq 0) { # if not, then see if the cop is dead if(nocop eq 1) { # if so, then go ahead and give next objective from console 4 sleep 180 set_objective_3 } } } func void you_lose(string ai_name) { sleep 240 fade_out 0 0 0 180 sleep 240 lose } func void you_win(int char_index) { outro win }