# # warehouse_cutscene.bsl # ######################## func void Kon( void) { cm_interpolate KonCamFoot01 0 cm_interpolate_block KonCamFoot02 300 sleep f260 #cm_interpolate KonCamChest01 0 #cm_interpolate_block KonCamChest02 180 #sleep f120 cm_interpolate KonCamBack01 0 cm_interpolate_block KonCamBack02 180 sleep f150 cm_interpolate KonCamSide01 0 cm_interpolate_block KonCamSide02 210 sleep f190 cm_interpolate KonCamFinish01 cm_interpolate_block KonCamFinish02 200 sleep 345 fade_out 0 0 0 15 sleep 15 cm_reset fade_in 15 sleep 15 } ############################ func void animate(string me) { #chr_animate me KONCOMpunch_fw } func void swing(void) { how_far_along = 0; fade_out 0 0 0 30 sleep 30 splash_screen warehouse_splash_screen swing_cutscene } func void jumping_sounds(void) { sleep 97 # first hit on ledge sound_impulse_play kon_land_con } func void swing_cutscene( void) { fade_out 0 0 0 0 sleep 15 how_far_along = 0; begin_cutscene cutscene_sync off ai2_spawn kerr ai2_spawn griffin playback kerr KerrSet playback griffin GriffinSet cm_interpolate GriffinCam 0 sleep 30 chr_changeteam char_0 Konoko chr_inv_reset 0 chr_giveweapon 0 w1_tap chr_forceholster 0 1 cm_interpolate GriffinCam 0 fade_in 30 sleep 60 #griffin talks cinematic_start (GRIFnametag, 180, 180, 15, 1, 20, false) sound_dialog_play c01_01_01griffin sound_dialog_play_block pause sound_dialog_play c01_01_02shinatama cinematic_start (SHINnametagM, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause cinematic_stop (SHINnametagM, 16, 20) cm_interpolate OfficeCam02 0 cm_interpolate_block OfficeCam01 900 sleep 15 sound_dialog_play c01_01_03kerr cinematic_start (KERRnametagM, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause sound_dialog_play c01_01_04griffin sound_dialog_play_block pause playback 0 KonokoSet sleep 10 cinematic_stop (KERRnametagM, 16, 20) #camera of Konoko #cm_reset cm_interpolate KonokoCam01 0 cm_interpolate_block KonokoCam02 360 cinematic_start (KONnametagM, 180, 180, 16, 3, 20, true) chr_animate 0 KONOKOwatch_idle 3000 sleep 10 sound_dialog_play c01_01_05griffin sound_dialog_play_block pause #cinematic_start (KONnametagM, 180, 180, 16, 3, 20, true) sleep 30 sound_dialog_play c01_01_06konoko sound_dialog_play_block pause sleep 20 cinematic_stop (KONnametagM, 16, 20) sleep 15 #griffin cam #sleep 30 cm_interpolate GriffinCam 0 sleep 30 sound_dialog_play c01_01_07griffin sound_dialog_play_block pause sound_dialog_play c01_01_08shinatama cinematic_start (SHINnametagM, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause cinematic_stop (SHINnametagM, 16, 20) #office cam cm_interpolate OfficeCam01 0 cm_interpolate_block OfficeCam02 900 sound_dialog_play c01_01_09kerr cinematic_start (KERRnametagM, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause sound_dialog_play c01_01_10griffin sound_dialog_play_block pause #cinematic_stop (KERRnametagM, 16, 20) cinematic_stop (GRIFnametag, 15, 20) sleep 60 #KerrCam cm_interpolate KerrCam 0 #cinematic_start (KERRnametagM, 180, 180, 16, 3, 20, true) sleep 40 sound_dialog_play c01_01_11kerr sound_dialog_play_block pause cutscene_sync on sleep 40 cinematic_stop (KERRnametagM, 16, 20) cm_anim both Cam4 cutscene_sync mark chr_envanim 0 KonBipedBox02 norotation chr_animate 0 KONOKOlev1_intro fork jumping_sounds env_anim 20 20 sleep f180 sound_ambient_start c00_20_07window sleep f154 playback 0 SwingKonokoSet # hit on the floor sound_impulse_play kon_land_con sleep 30 cm_reset sleep f30 # end_cutscene letterbox 0 chr_full_health 0 give_powerup ammo give_powerup ammo give_powerup ammo chr_delete griffin chr_delete kerr s1 yhealth } func void chung_music_start(void) { sound_music_start atm_low1 0.7 } # we stop this music when we spawn the lsi striker (a tad after actually) func void chung_music_stop(void) { sound_music_stop atm_low1 } func void Chung( void) { begin_cutscene chung_music_start sleep 30 cm_jello 1 sound_dialog_play_block pause sound_dialog_play c01_02_01konoko sound_dialog_play_block pause sleep 60 chr_animate 0 KONOKOwatch_start 60 sleep 40 cinematic_start (KONnametag, 180, 180, 15, 1, 20, false) cinematic_start (GRIFnametagM, 180, 180, 16, 3, 20, true) sleep 19 chr_animate 0 KONOKOwatch_idle 3000 sound_dialog_play c01_02_02konoko sound_dialog_play_block pause sound_dialog_play c01_02_03griffin sound_dialog_play_block pause sleep 30 sound_dialog_play c01_02_04konoko sound_dialog_play_block pause sleep 60 sound_dialog_play c01_02_05griffin sound_dialog_play_block pause chr_animate 0 KONOKOwatch_stop cinematic_stop (KONnametag, 15,20) cinematic_stop (GRIFnametagM, 16,20) sleep 15 cm_reset end_cutscene trigvolume_enable gotLSI_tv 1 target_set(1,0) input 1 } func void outro( void) { chr_delete WH_Thug_A chr_delete WH_Striker_B chr_delete WH_Striker_D begin_cutscene #forklift raises into position obj_create 101 109 env_show 101 0 env_show 102 0 env_show 103 0 env_show 104 0 env_show 105 0 env_show 106 0 env_show 107 0 env_show 108 0 env_show 109 0 env_anim 101 109 cm_anim both OutroCam01 cutscene_sync mark sound_ambient_start c00_38_24_forklifta sound_ambient_start c00_38_24_truck playback 0 OutroKonokoWalk cm_wait #Konoko enters booth cm_anim both OutroCam02 chr_envanim 0 OutroKonokoBox01 norotation chr_animate 0 KONOKOlev1_Outro1 cm_wait #Forklift starts down cm_anim both OutroCam03 chr_envanim 0 OutroKonokoBox02 chr_animate 0 KONOKOlev1_Outro2 770 env_setanim 101 TwoForkLift01 env_setanim 102 TwoForkLift02 env_setanim 103 TwoForkLift03 env_setanim 104 TwoForkLift04 env_setanim 105 TwoForkLift05 env_setanim 106 TwoForkLift06 env_setanim 107 TwoForkLift07 env_setanim 108 TwoForkLift08 env_setanim 109 TwoForkLift09 env_show 201 0 env_show 202 0 env_show 203 0 env_show 204 0 env_show 205 0 env_show 206 0 env_show 207 0 obj_create 201 207 env_anim 201 207 cutscene_sync mark sound_ambient_start c00_38_24_forkliftb cm_anim_block both OutroCam04 cm_anim_block both OutroCam05 cutscene_sync mark sound_ambient_start c00_52_13_crash_doors cm_anim_block both OutroCam06 cm_wait door_unlock 48 particle bigdoor_locklight02 do start ai2_spawn OutroTCTF01 ai2_spawn OutroTCTF02 ai2_spawn OutroTCTF03 sleep 21 playback 0 OutroKonokoWalk ai2_setmovementmode OutroTCTF01 run ai2_setmovementmode OutroTCTF02 run ai2_setmovementmode OutroTCTF03 run cm_interpolate OutroCam07 0 cm_interpolate_block OutroCam08 240 playback OutroTCTF01 OutroTCTF01 playback OutroTCTF02 OutroTCTF02 playback OutroTCTF03 OutroTCTF03 sleep 230 playback 0 OutroKonokoJump sleep 120 cm_interpolate OutroCam09 0 sleep 120 cm_reset cm_orbit .1 chr_animate 0 KONOKOwatch_start 60 sleep 40 cinematic_start (KONnametag, 180, 180, 15, 1, 20, false) cinematic_start (GRIFnametagM, 180, 180, 16, 3, 20, true) sleep 19 chr_animate 0 KONOKOwatch_idle 3000 sound_dialog_play c01_03_01konoko sound_dialog_play_block pause sound_dialog_play c01_03_02griffin sound_dialog_play_block pause ai2_spawn griffin playback griffin GriffinSet sound_dialog_play c01_03_03konoko sound_dialog_play_block pause #griffin Cam cm_interpolate GriffinCam 0 cm_interpolate_block GriffinCam01 500 sound_dialog_play c01_03_04griffin sound_dialog_play_block pause sound_dialog_play c01_03_05konoko sound_dialog_play_block pause cinematic_stop (KONnametag, 15, 20) sleep 20 sound_dialog_play c01_03_06shinatama cinematic_start (SHINtalking, 180, 180, 15, 1, 20, false) sound_dialog_play_block pause cinematic_stop (SHINtalking, 15, 20) sleep 20 #konoko camera chr_animate 0 KONOKOwatch_idle 3000 cm_reset sleep 20 sound_dialog_play c01_03_07griffin sound_dialog_play_block pause sound_dialog_play c01_03_08konoko cinematic_start (KONnametag, 180, 180, 15, 1, 20, false) sound_dialog_play_block pause sleep 15 chr_animate 0 KONOKOwatch_stop cinematic_stop (KONnametag, 15,20) cinematic_stop (GRIFnametagM, 16,20) fade_out 0 0 0 120 sleep 120 win } func void camcontrol( void) { cm_anim both OutroCam03 cm_anim both OutroCam04 cm_anim both OutroCam05 cm_anim both OutroCam06 cm_wait end_cutscene } func void OutroLose( void) { begin_cutscene weapon ai2_spawn LoseTCTF01 ai2_spawn LoseTCTF02 ai2_spawn LoseTCTF03 sleep f30 fade_out 0 0 0 15 door_unlock 48 particle bigdoor_locklight02 do start sleep f15 playback 0 OutroLoseKonoko ai2_setmovementmode LoseTCTF01 run ai2_setmovementmode LoseTCTF02 run ai2_setmovementmode LoseTCTF03 run playback LoseTCTF01 OutroLoseTCTF01 playback LoseTCTF02 OutroLoseTCTF02 playback LoseTCTF03 OutroLoseTCTF03 sleep f25 fade_in 20 ##show tctf guys stormin the place cm_interpolate OutroLoseCam01 0 cm_interpolate_block OutroLoseCam011 120 sleep f150 ##show and Hide truck stuff env_show 201 0 env_show 202 0 env_show 203 0 env_show 204 0 env_show 205 0 env_show 206 0 env_show 207 0 obj_create 201 207 ##Truck starts up env_setanim 201 Losetruckwheel01 env_setanim 202 Losetruckwheel02 env_setanim 203 Losetruckwheel03 env_setanim 204 Losetruckwheel04 env_setanim 205 Losetruckwheel05 env_setanim 206 Losetruckback env_setanim 207 Losetruckcab cm_anim both OutroLoseCam02 cutscene_sync mark sound_ambient_start truckleave ###Truck leaves cm_anim_block both OutroLoseCam03 playback LoseTCTF01 OutroLoseRoll playback LoseTCTF02 OutroLoseDie playback LoseTCTF03 OutroLoseDodge sleep f20 cutscene_sync mark sound_ambient_start gar_dr_up ### sleep f105 chr_set_health LoseTCTF02 0 #door_jam 48 sleep f105 cutscene_sync mark sound_ambient_start gar_dr_down cm_wait sleep f30 fade_out 0 0 0 90 sleep f90 lose }