# # Compound_cutscene.bsl func void intro(void) { fade_out 0 0 0 0 cm_interpolate IntroCam00 0 sleep f14 begin_cutscene ai2_allpassive 0 gs_farclipplane_set 10000 letterbox 1 cm_interpolate IntroCam00 0 sleep f60 chr_super 0 1 fade_in 120 music_intro sleep f240 #Konoko drops from sky cm_interpolate IntroCam01 300 sleep f300 cm_anim both IntroCam01 chr_envanim 0 IntroKonBox01 norotation chr_animate 0 KONOKOlev7_Intro sleep f90 cutscene_sync mark sound_ambient_start c05_05_15kon_land sleep f60 particle IntroImpact do explode #close up of Konoko cm_anim_block both IntroCam02 ai2_allpassive 1 #Vista shot cm_wait playback 0 IntroKonokoSet cm_reset end_cutscene chr_set_health 0 400 chr_super 0 0 s1 } func void ParkLeft(void) { begin_cutscene chr_teleport C_b74 541 ai2_dopath C_b74 patrol_74 chr_teleport C_Eb73 528 ai2_dopath C_Eb73 patrol_73 trigvolume_corpse 29 sleep f30 obj_create 51 59 env_anim 51 59 sleep f2 cm_interpolate ParkLeftCam01 0 #Show Truck objects #see van entering from tunnel sleep f8 cutscene_sync mark sound_ambient_start c05_26_17_trucka sleep f270 #Striker exits van ai2_spawn ParkStriker chr_lock_active ParkStriker chr_neutral ParkStriker 1 cm_anim both ParkCam01 env_setanim 51 truckbackstop env_setanim 52 truckcabstop env_setanim 53 truckdoorstop env_setanim 54 truckdoor2stop env_setanim 55 truckwheel03stop env_setanim 56 truckwheel04stop env_setanim 57 truckwheel05stop env_setanim 58 truckwheel06stop env_setanim 59 truckwheel07stop chr_envanim ParkStriker ParkStrikeBox01 norotation sleep f40 cutscene_sync mark sound_ambient_start c05_31_21_brake_doorsa sleep f60 chr_animate ParkStriker STRIKElev7_Park playback 0 ParkLeftKonoko ai2_spawn C_Sb25 ai2_spawn C_Sb26 ai2_spawn C_Eb27 playback C_Sb25 truckers sleep 40 playback C_Sb26 truckers sleep 30 playback C_Eb27 truckers sleep 60 #hide object van and unhide gunk van obj_kill 51 59 env_show 151 1 env_show 152 1 env_show 153 1 env_show 154 1 env_show 155 1 env_show 156 1 env_show 157 1 env_show 158 1 env_show 159 1 #cm_wait playback 0 ParkLeftKonoko01 #sleep f240 cm_reset #chr_delete ParkStriker #konoko talks sleep f120 sound_dialog_play c15_57_05konoko cinematic_start (KONlistening, 180, 180, 19, 7, 20, false) sound_dialog_play_block cinematic_stop (KONlistening, 19, 20) end_cutscene music_truck } func void ParkRight(void) { begin_cutscene chr_teleport C_b74 541 ai2_dopath C_b74 patrol_74 chr_teleport C_Eb73 528 ai2_dopath C_Eb73 patrol_73 trigvolume_corpse 29 sleep f30 obj_create 51 59 env_anim 51 59 sleep f2 cm_interpolate ParkRightCam01 0 #Show Truck objects #see van entering from tunnel sleep f8 cutscene_sync mark sound_ambient_start c05_26_17_trucka sleep f270 #Striker exits van ai2_spawn ParkStriker chr_lock_active ParkStriker chr_neutral ParkStriker 1 cm_anim both ParkCam01 env_setanim 51 truckbackstop env_setanim 52 truckcabstop env_setanim 53 truckdoorstop env_setanim 54 truckdoor2stop env_setanim 55 truckwheel03stop env_setanim 56 truckwheel04stop env_setanim 57 truckwheel05stop env_setanim 58 truckwheel06stop env_setanim 59 truckwheel07stop chr_envanim ParkStriker ParkStrikeBox01 norotation sleep f40 cutscene_sync mark sound_ambient_start c05_31_21_brake_doorsa sleep f60 chr_animate ParkStriker STRIKElev7_Park playback 0 ParkRightKonoko ai2_spawn C_Sb25 ai2_spawn C_Sb26 ai2_spawn C_Eb27 playback C_Sb25 truckers sleep 40 playback C_Sb26 truckers sleep f30 playback C_Eb27 truckers sleep 60 #hide object van and unhide gunk van obj_kill 51 59 env_show 151 1 env_show 152 1 env_show 153 1 env_show 154 1 env_show 155 1 env_show 156 1 env_show 157 1 env_show 158 1 env_show 159 1 #cm_wait playback 0 ParkRightKonoko01 #sleep f240 cm_reset #chr_delete ParkStriker #kononko talks sleep f120 sound_dialog_play c15_57_05konoko cinematic_start (KONlistening, 180, 180, 19, 7, 20, false) sound_dialog_play_block cinematic_stop (KONlistening, 19, 20) end_cutscene music_truck } func void Truck(void) { trigvolume_corpse 29 begin_cutscene #hide gunk and show object obj_create 51 59 env_show 151 0 env_show 152 0 env_show 153 0 env_show 154 0 env_show 155 0 env_show 156 0 env_show 157 0 env_show 158 0 env_show 159 0 #Konoko enters Truck cm_anim both TruckCam01 cutscene_sync mark sound_ambient_start c05_26_17_truckb chr_envanim 0 TruckKonBox01 norotation chr_animate 0 KONOKOlev7_TruckEnter env_setanim 54 truckdoor2enter sound_dialog_play c15_57_06konoko cinematic_start (KONintense, 180, 180, 19, 7, 20, false) #Truck exhaust starts and truck peels out #sleep f10 sound_ambient_start c05_31_21_brake_doorsb cm_anim_block both TruckCam02 playback 0 TruckKonokoHide ai2_allpassive 0 cinematic_stop (KONintense, 19, 20) sleep f80 chr_teleport C_Sb25 238 ai2_dopath C_Sb25 patrol_70 chr_teleport C_Sb26 195 ai2_dopath C_Sb26 patrol_84 chr_teleport C_Eb27 227 ai2_dopath C_Eb26 patrol_85 env_setanim 51 truckbackdrive01 env_setanim 52 truckcabdrive01 env_setanim 53 truckdoordrive01 env_setanim 54 truckdoor2drive01 env_setanim 55 truckwheel03drive01 env_setanim 56 truckwheel04drive01 env_setanim 57 truckwheel05drive01 env_setanim 58 truckwheel06drive01 env_setanim 59 truckwheel07drive01 #Truck heads towrads camera cm_interpolate_block TruckCam04 0 env_setanim 51 truckbackdrive02 env_setanim 52 truckcabdrive02 env_setanim 53 truckdoordrive02 env_setanim 54 truckdoor2drive02 env_setanim 55 truckwheel03drive02 env_setanim 56 truckwheel04drive02 env_setanim 57 truckwheel05drive02 env_setanim 58 truckwheel06drive02 env_setanim 59 truckwheel07drive02 sleep f160 fade_out 0 0 0 15 fade_in 15 #Truck heads towrads door cm_anim both TruckCam03 env_setanim 51 truckbackdrive02 env_setanim 52 truckcabdrive02 env_setanim 53 truckdoordrive02 env_setanim 54 truckdoor2drive02 env_setanim 55 truckwheel03drive02 env_setanim 56 truckwheel04drive02 env_setanim 57 truckwheel05drive02 env_setanim 58 truckwheel06drive02 env_setanim 59 truckwheel07drive02 #Truck crashes through door cm_anim_block both TruckCam05 env_setanim 51 truckbackcrash env_setanim 52 truckcabcrash env_setanim 53 truckdoorcrash env_setanim 54 truckdoor2crash env_setanim 55 truckwheel03crash env_setanim 56 truckwheel04crash env_setanim 57 truckwheel05crash env_setanim 58 truckwheel06crash env_setanim 59 truckwheel07crash #break door here sleep f35 cutscene_sync mark sound_ambient_start c05_53_27_crash sleep f10 particle TruckDoor do explode env_show 911 1 env_show 912 0 env_show 913 0 env_show 914 1 #Konoko exits truck sleep f125 cutscene_sync mark sound_ambient_start c05_31_21_brake_doorsc cm_anim_block both TruckCam06 chr_envanim 0 TruckKonBox02 norotation chr_animate 0 KONOKOlev7_TruckExit env_setanim 54 truckdoor2exit #gameplay resumes cm_wait env_show 915 1 env_show 916 1 env_show 251 1 env_show 252 1 env_show 253 1 env_show 254 1 env_show 255 1 env_show 256 1 env_show 257 1 env_show 258 1 env_show 259 1 obj_kill 51 59 cm_reset playback 0 TruckExitKonoko end_cutscene stop_music_truck } func void sp_start_dish_loop(void) { sound_ambient_start mc_dish_loop 0.6 } func void sp_start_dish_and_wait(void) { sleep 320 sound_ambient_start mc_dish_loop 0.1 sound_ambient_volume mc_dish_loop 0.6 4.0 } func void dish(void) { begin_cutscene gs_farclipplane_set 5000 sleep f60 #hide and unhide dish stuff obj_create 201 209 obj_shade 201 209 .5 .5 .5 env_show 301 0 env_show 302 0 env_show 303 0 env_show 304 0 env_show 305 0 env_show 306 0 env_show 307 0 env_show 308 0 env_show 309 0 cm_anim both DishCam01 chr_peace 0 chr_envanim 0 DishKonokoBox01 sleep f60 obj_force_draw 201 209 cutscene_sync mark sound_ambient_start c06_08_03_basic sleep f440 #dish thing starts to raise env_anim 201 209 cm_anim_block both DishCam02 cm_anim_block both DishCam03 cm_anim_block both DishCam04 sleep f120 cutscene_sync mark sound_ambient_start c06_35_00_servo cm_anim_block both DishCam05 sleep f300 #close up of Konoko env_show 401 1 env_show 402 1 env_show 403 1 env_show 404 1 env_show 405 1 env_show 406 1 env_show 407 1 env_show 408 1 env_show 409 1 obj_kill 201 209 #Vista shot particle dish do explode cutscene_sync mark sound_ambient_start c16_49_01_amb2 gs_farclipplane_set 3000 cm_interpolate DishCam06 0 cm_interpolate_block DishCam07 940 sleep f600 cutscene_sync mark sound_ambient_start c16_49_01_effectsa sleep f330 cutscene_sync mark sound_ambient_start c16_49_01_effectsb fork sp_start_dish_and_wait cm_wait cm_interpolate DishCam08 0 particle dishpulse do start particle sturm_ambient start sleep f300 playback 0 GrifKonokoSet cm_interpolate GrifCam01 180 sleep f120 #cm_reset if (did_kill_griffen() eq 1) { mutant } if (did_kill_griffen() eq 0) { grif } } func void grif(void) { begin_cutscene cutscene_sync mark sound_ambient_start c07_17_19heli #camera pans to see Konoko looking at dish #playback 0 GrifKonokoSet #cm_interpolate GrifCam01 180 #sleep f240 # CB: this sets up the AI target selection parameters for the group battle ai2_boss_battle = 1 #camera pans to see Muro ai2_spawn Muro ai2_passive Muro 1 if (extra_guys eq 1) { ai2_spawn GrifElite01 counter = counter + 1; } ai2_spawn GrifElite02 ai2_spawn GrifElite03 playback Muro GrifMuroSet playback GrifElite01 GrifElite01Set playback GrifElite02 GrifElite02Set playback GrifElite03 GrifElite03Set cm_interpolate GrifCam02 150 sleep f10 playback GrifElite02 GrifElite02Set sleep f5 playback GrifElite03 GrifElite03Set sleep f150 #Muro says you shouldn't have come here alone cm_interpolate GrifCamMuro01 0 sound_dialog_play c15_60_01muro cinematic_start (MUROtalking, 180, 180, 19, 7, 20, false) sound_dialog_play_block pause cinematic_stop (MUROtalking, 19, 20) #Konoko looks pissed playback 0 GrifKonokoSet02 cm_interpolate GrifCamKon01 0 sleep f15 #griffin appears in a helicopter behind her cm_interpolate GrifCamHeli 240 sleep f20 obj_create 901 906 env_anim 901 906 ai2_spawn Griffin if (extra_guys eq 1) { ai2_spawn GrifOps01 count_swat_dies = count_swat_dies + 1; } ai2_spawn GrifOps02 ai2_spawn GrifOps03 chr_envanim Griffin GrifGrifBox01 if (extra_guys eq 1) { chr_envanim GrifOps01 GrifOps01Box01 chr_envanim GrifOps02 GrifOps02Box01 } if (extra_guys eq 0) { chr_envanim GrifOps02 GrifOps01Box01 } chr_envanim GrifOps03 GrifOps03Box01 chr_animate Griffin COMGUYlev7_helistand 500 chr_animate GrifOps01 STRIKEcrouch_idle 400 chr_animate GrifOps02 STRIKEcrouch_idle 400 chr_animate GrifOps03 STRIKEcrouch_idle 400 sleep f90 sound_dialog_play c15_60_02griffin cinematic_start (GRIFshouting, 180, 180, 15, 1, 20, false) sleep f200 cinematic_stop (GRIFshouting, 15, 20) #Guys jump out of helicopter env_setanim 901 heli_doors_rt08 env_setanim 902 heli_doors_lt08 env_setanim 903 heli_rotorblades08 env_setanim 904 heli_body08 env_setanim 905 heli_canopy08 env_setanim 906 heli_interior08 chr_envanim Griffin GrifGrifBox02 norotation if (extra_guys eq 1) { chr_envanim GrifOps01 GrifOps01Box02 norotation chr_envanim GrifOps02 GrifOps02Box02 norotation } if (extra_guys eq 0) { chr_envanim GrifOps02 GrifOps01Box02 norotation } chr_envanim GrifOps03 GrifOps03Box02 norotation chr_animate Griffin COMGUYlev7_Grif if (extra_guys eq 1) { chr_animate GrifOps01 STRIKElev7_Ops01 chr_animate GrifOps02 STRIKElev7_Ops02 } if (extra_guys eq 0) { chr_animate GrifOps02 STRIKElev7_Ops01 } chr_animate GrifOps03 STRIKElev7_Ops03 cm_anim both GrifCamOut ai2_allpassive 1 sleep f240 #Guys run to help Konoko playback Griffin GrifGrifRunAlt if (extra_guys eq 1) { playback GrifOps01 GrifOps01Run playback GrifOps02 GrifOps02Run } if (extra_guys eq 0) { playback GrifOps02 GrifOps01Run } sleep f10 playback GrifOps03 GrifOps03Run cm_wait #sleep f20 cm_interpolate GrifCamHelp01 0 sleep f20 cm_interpolate_block GrifCamHelp02 180 sleep f180 cm_interpolate GrifCamWatch01 0 cm_interpolate_block GrifCamWatch02 210 playback 0 GrifKonokoWatch sleep f210 #Muro says you gonna trust him? obj_kill 901 906 cm_interpolate GrifCamFace01 0 cm_interpolate_block GrifCamFace02 700 sound_dialog_play c15_60_03muro cinematic_start (MUROtalking, 180, 180, 19, 7, 20, false) sound_dialog_play_block pause #Konoko says he dreamed of life cm_interpolate GrifCamKonFace01 0 cm_interpolate_block GrifCamKonFace02 800 sound_dialog_play c15_60_04konoko cinematic_start (KONintense, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause sound_dialog_play c15_60_05konoko sound_dialog_play_block pause sound_music_start mus_ot cm_interpolate GrifCamMuroFace01 0 sound_dialog_play c15_60_06muro sound_dialog_play_block pause cinematic_stop (MUROtalking, 19, 20) chr_set_health Muro 500 cinematic_stop (KONintense, 20, 20) end_cutscene ai2_passive Muro 0 chr_boss_shield Muro cm_reset s4 fork wait_to_help paths objective_set(6) } func void mutant(void) { begin_cutscene #camera pans to see Konoko looking at dish #playback 0 GrifKonokoSet #cm_interpolate GrifCam01 180 #sleep f240 #camera pans to see Muro ai2_spawn Muro ai2_passive Muro 1 playback Muro GrifMuroSet cm_interpolate GrifCam02 150 sleep f150 #Muro says you shouldn't have come here alone cm_interpolate GrifCamMuro01 0 cm_interpolate_block MutantCam01 900 sound_dialog_play c15_59_01muro cinematic_start (MUROtalking, 180, 180, 19, 7, 20, false) sleep f500 #Konoko looks pissed playback 0 GrifKonokoSet02 cm_interpolate GrifCamKon01 0 sleep f150 cinematic_stop (MUROtalking, 19, 20) #muro transforms cm_interpolate GrifCam02 0 particle MutantTransform do explode cutscene_sync mark sound_ambient_start c08_06_25muro sleep f150 chr_animate Muro MUROtransform cm_interpolate_block MutantCam01 200 sleep f170 #show Konoko protecting herself from the blast cm_interpolate MutantCamKon 0 chr_animate 0 KONOKOlev7_blown sleep f100 #kill muro and spawn mutant muro chr_delete Muro ai2_spawn MutantMuro playback MutantMuro MutantMuroEnd01 sleep 1 ai2_allpassive=1 chr_neutral MutantMuro 1 sleep f10 chr_animate MutantMuro MUTCOMtransform cm_interpolate MutantCam01 0 cm_interpolate_block MutantCam03 240 sleep f60 sound_dialog_play c15_59_02muro cinematic_start (MUTANTMUROface, 180, 180, 19, 7, 20, false) cm_interpolate MutantCam04 700 sound_dialog_play_block pause #Konoko says surrender cm_interpolate MutantCamKonTalk 0 sound_dialog_play c15_59_03konoko cinematic_start (KONangryfront, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause sound_music_start mus_ot #Muro says never #playback MutantMuro MutantMuroEnd01 #cm_interpolate MutantCamMuroEnd 0 #sleep f60 #playback MutantMuro MutantMuroEnd02 #sleep f120 #gameplay resumes cinematic_stop (KONangryfront, 20, 20) cinematic_stop (MUTANTMUROface, 19, 20) cm_reset end_cutscene chr_boss_shield MutantMuro ai2_passive MutantMuro 0 s4 objective_set(7) } func void Outro( void) { sound_music_stop mus_ot begin_cutscene jello #slowmo #weird particle effect sleep f120 chr_animate 0 KONOKOendpowerup sleep f120 cm_interpolate EndCam 600 sound_ambient_volume mc_dish_loop 1.0 4.0 sleep f500 fade_out 0 0 0 120 sleep f120 win }