# # manplant_cutscene.bsl # func void manplant_cs_intro(void) { } func void intro(void) { fade_out 0 0 0 0 cm_interpolate Camout01 0 env_show 561 0 sleep f14 begin_cutscene sleep f30 #Outside shot of cops walking in ai2_spawn Recep ai2_spawn partner_cop_1 ai2_spawn partner_cop_2 playback 0 IntroKonoko01 playback partner_cop_1 IntroCop01 playback partner_cop_2 IntroCop02 #cm_interpolate Camout01 0 sound_music_start mus_ambgrv1b 0.90 #music_script_start(); fade_in 120 sleep f240 #cops enter building, shot behind the receptionist cm_anim both Camin02 chr_envanim Recep IntroSecBox01 norotation chr_animate Recep SECRETsit_prehello 540 chr_lock_active Recep chr_lock_active partner_cop_1 chr_lock_active partner_cop_2 #receptionist looks up and Cop introduces himself cm_interpolate_block Camin03 0 chr_envanim Recep IntroSecBox01 norotation chr_animate Recep SECRETsit_prehello 120 chr_animate_block Recep SECRETsit_hello 90 sound_music_volume mus_ambgrv1b 0.6 1 chr_animate_block Recep SECRETsit_talk 600 chr_envanim Recep IntroSecBox01 norotation sound_dialog_play c01_04_01receptionist cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause cinematic_stop (RECEPtalking, 20, 20) cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false) sound_dialog_play c01_04_02tctfag1 chr_envanim Recep IntroSecBox01 norotation #Konoko interrupts Cop guy playback 0 IntroKonokoInt sleep f100 #sound_dialog_play_block pause chr_envanim Recep IntroSecBox01 norotation cm_interpolate IntroCamInterrupt 0 cinematic_start (KONpsychedup, 180, 180, 20, 7, 20, false) playback partner_cop_1 IntroCopInt sound_dialog_play_interrupt c01_04_03konoko cinematic_stop (TCTFtalking, 19, 20) sound_dialog_play_block pause cinematic_stop (KONpsychedup, 19, 20) #Receptionis says ok officer cm_interpolate Camin03 0 chr_envanim Recep IntroSecBox01 norotation chr_animate Recep SECRETsit_talk 400 sleep f30 cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true) sound_dialog_play c01_04_04receptionist sleep f90 #Receptionis hits alarm cm_anim both IntroCamAlarm chr_envanim Recep IntroSecBox01 norotation chr_animate Recep SECRETsit_alarm 400 sleep f110 particle IntroLight01 create particle IntroLight01 do start cinematic_stop (RECEPtalking, 20, 20) #Bad guys see alarm is hit cm_wait chr_create 1050 start ai2_spawn Barabus chr_neutral 1050 1 #chr_neutral 1051 1 playback 1050 IntroMuroSet playback Barabus IntroBossSet cm_interpolate IntroCamBadGuys00 0 sound_ambient_start alarm_loop cm_interpolate_block IntroCamBadGuys01 240 sleep f120 cinematic_start (BOSS1nametag, 180, 180, 16, 3, 20, false) sound_dialog_play c02_05_01barabas sound_ambient_volume alarm_loop .35 1.0 sound_dialog_play_block pause #Muro turns to Bossman playback 1050 IntroMuro01 cm_interpolate IntroCamMuro01 0 cinematic_start (MUROnametag, 180, 180, 15, 1, 20, false) sound_dialog_play c02_05_02muro sound_dialog_play_block pause #Bossman and Muro talk cm_interpolate IntroCamBothLt 0 cm_interpolate_block IntroCamBothRt 500 sound_dialog_play c02_05_03barabas sound_dialog_play_block pause sound_dialog_play c02_05_04muro sound_dialog_play_block pause sound_dialog_play c02_05_05barabas sound_dialog_play_block pause #Muro talks cm_interpolate IntroCamMuro02 0 sound_ambient_volume alarm_loop 0.0 1.0 sound_ambient_stop alarm_loop sound_dialog_play c02_05_06muro sound_dialog_play_block pause #Bossman and Muro talk cm_interpolate IntroCamBothRtHigh 0 cm_interpolate_block IntroCamBothLtHigh 500 sound_dialog_play c02_05_07muro sound_dialog_play_block pause sound_dialog_play c02_05_08barabas sound_dialog_play_block pause sound_dialog_play c02_05_09muro sound_dialog_play_block pause sound_dialog_play c02_05_10barabas sound_dialog_play_block pause #Muro talks cm_interpolate IntroCamMuro01 0 sound_dialog_play c02_05_11muro sound_dialog_play_block pause cinematic_stop (MUROnametag, 15,20) cinematic_stop (BOSS1nametag, 16,20) #Receptionist says hold on cm_interpolate Camin03 0 chr_envanim Recep IntroSecBox01 norotation chr_animate Recep SECRETsit_unalarm 180 chr_animate_block Recep SECRETsit_talk 500 sound_dialog_play c02_05_12receptionist cinematic_start (RECEPtalking, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause cinematic_stop (RECEPtalking, 20,20) #Strikers Rush in sound_ambient_volume mus_ambgrv1b 0 .5 music_script_start(); ai2_spawn ambush_striker_3 ai2_spawn ambush_striker_2 #chr_neutral ambush_striker_3 1 #chr_neutral ambush_striker_2 1 door_open 21 door_jam 21 playback ambush_striker_3 IntroStrikerRight01 playback ambush_striker_2 IntroStrikerRight02 cm_interpolate IntroCamDoorRight01 0 sleep f180 #Cop says what the? playback partner_cop_2 IntroCop02Surprise chr_envanim 1003 IntroSecBox01 norotation chr_animate Recep SECRETsit_talk 400 cm_interpolate IntroCamSurprise 0 cm_interpolate_block IntroCamSurprise02 90 sound_dialog_play c02_05_13tctfag1 ai2_spawn ambush_striker_1 #chr_neutral ambush_striker_1 1 door_unlock 4 door_open 4 door_jam 4 playback ambush_striker_1 IntroStrikerLeft01 sleep f60 #Konoko looks around chr_envanim Recep IntroSecBox01 norotation chr_animate Recep SECRETsit_talk 180 cm_reset playback 0 IntroKonokoLook sleep f30 cinematic_start (KONangryfront, 180, 180, 20, 7, 10, false) sleep f170 #Konoko says we got company playback Recep IntroRecepRun cm_interpolate IntroCamCompany 0 sound_dialog_play c02_05_14konoko sleep f30 playback Recep IntroRecepRun sound_dialog_play_block pause cinematic_stop (KONangryfront, 19 ,20) #gameplay resumes cm_reset env_show 561 1 env_show 560 0 end_cutscene ai2_attack partner_cop_1 ambush_striker_1 ai2_attack partner_cop_2 ambush_striker_3 chr_delete 1050 chr_delete Barabus particle IntroLight01 kill sleep f90 #chr_delete Recep door_lock 1 door_unjam 4 door_lock 4 door_unjam 21 set_objective_1 save_point_1 } func void Chase( void) { sleep 60 begin_cutscene jello # sleep f10 # cm_orbit .1 sleep f30 chr_animate 0 KONOKOwatch_start 60 sleep f40 cinematic_start (KONtalking, 180, 180, 15, 1, 20, false) cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true) sleep f19 chr_animate 0 KONOKOwatch_idle 3000 sound_music_volume atm_low_perc1 0.35 1.0 sound_dialog_play c02_06_01konoko sound_dialog_play_block pause sound_dialog_play c02_06_02griffin sound_dialog_play_block pause sound_dialog_play c02_06_03konoko sound_dialog_play_block pause sound_dialog_play c02_06_04griffin sound_dialog_play_block pause sound_dialog_play c02_06_05konoko sound_dialog_play_block pause sound_dialog_play c02_06_06griffin sound_dialog_play_block pause sound_dialog_play c02_06_07konoko sound_dialog_play_block pause cinematic_stop (KONtalking, 15,20) cinematic_stop (GRIFtalking, 16,20) chr_animate 0 KONOKOwatch_stop sleep f15 cm_reset end_cutscene sound_music_volume atm_low_perc1 .90 1.0 striker_counter = striker_counter + 2 particle save1b_locklight01 do start door_unlock 11 console_deactivate 15 if (alarm_counter eq 1) { ai2_spawn hall_striker_2 ai2_tripalarm konoko 1 } } func void Griffin_1( void) { begin_cutscene jello sound_ambient_stop alarm_loop sleep f30 chr_animate 0 KONOKOwatch_start 60 sleep 40 cinematic_start (KONtalking, 180, 180, 15, 1, 20, false) cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true) sleep f19 chr_animate 0 KONOKOwatch_idle 3000 sound_dialog_play c02_07_01griffin sound_dialog_play_block pause sound_dialog_play c02_07_02konoko sound_dialog_play_block pause chr_animate 0 KONOKOwatch_stop cinematic_stop (KONtalking, 15,20) cinematic_stop (GRIFtalking, 16,20) sleep f15 cm_reset end_cutscene } func void outro( void) { begin_cutscene env_show 555 1 env_show 556 0 #Konok talks on watch radio to Griffin #playback 0 OutroKonokoSet ##cm_interpolate OutroCam00 0 ##cm_interpolate_block OutroCam01 180 fork soundplay gl_fog_blue=0 gl_fog_red=0 gl_fog_green=0 gl_fog_end=.999 gl_fog_start_changeto 0.92 60 sleep f60 sleep f30 playback 0 OutroKonokoRun cm_interpolate OutroCam00 0 cm_interpolate_block OutroCam01 180 sleep f120 #Konoko jumps out of room playback 0 OutroKonoko01 cm_interpolate OutroCam02 0 sleep f60 #cm_interpolate_block OutroCam03 180 sleep f40 particle OutroCharge do explode sleep f200 #Konoko runs out of room playback 0 OutroKonoko02 door_open 4 door_jam 4 cm_interpolate OutroCam04 0 sleep f90 cm_interpolate_block OutroCam05 180 sleep f180 #Konoko runs out of front door cm_interpolate OutroCam06 0 cm_interpolate_block OutroCam07 180 sleep f100 door_open 1 door_jam 1 sleep f140 fade_out 0 0 0 120 #win } func void soundplay( void) { cinematic_start (GRIFtalking, 180, 180, 15, 1, 20, false) sound_dialog_play c02_09_01griffin sleep f60 sound_dialog_play_block pause sound_dialog_play c02_09_02kerr cinematic_start (KERRtalking, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause sound_dialog_play c02_09_03griffin sound_dialog_play_block pause sound_dialog_play c02_09_04kerr sound_dialog_play_block pause sound_dialog_play c02_09_05griffin sound_dialog_play_block pause sound_dialog_play c02_09_06kerr sound_dialog_play_block pause sound_dialog_play c02_09_07griffin sound_dialog_play_block pause cinematic_stop (KERRtalking, 16,20) cinematic_stop (GRIFtalking, 15,20) sleep f100 gl_fog_end=1 gl_fog_start=.975 win } func void animate( void) { env_anim 1101 1 env_anim 1102 1 env_anim 1103 1 env_anim 1104 1 env_anim 1105 1 env_anim 1106 1 env_anim 1107 1 env_anim 1108 1 env_anim 1109 1 env_anim 1110 1 env_anim 1111 1 env_anim 1201 1 env_anim 1202 1 env_anim 1203 1 env_anim 1204 1 }