# # neuro_cutscene.bsl # func void neuro_cs_intro( void) { fade_out 0 0 0 0 env_show 271 0 env_show 272 0 obj_create 271 272 cm_interpolate IntroCamOut01 0 sleep f14 obj_shade 271 272 .4 .4 .2 begin_cutscene sleep f1 sound_music_start mus_low1 1.0 #fork music_force_stop #Camera shot outside cm_interpolate IntroCamOut01 0 ai2_spawn IntroTCTF01 playback IntroTCTF01 IntroSecSet fade_in 60 sleep f100 playback IntroTCTF01 IntroSecStart sleep f200 #Lobby shot cm_interpolate IntroCamIn01 0 sleep f180 sound_dialog_play c13_47_03blackops cinematic_start (TCTFtalking, 180, 180, 20, 9, 20, true) sleep f60 #Security lets guy in cm_interpolate IntroCamSecSet 0 playback IntroTCTF01 IntroSecSet sleep f150 sound_dialog_play c13_47_04opsguard2 cinematic_start (BOPSface, 180, 180, 15, 1, 20, false) sleep f150 cinematic_stop (BOPSface, 15, 20) cinematic_stop (TCTFtalking, 20, 20) #Door opens ai2_spawn IntroTCTF02 cm_interpolate IntroCamDoorOpen 0 playback IntroTCTF01 IntroSecSet playback IntroTCTF02 IntroSecWalk env_anim 271 272 sound_ambient_start c12_42_00door sleep f240 #camera inside looking down cm_interpolate IntroCamTopDown 0 playback 0 IntroKonCrouch chr_animate 0 KONOKOcrouch_idle 1000 sleep f300 #camera showing security talking playback IntroTCTF01 IntroSecMonitor01 #cm_interpolate IntroCamBothTalk 0 #sleep f180 #Security goes over to monitors cm_interpolate IntroCamMonitorMid 0 playback IntroTCTF02 IntroSecMonitor02 #next line was 180 sleep f120 sound_dialog_play c13_47_01opsguard1 cinematic_start (TCTFtalking, 180, 180, 20, 9, 20, true) sleep f60 #konoko jumps down behind Security cm_interpolate IntroCamKonDrop 0 sleep f120 chr_envanim 0 IntroKonBox01 norotation chr_animate 0 KONOKOlev14_IntroJump #Konoko hides from guys chr_envanim_block 0 IntroKonBox02 norotation cm_anim both IntroCamHide sound_dialog_play c13_47_02opsguard2 cinematic_start (BOPSface, 180, 180, 15, 1, 20, false) sleep f100 chr_animate 0 KONOKOlev14_IntroHide sound_dialog_play_block pause cinematic_stop (BOPSface, 15, 20) cinematic_stop (TCTFtalking, 20, 20) #Show doors closing cm_wait cm_interpolate IntroCamDoors 0 env_setanim 271 IntroDoorRt01 env_setanim 272 IntroDoorLt01 sound_ambient_start c13_04_03doorclose sleep f120 #Konoko makes a run for it env_setanim 271 IntroDoorRt01 env_setanim 272 IntroDoorLt01 cm_anim both IntroCamKonRun chr_envanim 0 IntroKonBox03 norotation chr_animate 0 KONOKOlev14_IntroRun sound_music_stop mus_low1 #Konoko dives through closing door and sec turns around cm_anim_block both IntroCamKonDive chr_envanim 0 IntroKonBox04 norotation chr_animate 0 KONOKOlev14_IntroDive playback IntroTCTF01 IntroSecEnd chr_envanim IntroTCTF02 IntroSecBox01 norotation chr_animate IntroTCTF02 SECURIlev14_IntroTurn #reset cam outside cm_wait playback 0 IntroKonstart sleep f10 cm_reset chr_delete IntroTCTF01 chr_delete IntroTCTF02 obj_kill 271 272 env_show 271 1 env_show 272 1 env_shade 271 272 .4 .4 .2 fork Setup_Intro fork set_objective_1 end_cutscene } func void spawn_kerr( void) { ai2_spawn ScanKerr01 ai2_passive ScanKerr01 1 chr_unstoppable KerrKerr 1 chr_delete KerrKerr } func void scanner_start( void) { var int number_near = 0; number_near = number_near + trigvolume_count(68); number_near = number_near + trigvolume_count(69); number_near = number_near + trigvolume_count(70); number_near = number_near + trigvolume_count(71); if (number_near eq 0) { trigvolume_enable trigger_volume_13 0 doscanscene } } ############################## func void wait_and_play_xtr5(void) { sleep 60 sound_music_start mus_xtr5 1.0 } func void doscanscene( void) { sound_ambient_start lab_amb1 0.1 sound_ambient_volume lab_amb1 1 2 fork Scan_Guards has_probed = 1 begin_cutscene #hide scanner gunk env_show 51 0 env_show 52 0 env_show 53 0 env_show 54 0 env_show 55 0 env_show 56 0 env_show 57 0 env_show 58 0 env_show 59 0 obj_create 51 59 #create this character before konoko gets into the scanner room cm_interpolate ScanCamDocTalk 200 #patrol Konoko to flag 1009 ai2_takecontrol 1 ai2_movetoflag 0 1009 sleep f200 #Konoko talks ai2_takecontrol 0 playback 0 ScanKonokoSet sound_dialog_play c13_64_01konoko cinematic_start (KONlistening, 180, 180, 19, 7, 20, false) sound_dialog_play_block pause sleep f15 #Doctor says Go Sit in That Chair cm_interpolate ScanCamDocTalk 0 sound_dialog_play c13_65_01kerr cinematic_start (KERRtalking, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause sleep f25 #Is this necessary? cm_interpolate ScanCamBoth 0 sound_dialog_play c13_65_02konoko sound_dialog_play_block pause sleep f10 sound_dialog_play c13_65_03kerr sound_dialog_play_block pause cinematic_stop (KERRtalking, 20, 20) #Konoko walk to chair & doctor walks to booth playback 0 ScanKonokoWalk cm_interpolate ScanCamKonWalk 0 playback ScanKerr01 ScanDoctorWalk sleep f120 sound_dialog_play c13_65_04konoko sleep f140 cinematic_stop (KONlistening, 19, 20) #chair drops cm_interpolate ScanCamChairDown 0 sleep f30 cutscene_sync mark sound_ambient_start c18_01_29_effectsa sleep f30 env_setanim 53 Scan_chair01 env_setanim 54 Scan_chair02 env_setanim 55 Scan_chair03 sleep f30 sleep f150 #Doctor enters booth cm_interpolate ScanCamBoothIn 0 sleep f200 #show doctor in booth playback ScanKerr01 ScanDocBooth cm_interpolate ScanCamBooth 0 chr_envanim 0 ScanKonBox04 chr_animate 0 KONOKOlev14_scan 500 sound_dialog_play c13_65_05kerr cinematic_start (KERRtalking, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause cinematic_stop (KERRtalking, 20, 20) sleep f30 #scanner starts env_setanim 51 Scan_arm01 env_setanim 52 Scan_arm02 env_setanim 53 Scan_chair0101 env_setanim 54 Scan_chair0201 env_setanim 55 Scan_chair0301 env_setanim 56 Scan_tube01 env_setanim 57 Scan_tube02 env_setanim 58 Scan_tube03 env_setanim 59 Scan_tube04 chr_envanim 0 ScanKonBox01 chr_animate 0 KONOKOlev14_scan 2000 cm_interpolate ScanCamScan01 0 sleep f60 cutscene_sync mark sound_ambient_start c18_01_29_effectsb sleep f120 cm_interpolate_block ScanCamScan02 300 #Konoko gets scanned chr_envanim_block 0 ScanKonBox02 chr_animate 0 KONOKOlev14_scan 2000 cm_interpolate ScanCamScan03 0 cm_interpolate_block ScanCamScan04 360 particle brainscan do start sound_ambient_start scanner sleep f120 sound_ambient_volume scanner .5 2 sleep f60 #Doctor in booth sound_dialog_play c13_65_07kerr cinematic_start (KERRtalking, 180, 180, 20, 9, 20, true) cm_interpolate_block ScanCamBoothOut 0 sleep f10 sound_dialog_play c13_65_08konoko cinematic_start (KONdeepthought, 180, 180, 19, 7, 20, false) sound_dialog_play_block pause #Doctrof rom inside booth cm_interpolate ScanCamBooth 0 sound_dialog_play c13_65_09kerr sound_dialog_play_block pause #konoko scanned chr_envanim 0 ScanKonBox02 chr_animate 0 KONOKOlev14_scan 2000 cm_interpolate ScanCamScan02 0 cm_interpolate_block ScanCamScan01 1000 sound_dialog_play c13_65_10konoko sound_dialog_play_block pause sound_dialog_play c13_65_11kerr sound_dialog_play_block pause sound_dialog_play c13_65_12konoko sound_dialog_play_block pause cm_interpolate ScanCamBoothOut02 0 cm_interpolate_block ScanCamBoothOut 900 sound_dialog_play c13_65_13kerr sound_dialog_play_block pause cm_interpolate ScanCamScan04 0 cm_interpolate_block ScanCamScan03 800 sound_dialog_play c13_65_14konoko sound_dialog_play_block pause sleep f75 cm_interpolate ScanCamBoothOut 0 cm_interpolate_block ScanCamBoothOut02 900 sound_dialog_play c13_65_15kerr sound_dialog_play_block pause sleep f25 sound_dialog_play c13_65_16konoko sound_dialog_play_block pause sleep f20 #Doc in Booth sound_dialog_play c13_65_17kerr sleep f100 #Scanner stops particle brainscan do stop cutscene_sync_mark sound_ambient_stop scanner env_setanim 51 Scan_arm0102 env_setanim 52 Scan_arm0202 env_setanim 53 Scan_chair0102 env_setanim 54 Scan_chair0202 env_setanim 55 Scan_chair0302 env_setanim 56 Scan_tube0102 env_setanim 57 Scan_tube0202 env_setanim 58 Scan_tube0302 env_setanim 59 Scan_tube0402 chr_envanim 0 ScanKonBox03 chr_animate 0 KONOKOlev14_scan 730 cm_interpolate ScanCamScan01 0 cutscene_sync mark sound_ambient_start c18_01_29_effectsc cm_interpolate_block ScanCamScanStop 300 sleep f700 cinematic_stop (KONdeepthought, 19, 20) cinematic_stop (KERRtalking, 20, 20) #Doctor comes out of booth playback ScanKerr01 ScanDocWalkOut cm_interpolate ScanCamBoothOut 0 sleep f60 playback 0 ScanKonDone sleep f150 sleep f80 #Konoko and Doc meet to talk cm_interpolate ScanCamBoth02 0 cm_interpolate_block ScanCamBoth03 300 sleep f120 sound_dialog_play c13_65_18konoko cinematic_start (KONlistening, 180, 180, 19, 7, 20, false) sleep f240 #Doc talks playback ScanKerr01 ScanDoctorSet cm_interpolate ScanCamDocTalk 0 cm_interpolate_block ScanCamDocTalk02 1100 sound_dialog_play c13_65_19kerr cinematic_start (KERRtalking, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause sound_dialog_play c13_65_20konoko sound_dialog_play_block pause sound_dialog_play c13_65_21kerr sound_music_start mus_sad1 0.8 sound_dialog_play_block pause #KOnoko talks playback 0 ScanKonokoSet cm_interpolate ScanCamKonTalk 0 cm_interpolate_block ScanCamKonTalk03 600 sound_dialog_play_block pause sound_dialog_play c13_65_22konoko sound_dialog_play_block pause sleep f25 sound_dialog_play c13_65_23kerr sound_dialog_play_block pause #Both talk cm_interpolate ScanCamTalkBoth 0 cm_interpolate_block ScanCamTalkBoth02 800 sound_dialog_play_block pause sound_dialog_play c13_65_24konoko sound_dialog_play_block pause sleep f55 sound_dialog_play c13_65_25kerr sound_dialog_play_block pause sleep f40 #Konoko cam cm_interpolate ScanCamKonTalk04 0 cm_interpolate_block ScanCamKonTalk 1000 sound_dialog_play c13_65_26konoko sound_dialog_play_block pause #KerrCam cm_interpolate ScanCamDocTalk02 0 cm_interpolate_block ScanCamDocTalk03 800 sound_dialog_play c13_65_27kerr sound_dialog_play_block pause #BothCam cm_interpolate ScanCamTalkBoth02 0 cm_interpolate_block ScanCamTalkBoth 1000 sound_dialog_play c13_65_28konoko sound_dialog_play_block pause sleep f25 sound_dialog_play c13_65_29kerr sound_dialog_play_block pause sound_dialog_play c13_65_30konoko sound_dialog_play_block pause sleep f20 sound_dialog_play c13_65_31kerr sound_dialog_play_block pause sleep f20 sound_dialog_play c13_65_32konoko sound_dialog_play_block pause sleep f20 #KerrCam cm_interpolate ScanCamDocTalk 0 cm_interpolate_block ScanCamDocTalk03 1000 sound_dialog_play c13_65_33kerr sound_dialog_play_block pause sleep f20 #Konoko cam cm_interpolate ScanCamKonTalk02 0 cm_interpolate_block ScanCamKonTalk 800 sound_dialog_play c13_65_34konoko sound_dialog_play_block pause #BothCam cm_interpolate ScanCamTalkBoth02 0 cm_interpolate_block ScanCamTalkBoth 800 sound_dialog_play c13_65_35kerr sound_dialog_play_block pause sound_dialog_play c13_65_36konoko sound_dialog_play_block pause sleep f20 #show scanner gunk and hide scanner objects env_show 51 1 env_show 52 1 env_show 53 1 env_show 54 1 env_show 55 1 env_show 56 1 env_show 57 1 env_show 58 1 env_show 59 1 obj_kill 51 59 sound_dialog_play_block pause sound_dialog_play c13_65_37kerr sound_dialog_play_block pause # #Ambush sequence starts #dOORS start to open sound_music_stop mus_sad1 door_open 7 ai2_spawn ScanOps01 ai2_setmovementmode ScanOps01 run playback ScanOps01 AmbushTCTFenter sleep f60 #Konoko and Doctor hear doors opening cm_interpolate AmbushCamTurn 0 playback ScanKerr01 AmbushDoctorTurn sleep f10 chr_animate 0 KONCOMstartle_lt1 sleep f60 #TCTF is shown entering playback ScanOps01 AmbushTCTFenter011 cinematic_stop (KONlistening, 19, 20) cinematic_stop (KERRtalking, 20, 20) cm_interpolate AmbushCamTCTFenter02 160 sleep f120 sound_dialog_play c13_65_38opsguard1 cinematic_start (BOPSface, 180, 180, 15, 1, 20, false) particle_temp_start sound_dialog_play_block cinematic_stop (BOPSface, 15, 20) #TCTF shoots gun playback ScanOps01 AmbushTCTFshoot fromhere sleep f40 particle_temp_kill #Doctor takes bullets for konoko #chr_envanim 0 AmbushKonBox02 norotation #chr_animate 0 KONOKOlev14_Ambush01 #chr_envanim ScanKerr01 AmbushKerrBox02 norotation #chr_animate ScanKerr01 DOClev14_Ambush01 #cm_anim both AmbushCamDie01 #sleep f30 #other angle of above slowmo 120 cm_anim both AmbushCamDie02 chr_envanim 0 AmbushKonBox02 norotation chr_animate 0 KONOKOlev14_Ambush01 chr_envanim ScanKerr01 AmbushKerrBox02 norotation chr_animate ScanKerr01 DOClev14_Ambush01 cm_anim both AmbushCamDie02 sleep f22 particle_temp_stop particle ScanMerc pulse sleep f1 particle scanexplode create sound_dialog_play kerr_dth1 fork wait_and_play_xtr5 #TCTF says you're next cm_wait ai2_kill ScanKerr01 #chr_set_health ScanKerr01 0 cm_interpolate ScanCamSynDie 0 playback 0 ScanKonDie sleep f120 #konoko says let's get it on gameplay resumes cm_interpolate ScanCamKonDie 0 sound_dialog_play c13_65_39konoko cinematic_start (KONangryfront, 180, 180, 19, 7, 20, true) sound_dialog_play_block pause cinematic_stop (KONangryfront, 20, 20) cm_reset fork set_objective_3 trigvolume_enable trigger_volume_13 0 # CB: set up the monologue for konoko telling herself about her next objective prepare_vat_monologue(); end_cutscene env_show 823 0 save_point_3 sound_ambient_volume lab_amb1 0 4 sleep 120 post_scan_music_start } func void KerrSpawn(void) { ai2_spawn KerrKerr #playback KerrKerr KerrKerrSet ai2_passive KerrKerr 1 } func void Kerr(void) { if(trigvolume_count(36) eq 0) { sound_music_start mus_sad1 0.8 begin_cutscene #ai2_spawn KerrKerr ai2_takecontrol 1 ai2_movetoflag 0 1261 setfacing playback KerrKerr KerrKerrSet cm_interpolate KerrCamKerr 180 sleep f100 #Konoko says Hi Uncle sound_dialog_play c13_64_01konoko cinematic_start (KONlistening, 180, 180, 19, 9, 20, true) sound_dialog_play_block pause #Kerr says what are you doing here? cm_interpolate KerrCamKerr 180 sound_dialog_play c13_64_02kerr cinematic_start (KERRtalking, 180, 180, 16, 1, 20, false) sound_dialog_play_block pause #Konoko says I need your help playback 0 KerrKonSet cm_interpolate KerrCamLt02 0 cm_interpolate_block KerrCamLt01 800 sound_dialog_play c13_64_03konoko sound_dialog_play_block pause #Kerr says yep, you do sound_dialog_play c13_64_04kerr sound_dialog_play_block pause sleep f20 #Konoko says I'm on it sound_dialog_play c13_64_05konoko sound_dialog_play_block pause sleep f30 #Kerr says meet me in lab sound_dialog_play c13_64_06kerr sound_dialog_play_block pause cinematic_stop (KONlistening, 20, 20) cinematic_stop (KERRtalking, 15, 20) cm_reset letterbox 0 playback KerrKerr KerrKerrGive fromhere sleep f90 chr_animate KerrKerr COMGUYact_give chr_animate 0 KONOKOact_give sleep f90 give_powerup hypo sleep f2 give_powerup hypo ai2_takecontrol 0 fork set_objective_2 end_cutscene trigvolume_enable Kerr_trig 0 trigvolume_enable Kerr_trig_copy 0 console_activate 13 save_point_2 sound_music_volume mus_sad1 0 2 kerr_console_music } } func void Acid01(string char) { var bool eggman; eggman = chr_is_player(char); if (eggman eq 0) { chr_animate(char, KONOKOacid); sleep 10 chr_set_health(char, 0); } if (eggman eq 1) { chr_animate(char, KONOKOacid); trigvolume_enable LastVat 0 cm_interpolate AcidCam01 500 sleep 5 input 0 invincible=1 sleep 525 chr_animate(char, KONOKOlev14_grinder); chr_envanim(char, GrinderKonBox01, norotation); sleep f60 sound_ambient_start c13_47_11_bonecrunch sleep f10 sound_impulse_play konoko_gruesome_death sleep f75 chr_set_health(char, 0); } } func void Acid02(string char) { var bool eggman; eggman = chr_is_player(char); if (eggman eq 0) { chr_animate(char, KONOKOacid); sleep f10 chr_set_health(char, 0); } if (eggman eq 1) { chr_animate(char, KONOKOacid); input 0 trigvolume_enable LastVat 0 cm_interpolate AcidCam01 400 sleep f5 invincible=1 sleep f430 chr_animate(char, KONOKOlev14_grinder); chr_envanim(char, GrinderKonBox01, norotation); sleep f60 sound_ambient_start c13_47_11_bonecrunch sleep f10 sound_impulse_play konoko_gruesome_death sleep f75 chr_set_health(char, 0); } } func void Acid03(string char) { var bool eggman; eggman = chr_is_player(char); if (eggman eq 0) { chr_animate(char, KONOKOacid); sleep f10 chr_set_health(char, 0); } if (eggman eq 1) { input 0 trigvolume_enable LastVat 0 chr_animate(char, KONOKOacid); cm_interpolate AcidCam01 200 sleep f5 invincible=1 sleep 230 chr_animate(char, KONOKOlev14_grinder); chr_envanim(char, GrinderKonBox01, norotation); sleep f60 sound_ambient_start c13_47_11_bonecrunch sleep f10 sound_impulse_play konoko_gruesome_death sleep f75 chr_set_health(char, 0); } } func void acid04(string char) { var bool eggman; eggman = chr_is_player(char); if (eggman eq 0) { chr_animate(char, KONOKOacid); sleep f10 chr_set_health(char, 0); } if (eggman eq 1) { cm_detach input 0 trigvolume_enable LastVat 0 chr_animate(char, KONOKOacid); sleep f5 invincible=1 sleep 40 cm_interpolate GrinderCamEnd 0 sleep f10 chr_animate(char, KONOKOlev14_grinderend); chr_envanim(char, EndGrinderKonBox01, norotation); sleep f60 sound_ambient_start c13_47_11_bonecrunch sleep f10 sound_impulse_play konoko_gruesome_death sleep f75 chr_set_health(char, 0); } } func void EndScan( void) { sound_dialog_play c13_66_01konoko cinematic_start (KONtalkangryfront, 180, 180, 19, 7, 20) sound_dialog_play_block sleep f60 cinematic_stop (KONtalkangryfront, 19, 20) } func void CraneTalk( void) { sound_dialog_play c13_66_03konoko cinematic_start (KONtalkangryfront, 180, 180, 19, 7, 20) sound_dialog_play_block sleep f60 cinematic_stop (KONtalkangryfront, 19, 20) } func void BeginVat( void) { sound_dialog_play c13_66_02konoko cinematic_start (KONtalkangryfront, 180, 180, 19, 7, 20) sound_dialog_play_block sleep f60 cinematic_stop (KONtalkangryfront, 19, 20) } func void Outro( void) { if(final_check eq 0) { dprint OUTRO_1 begin_cutscene trigvolume_enable LastVat 0 ai2_takecontrol 1 ai2_movetoflag 0 222 sleep f200 Outro2 } if(final_check ne 0) { Outro2 } } func void Outro2( void) { dprint OUTRO_2 begin_cutscene trigvolume_enable LastVat 0 ai2_takecontrol 1 #dialog talking about how to get to the crane #Konoko runs to Crane cm_interpolate OutroCam01 0 sound_dialog_play c13_66_04konoko cinematic_start (KONintense, 180, 180, 19, 7, 20) sound_dialog_play_block chr_envanim 0 OutroKonBox01 norotation env_anim 71 74 cm_anim both OutroCam01 cutscene_sync mark sound_ambient_start c13_59_22_crane sleep f150 chr_animate 0 KONOKOlev14_Run #Konoko jumps to Crane cm_anim_block both OutroCamJump chr_envanim 0 OutroKonBox02 norotation chr_animate 0 KONOKOlev14_Jump env_setanim 71 cranehook_jump env_setanim 72 cranerope_jump #Konoko tucks over shredders cm_anim_block both OutroCamTuck chr_envanim 0 OutroKonBox03 norotation chr_animate 0 KONOKOlev14_Tuck env_setanim 71 cranehook_tuck env_setanim 72 cranerope_tuck sleep f160 sound_dialog_play c13_66_05konoko #Konoko dives into acid chr_nocollision 0 1 cm_anim_block both OutroCamDive chr_envanim 0 OutroKonBox04 norotation chr_animate 0 KONOKOlev14_Dive env_setanim 71 cranehook_dive env_setanim 72 cranerope_dive sleep f90 cinematic_stop (KONintense, 20, 20) sleep f60 particle OutroSplash create sound_ambient_start c14_15_12_splash sleep f120 sound_ambient_start c14_16_18_bubbles sleep f80 ### CB: this is the two-guys-at-the-acid-pool script # playback OutroTCTF1 OutroTCTFSwat01 # playback OutroTCTF2 OutroTCTFLite01 # sleep f100 # cm_interpolate OutroCamWater01 0 # sleep f120 # sound_dialog_play c13_67_01opsguard1 # cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false) # sound_dialog_play_block # sound_dialog_play c13_67_02opsguard2 # cinematic_start (BOPSface, 180, 180, 20, 9, 20, true) # sound_dialog_play_block # #TCTFguys from birds eye # cm_interpolate OutroCamWater02 0 # #sound_dialog_play c13_67_03opsguard3 # #sound_dialog_play_block # #sound_dialog_play c13_67_04opsguard1 # #sound_dialog_play_block # sleep f30 # sound_dialog_play c13_67_05opsguard2 # sound_dialog_play_block # cinematic_stop (BOPSface, 20, 20) # cinematic_stop (TCTFtalking, 19, 20) ### CB: this is the same script with a third character added ai2_spawn OutroTCTF1 ai2_spawn OutroTCTF2 ai2_spawn OutroTCTF3 playback OutroTCTF1 OutroTCTFSwat01 playback OutroTCTF2 OutroTCTFLite01 sleep f40 playback OutroTCTF3 OutroTCTFLite02 sleep f60 cm_interpolate OutroCamWater01 0 sleep f120 sound_dialog_play c13_67_01opsguard1 cinematic_start (TCTFtalking, 180, 180, 19, 7, 20, false) sound_dialog_play_block sound_dialog_play c13_67_02opsguard2 cinematic_start (BOPSface, 180, 180, 20, 9, 20, true) sound_dialog_play_block sound_dialog_play c13_67_03opsguard3 sound_dialog_play_block cinematic_stop (BOPSface, 20, 20) cinematic_stop (TCTFtalking, 19, 20) #TCTFguys from birds eye cm_interpolate OutroCamWater02 0 sleep f40 cinematic_start (TCTFtalking, 180, 180, 20, 9, 20, true) sound_dialog_play c13_67_04opsguard1 sound_dialog_play_block sleep f30 cinematic_start (BOPSface, 180, 180, 19, 7, 20, false) sound_dialog_play c13_67_05opsguard2 sound_dialog_play_block sleep f140 cinematic_stop (BOPSface, 19, 20) cinematic_stop (TCTFtalking, 20, 20) sleep f140 win }