# # # power_cutscene.bsl # func void intro( void) { # CB: begin_cutscene does a silent ai2_allpassive 1 as part of its cutscene setup, # so we need to remove this if we want to have AIs walking around under their own # control during a cutscene fade_out 0 0 0 0 cm_interpolate Camout01 0 obj_create 100 104 chr_create 1000 start chr_create 1001 start playback 1000 IntroGrifTCTF playback 1001 IntroKonTCTF sleep f7 begin_cutscene cutscene_sync off ai2_allpassive 0 ai2_spawn A1_intro01 ai2_spawn A1_intro02 ai2_makeignoreplayer A1_intro01 1 ai2_makeignoreplayer A1_intro02 1 #fade_out 0 0 0 0 #Setup Konoko and Griffin talking sleep f60 # Force holster by Wu chr_forceholster char_0 1 fade_in 120 chr_nocollision(0, 1); #Setup shot cm_anim both Camout01 cm_wait #KOnoko standing on top cm_anim both Camout02 chr_envanim 0 KonBipedBox01 chr_animate 0 KONOKOidle1 300 env_setanim 100 StandRightWing env_setanim 101 StandLeftWing env_setanim 102 StandBody env_setanim 103 StandRightTail env_setanim 104 StandLeftTail #Konoko and Griffin talking sleep f120 sound_dialog_play c08_27_01konoko cinematic_start (KONtalking, 180, 180, 15, 1, 15, false) sound_dialog_play_block pause sound_dialog_play c08_27_02griffin cinematic_start (GRIFtalking, 180, 180, 16, 3, 15, true) cm_interpolate_block IntroCamTBoth 0 sound_dialog_play_block pause sound_dialog_play c08_27_03konoko cinematic_stop (KONtalking, 15, 20) cinematic_start (KONintense, 180, 180, 15, 1, 20, false) sound_dialog_play_block pause sound_dialog_play c08_27_04griffin sound_dialog_play_block pause sound_dialog_play c08_27_05konoko sound_dialog_play_block pause cm_interpolate_block IntroCamTGrif 0 sound_dialog_play c08_27_06griffin cinematic_stop (GRIFtalking, 16, 20) cinematic_start (GRIFtalkangry, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause cm_interpolate IntroCamTKon 0 # start the wind as the dialog ends, sync to that cutscene_sync on sound_dialog_play c08_27_07konoko cinematic_stop (GRIFtalkangry, 16, 20) cinematic_stop (KONintense, 15, 20) cinematic_start (KONangry, 180, 180, 15, 1, 20, false) sleep 200 sound_ambient_start pp_wind_loop 0.1 sound_ambient_volume pp_wind_loop 0.8 1.0 sleep 50 cutscene_sync off #Jumping off the building chr_envanim 0 KonBipedBox02 norotation cm_anim both Camout03 #sound_ambient_start pp09_wingsa chr_animate 0 KONOKOlev9_intro_jump env_setanim 100 JumpRightWing env_setanim 101 JumpLeftWing env_setanim 102 JumpBody env_setanim 103 JumpRightTail env_setanim 104 JumpLeftTail sleep f120 sound_ambient_start pp09_wingsa # october 25, 2000 this pause was breaking the scene # sound_dialog_play_block pause cinematic_stop (KONangry, 15, 20) #sleep f100 cm_anim_block both Camout04 #Transport A1_intro02 to new location chr_teleport A1_intro02 1105 #Gliding #music_intro sleep f100 sound_ambient_start pp09_wingsb chr_envanim_block 0 KonBipedBox03 cm_anim both Camout05 chr_animate 0 KONOKOlev9_intro_glide 360 env_setanim 100 GlideRightWing env_setanim 101 GlideLeftWing env_setanim 102 GlideBody env_setanim 103 GlideRightTail env_setanim 104 GlideLeftTail #Landing chr_envanim_block 0 KonBipedBox04 norotation #gl_fog_start=.98 #gs_farclipplane_set 2000 cm_anim both Camout06 chr_animate 0 KONOKOlev9_intro_land env_setanim 100 LandRightWing env_setanim 101 LandLeftWing env_setanim 102 LandBody env_setanim 103 LandRightTail env_setanim 104 LandLeftTail sleep 30 sound_ambient_volume pp_wind_loop 0.0 1.0 sleep 60 sound_ambient_stop pp_wind_loop sound_ambient_start pp09_wingsc cm_wait playback 0 IntroKonokoSet01 obj_kill 100 104 sleep f5 cm_reset chr_nocollision 0 0 end_cutscene env_show 100 1 env_show 101 1 env_show 102 1 env_show 103 1 env_show 104 1 chr_delete ai_12 chr_delete ai_13 chr_delete 1000 chr_delete 1001 ai2_makeignoreplayer A1_intro01 0 ai2_makeignoreplayer A1_intro02 0 #Transport A1_intro02 to new location again chr_teleport A1_intro02 1104 s1 music_intro music_intro_timer } func void camcontrol( void) { cm_anim both Camout01 cm_anim both Camout02 cm_anim both Camout03 cm_anim both Camout04 cm_anim both Camout05 cm_anim both Camout06 cm_wait letterbox 0 cm_jello 1 cm_reset chr_nocollision 0 0 input 1 } func void Muro( void) { begin_cutscene sound_music_start mus_sad1 0.1 sound_music_volume mus_sad1 0.3 2 cutscene_sync off sleep f10 cm_anim both Elev1Cam01 playback 0 Elev1KonokoSet01 cutscene_sync on sound_ambient_start c12_20_16elevator sleep f5 chr_nocollision 0 1 chr_envanim 0 Elev1KonBox01 norotation obj_create 801 801 obj_shade 801 801 .4 .4 .4 env_show 801 0 env_setanim 801 Elev101 sleep 200 #Shinatama crying here sound_dialog_play c08_28_05shinscream1 sound_music_volume mus_sad1 1.0 0.5 cinematic_start (SHINtortured, 180, 180, 20, 7, 15, false) sleep 60 sound_music_volume mus_sad1 0.8 0.5 sleep 100 fade_out 0 0 0 10 sleep f10 #Muro torturing shinatama fade_in 10 particle torture do start ai2_spawn MuroMuro ai2_spawn MuroShinatama ai2_spawn MuroComguy playback MuroMuro MuroMuroSet playback MuroComguy MuroComguySet sound_dialog_play c08_28_06shinscream2 chr_envanim MuroShinatama ShinBox02 norotation chr_animate MuroShinatama SHINATlev9_Shin02 180 cutscene_sync off cm_interpolate MuroCamShin02 0 sound_ambient_start c12_26_20shin_tort cm_interpolate_block MuroCamShin01 800 sleep f120 chr_envanim MuroShinatama ShinBox03 norotation chr_animate MuroShinatama SHINATlev9_Shin03 12 sleep f12 particle torture do stop chr_envanim MuroShinatama ShinBox04 norotation chr_animate MuroShinatama SHINATlev9_Shin04 1000 12 sound_dialog_play_block pause cinematic_stop (SHINtortured, 19,20) ##Muro talks sound_dialog_play c08_28_01muro cinematic_start (MUROtalking, 180, 180, 16, 3, 15, true) cm_interpolate MuroCamMuro 0 sound_dialog_play_block pause ##Shin screams particle torture do start sound_ambient_start c12_26_20shin_torta #chr_envanim MuroShinatama ShinBox01 norotation #chr_animate MuroShinatama SHINATlev9_Shin01 12 #sleep f12 chr_envanim MuroShinatama ShinBox02 norotation chr_animate MuroShinatama SHINATlev9_Shin02 180 sound_dialog_play shinscream_new cinematic_start (SHINtortured, 180, 180, 19, 20, 10, false) sleep f130 particle torture do stop chr_envanim MuroShinatama ShinBox04 norotation chr_animate MuroShinatama SHINATlev9_Shin04 1200 10 sleep f30 ##Muro talks again cm_interpolate MuroCamMuro01 0 cm_interpolate_block MuroCamMuro02 1400 sound_dialog_play c08_28_02muro cinematic_stop (SHINtortured, 18,20) sound_dialog_play_block pause sleep f10 particle torture do start sound_ambient_start c12_26_20shin_torta sound_dialog_play shinscream_new2 sound_dialog_play_block pause particle torture do stop sleep f10 sound_dialog_play c08_28_03muro sound_dialog_play_block pause chr_envanim MuroShinatama ShinBox04 norotation chr_animate MuroShinatama SHINATlev9_Shin04 1200 10 sleep f5 sound_dialog_play shinscreams_6 sound_dialog_play_block pause sound_dialog_play c08_28_04muro sound_dialog_play_block pause cinematic_stop (MUROtalking, 16,15) sound_dialog_play muro_laff2 sleep f80 particle torture do start sound_ambient_start c12_26_20shin_torta sleep f15 sound_dialog_play_interrupt shinscreams_4 cinematic_start (SHINtortured, 180, 180, 20, 19, 10, false) sleep f20 fade_out 0 0 0 10 sleep f10 particle torture do stop fade_in 10 #Konoko finishes riding elevator chr_envanim 0 Elev1KonBox02 norotation env_setanim 801 Elev102 cm_anim both Elev1Cam02 sound_ambient_start c13_07_22elevatora sleep f295 env_show 802 1 obj_kill 801 801 cm_reset playback 0 Elev1KonokoSet sleep f1 chr_nocollision 0 0 end_cutscene chr_delete MuroComguy chr_delete MuroMuro chr_delete MuroShinatama } func void Elev2( void) { begin_cutscene sleep f30 cutscene_sync off chr_nocollision 0 1 playback 0 Elev2KonokoSet cm_anim both Elev2Cam01 cutscene_sync on sound_ambient_start c13_07_22elevator chr_envanim 0 Elev2KonBox01 env_show 821 0 obj_create 821 821 obj_shade 821 821 .4 .4 .4 env_setanim 821 Elev201 cm_wait obj_kill 821 821 env_show 822 1 chr_nocollision 0 0 cm_reset end_cutscene } func void Torture( void) { #input 0 cm_interpolate TortureCam01 80 sleep f180 cm_reset 80 #input 1 } func void outro( void) { sleep f30 begin_cutscene jello cutscene_sync off #oni SPECcial effect chr_animate 0 KONOKOpowerup cinematic_start (KONtransform, 180, 180, 15, 2, 15, false) sleep f220 fade_out 0 0 0 10 sleep f10 fade_in 10 ai2_spawn OutroKerr ai2_spawn OutroGrif ai2_spawn OutroCop playback OutroCop ShinCopSet playback OutroGrif ShinGrifSet playback OutroKerr ShinKerrSet cinematic_stop (KONtransform, 16, 30) cm_interpolate ShinCamCop 0 cm_interpolate_block ShinCamCopFace 1600 sleep f20 sound_dialog_play c08_29_01scigoon1 cinematic_start (COPtalking, 180, 180, 16, 3, 20, false) sound_dialog_play_block pause cinematic_stop (COPtalking, 16, 20) cm_interpolate ShinCamGrif 0 cm_interpolate_block ShinCamGrifFace 1800 sound_dialog_play c08_29_02griffin cinematic_start (GRIFtalking, 180, 180, 19, 7, 20, false) sound_dialog_play_block pause sleep f20 playback 0 OutroKonoko01 cinematic_stop (GRIFtalking, 19, 20) fade_out 0 0 0 10 sleep f10 fade_in 10 #doors start to open obj_create 131 133 env_anim 131 133 env_show 134 0 env_show 135 0 env_show 136 0 cm_interpolate OutroCam01 0 cutscene_sync on sound_ambient_start c03_55_18bigdoor cm_interpolate_block OutroCam02 700 sleep f200 playback 0 OutroKonoko02 sleep f200 #Konoko sees doors opening #playback 0 OutroKonoko02 cm_interpolate OutroCam03 0 sleep f90 #playback 0 OutroKonoko02 sleep f40 cm_interpolate OutroCam04 0 sleep f180 fade_out 0 0 0 120 sleep f120 win }