# # tctf_cutscene.bsl # func void Intro( void) { fade_out 0 0 0 0 cm_interpolate IntroCam01 0 sleep f14 begin_cutscene weapon marketing_line_off=1 letterbox 1 sleep f60 invincible=1 obj_create 401 402 obj_create 404 407 fade_in 90 #Outside shot of TCTF cm_interpolate IntroCam01 0 playback 0 IntroKonokoSet sleep f300 #Griffin and Guy talking chr_create 1201 start chr_create 1202 start playback 1202 IntroTCTF01 #make this box animation last as long as conversation chr_envanim 1201 IntroGriffinBox01 chr_animate 1201 COMGUYsit_idle1 1800 #Conversation between the two cm_interpolate IntroCam02 0 sound_dialog_play c14_50_01scigoon1 cinematic_start (COPtalking, 180, 180, 15, 1, 20, false) sound_dialog_play_block pause cm_interpolate IntroCamGriffin 0 sound_dialog_play c14_50_02griffin cinematic_start (GRIFtalking, 180, 180, 16, 3, 20, true) sound_dialog_play_block pause #TCTF walks out sound_music_start atm_low_perc2 0.8 cm_interpolate IntroCam02 0 playback 1202 IntroTCTF02 sound_dialog_play c14_50_03scigoon1 sleep f240 cinematic_stop (COPtalking, 15, 20) cinematic_stop (GRIFtalking, 15, 20) sleep f60 door_open 70 door_jam 70 sleep f100 #KONOKO on roof playback 0 IntroKonoko01 cm_interpolate IntroCamInside01 0 cm_interpolate_block IntroCamInside02 400 sleep f400 cm_anim both IntroCamRoof sleep f210 #Konoko falls into view cm_anim both IntroCamFall01 chr_envanim 0 IntroKonBox01 norotation chr_animate 0 KONOKOlev18_IntroFall01 140 #Griffin gets surprised chr_delete 1202 cm_anim_block both IntroCamStand01 chr_envanim 1201 IntroGriffinBox02 norotation chr_animate 1201 GRIFINlev18_IntroStand 110 env_anim 401 401 sleep f88 #Konoko enters office playback 0 IntroKonoko02 cm_interpolate_block IntroCamKonAim01 0 cm_interpolate_block IntroCamKonAim02 350 sleep f140 cinematic_start(KONangryfront, 180, 180, 18, 6, 30, true) sound_dialog_play c14_50_04konoko sound_dialog_play_block pause cinematic_stop (KONangryfront, 18, 30) #Conversation with Griffin playback 1201 IntroGriffin cm_interpolate IntroCamGriffin02 0 cinematic_start(GRIFtalkangry, 180,180,18,6,30, true) sound_dialog_play c14_50_05griffin sound_dialog_play_block pause cinematic_stop (GRIFtalkangry, 18, 30) #Griffin's office goes down sound_music_volume atm_low_perc2 0.0 0.5 sound_music_stop atm_low_perc2 music_intro env_show 403 0 obj_create 403 403 cm_anim both IntroCamEscape01 chr_envanim 1201 IntroGriffinBox03 norotation env_setanim 401 IntroChair02 env_anim 402 407 cutscene_sync mark sound_ambient_start c14_46_11grifdesk sleep f16 playback 0 IntroKonokoAim fromhere cm_anim_block both IntroCamEscape02 cm_wait cm_reset obj_kill 401 407 # look out Stefan is editing scripts; yo foolios need to turn back on the laser sight :O) marketing_line_off=0 end_cutscene invincible=0 chr_delete 1201 door_unjam 70 door_close 70 # who is a foolio? the foo or the foo who follows him? s1 } func void GrifSpawn( void) { ai2_spawn ZomGrif chr_invincible ZomGrif 1 sleep f2 ai2_passive ZomGrif 1 ai2_setmovementmode ZomGrif walk playback ZomGrif ZomGrifDraw } func void create_zomshin(void) { ai2_spawn ZomShin ai2_passive ZomShin 1 chr_shadow ZomShin 0 chr_invincible ZomShin 1 chr_unstoppable ZomShin 1 chr_nocollision ZomShin 1 chr_neutral ZomShin 1 chr_lock_active ZomShin } func void Base( void) { begin_cutscene #place Griffin here earlier #chr_neutral ZomGrif 1 sleep f20 #playback ZomGrif BaseGriffin01 cm_interpolate BaseCam01 180 sleep f210 #place Konoko playback 0 BaseKonoko01 cm_interpolate BaseCam02 0 cm_interpolate_block BaseCam04 500 sound_dialog_play c14_51_01konoko cinematic_start(KONangryfront, 180,180,19,7,20, true) sound_dialog_play_block pause cinematic_stop (KONangryfront, 19, 20) cm_interpolate BaseCam01 0 cm_interpolate_block BaseCam03 600 sound_dialog_play c14_51_02griffin cinematic_start(GRIFtalkangry, 180,180,20,9,20, true) sound_dialog_play_block pause cutscene_sync mark sound_ambient_start c15_04_23_effects sound_dialog_play c14_51_03griffin #Shinzom comes out of ground create_zomshin chr_envanim ZomShin ChairShinBox01 obj_create 171 174 env_anim 171 174 obj_shade 171 174 .5 .5 .5 cm_anim both ChairCamZomUp #chr_create ZomShin start #chr_neutral ZomShin 1 sleep f270 particle zombiespark pulse cm_wait particle zombient start #hide Chair object, show chair gunk env_show 171 1 env_show 172 1 env_show 173 1 env_show 174 1 obj_kill 171 174 cm_interpolate BaseCamShin01 0 playback ZomShin BaseShin cm_interpolate_block BaseCamShin02 300 sound_dialog_play_block cinematic_stop (GRIFtalkangry, 20, 20) sound_dialog_play c14_51_04shinatama cinematic_start(SHINZOMlistening, 180,180,19,7,20, false) sound_dialog_play_block cinematic_stop (SHINZOMlistening, 19, 20) sleep f30 particle Forcefield do start sound_ambient_start zomshin_amb_loop 0.1 sound_ambient_volume zomshin_amb_loop 1.0 1.0 cm_interpolate BaseCam02 0 sound_dialog_play c14_51_05konoko cinematic_start(KONscared, 180,180,20,9,20, true) sound_dialog_play_block cinematic_stop (KONscared, 20, 20) playback ZomShin BaseShin cm_interpolate_block BaseCamShin02 0 sound_dialog_play c14_51_06shinatama cinematic_start(SHINZOMlistening, 180,180,19,7,20, false) particle zombiesteam start sound_dialog_play_block pause cinematic_stop (SHINZOMlistening, 19, 20) # cm_reset # trig_show 9 # trig_activate 9 end_cutscene music_zom ai2_passive ZomShin 1 ai2_makeignoreplayer ZomGrif 1 zombie_round_2 # ai2_allpassive 1 # remove line below after zomshin puzzle is fixed # Zom } func void fade_out_zom_amb(void) { sound_ambient_volume zomshin_amb_loop 0.0 1.0 sleep 60 sound_ambient_stop zomshin_amb_loop } func void Zom( void) { env_show 1010 0 particle Forcefield do stop fork fade_out_zom_amb begin_cutscene marketing_line_off=1 #Shinatama will already be created #show the destruction of the turrets and the forcefield around Griffin #cm_interpolate ZomCamGrif01 0 ai2_setmovementmode ZomGrif walk playback ZomGrif ZomGrifDrawSet #sleep f120 #Shinatama gets up out of chair chr_shadow ZomShin 1 chr_invincible ZomShin 0 chr_unstoppable ZomShin 0 chr_envanim ZomShin ZomShinBox01 norotation chr_animate ZomShin SHINZOMlev18_Free cm_anim both ZomCamFree01 sleep f90 cutscene_sync mark sound_ambient_start c_shin_escape cm_wait #Griffin says "what are you doing?" cm_interpolate ZomCamGrif01 0 sound_dialog_play c14_52_01griffin cinematic_start(GRIFtalkangry, 180,180,19,7,20, false) sound_dialog_play_block cinematic_stop(GRIFtalkangry, 19,20) #Shinatama approaches Griffin cm_interpolate ZomCamShinStart 0 playback ZomShin ZomShinSet chr_animate ZomShin SHINZOMwalk1 180 chr_nocollision ZomShin 0 sleep f175 #Griffin says GET BACK OR I'll SHOOT #cm_interpolate ZomCamGrif01 0 #playback ZomGrif ZomGrifDrawSet #sleep f120 #Shin keeps coming #cm_interpolate ZomCamShinApproach 0 playback ZomShin ZomShinWalk chr_animate ZomShin SHINZOMwalk1 600 #sleep f120 #Griffin draws weapon cm_interpolate ZomCamGrif01 0 playback ZomGrif ZomGrifDrawSet sleep f30 #sound_dialog_play c14_52_01bgriffin playback ZomGrif ZomGrifDraw sleep f60 #konoko drops weapon playback 0 ZomKonokoDrop #Shinatama Approaches Griffin cm_interpolate ZomCamBoth 0 sleep f180 #Griffin shoots cm_interpolate ZomCamGrifShoot 0 playback ZomGrif ZomGrifShoot sleep f50 #Shinatama gets hit cm_interpolate ZomCamShinDie 0 chr_animate ZomShin SHINZOMshot 126 sound_ambient_start c_shin_die 1.0 sleep f120 #Show Griffin over Shinatama cm_interpolate ZomCamDead 0 playback ZomGrif ZomGriffinKilled chr_animate ZomShin SHINZOMfallen_front 1000 sleep f10 cm_interpolate ZomCamKonokoBehind 270 playback 0 ZomKonokoBehind sleep f280 #Griffin turns and gets thrown # CB: we force omnipotent off because it breaks this cutscene (you kill # griffin prematurely) omnipotent = 0 chr_invincible ZomGrif 0 ai2_kill ZomShin chr_neutral ZomGrif 0 cm_interpolate ZomCamThrow 0 playback ZomGrif ZomGriffinTurn playback 0 ZomKonokoThrow sleep f140 #Knoko holds him down cm_interpolate ZomCamKonokoAim02 0 chr_neutral ZomGrif 1 chr_envanim ZomGrif ZomGriffinBox01 norotation chr_envanim 0 ZomKonokoBox01 norotation chr_animate 0 KONOKOlev18_ZomAim 300 chr_animate ZomGrif GRIFINlev18_ZomAim 500 sound_dialog_play c14_52_02konoko cinematic_start(KONangryfront, 180,180,19,7,20, false) sound_dialog_play_block pause #Looking down at griffin #chr_envanim 0 ZomKonokoBox01 norotation #chr_envanim ZomGrif ZomGriffinBox01 norotation #chr_animate 0 KONOKOlev18_ZomAim 300 #chr_animate ZomGrif GRIFINlev18_ZomAim 500 #cm_interpolate ZomCamKonokoAim01 0 #KONoko gets off Griffin #cm_interpolate ZomCamKonokoAim02 0 chr_envanim 0 ZomKonokoBox02 norotation chr_envanim ZomGrif ZomGriffinBox01 norotation chr_animate ZomGrif GRIFINlev18_ZomAim 500 chr_animate 0 KONOKOlev18_ZomUp 120 #sound_dialog_play c14_52_04konoko #Griffin gets up put the gun down sleep f100 cm_interpolate ZomCamGriffinUp 0 chr_envanim ZomGrif ZomGriffinBox02 norotation chr_animate ZomGrif GRIFINlev18_ZomUp sound_dialog_play c14_52_03griffin cinematic_start(GRIFbeatup, 180, 180, 20, 9, 20, true) sound_dialog_play_block pause #Konoko I'm a rogue agent, very dangerous playback 0 ZomKonokoFace cm_interpolate ZomCamKonokoFace 0 sound_dialog_play c14_52_04konoko sound_dialog_play_block pause #Griffin says youre a monster cm_interpolate ZomCamGriffinFace 0 playback ZomGrif ZomGriffinFace sound_dialog_play c14_52_05griffin sound_dialog_play_block pause #for you, badly cm_interpolate ZomCamKonokoFace 0 sound_dialog_play c14_52_06konoko sound_dialog_play_block pause #Griffin says youre a monster cm_interpolate ZomCamGriffinFace 0 sound_dialog_play c14_52_07griffin sound_dialog_play_block pause cinematic_stop(GRIFbeatup, 20, 20) cinematic_stop(KONangryfront, 19, 20) #Give player back control cm_reset end_cutscene ai2_allpassive 1 chr_set_health ZomGrif 1 marketing_line_off=0 trigvolume_enable trigger_volume_35 1 objective_set(5) } func void OutroKill( void) { sound_music_start mus_wls 1.0 begin_cutscene jello sleep f40 sound_dialog_play c14_53_01konoko cinematic_start(KONintense, 180,180,19,8,20, false) sound_dialog_play_block cinematic_stop (KONintense, 19, 20) fade_out 0 0 0 120 sleep f120 end_cutscene win } func void OutroNoKill( void) { begin_cutscene jello cm_detach ai2_takecontrol 1 ai2_lookatchar 0 ZomGrif ai2_lookatchar ZomGrif 0 sound_music_start mus_sad1 sound_dialog_play c14_54_01konoko cinematic_start(KONlistening, 180,180,19,8,20, false) sleep f120 cm_interpolate BaseCam01 180 sound_dialog_play_block cinematic_stop (KONlistening, 19, 20) fade_out 0 0 0 120 sleep f120 end_cutscene win }