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01a_tutorial_mission.lisp
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; Nibre - This script has been reconstructed from the extracted compiled script, to match it as closely as possible to what the
; source script /should/ be like. This includes formatting and 'un'-compiling (turning nested 'if's back into 'cond',
; removing redundancy etc.).
; 01a_TUTORIAL Mission Script
;=================================
;======== Globals =========
;=================================
(global short seconds 30)
(global short global_random 0)
(global short global_random_rumble 0)
(global short global_random_bridge 0)
(global short delay_prompt_blink (* 2 seconds))
(global short delay_prompt_short (* 8 seconds))
(global short delay_prompt_medium (* 16 seconds))
(global short delay_prompt_long (* 36 seconds))
(global short delay_prompt_drag (* 48 seconds))
(global short delay_prompt_final (* 60 seconds))
(global boolean mark_bsp0 false)
(global boolean mark_bsp1 false)
(global boolean mark_bsp2 false)
(global boolean mark_bsp3 false)
(global boolean mark_bsp4 false)
(global boolean mark_bsp5 false)
(global short counter_mindread_normal_success 0)
(global short counter_mindread_invert_success 0)
(global short counter_training_pitch_choose 0)
(global short counter_prompt_looker_start 0)
(global short counter_prompt_looker 0)
(global short counter_prompt_start_spot 0)
(global short counter_prompt_careful 0)
(global short counter_prompt_zapper_lookatme 0)
(global short counter_prompt_zapper_getin 0)
(global short counter_prompt_zapper_button 0)
(global short counter_prompt_elevator_plr 0)
(global boolean mark_looker_light_left false)
(global boolean mark_looker_light_right false)
(global boolean mark_looker_light_top false)
(global boolean mark_looker_light_bottom false)
(global boolean mark_training_free false)
(global boolean mark_training_done false)
(global short timer_training_pitch_choose 0)
(global short timer_prompt_looker_start 0)
(global short timer_prompt_looker 0)
(global short timer_prompt_start_spot 0)
(global short timer_prompt_careful 0)
(global short timer_prompt_zapper 0)
(global short timer_prompt_zapper_lookatme 0)
(global short timer_prompt_zapper_getin 0)
(global short timer_prompt_zapper_button 0)
(global short timer_prompt_elevator_plr 0)
(global boolean mark_ice_cream false)
;========== Checkpoint Scripts ==========
(script static save_look_start
(if
(game_safe_to_save)
(data_mine_set_mission_segment "01a_look_start")
)
)
(script static save_move_start
(game_save)
(if
(game_safe_to_save)
(data_mine_set_mission_segment "01a_move_start")
)
)
(script static save_shield_start
(game_save)
(if
(game_safe_to_save)
(data_mine_set_mission_segment "01a_shield_start")
)
)
(script static save_tram_start
(game_save)
(if
(game_safe_to_save)
(data_mine_set_mission_segment "01a_tram_start")
)
)
;=================================
;======== Command Scripts =========
;=================================
(script command_script cs_lookat_player
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_lookat_guns
(cs_face_object true (ai_get_object guns))
(sleep_forever)
)
(script command_script cs_johnson_glanceat_guns
(cs_enable_looking true)
(cs_look_object true (ai_get_object guns))
(sleep_forever)
)
(script command_script cs_lookat_johnson
(cs_face_object true (ai_get_object johnson))
(sleep_forever)
)
(script command_script cs_lookat_console_zapper
(cs_look true guns_points/console_zapper)
(sleep 45)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_lookat_console_toplight
(cs_aim_object true looker_light_top_red)
(sleep 45)
(cs_face true guns_points/console_inhibitor)
(sleep 30)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_lookat_console_bottomlight
(cs_aim_object true looker_light_bottom_red)
(sleep 45)
(cs_face true guns_points/console_inhibitor)
(sleep 30)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_lookat_console_inhibitor
(cs_face true guns_points/console_inhibitor)
(sleep 30)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_guns_start
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to guns_points/start)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_guns_zapper_halfway
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to guns_points/zapper_halfway)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_guns_zapper_wait
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to guns_points/zapper)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_guns_zapper
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to_and_face guns_points/zapper guns_points/zapper_face)
(cs_face true guns_points/zapper_face)
(sleep_forever)
)
(script command_script cs_guns_zapper_prompt
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_face_player true)
(sleep 90)
(cs_face_player false)
(cs_go_to_and_face guns_points/zapper guns_points/zapper_face)
(cs_face true guns_points/zapper_face)
(sleep_forever)
)
(script command_script cs_johnson_start
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to johnson_points/start)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_johnson_elevator
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to johnson_points/elevator)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_johnson_elevator_face_guns
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to johnson_points/elevator)
(cs_face_object true (ai_get_object guns))
(sleep_forever)
)
(script command_script cs_guns_elevator
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to guns_points/elevator)
(cs_face_player true)
(sleep_forever)
)
(script command_script cs_johnson_tram
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to_and_face johnson_points/tram johnson_points/earth)
(cs_face true johnson_points/earth)
(sleep_forever)
)
(script command_script cs_lookat_macgun
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_ignore_obstacles true)
(cs_go_to_and_face johnson_points/tram_2 johnson_points/macgun)
(cs_face true johnson_points/macgun)
(sleep_forever)
)
(script command_script cs_lookat_malta
(cs_face true johnson_points/malta)
(sleep_forever)
)
(script command_script cs_lookat_fleet
(cs_face_object true inamberclad)
(cs_look_object true inamberclad)
(sleep_forever)
)
(script command_script cs_johnson_lookat_station
(cs_face true johnson_points/station)
(sleep_forever)
)
(script command_script cs_johnson_station
(cs_force_combat_status 2)
(cs_enable_moving false)
(cs_enable_pathfinding_failsafe true)
(cs_go_to johnson_points/station)
(cs_face_player true)
(sleep_forever)
)
;=================================
;======== Mission Scripts =========
;=================================
(script static void prompt_looker_start
(cond
(
(= counter_prompt_looker_start 0)
(begin
(print "Go ahead and look at each of the four lights, Chief.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3110_gun (ai_get_object guns) 1)
(set timer_prompt_looker (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3110_gun))
(set timer_prompt_looker (+ timer_prompt_looker delay_prompt_short))
)
)
(
(= counter_prompt_looker_start 1)
(begin
(print "Go ahead and target them one more time.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1360_gun (ai_get_object guns) 1)
(set timer_prompt_looker (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1360_gun))
(set timer_prompt_looker (+ timer_prompt_looker delay_prompt_medium))
)
)
(
true
(set counter_prompt_looker_start 0)
)
)
(set counter_prompt_looker_start (+ counter_prompt_looker_start 1))
)
(script static void prompt_looker
(cond
(
(= counter_prompt_looker 0)
(begin
(print "You have to look at each light until it turns green.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1310_gun (ai_get_object guns) 1)
(set timer_prompt_looker (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1310_gun))
(set timer_prompt_looker (+ timer_prompt_looker delay_prompt_short))
)
)
(
(= counter_prompt_looker 1)
(begin
(print "You gotta look at all the lights to complete the test.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1370_gun (ai_get_object guns) 1)
(set timer_prompt_looker (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1370_gun))
(set timer_prompt_looker (+ timer_prompt_looker delay_prompt_short))
)
)
(
(= counter_prompt_looker 2)
(begin
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(print "Look at the lights, Chief, one by one.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1300_gun (ai_get_object guns) 1)
(set timer_prompt_looker (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1300_gun))
(set timer_prompt_looker (+ timer_prompt_looker delay_prompt_medium))
)
)
(
(= counter_prompt_looker 3)
(begin
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(print "Please look at the lights again, son.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1350_gun (ai_get_object guns) 1)
(set timer_prompt_looker (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1350_gun))
(set timer_prompt_looker (+ timer_prompt_looker delay_prompt_medium))
)
)
(
true
(set counter_prompt_looker 0)
)
)
(set counter_prompt_looker (+ counter_prompt_looker 1))
)
(script static void prompt_start_spot
(cond
(
(= counter_prompt_start_spot 0)
(begin
(print "Go on, walk around, try it out.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0820_gun (ai_get_object guns) 1)
(set timer_prompt_start_spot (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0820_gun))
(set timer_prompt_start_spot (+ timer_prompt_start_spot delay_prompt_short))
)
)
(
(= counter_prompt_start_spot 1)
(begin
(unit_set_emotional_state (ai_get_unit guns) inquisitive 0.5 1)
(print "Something wrong son? Can't you move?")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0830_gun (ai_get_object guns) 1)
(set timer_prompt_start_spot (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0830_gun))
(set timer_prompt_start_spot (+ timer_prompt_start_spot delay_prompt_medium))
)
)
(
(= counter_prompt_start_spot 2)
(begin
(unit_set_emotional_state (ai_get_unit guns) inquisitive 0.5 1)
(print "Inhibitors are definitely off. You should be able to walk around.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0840_gun (ai_get_object guns) 1)
(set timer_prompt_start_spot (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0840_gun))
(set timer_prompt_start_spot (+ timer_prompt_start_spot delay_prompt_medium))
)
)
(
true
(set counter_prompt_start_spot 0)
)
)
(set counter_prompt_start_spot (+ counter_prompt_start_spot 1))
)
(script static void prompt_careful
(cond
(
(= counter_prompt_careful 0)
(begin
(cs_run_command_script guns cs_lookat_player)
(unit_set_emotional_state (ai_get_unit guns) scared 0.5 1 )
(sleep 8)
(print "Hey! Take it easy!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0850_gun (ai_get_object guns) 1 )
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0850_gun))
(sleep 30)
(cs_run_command_script guns cs_guns_zapper_wait)
)
)
(
(= counter_prompt_careful 1)
(begin
(cs_run_command_script guns cs_lookat_player)
(unit_set_emotional_state (ai_get_unit guns) scared 0.5 1)
(sleep 8)
(print "Careful! You'll tear a tendon doing that!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0860_gun (ai_get_object guns) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0860_gun))
(sleep 30)
(cs_run_command_script guns cs_guns_zapper_wait)
)
)
(
(= counter_prompt_careful 2)
(begin
(cs_run_command_script guns cs_lookat_player)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 8)
(print "Fine. But don't come crying to me when your rip your leg out of its socket.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0870_gun (ai_get_object guns) 1)
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0870_gun))
(sleep 30)
(cs_run_command_script guns cs_guns_zapper_wait)
)
)
(
true
(set counter_prompt_careful 2)
)
)
(set timer_prompt_careful delay_prompt_blink)
(set counter_prompt_careful (+ counter_prompt_careful 1))
)
(script static void prompt_zapper_lookatme
(hud_show_training_text false)
(cond
(
(= counter_prompt_zapper_lookatme 0)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns)annoyed 0.5 1)
(sleep 30)
(print "Are you listening to me?.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3160_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3160_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_short))
)
(
(= counter_prompt_zapper_lookatme 1)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(print "Over here, Chief. Focus.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3170_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3170_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_short))
)
)
(
(= counter_prompt_zapper_lookatme 2)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(print "It's considered respectful to look at someone when they are talking.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3180_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3180_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_medium))
)
)
(
(= counter_prompt_zapper_lookatme 3)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(print "This is important, you could at least look at me while I explain it.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3190_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3190_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_medium))
)
)
(
(= counter_prompt_zapper_lookatme 4)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(print "I'm talking to you, Chief. Loot at me.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3200_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3200_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_long))
(hud_set_training_text tutorial_zapper_lookatme)
(hud_show_training_text true)
)
)
(
(= counter_prompt_zapper_lookatme 5)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(print "I know you Spartans think you know everything, but it couldn't hurt you to at least look this way.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3210_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3210_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_long))
(hud_set_training_text tutorial_zapper_lookatme)
(hud_show_training_text true)
)
)
(
(= counter_prompt_zapper_lookatme 6)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(print "Look, just because the Brass kisses your ass, doesn't mean I will. Look at me when I talk to you!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3220_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3220_gun))
(set timer_prompt_zapper_lookatme (+ timer_prompt_zapper delay_prompt_drag))
(hud_set_training_text tutorial_zapper_lookatme)
(hud_show_training_text true)
)
)
(
true
(set counter_prompt_zapper_lookatme 3)
)
)
)
(set counter_prompt_zapper_lookatme (+ counter_prompt_zapper_lookatme 1))
)
(script static void prompt_zapper_getin
(hud_show_training_text false)
(cond
(
(= counter_prompt_zapper_getin 0)
(begin
(custom_animation (ai_get_unit guns) objects\characters\marine\tutorial\tutorial l01_0900_jon true)
(objectives_finish_up_to 0)
(objectives_show_up_to 1)
(sleep 10)
(print "Step on in. I'll show you.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0900_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0900_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_short))
)
)
(
(= counter_prompt_zapper_getin 1)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(sleep 30)
(print "Step into the red sqaure, Chief, and we'll get started.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3230_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3230_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_short))
)
)
(
(= counter_prompt_zapper_getin 2)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(sleep 30)
(print "Chief? Stand in the red square.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3240_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3240_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_medium))
)
)
(
(= counter_prompt_zapper_getin 3)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(sleep 30)
(print "You have to stand in the red square before we can start the test.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3250_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3250_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_medium))
)
)
(
(= counter_prompt_zapper_getin 4)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(print "Go ahead and stand in the red sqaure. it'll just take a minute.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3260_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3260_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_long))
)
)
(
(= counter_prompt_zapper_getin 5)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(print "Come on, son, step into the red square.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3270_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3270_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_long))
(hud_set_training_text tutorial_zapper_getin)
(hud_show_training_text true)
)
)
(
(= counter_prompt_zapper_getin 5)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(sleep 30)
(print "Will you stop screwing around? Stand in the red square!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3280_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3280_gun))
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_long))
(hud_set_training_text tutorial_zapper_getin)
(hud_show_training_text true)
)
)
(
(= counter_prompt_zapper_getin 5)
(begin
(cs_run_command_script guns cs_guns_zapper_prompt)
(unit_set_emotional_state (ai_get_unit guns) angry 0.5 1)
(sleep 30)
(print "Stop bustin' my balls, and step in the damn square!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3290_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3290_gun) )
(set timer_prompt_zapper_getin (+ timer_prompt_zapper delay_prompt_drag) )
(hud_set_training_text tutorial_zapper_getin)
(hud_show_training_text true)
)
)
(
true
(set counter_prompt_zapper_getin 2)
)
)
(set counter_prompt_zapper_getin (+ counter_prompt_zapper_getin 1))
)
(script static void prompt_zapper_button
(hud_show_training_text false)
(cond
(
(= counter_prompt_zapper_button 0)
(begin
(unit_set_emotional_state (ai_get_unit guns) angry 0 1)
(unit_set_emotional_state (ai_get_unit guns) annoyed 0 1)
(device_set_power zapper_control 1)
(print "Your new armor's shields are extremely resilient - very efficient.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0880_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0880_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper 0))
)
)
(
(= counter_prompt_zapper_button 1)
(begin
(print "Much better than the Covenant tech we used for the mark-five.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_0890_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_0890_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper 0))
)
)
(
(= counter_prompt_zapper_button 2)
(begin
(custom_animation (ai_get_unit guns) objects\characters\marine\tutorial\tutorial l01_0910_jon true)
(objectives_finish_up_to 1)
(objectives_show_up_to 2)
(sleep 10)
(print "Go ahead and use the switch in front of you to start the shield test.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3300_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3300_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper delay_prompt_short))
)
)
(
(= counter_prompt_zapper_button 3)
(begin
(print "Just place your hand on the touchpad to activate the switch.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3310_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3310_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper delay_prompt_medium))
)
)
(
(= counter_prompt_zapper_button 4)
(begin
(print "Hit the switch, it won't hurt... much")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3340_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3340_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper delay_prompt_medium))
)
)
(
(= counter_prompt_zapper_button 5)
(begin
(print "Go ahead and use that switch in front of you.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3330_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3330_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper delay_prompt_long))
(hud_set_training_text tutorial_zapper_button)
(hud_show_training_text true)
)
)
(
(= counter_prompt_zapper_button 6)
(begin
(print "The switch right in front of you will start the shield test.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3320_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3320_gun))
(set timer_prompt_zapper_button + timer_prompt_zapper delay_prompt_long)
(hud_set_training_text tutorial_zapper_button)
(hud_show_training_text true)
)
)
(
(= counter_prompt_zapper_button 7)
(begin
(unit_set_emotional_state (ai_get_unit guns) annoyed 0.5 1)
(print "It's a switch. You press it.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3350_gun (ai_get_object guns) 1)
(set timer_prompt_zapper (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3350_gun))
(set timer_prompt_zapper_button (+ timer_prompt_zapper delay_prompt_drag))
(hud_set_training_text tutorial_zapper_button)
(hud_show_training_text true)
)
)
(
true
(set counter_prompt_zapper_button 2)
)
)
(set counter_prompt_zapper_button (+ counter_prompt_zapper_button 1))
)
(script static void prompt_elevator_plr
(hud_show_training_text false)
(cond
(
(= counter_prompt_elevator_plr 0)
(begin
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_short))
(objectives_show_up_to 3)
)
)
(
(= counter_prompt_elevator_plr 1)
(begin
(print "C'mon, Chief, they're ready for us on the bridge.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1640_jon (ai_get_object johnson) 1)
(set timer_prompt_elevator_plr (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1640_jon))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_short))
)
)
(
(= counter_prompt_elevator_plr 2)
(begin
(print "Get on the lift, Cheif, we're gonna be late.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1650_jon (ai_get_object johnson) 1)
(set timer_prompt_elevator_plr (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1650_jon))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_medium))
)
)
(
(= counter_prompt_elevator_plr 3)
(begin
(unit_set_emotional_state (ai_get_unit johnson) annoyed 0.5 1)
(print "I don't want to keep the Brass waiting, Chief.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1660_jon (ai_get_object johnson) 1)
(set timer_prompt_elevator_plr (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1660_jon))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_medium))
)
)
(
(= counter_prompt_elevator_plr 4)
(begin
(unit_set_emotional_state (ai_get_unit johnson) annoyed 0.5 1)
(print "Fine. you can tell Lord Hood why we're late!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1670_jon (ai_get_object johnson) 1)
(set timer_prompt_elevator_plr (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1670_jon))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
)
)
(
(= counter_prompt_elevator_plr 5)
(begin
(unit_set_emotional_state (ai_get_unit johnson) angry 0.5 1)
(print "Get your shiny green posterior on this elevator!")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1680_jon (ai_get_object johnson) 1)
(set timer_prompt_elevator_plr (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1680_jon))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
)
)
(
(= counter_prompt_elevator_plr 6)
(begin
(unit_set_emotional_state (ai_get_unit johnson) angry 0.5 1)
(print "Would it help if I said please?")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_1690_jon (ai_get_object johnson) 1)
(set timer_prompt_elevator_plr (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_1690_jon))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_long))
(set timer_prompt_elevator_plr (+ timer_prompt_elevator_plr delay_prompt_drag))
(set mark_ice_cream true)
)
)
(
true
(set counter_prompt_elevator_plr 0)
)
)
(set counter_prompt_elevator_plr (+ counter_prompt_elevator_plr 1))
)
(script static void training_setup
(game_can_use_flashlights false)
(unit_set_maximum_vitality (player0) 30 1)
(device_set_power zapper_control 0)
(device_set_position_immediate elevator_tram 0)
(ai_place guns)
(ai_cannot_die guns true)
(cs_run_command_script guns cs_guns_start)
)
(script startup icecream
(sleep_until
(and
mark_ice_cream
(difficulty_legendary)
)
1
)
(object_create cookiesncream)
(sleep_until
(or
(unit_has_weapon (unit (player0)) objects\weapons\multiplayer\ball\head_sp.weapon)
(unit_has_weapon (unit (player1)) objects\weapons\multiplayer\ball\head_sp.weapon)
)
1
)
(ice_cream_flavor_stock 14)
(print "Blam")
)
(script static void test_mindread_up
(object_create looker_light_top_red)
(player_action_test_reset)
(player_action_test_look_up_begin)
(player_camera_control true)
(cs_run_command_script guns cs_lookat_console_toplight)
(sleep_until
(or
(objects_can_see_object (players) looker_light_top_red 5)
(player0_looking_up)
)
1
360
)
(if
(not
(or
(objects_can_see_object (players) looker_light_top_red 5)
(player0_looking_up)
)
)
(begin
(print "Go ahead and look at the top light, Chief.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3070_gun (ai_get_object guns) 1)
(hud_set_training_text tutorial_look_up)
(hud_show_training_text true)
(hud_enable_training true)
)
)
(cs_run_command_script guns cs_lookat_console_inhibitor)
(sleep_until
(or
(objects_can_see_object (players) looker_light_top_red 5)
(player0_looking_up)
)
1
)
(player_camera_control false)
(hud_enable_training false)
(hud_show_training_text false)
(object_destroy looker_light_top_red)
(cond
(
(not (player_action_test_lookstick_backward))
(begin
(set counter_mindread_normal_success (+ counter_mindread_normal_success 1))
(set counter_mindread_invert_success 0)
(print "Normal success")
)
)
(
(not (player_action_test_lookstick_forward))
(begin
(set counter_mindread_invert_success
(+ counter_mindread_invert_success 1)
)
(set counter_mindread_normal_success 0)
(print "Invert success")
)
)
(
true
(begin
(set counter_mindread_normal_success 0)
(set counter_mindread_invert_success 0)
)
)
)
(player_camera_control false)
(player_action_test_look_pitch_end)
(player_action_test_reset)
(sleep (sound_impulse_language_time sound\dialog\levels\01_spacestation\mission\l01_3070_gun))
)
(script static void_mindread_down
(object_create looker_light_bottom_red)
(player_action_test_reset)
(player_action_test_look_down_begin)
(player_camera_control true)
(cs_run_command_script guns cs_lookat_console_bottomlight)
(sleep_until
(or
(objects_can_see_object (players) looker_light_bottom_red 3)
(player0_looking_down)
)
1
360
)
(if
(not
(or
(objects_can_see_object (players) looker_light_bottom_red 3)
(player0_looking_down)
)
)
(begin
(print "Look at the bottom light, son.")
(sound_impulse_start sound\dialog\levels\01_spacestation\mission\l01_3060_gun (ai_get_object guns) 1)
(hud_set_training_text tutorial_look_down)
(hud_show_training_text true)
(hud_enable_training true)
)
)
(cs_run_command_script guns cs_lookat_console_inhibitor)
(sleep_until
(or
(objects_can_see_object (players) looker_light_bottom_red 3)
(player0_looking_down)
)
1
)
(player_camera_control false)
(hud_enable_training false)
(hud_show_training_text false)
(object_destroy looker_light_bottom_red)
(cond
(
(not (player_action_test_lookstick_forward))
(begin
(set counter_mindread_normal_success (+ counter_mindread_normal_success 1))
(set counter_mindread_invert_success 0)
(print "Normal success")
)
)
(
(not (player_action_test_lookstick_backward))
(begin
(set counter_mindread_invert_success (+ counter_mindread_invert_success 1))
(set counter_mindread_normal_success 0)
(print "Invert success")
)
)
(
true
(begin
(set counter_mindread_normal_success 0)
(set counter_mindread_invert_success 0)
)