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Indiana Jones
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PREVIEW.GOB
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cog_riv_hints.cog
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1999-11-15
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14KB
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334 lines
# Jones 3D Cog Script
#
# RIV_Hints.cog
#
# cndlb = Red Candel
#
# [TRM]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message user0
message entered
message activated
thing player local
# pre-river hints
thing hint1 # Level 02-RIV. Hint 1: jump 0: Jump down from landing to first bridge
thing hint2 # Level 02-RIV. Hint 2: jump 0: climb up bridge to roadway
thing hint3 # Level 02-RIV. Hint 3: jump 0: bread crumb near sneak path (sneakpath1)
thing hint4 # Level 02-RIV. Hint 4: jump 0: walk to boarder, trigger cutscene
thing hint5 # Level 02-RIV. Hint 5: jump 0: go back to sneak path (sneakpath2)
thing hint6 # Level 02-RIV. Hint 6: jump 0: climb up to access tower (sneakpath3)
thing hint7 # Level 02-RIV. Hint 7: jump 0: jump to tower
thing hint8 # Level 02-RIV. Hint 8: jump 0: climb down into raft house
thing hint9 # Level 02-RIV. Hint 9: jump 0: open door to radio room
thing hint10 # Level 02-RIV. Hint 10: jump 0: climb up into air vent
thing hint11 # Level 02-RIV. Hint 11: jump 0: locker room (get raft and open fence)
# begin river hints
thing hint12 # Level 02-RIV. Hint 12: jump 0: launch raft
thing hint13 # Level 02-RIV. Hint 13: jump 0: get out of raft just past bridge to Shambala
thing hint14 # Level 02-RIV. Hint 14: jump 0: visit candelabra
thing hint15 # Level 02-RIV. Hint 15: jump 0: bread crumb on path to patch shack
thing hint16 # Level 02-RIV. Hint 16: jump 0: walk thru patch shack area
thing hint17 # Level 02-RIV. Hint 17: jump 0: launch raft near elevator top
thing hint18 # Level 02-RIV. Hint 18: jump 0: take a left at the first fork (riv1 fork
thing hint19 # Level 02-RIV. Hint 19: jump 0: go right to tower
thing hint20 # Level 02-RIV. Hint 20: jump 0: get out at tower shore
thing hint21 # Level 02-RIV. Hint 21: jump 0: pull tower lever to open door
thing hint22 # Level 02-RIV. Hint 22: jump 0: get the red candel
thing hint23 # Level 02-RIV. Hint 23: jump 0: launch raft
thing hint24 # Level 02-RIV. Hint 24: jump 0: take left path past waterfall
thing hint25 # Level 02-RIV. Hint 25: jump 0: get the yellow candel
thing hint26 # Level 02-RIV. Hint 26: jump 0: launch raft
thing hint27 # Level 02-RIV. Hint 27: jump 0: take elevator back to top
thing hint28 # Level 02-RIV. Hint 28: jump 0: launch raft near elevator top
thing hint29 # Level 02-RIV. Hint 29: jump 0: take a left at first fork (riv1 fork)
thing hint30 # Level 02-RIV. Hint 30: jump 0: take a left at next fork to candel temple
thing hint31 # Level 02-RIV. Hint 31: jump 0: get the green candel at the cellar
thing hint32 # Level 02-RIV. Hint 32: jump 0: launch raft
thing hint33 # Level 02-RIV. Hint 33: jump 0: get out at the bridge
thing hint34 # Level 02-RIV. Hint 34: jump 0: bread crumb inside masher room
thing hint35 # Level 02-RIV. Hint 35: jump 0: entrance to candel room
thing hint36 # Level 02-RIV. Hint 36: jump 0: get the violet candel (masher)
thing hint37 # Level 02-RIV. Hint 37: jump 0: launch raft at bridge
thing hint38 # Level 02-RIV. Hint 38: jump 0: ride the elevator up to top
thing hint39 # Level 02-RIV. Hint 39: jump 0: bread crumb near patch shack
thing hint40 # Level 02-RIV. Hint 40: jump 0: put all the candels in the candleabra and light them
thing hint41 # Level 02-RIV. Hint 41: jump 0: walk across the bridge to Shambala
thing candel_Red # temple
thing candel_Yellow # tree
thing candel_Green # cellar
thing candel_Violet # masher
# pre-river hints
sector sec_JumpDown
sector sec_ClimbBridge
sector sec_SneakPath1 # hint3
sector sec_Boarder
sector sec_SneakPath2 # hint5
sector sec_SneakPath3 # hint6
sector sec_Tower
sector sec_RaftHouse
sector sec_RadioRoom
sector sec_AirVent
# begin river hints
sector sec_RH_Launch # raft house launch
sector sec_B2S_Dock # get out past B2S
sector sec_Candelabra
sector sec_Path2Shack1
sector sec_PatchShack # bread crumb
sector sec_Cndl1_Dock # dock at candel temple
sector sec_Bridge_Dock
sector sec_Mash_Crumb1
sector sec_Mash_Crumb2
sector sec_ET_Launch # elevator top launch
sector sec_Cndl1_GoRight # go right towards candle
sector sec_Bridge_Launch
# rode the elevator up
sector sec_ET_Elev1 linkID=1
sector sec_ET_Elev2 linkID=1
#surface srf_ET_Launch # elevator top launch
surface srf_Riv1_GoLeft # go left at riv1 fork
#surface srf_Cndl1_GoRight # go right towards candle
surface srf_Cndl1_Launch
surface srf_Cndl1_GoLeft # go left towards tree
surface srf_Cndl2_Launch # launch raft at tree
surface srf_Riv1_GoLeft2 # go left to cellars
surface srf_Cndl3_Launch # launch the raft at cellar
#surface srf_Bridge_Launch
# locker and fence hint11
cog cog_LockerRaft
cog cog_Fence
cog cog_Lever
cog cog_Candelabra
# ** misc ints **
int sender local
int source local
int count=0 local
int solved_Hint22=0 local
int solved_Hint31=0 local
int solved_Hint36=0 local
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
return;
# ========================================================================================
user0:
Print("Hints: user0");
# get raft and open fence to solve hint11
if((GetSenderRef() == cog_LockerRaft) || (GetSenderRef() == cog_Fence))
{
if(GetHintSolved(hint11) == 0)
{
count = count + 1;
if(count == 2) SetHintSolved(hint11);
}
}
else if((GetSenderRef() == cog_Lever) && (GetHintSolved(hint21) == 0)) SetHintSolved(hint21);
else if((GetSenderRef() == cog_Candelabra) && (GetHintSolved(hint40) == 0)) SetHintSolved(hint40);
return;
# ========================================================================================
entered:
player = GetLocalPlayerThing();
sender = GetSenderRef();
source = GetSourceRef();
Print("hints: entered");
# *********************
# ** pre-river hints **
# *********************
if(source == player)
{
if((sender == sec_JumpDown) && (GetHintSolved(hint1) == 0)) SetHintSolved(hint1);
else if((sender == sec_ClimbBridge) && (GetHintSolved(hint2) == 0)) SetHintSolved(hint2);
else if((sender == sec_SneakPath1) && (GetHintSolved(hint3) == 0)) SetHintSolved(hint3);
else if((sender == sec_Boarder) && (GetHintSolved(hint4) == 0)) SetHintSolved(hint4);
else if((sender == sec_SneakPath2) && (GetHintSolved(hint5) == 0) && (GetHintSolved(hint4) == 1)) SetHintSolved(hint5);
else if((sender == sec_SneakPath3) && (GetHintSolved(hint6) == 0))
{
if(GetHintSolved(hint3) == 0) SetHintSolved(hint3);
if(GetHintSolved(hint4) == 0) SetHintSolved(hint4);
if(GetHintSolved(hint5) == 0) SetHintSolved(hint5);
SetHintSolved(hint6);
}
else if((sender == sec_Tower) && (GetHintSolved(hint7) == 0)) SetHintSolved(hint7);
else if((sender == sec_RaftHouse) && (GetHintSolved(hint8) == 0)) SetHintSolved(hint8);
else if((sender == sec_RadioRoom) && (GetHintSolved(hint9) == 0)) SetHintSolved(hint9);
else if((sender == sec_AirVent) && (GetHintSolved(hint10) == 0)) SetHintSolved(hint10);
# ***********************
# ** begin river hints **
# ***********************
else if((sender == sec_RH_Launch) && (GetHintSolved(hint12) == 0) && (GetHintSolved(hint11) == 1)) SetHintSolved(hint12);
else if((sender == sec_B2S_Dock) && (GetHintSolved(hint13) == 0)) SetHintSolved(hint13);
else if((sender == sec_Candelabra) && (GetHintSolved(hint14) == 0)) SetHintSolved(hint14);
else if((sender == sec_Path2Shack1) && (GetHintSolved(hint15) == 0)) SetHintSolved(hint15);
else if((sender == sec_PatchShack) && (GetHintSolved(hint16) == 0)) SetHintSolved(hint16);
else if((sender == sec_ET_Launch) && (GetHintSolved(hint17) == 0))
{
if(GetHintSolved(hint14) == 0) SetHintSolved(hint14);
if(GetHintSolved(hint15) == 0) SetHintSolved(hint15);
if(GetHintSolved(hint16) == 0) SetHintSolved(hint16);
SetHintSolved(hint17);
}
else if((sender == srf_Riv1_GoLeft) && (GetHintSolved(hint18) == 0)) SetHintSolved(hint18);
else if((sender == sec_Cndl1_GoRight) && (GetHintSolved(hint19) == 0)) SetHintSolved(hint19);
else if((sender == sec_Cndl1_Dock) && (GetHintSolved(hint20) == 0))
{
if(GetHintSolved(hint19) == 0) SetHintSolved(hint19); # failsafe
SetHintSolved(hint20);
}
else if((sender == srf_Cndl1_Launch) && (GetHintSolved(hint23) == 0) && (GetHintSolved(hint22) == 1)) SetHintSolved(hint23);
else if((sender == srf_cndl1_GoLeft) && (GetHintSolved(hint24) == 0) && (GetHintSolved(hint23) == 1)) SetHintSolved(hint24);
else if((sender == srf_Cndl2_Launch) && (GetHintSolved(hint26) == 0) && (GetHintSolved(hint25) == 1)) SetHintSolved(hint26);
else if((GetSenderID() == 1) && (GetHintSolved(hint27) == 0) && (GetHintSolved(hint26) == 1)) SetHintSolved(hint27);
else if((sender == sec_ET_Launch) && (GetHintSolved(hint28) == 0) && (GetHintSolved(hint27) == 1)) SetHintSolved(hint28);
else if((sender == srf_Riv1_GoLeft) && (GetHintSolved(hint29) == 0) && (GetHintSolved(hint28) == 1)) SetHintSolved(hint29);
else if((sender == srf_Riv1_GoLeft2) && (GetHintSolved(hint30) == 0) && (GetHintSolved(hint29) == 1))
{
SetHintSolved(hint30);
if(solved_Hint31 == 1)
{
Print("solving hints 31 - 32");
# player had already picked up green candle
SetHintSolved(hint31);
SetHintSolved(hint32);
}
if(solved_Hint36 == 1)
{
Print("solving hints 33 - 37");
# player had already picked up violet candle
SetHintSolved(hint33);
SetHintSolved(hint34);
SetHintSolved(hint35);
SetHintSolved(hint36);
SetHintSolved(hint37);
}
}
else if((sender == srf_Cndl3_Launch) && (GetHintSolved(hint32) == 0) && (GetHintSolved(hint31) == 1)) SetHintSolved(hint32);
else if((sender == sec_Bridge_Dock) && (GetHintSolved(hint33) == 0) && (GetHintSolved(hint32) == 1)) SetHintSolved(hint33);
else if((sender == sec_Mash_Crumb1) && (GetHintSolved(hint34) == 0) && (GetHintSolved(hint33) == 1)) SetHintSolved(hint34);
else if((sender == sec_Mash_Crumb2) && (GetHintSolved(hint35) == 0) && (GetHintSolved(hint34) == 1)) SetHintSolved(hint35);
else if((sender == sec_Bridge_Launch) && (GetHintSolved(hint37) == 0) && (GetHintSolved(hint36) == 1)) SetHintSolved(hint37);
else if((GetSenderID() == 1) && (GetHintSolved(hint38) == 0) && (GetHintSolved(hint37) == 1)) SetHintSolved(hint38);
else if((sender == sec_PatchShack) && (GetHintSolved(hint39) == 0) && (GetHintSolved(hint38) == 1)) SetHintSolved(hint39);
}
return;
# ========================================================================================
activated:
Print("hints: activated");
if(source == player)
{
if((GetSenderRef() == candel_Red) && (GetHintSolved(hint22) == 0))
{
solved_Hint22 = 1;
SetHintSolved(hint22);
}
#else if((GetSenderRef() == candel_Yellow) && (GetHintSolved(hint25) == 0) && (GetHintSolved(hint22) == 1))
else if((GetSenderRef() == candel_Yellow) && (GetHintSolved(hint25) == 0))
{
if(solved_Hint22 == 1)
{
SetHintSolved(hint22);
SetHintSolved(hint23);
SetHintSolved(hint24);
}
SetHintSolved(hint25);
}
else if((GetSenderRef() == candel_Green) && (GetHintSolved(hint31) == 0))
{
solved_Hint31 = 1;
SetHintSolved(hint31);
}
else if((GetSenderRef() == candel_Violet) && (GetHintSolved(hint36) == 0))
{
solved_Hint36 = 1;
SetHintSolved(hint36);
}
}
return;
# ========================================================================================
end