home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
The Games Machine 76
/
XENIATGM66.iso
/
Indiana Jones
/
Indiana Jones.exe
/
RESOURCE
/
PREVIEW.GOB
/
cog_shs_intro_ice.cog
< prev
next >
Wrap
Text File
|
1999-11-15
|
3KB
|
137 lines
# Jones 3D Cog Script
#
# shs_Intro_Ice.cog Intro the ice chickens.
#
# [JWC]
#
# (C) 1999 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ========================================================================================
symbols
message startup
message entered
sector music
sound music0=mus_gen_eerie1.wav local
sound in_whatname=Ss08j01.wav local
surface trigger
thing in_mk1
thing player local
thing IceCam
thing IceCam_t1
thing IceCam_t2
thing dummycam
thing icechicken
cog chickenCutsceneCog
int curCam local
int filter=0 local
int played=0 local
int in_track0 local
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
return;
entered:
if ((GetSenderRef() == trigger) && (filter == 0))
{
Print("Entered");
MakeMeStop();
StartCutscene(1);
# Prep camera & cut...
curCam = GetCurrentCamera();
SetCameraLookInterp(2, 0); # no pan & tilt
SetCameraPosInterp(2, 0); # no dolly
SetCameraFocus(2, IceCam);
SetCameraSecondaryFocus(2, IceCam_t1);
SetCurrentCamera(2);
ResetCameraFOV(0, 0.0);
Sleep(0.01);
SetCameraFOV(60, 1, 2.0);
# Puts away lighter
If ((GetCurWeapon(player) > 12) || (GetCurItem(player) != 0))
{
DeselectWeapon(player);
}
Sleep(0.5);
filter=1; # play only once
AttachThingToThing(icecam_t1, icechicken);
SendMessage(chickenCutsceneCog, user0); // Make the ice chicken detach and fall.
Sleep(2.0); // Wait a bit to give the player a chance to see this weirdo.
DetachThing(icecam_t1);
SendMessage(chickenCutsceneCog, user1); // Make the Ice chicken roll away.
TeleportThing(player, in_mk1);
# Swing back to indy
SetCameraLookInterp(2, 1); # pan & tilt
SetCameraInterpSpeed(2, 2.0);
Sleep(0.01);
SetCameraSecondaryFocus(2, IceCam_t2);
sleep(2.0); # allow camera to get to indy
# Indy draws weapon
If(GetCurWeapon(player) > 0)
{
SelectWeapon(player, GetCurWeapon(player));
}
else
{
SelectWeapon(player, 3); # temp
#SelectWeapon(player, GetLastWeapon());
}
# "What in the name..."
PlayVoice(player, in_whatname, 1.0, 1);
# Return control
SetCameraPosition(1, GetThingPos(dummycam)); # prep to swing back to follow-cam
SetCameraLookInterp(2, 0); # kill pan & tilt mode
SetCameraPosInterp(2, 0); # kill dolly mode
sleep(.01);
ResetCameraFOV(0, 0.0);
SetCurrentCamera(curCam);
ClearActorFlags(player, 0x200000); # player in control
EndCutscene();
}
# Some eerie music...
if ((GetSenderRef() == music) && (played == 0))
{
played=1;
PlaySoundLocal(music0, 1.0, 0.0, 0x0, 0);
}
return;
end