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Indiana Jones
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PREVIEW.GOB
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cog_shw_opening.cog
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Text File
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1999-11-15
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3KB
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136 lines
# Jones 3D Cog Script
#
# CYN_opening.cog
#
# [cmg]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ========================================================================================
symbols
message startup
# Actors
thing player local
thing indyActor
# Props
thing door0
thing door1
# Actor move targets
thing in_mvtarg0
# sectors
sector doorSector local
# Camera objects
thing openCam1
# saylines
sound indyline=sw01j01.wav local # brrrr...
sound music0=mus_shw_intro.wav local
# keyframes
keyframe in_brushoff=0in_cleanspants_1_1.key local
keyframe in_hat=0in_figithat_4_4.key local
keyframe in_brush=0in_stand1_bd_4.key local
keyframe in_stand4=0in_stand4.key local
int inmarcus=0
int track local
int snd local
int curCam local
end
# ========================================================================================
code
startup:
if (inmarcus == 1) return;
else
{
Sleep(0.01);
curCam = GetCurrentCamera();
player = GetLocalPlayerThing();
# hide the player, show the actor
SetThingFlags(player, 0x80000);
SetActorFlags(player, 0x200000);
# SET UP THE ACTOR WITH CORRECT WEAPONS
CopyPlayerHolsters(player, indyActor);
ClearThingFlags(indyActor, 0x80000);
StartCutscene(2);
# setup cutscene camera
SetCameraFocus(2, openCam1);
SetCameraSecondaryFocus(2, indyActor);
SetCameraPosInterp(2, 0);
SetCameraLookInterp(2, 0); #default
SetCurrentCamera(2);
SetCameraFOV(120, 0, 0);
MoveToFrame(openCam1, 1, 0.75);
SetCameraFOV(60, 1, 8.5);
#play the intro theme
PlaySoundLocal(music0, 1.0, 0.0, 0x0, 0);
Sleep(2.0);
# open the doors
Rotate(door0, 90, 1, 4);
Rotate(door1, -90, 1, 4);
Sleep(1.5);
# move the actor through the doorway
AISetLookThingEyeLevel(indyActor, in_mvtarg0);
AISetMoveSpeed(indyActor, 1.0);
AISetMoveThing(indyActor, in_mvtarg0, 0);
Sleep(3.5);
Rotate(door0, -90, 1, 3);
Rotate(door1, 90, 1, 3);
AIWaitForStop(indyActor);
track = PlayKey(indyActor, in_Stand4, 2, 0x0, 0);
#PlayKey(indyActor, in_1to4, 4, 0x12, 1);
PlayKey(indyActor, in_hat, 4, 0x12, 0);
Sleep(0.75);
snd = PlayVoice(indyActor, indyline, 1.0, 0);
StopKey(indyActor, track, 0.5);
# when line finishes restore player control
WaitForSound(snd);
Sleep(0.25);
# move player to indyActors' position and restore player
CopyOrientAndPos(indyActor, player);
ClearThingFlags(player, 0x80000);
ClearActorFlags(player, 0x200000);
SetThingFlags(indyActor, 0x80000);
AIClearCutSceneMode(indyActor);
# Restore camera, end cutscene
ResetCameraFOV(0,0);
SetCameraPosition(1, (GetThingPos(openCam1))); # prep follow-cam to swing behind indy
SetCurrentCamera(curCam);
SetCameraFOV(90, 0, 0.0);
doorSector = GetThingSector(door0);
SetSectorAdjoins(doorSector, 0);
EndCutscene();
}
return;
end