(global bool global_dialog_on false) (global bool global_music_on false) (global long global_delay_music (* 30.00 300.00)) (global long global_delay_music_alt (* 30.00 300.00)) (global short global_random 0) (global short global_random_rumble 0) (global short global_random_bridge 0) (global short global_bridge_scale 0) (global bool global_first_run true) (global long delay_blink (* 30.00 3.00)) (global long delay_dawdle (* 30.00 10.00)) (global long delay_tutorial (* 30.00 15.00)) (global long delay_prompt (* 30.00 10.00)) (global long delay_witness (* 30.00 5.00)) (global long delay_wait (* 30.00 10.00)) (global long delay_late (* 30.00 45.00)) (global long delay_lost (* 30.00 60.00)) (global bool test_looking_red false) (global bool test_looking_yellow false) (global short test_looking_cycle 0) (global bool test_center_panel false) (global bool test_left_panel false) (global bool test_right_panel false) (global bool test_up_panel false) (global bool test_down_panel false) (global bool test_looking_choose false) (global bool test_bridge_active false) (global bool mark_bridge_cutscene false) (global bool mark_bridge_cutscene_start false) (global bool global_rumble false) (global bool global_intercom false) (global long delay_rumble_short (* 30.00 15.00)) (global long delay_rumble_medium (* 30.00 30.00)) (global long delay_rumble_long (* 30.00 60.00)) (global bool mark_bsp0 false) (global bool mark_bsp1 false) (global bool mark_bsp2 false) (global bool mark_bsp3 false) (global bool mark_bsp4 false) (global bool mark_bsp5 false) (global bool mark_fast_setup false) (global bool mark_tutorial_setup false) (global bool mark_tutorial_introduction false) (global bool mark_tutorial_looking false) (global bool mark_tutorial_hud_health false) (global bool mark_tutorial_action false) (global bool mark_tutorial_moving_1 false) (global bool mark_tutorial_looking_targeted false) (global bool mark_tutorial_looking_choose false) (global bool mark_tutorial_moving_2 false) (global bool mark_tutorial_hud_shield false) (global bool mark_tutorial_asst_kill false) (global bool mark_tutorial_moving_jump false) (global bool mark_tutorial_moving_crouch false) (global bool mark_tutorial_light false) (global bool mark_cryo_explosion false) (global bool mark_containment_1 false) (global bool mark_weapon false) (global bool mark_shoot false) (global bool mark_lifepod_blasts false) (global bool mark_launch_1 false) (global bool mark_launch_3 false) (global bool global_meg_egg false) (global bool test_moving_jump false) (global bool test_moving_crouch false) (global bool test_light false) (global bool test_motiontracker false) (global bool test_lifepod_blasts false) (global bool global_test_melee false) (global short bridge_living_count 0) (global bool play_music_a10_01 false) (global bool play_music_a10_01_alt false) (global bool play_music_a10_02 false) (global bool play_music_a10_02_alt false) (global bool play_music_a10_03 false) (global bool play_music_a10_03_alt false) (global bool play_music_a10_04 false) (global bool play_music_a10_04_alt false) (global bool play_music_a10_05 false) (global bool play_music_a10_05_alt false) (global bool play_music_a10_06 false) (global bool play_music_a10_06_alt false) (global bool play_music_a10_07 false) (global bool play_music_a10_07_alt false) (script static unit player0 (begin (unit (list_get (players) 0)))) (script static unit player1 (begin (unit (list_get (players) 1)))) (script static short player_count (begin (list_count (players)))) (script static bool cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_totally_unsafe) (sleep_until (not (game_saving)) 1) (not (game_reverted)))) (script static void cinematic_skip_stop (begin (cinematic_skip_stop_internal))) (script static void script_dialog_start (begin (sleep_until (not global_dialog_on)) (set global_dialog_on true) (ai_dialogue_triggers false))) (script static void script_dialog_stop (begin (ai_dialogue_triggers true) (sleep 30) (set global_dialog_on false))) (script static void player_effect_impact (begin (player_effect_set_max_translation 0.05 0.05 0.08) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.40 1.00) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_explosion (begin (player_effect_set_max_translation 0.01 0.01 0.03) (player_effect_set_max_rotation 0.50 0.50 1.00) (player_effect_set_max_rumble 0.50 0.40) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_rumble (begin (player_effect_set_max_translation 0.01 0.00 0.02) (player_effect_set_max_rotation 0.10 0.10 0.20) (player_effect_set_max_rumble 0.50 0.30) (player_effect_start (real_random_range 0.70 0.90) 0.50))) (script static void player_effect_vibration (begin (player_effect_set_max_translation 0.01 0.01 0.01) (player_effect_set_max_rotation 0.01 0.01 0.05) (player_effect_set_max_rumble 0.20 0.50) (player_effect_start (real_random_range 0.70 0.90) 1.00))) (script static void x10 (begin (sound_class_set_gain device_machinery 0.00 0) (fade_out 0.00 0.00 0.00 0) (object_teleport x10 player0_x10_base) (object_teleport x10 player1_x10_base) (unit_suspended x10 true) (unit_suspended x10 true) (switch_bsp 7) (object_type_predict levels\a10\devices\space_battle\space_battle) (object_type_predict vehicles\fighterbomber\fighterbomber) (object_type_predict characters\captain\captain) (object_type_predict characters\cortana\cortana) (object_type_predict levels\a10\devices\chairs\chair pilot\chair pilot) (object_type_predict levels\a10\devices\chairs\chair pod\chair pod) (sound_looping_start sound\sinomatixx\x10_music01 none 1.00) (cinematic_start) (camera_control true) (sleep 60) x10 x10 (fade_out 0.00 0.00 0.00 0) (switch_bsp 1) x10 (switch_bsp 8) (cinematic_set_near_clip_distance 0.06) (if (= easy (game_difficulty_get_real)) (begin x10)) (if (= normal (game_difficulty_get_real)) (begin x10)) (if (= hard (game_difficulty_get_real)) (begin x10)) (if (= impossible (game_difficulty_get_real)) (begin x10)) x10 x10 x10)) (script static void halo_setup (begin (object_destroy x20_halo) (object_create x20_halo))) (script static void x20 (begin (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (fade_out 1.00 1.00 1.00 0) (sleep 30) (object_destroy chief) (cinematic_start) (camera_control true) (switch_bsp 1) x20 x20 x20 x20 (objects_detach chief cortana_chip) (object_destroy cortana_chip) (sound_impulse_start sound\dialog\a10\a10_flavor_340_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_flavor_340_cortana)) (sound_impulse_start sound\dialog\a10\a10_flavor_350_chief none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_flavor_350_chief)) (cinematic_stop) (camera_control false) (object_destroy chief) (object_destroy keyes) (object_destroy dave) (object_destroy pilot_chair) (cinematic_screen_effect_stop) (sound_class_set_gain music 1.00 0) (cinematic_set_near_clip_distance 0.06))) (script stub void x20_post (begin (print joe's cool ass cinematic))) (script static void x30 (begin (object_destroy_all) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (fade_out 1.00 1.00 1.00 0) (cinematic_start) (camera_control true) (object_teleport x30 player0_x30_base) (object_teleport x30 player1_x30_base) (unit_suspended x30 true) (unit_suspended x30 true) (switch_bsp 6) x30 x30 x30 (fade_out 0.00 0.00 0.00 0) (switch_bsp 7) x30 (fade_in 0.00 0.00 0.00 0) x30 x30 x30 x30 x30 x30 x30 x30 (cinematic_screen_effect_stop) (sleep 210))) (script dormant void music_a10_01 (begin (sleep_until play_music_a10_01 1) (sound_looping_start levels\a10\music\a10_01 none 1.00) (print levels\a10\music\a10_01) (sleep_until (or play_music_a10_01_alt (not play_music_a10_01)) 1 global_delay_music) (if play_music_a10_01_alt (begin (sound_looping_set_alternate levels\a10\music\a10_01 true) (sleep_until (not play_music_a10_01) 1 global_delay_music) (set play_music_a10_01_alt false))) (set play_music_a10_01 false) (sound_looping_stop levels\a10\music\a10_01))) (script dormant void music_a10_03 (begin (sleep_until play_music_a10_03 1) (sound_looping_start levels\a10\music\a10_03 none 1.00) (print levels\a10\music\a10_03) (sleep_until (or play_music_a10_03_alt (not play_music_a10_03)) 1 global_delay_music) (if play_music_a10_03_alt (begin (sound_looping_set_alternate levels\a10\music\a10_03 true) (sleep_until (not play_music_a10_03) 1 global_delay_music) (set play_music_a10_03_alt false))) (set play_music_a10_03 false) (sound_looping_stop levels\a10\music\a10_03))) (script dormant void music_a10_04 (begin (sleep_until play_music_a10_04 1) (sound_looping_start levels\a10\music\a10_04 none 1.00) (print levels\a10\music\a10_03) (sleep_until (or play_music_a10_04_alt (not play_music_a10_04)) 1 global_delay_music) (if play_music_a10_04_alt (begin (sound_looping_set_alternate levels\a10\music\a10_04 true) (sleep_until (not play_music_a10_04) 1 global_delay_music) (set play_music_a10_04_alt false))) (set play_music_a10_04 false) (sound_looping_stop levels\a10\music\a10_04))) (script dormant void music_a10_05 (begin (sleep_until play_music_a10_05 1) (sound_looping_start levels\a10\music\a10_05 none 1.00) (print levels\a10\music\a10_05) (sleep_until (or play_music_a10_05_alt (not play_music_a10_05)) 1 global_delay_music) (if play_music_a10_05_alt (begin (sound_looping_set_alternate levels\a10\music\a10_05 true) (sleep_until (not play_music_a10_05) 1 global_delay_music) (set play_music_a10_05_alt false))) (set play_music_a10_05 false) (sound_looping_stop levels\a10\music\a10_05))) (script dormant void music_a10_06 (begin (sleep_until play_music_a10_06 1) (sound_looping_start levels\a10\music\a10_06 none 1.00) (print levels\a10\music\a10_06) (sleep_until (or play_music_a10_06_alt (not play_music_a10_06)) 1 global_delay_music) (if play_music_a10_06_alt (begin (sound_looping_set_alternate levels\a10\music\a10_06 true) (sleep_until (not play_music_a10_06) 1 global_delay_music) (set play_music_a10_06_alt false))) (set play_music_a10_06 false) (sound_looping_stop levels\a10\music\a10_06))) (script dormant void music_a10_07 (begin (sleep_until play_music_a10_07 1) (sound_looping_start levels\a10\music\a10_07 none 1.00) (print levels\a10\music\a10_07) (sleep_until (or play_music_a10_07_alt (not play_music_a10_07)) 1 global_delay_music) (if play_music_a10_07_alt (begin (sound_looping_set_alternate levels\a10\music\a10_07 true) (sleep_until (not play_music_a10_07) 1 global_delay_music) (set play_music_a10_07_alt false))) (set play_music_a10_07 false) (sound_looping_stop levels\a10\music\a10_07))) (script dormant void music_a10 (begin (wake music_a10_01) (wake music_a10_03) (wake music_a10_04) (wake music_a10_05) (wake music_a10_06) (wake music_a10_07) (sleep_until play_music_a10_02 1) (sound_looping_start levels\a10\music\a10_02 none 1.00))) (script dormant void dialog_flavor_cortana (begin (sound_impulse_start sound\dialog\a10\a10_flavor_010_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_020_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_030_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_040_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_050_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_060_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_070_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_080_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_090_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_100_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_040_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_050_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_060_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_070_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_080_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_090_cortana none 0.50) (sleep -1) (sound_impulse_start sound\dialog\a10\a10_flavor_100_cortana none 0.50))) (script continuous void dialog_flavor_captain (begin (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_110_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_120_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_130_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_140_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_150_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_160_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_170_captkeyes none 0.50) (sleep -1) (print blah blah blah) (sound_impulse_start sound\dialog\a10\a10_flavor_210_captkeyes none 0.50))) (script continuous void flavor_intercom (begin (sleep_until global_intercom 1) (if (and global_intercom (not test_bridge_active)) (if mark_bridge_cutscene (wake dialog_flavor_captain) (wake dialog_flavor_cortana))) (sleep (random_range (* 30.00 60.00) (* 30.00 120.00))) (if (not global_rumble) (sleep (random_range (* 30.00 30.00) (* 30.00 60.00)))))) (script continuous void flavor_rumble (begin (sleep (* (random_range (* 30.00 45.00) (* 30.00 75.00)) (+ 0.25 (max 0.00 (* 0.13 (- 6.00 (structure_bsp_index))))))) (if test_bridge_active (begin (sleep 120)) (if (not global_rumble) (begin (sleep 120)) (if (= (structure_bsp_index) 0) (begin (begin flavor_rumble (player_effect_start (real_random_range 0.55 0.75) 1.00) (sleep 30) (player_effect_stop (real_random_range 0.75 1.25)))) (if (= (structure_bsp_index) 1) (begin (begin flavor_rumble (player_effect_start (real_random_range 0.65 0.85) 1.00) (sleep 30) (player_effect_stop (real_random_range 1.00 1.50)))) (if (= (structure_bsp_index) 2) (begin (begin (sound_impulse_start sound\sfx\ambience\a10\pillarhits none (real_random_range 0.40 0.70)) flavor_rumble (player_effect_start (real_random_range 0.85 1.05) 1.00) (sleep 30) (player_effect_stop (real_random_range 1.50 2.50)))) (if (= (structure_bsp_index) 3) (begin (begin (sound_impulse_start sound\sfx\ambience\a10\pillarhits none (real_random_range 0.50 0.80)) flavor_rumble (player_effect_start (real_random_range 0.95 1.15) 1.00) (sleep 30) (player_effect_stop (real_random_range 2.00 3.50)))) (if (= (structure_bsp_index) 4) (begin (begin (sound_impulse_start sound\sfx\ambience\a10\pillarhits none (real_random_range 0.60 0.90)) flavor_rumble (player_effect_start (real_random_range 0.60 0.80) 1.00) (sleep 30) (player_effect_stop (real_random_range 0.75 1.25)))) (if (= (structure_bsp_index) 5) (begin (begin (sound_impulse_start sound\sfx\ambience\a10\pillarhits none (real_random_range 0.70 1.00)) flavor_rumble (player_effect_start (real_random_range 0.85 1.05) 1.00) (sleep 30) (player_effect_stop (real_random_range 1.00 1.50)))) (if (= (structure_bsp_index) 6) (begin (begin (sound_impulse_start sound\sfx\ambience\a10\pillarhits none (real_random_range 0.80 1.00)) flavor_rumble (player_effect_start (real_random_range 0.95 1.15) 1.00) (sleep 30) (player_effect_stop (real_random_range 2.00 3.00))))))))))))))) (script dormant void mission_bsp (begin (sleep_until (< 0 (structure_bsp_index)) 1) (ai_free first_contact) (device_set_position bsp0_door 0.00) (sleep_until (= 0.00 (device_get_position bsp0_door)) 1) (device_set_power bsp0_door 0.00) (set mark_bsp0 true) (sleep_until (< 1 (structure_bsp_index)) 1) (device_set_position_immediate bsp1_door 0.00) (device_set_power bsp1_door 0.00) (set mark_bsp1 true) (sleep_until (< 2 (structure_bsp_index)) 1) (device_set_position_immediate bsp2_door 0.00) (device_set_power bsp2_door 0.00) (set mark_bsp2 true) (sleep_until (< 3 (structure_bsp_index)) 1) (device_set_position_immediate bsp3_door 0.00) (device_set_power bsp3_door 0.00) (set mark_bsp3 true) (sleep_until (< 4 (structure_bsp_index)) 1) (device_set_position_immediate tunnel_door_1 0.00) (device_set_position_immediate tunnel_door_2 0.00) (device_set_power tunnel_door_1 0.00) (device_set_power tunnel_door_2 0.00) (set mark_bsp4 true) (sleep_until (< 5 (structure_bsp_index)) 1) (device_set_position_immediate bsp5_door 0.10) (device_set_power bsp5_door 0.00) (set mark_bsp5 true))) (script dormant void title_training (begin (cinematic_show_letterbox true) (show_hud false) (sleep 30) (cinematic_set_title training) (sleep 150) (show_hud true) (cinematic_show_letterbox false))) (script dormant void title_bridge (begin (cinematic_show_letterbox true) (show_hud false) (sleep 30) (cinematic_set_title bridge) (sleep 150) (show_hud true) (cinematic_show_letterbox false))) (script dormant void title_escape (begin (cinematic_show_letterbox true) (show_hud false) (sleep 30) (cinematic_set_title escape) (sleep 150) (show_hud true) (cinematic_show_letterbox false))) (script startup void cont_thing (begin (if (and (not (game_is_cooperative)) (= (game_difficulty_get) impossible)) (sleep_until (volume_test_objects meg_egg (players)) delay_dawdle)) (if (and (not (game_is_cooperative)) (= (game_difficulty_get) impossible)) (set global_meg_egg true)))) (script continuous void tutorial_ladder (begin (sleep_until (volume_test_objects ladder_trigger (players)) 90) (show_hud_help_text true) (hud_set_help_text ladder_1) (sleep_until (not (volume_test_objects ladder_trigger (players))) 90) (show_hud_help_text false))) (script static void test_looking_tech (begin (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (sleep 15)) (if (not (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 20.00)) (begin (if (< 0.50 (real_random_range 0.00 1.00)) (begin (begin (sound_impulse_start sound\dialog\a10\a10_101_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_101_cryotech)))) (if true (begin (begin (sound_impulse_start sound\dialog\a10\a10_261_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_261_cryotech)))))) (sleep_until (objects_can_see_object test_looking_tech (list_get (ai_actors cryo_tech/tech) 0) 15.00) 1))))) (script dormant void tutorial_introduction (begin (sound_impulse_start sound\dialog\a10\a10_011_cryoassist none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_011_cryoassist)) (sleep 45) (unit_open cryotube_1) (sleep 60) (ai_command_list cryo_tech/tech introduction_3) (sound_impulse_start sound\dialog\a10\a10_010_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_010_cryotech)) (sound_impulse_start sound\dialog\a10\a10_020_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_020_cryotech)) (ai_command_list cryo_tech/asst introduction_4) (sound_impulse_start sound\dialog\a10\a10_030_cryoassist none 1.00) (ai_command_list cryo_tech/tech introduction_5) (sleep_until (or (= 0 (sound_impulse_time sound\dialog\a10\a10_030_cryoassist)) (objects_can_see_object (players) (list_get (ai_actors cryo_tech/asst) 0) 25.00)) 1) (ai_command_list_advance cryo_tech/asst) (sleep (sound_impulse_time sound\dialog\a10\a10_030_cryoassist)) (sleep 5) (set mark_tutorial_introduction true))) (script dormant void tutorial_looking (begin (ai_command_list cryo_tech/tech looking_2) (ai_command_list cryo_tech/asst looking_1) (show_hud_help_text true) (hud_set_help_text tutorial_introduction_1) (sleep 45) (sound_impulse_start sound\dialog\a10\a10_040_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (player_action_test_reset) (enable_hud_help_flash true) (if (player0_joystick_set_is_normal) (hud_set_help_text tutorial_looking_1) (hud_set_help_text tutorial_looking_1l)) (sleep_until (and (player_action_test_look_relative_left) (player_action_test_look_relative_right)) 1) (sleep_until (player_action_test_look_relative_all_directions) 1 delay_prompt) (if (not (or (player_action_test_look_relative_up) (player_action_test_look_relative_down))) (if (player0_joystick_set_is_normal) (hud_set_help_text tutorial_looking_2) (hud_set_help_text tutorial_looking_2l))) (sleep_until (player_action_test_look_relative_all_directions) 1) (enable_hud_help_flash false) (show_hud_help_text false) (sleep (sound_impulse_time sound\dialog\a10\a10_040_cryotech)) (sound_impulse_start sound\dialog\a10\a10_050_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_050_cryotech)) (set mark_tutorial_looking true))) (script dormant void tutorial_hud_health (begin (ai_command_list cryo_tech/tech action_1) (sound_impulse_start sound\dialog\a10\a10_051_cryoassist none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_051_cryoassist)) (hud_show_health true) (hud_blink_health true) (unit_set_maximum_vitality tutorial_hud_health 100.00 0.00) (unit_set_current_vitality tutorial_hud_health 12.50 0.00) (sleep 45) (unit_set_current_vitality tutorial_hud_health 25.00 0.00) (sleep 15) (unit_set_current_vitality tutorial_hud_health 37.50 0.00) (sleep 15) (unit_set_current_vitality tutorial_hud_health 50.00 0.00) (sleep 15) (unit_set_current_vitality tutorial_hud_health 62.50 0.00) (sleep 15) (unit_set_current_vitality tutorial_hud_health 75.00 0.00) (sleep 15) (unit_set_current_vitality tutorial_hud_health 87.50 0.00) (sleep 15) (unit_set_current_vitality tutorial_hud_health 100.00 0.00) (sleep 15) (hud_blink_health false) (sound_impulse_start sound\dialog\a10\a10_052_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_052_cryotech) 30.00))) (set mark_tutorial_hud_health true))) (script dormant void tutorial_action (begin (ai_command_list cryo_tech/tech action_2) (sleep 45) (sound_impulse_start sound\dialog\a10\a10_070_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_action_1) (player_enable_input true) (player_action_test_reset) (sleep_until (player_action_test_action) 1) (player_action_test_reset) (enable_hud_help_flash false) (show_hud_help_text false) (fade_out 1.00 1.00 1.00 15) (sleep 30) (cinematic_start) (camera_control true) (camera_set tutorial_action_2 0) (camera_set tutorial_action_1 250) (object_beautify tutorial_action true) (fade_in 1.00 1.00 1.00 15) (sleep 15) (sound_looping_start sound\sinomatixx_foley\a10_cryoexit_foley none 1.00) (unit_exit_vehicle tutorial_action) (sleep 170) (fade_out 1.00 1.00 1.00 15) (sleep 35) (object_teleport tutorial_action tutorial_exit_cryotube_flag) (camera_control false) (cinematic_stop) (sleep 30) (fade_in 1.00 1.00 1.00 15) (sleep 15) (object_beautify tutorial_action false) (player_camera_control true) (sleep (sound_impulse_time sound\dialog\a10\a10_070_cryotech)) (set mark_tutorial_action true) (sleep 60) (unit_close cryotube_1))) (script dormant void tutorial_moving_1 (begin tutorial_moving_1 (sound_impulse_start sound\dialog\a10\a10_080_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_080_cryotech)) (show_hud_help_text true) (enable_hud_help_flash true) (if (player0_joystick_set_is_normal) (hud_set_help_text tutorial_moving_1) (hud_set_help_text tutorial_moving_1l)) (ai_command_list cryo_tech/tech moving_1_2) (sleep_until (= 2 (ai_command_list_status (ai_actors cryo_tech/tech))) 1) (ai_command_list_advance cryo_tech/tech) (sleep_until (or (volume_test_objects moving_1_trigger_1 (players)) (objects_can_see_object tutorial_moving_1 (list_get (ai_actors cryo_tech/tech) 0) 15.00)) 1) (ai_command_list cryo_tech/tech moving_1_3) (sleep_until (= 2 (ai_command_list_status (ai_actors cryo_tech/tech))) 1) (sleep_until (volume_test_objects moving_1_trigger_1 (players)) 1) tutorial_moving_1 (if (not (volume_test_objects red_square (players))) (begin (sound_impulse_start sound\dialog\a10\a10_090_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep 60) (ai_command_list cryo_tech/tech red_square) (sleep (sound_impulse_time sound\dialog\a10\a10_090_cryotech)) (sleep_until (volume_test_objects red_square (players)) 1))) (set mark_tutorial_moving_1 true))) (script dormant void tutorial_looking_targeted (begin (ai_command_list cryo_tech/tech looking_targeted_1) tutorial_looking_targeted (sound_impulse_start sound\dialog\a10\a10_130_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_130_cryotech)) (sound_impulse_start sound\dialog\a10\a10_140_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep 60) (set test_looking_cycle 1) (sleep (sound_impulse_time sound\dialog\a10\a10_140_cryotech)) (ai_command_list cryo_tech/asst looking_targeted_2) (sleep_until (= 0 test_looking_cycle) 1) (enable_hud_help_flash false) (show_hud_help_text false) (sound_impulse_start sound\dialog\a10\a10_150_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_150_cryotech)) (set mark_tutorial_looking_targeted true))) (script continuous void test_looking_cycle_center (begin (sleep_until test_center_panel 1) (object_destroy looking_panel_center_success) (object_create looking_panel_center) (sleep_until (or (not test_center_panel) (objects_can_see_object test_looking_cycle_center looking_panel_center 5.00)) 1) (if test_center_panel (begin (object_destroy looking_panel_center) (object_create looking_panel_center_success))) (set test_center_panel false))) (script continuous void test_looking_cycle_left (begin (sleep_until test_left_panel 1) (object_destroy looking_panel_left_success) (object_create looking_panel_left) (sleep_until (or (not test_left_panel) (objects_can_see_object test_looking_cycle_left looking_panel_left 5.00)) 1) (if test_left_panel (begin (object_destroy looking_panel_left) (object_create looking_panel_left_success))) (set test_left_panel false))) (script continuous void test_looking_cycle_right (begin (sleep_until test_right_panel 1) (object_destroy looking_panel_right_success) (object_create looking_panel_right) (sleep_until (or (not test_right_panel) (objects_can_see_object test_looking_cycle_right looking_panel_right 5.00)) 1) (if test_right_panel (begin (object_destroy looking_panel_right) (object_create looking_panel_right_success))) (set test_right_panel false))) (script continuous void test_looking_cycle_up (begin (sleep_until test_up_panel 1) (object_destroy looking_panel_up_success) (object_create looking_panel_up) (sleep_until (or (not test_up_panel) (objects_can_see_object test_looking_cycle_up looking_panel_up 5.00)) 1) (if test_up_panel (begin (object_destroy looking_panel_up) (object_create looking_panel_up_success))) (set test_up_panel false))) (script continuous void test_looking_cycle_down (begin (sleep_until test_down_panel 1) (object_destroy looking_panel_down_success) (object_create looking_panel_down) (sleep_until (or (not test_down_panel) (objects_can_see_object test_looking_cycle_down looking_panel_down 5.00)) 1) (if test_down_panel (begin (object_destroy looking_panel_down) (object_create looking_panel_down_success))) (set test_down_panel false))) (script continuous void test_looking_cycle (begin (if mark_tutorial_looking_choose (sleep -1)) (sleep_until (< 0 test_looking_cycle) 1) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_looking_targeted_1) (sleep_until (volume_test_objects red_square (players)) 1) (if (= 1 test_looking_cycle) (hud_set_help_text tutorial_looking_targeted_2) (hud_set_help_text tutorial_looking_targeted_3)) (set test_center_panel true) (set test_up_panel true) (set test_down_panel true) (set test_left_panel true) (set test_right_panel true) (sleep_until (or (not (volume_test_objects red_square (players))) (not (or test_center_panel test_up_panel test_down_panel test_left_panel test_right_panel))) 1) (if (volume_test_objects red_square (players)) (set test_looking_cycle 0) (begin (set test_center_panel false) (set test_up_panel false) (set test_down_panel false) (set test_left_panel false) (set test_right_panel false))))) (script dormant void tutorial_looking_choose (begin (sound_impulse_start sound\dialog\a10\a10_160_cryoassist (list_get (ai_actors cryo_tech/asst) 1) 1.00) (sleep 30) (ai_command_list cryo_tech/tech looking_inverted_1) (sleep (sound_impulse_time sound\dialog\a10\a10_160_cryoassist)) (sound_impulse_start sound\dialog\a10\a10_170_cryoassist (list_get (ai_actors cryo_tech/asst) 1) 1.00) (ai_command_list_advance cryo_tech/tech) (set test_looking_choose true) (sleep (sound_impulse_time sound\dialog\a10\a10_170_cryoassist)) (sleep_until (not test_looking_choose) 1) (player_action_test_reset) (ai_command_list cryo_tech/tech looking_inverted_2) (if (player0_look_pitch_is_inverted) (sound_impulse_start sound\dialog\a10\a10_210_cryoassist none 1.00) (sound_impulse_start sound\dialog\a10\a10_220_cryoassist none 1.00)) (sleep (sound_impulse_time sound\dialog\a10\a10_210_cryoassist)) (sleep (sound_impulse_time sound\dialog\a10\a10_220_cryoassist)) (sleep 45) (display_scenario_help 2) (set mark_tutorial_looking_choose true))) (script continuous void test_looking_choose_cycle (begin (if mark_tutorial_looking_choose (sleep -1)) (sleep_until test_looking_choose 1) (player0_look_invert_pitch true) (ai_command_list cryo_tech/tech looking_inverted_1) (if global_first_run (begin (set test_looking_cycle 2) (sleep_until (= 0 test_looking_cycle) 1)) (begin (sound_impulse_start sound\dialog\a10\a10_170_cryoassist none 1.00) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_looking_choose_1) (player_action_test_reset) (sleep_until (and (player_action_test_look_relative_up) (player_action_test_look_relative_down)) 1 60) (ai_command_list_advance cryo_tech/tech) (sleep_until (and (player_action_test_look_relative_up) (player_action_test_look_relative_down)) 1) (enable_hud_help_flash false) (show_hud_help_text false))) (sleep 5) (sleep (sound_impulse_time sound\dialog\a10\a10_170_cryoassist)) (ai_command_list cryo_tech/tech looking_inverted_2) (sound_impulse_start sound\dialog\a10\a10_180_cryoassist none 1.00) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_looking_choose_2) (player_action_test_reset) (sleep_until (or (player_action_test_accept) (player_action_test_back)) 1) (enable_hud_help_flash false) (show_hud_help_text false) (sleep 5) (sleep (sound_impulse_time sound\dialog\a10\a10_180_cryoassist)) (if (player_action_test_accept) (begin (set test_looking_choose false) (sleep -1)) (player0_look_invert_pitch false)) (player_action_test_reset) (sleep_until test_looking_choose 30) (ai_command_list cryo_tech/tech looking_inverted_1) (sound_impulse_start sound\dialog\a10\a10_190_cryoassist none 1.00) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_looking_choose_3) (player_action_test_reset) (sleep_until (and (player_action_test_look_relative_up) (player_action_test_look_relative_down)) 1 60) (ai_command_list_advance cryo_tech/tech) (sleep_until (and (player_action_test_look_relative_up) (player_action_test_look_relative_down)) 1) (enable_hud_help_flash false) (show_hud_help_text false) (sleep 5) (sleep (sound_impulse_time sound\dialog\a10\a10_190_cryoassist)) (ai_command_list cryo_tech/tech looking_inverted_2) (sound_impulse_start sound\dialog\a10\a10_200_cryoassist none 1.00) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_looking_choose_4) (player_action_test_reset) (sleep_until (or (player_action_test_accept) (player_action_test_back)) 1) (enable_hud_help_flash false) (show_hud_help_text false) (sleep 5) (sleep (sound_impulse_time sound\dialog\a10\a10_200_cryoassist)) (if (player_action_test_accept) (begin (set test_looking_choose false) (sleep -1)) (player0_look_invert_pitch true)) (player_action_test_reset) (set global_first_run false))) (script dormant void tutorial_moving_2 (begin (sound_impulse_start sound\dialog\a10\a10_230_cryoassist none 1.00) (ai_command_list cryo_tech/asst moving_2_1) (sleep (sound_impulse_time sound\dialog\a10\a10_230_cryoassist)) (sound_impulse_start sound\dialog\a10\a10_240_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_240_cryotech)) (sleep 45) (set global_intercom true) (sleep_until (or (volume_test_objects moving_2_trigger_1 (players)) (objects_can_see_object tutorial_moving_2 (list_get (ai_actors cryo_tech/tech) 0) 15.00)) 1) (ai_command_list cryo_tech/tech moving_2_2) (sleep (sound_impulse_time sound\dialog\a10\a10_240_cryotech)) (sleep_until (= 2 (ai_command_list_status (ai_actors cryo_tech/tech))) 1) (sleep_until (volume_test_objects moving_2_trigger_1 (players)) 1) tutorial_moving_2 (if (not (volume_test_objects yellow_square (players))) (begin (sound_impulse_start sound\dialog\a10\a10_260_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep 60) (ai_command_list cryo_tech/tech yellow_square) (sleep (sound_impulse_time sound\dialog\a10\a10_260_cryotech)))) (set mark_tutorial_moving_2 true))) (script dormant void tutorial_hud_shield (begin (sleep_until (volume_test_objects yellow_square (players)) 1) (player_enable_input false) (sleep 15) (ai_command_list cryo_tech/tech hud_1) (sound_impulse_start sound\dialog\a10\a10_310_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_310_cryotech)) (ai_command_list_advance cryo_tech/tech) (device_group_set shield_charge_power 0.20) (sleep 30) (hud_show_shield true) (hud_blink_shield true) (unit_set_maximum_vitality tutorial_hud_shield 100.00 75.00) (unit_set_current_vitality tutorial_hud_shield 100.00 0.00) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text hud_shield_1) (sleep 150) (sound_impulse_start sound\dialog\a10\a10_320_cryoassist none 1.00) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_320_cryoassist) 45.00))) (ai_command_list cryo_tech/tech hud_1) (sleep 45) (ai_command_list_advance cryo_tech/tech) (sleep 15) (sound_impulse_start sound\dialog\a10\a10_330_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (hud_set_help_text hud_shield_2) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (player_action_test_reset) (enable_hud_help_flash false) (show_hud_help_text false) (sound_looping_start sound\sfx\weapons\plasma rifle\charging none 1.00) (device_group_set shield_charge_power 1.00) (sleep 90) (sound_looping_stop sound\sfx\weapons\plasma rifle\charging) (damage_new levels\a10\devices\shield charge\zapper tutorial_zapper_flag) (device_group_set shield_charge_power 0.20) (unit_set_maximum_vitality tutorial_hud_shield 100.00 0.00) (sleep 120) (unit_set_maximum_vitality tutorial_hud_shield 100.00 75.00) (unit_set_current_vitality tutorial_hud_shield 100.00 0.00) (hud_set_help_text hud_shield_3) (sleep 150) (sleep (sound_impulse_time sound\dialog\a10\a10_330_cryotech)) (sound_impulse_start sound\dialog\a10\a10_340_cryoassist none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_340_cryoassist)) (enable_hud_help_flash false) (show_hud_help_text false) (device_group_set shield_charge_power 0.00) (player_enable_input true) (hud_blink_shield false) (set mark_tutorial_hud_shield true))) (script dormant void tutorial_asst_kill (begin (sound_impulse_start sound\dialog\a10\a10_350_captkeyes none 1.00) (sleep 10) (ai_command_list cryo_tech/tech asst_kill_1) (ai_command_list cryo_tech/asst asst_kill_2) (sleep (sound_impulse_time sound\dialog\a10\a10_350_captkeyes)) (sound_impulse_start sound\dialog\a10\a10_360_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_360_cryotech) 20.00))) (sound_impulse_start sound\dialog\a10\a10_370_captkeyes none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_370_captkeyes)) (sound_impulse_start sound\dialog\a10\a10_380_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_380_cryotech)) (ai_command_list_advance cryo_tech/tech) (sleep 15) (ai_command_list_advance cryo_tech/asst) (sound_impulse_start sound\dialog\a10\a10_390_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_390_cryotech)) (ai_command_list_advance cryo_tech/tech) (sound_impulse_start sound\dialog\a10\a10_400_cryoassist none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_400_cryoassist)) (if (not (objects_can_see_object tutorial_asst_kill (list_get (ai_actors cryo_tech/asst) 0) 20.00)) (sound_impulse_start sound\dialog\a10\a10_410_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00)) (sleep (sound_impulse_time sound\dialog\a10\a10_410_cryotech)) (if (not (objects_can_see_object tutorial_asst_kill (list_get (ai_actors cryo_tech/asst) 0) 20.00)) (sound_impulse_start sound\dialog\a10\a10_420_cryoassist none 1.00)) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_420_cryoassist) 30.00))) (sound_impulse_start sound\sfx\ambience\a10\doorpound none 1.00) (ai_command_list cryo_tech/asst asst_kill_3) (ai_command_list cryo_tech/tech asst_kill_4) (object_create asst_kill_light_1) (sleep (max 0.00 (- (sound_impulse_time sound\sfx\ambience\a10\doorpound) 60.00))) (sound_impulse_start sound\dialog\a10\a10_430_cryoassist none 1.00) (ai_command_list cryo_tech/tech asst_kill_6) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_430_cryoassist) 120.00))) (sound_impulse_start sound\sfx\ambience\a10\doorpound none 1.00) (sleep (max 0.00 (- (sound_impulse_time sound\sfx\ambience\a10\doorpound) 60.00))) (effect_new effects\explosions\medium explosion asst_kill_flag) (ai_place cryo_bane) (object_cannot_take_damage (ai_actors cryo_bane)) (units_set_current_vitality (ai_actors cryo_bane) 1.00 0.00) (unit_doesnt_drop_items (ai_actors cryo_bane)) (object_destroy cryo_door_1) (object_cannot_take_damage (ai_actors cryo_tech/asst)) (ai_command_list cryo_tech/asst asst_kill_5) (ai_command_list cryo_bane asst_kill_8) (sleep 60) (sound_impulse_start sound\dialog\a10\a10_440_cryoassist none 1.00) (object_can_take_damage (ai_actors cryo_tech/asst)) (units_set_current_vitality (ai_actors cryo_tech/asst) 1.00 0.00) (sleep_until (= 0 (ai_living_count cryo_tech/asst)) 1 (sound_impulse_time sound\dialog\a10\a10_440_cryoassist)) (sound_impulse_stop sound\dialog\a10\a10_440_cryoassist) (ai_kill cryo_tech/asst) (sound_impulse_start sound\dialog\a10\a10_449_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_449_cryotech)) (set mark_tutorial_asst_kill true) (ai_command_list cryo_bane asst_kill_9) (sleep_until (objects_can_see_object tutorial_asst_kill (list_get (ai_actors cryo_bane) 0) 40.00) 1 15) (ai_command_list_advance cryo_bane) (sleep_until (= 2 (ai_command_list_status (ai_actors cryo_bane))) 1) (ai_erase cryo_bane) (sleep_until (volume_test_objects cryo_search_trigger_1 (players)) 5) (ai_place cryo_tech/asst) (ai_kill cryo_tech/asst))) (script continuous void tutorial_moving_jump (begin (sleep_until test_moving_jump 30) (sleep_until (volume_test_objects moving_jump (players)) 5) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text moving_jump_1) (sleep_until (not (volume_test_objects moving_jump (players))) 1) (if (volume_test_objects moving_jump_success (players)) (begin (set mark_tutorial_moving_jump true) (set test_moving_jump false) (show_hud_help_text false) (sleep -1))) (enable_hud_help_flash false) (show_hud_help_text false))) (script continuous void tutorial_moving_crouch (begin (sleep_until test_moving_crouch 30) (sleep_until (volume_test_objects moving_crouch (players)) 5) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text moving_crouch_1) (sleep_until (not (volume_test_objects moving_crouch (players))) 1) (if (volume_test_objects moving_crouch_success (players)) (begin (set mark_tutorial_moving_crouch true) (set test_moving_crouch false) (show_hud_help_text false) (sleep -1))) (enable_hud_help_flash false) (show_hud_help_text false))) (script dormant void tutorial_first_contact (begin (device_set_position_immediate first_contact_door_1 0.00) (device_set_position_immediate first_contact_door_4 1.00) (sleep_until (volume_test_objects first_contact_trigger_1 (players)) 1) (object_create first_contact_flame_1) (object_create first_contact_flame_2) (object_create first_contact_corpse) (sleep_until (and (volume_test_objects first_contact_trigger_1 (players)) (objects_can_see_object (players) first_contact_door_1 20.00)) 1) (device_operates_automatically_set first_contact_door_2 false) (device_set_position first_contact_door_2 0.00) (ai_place first_contact) (object_cannot_take_damage (ai_actors first_contact)) (units_set_current_vitality (ai_actors first_contact) 1.00 0.00) (unit_doesnt_drop_items (ai_actors first_contact)) (ai_berserk first_contact false) (ai_braindead first_contact true) (ai_place first_contact_anti) (object_cannot_take_damage (ai_actors first_contact_anti)) (units_set_current_vitality (ai_actors first_contact_anti) 1.00 0.00) (unit_doesnt_drop_items (ai_actors first_contact_anti)) (device_set_power first_contact_door_1 1.00) (sleep_until (and (volume_test_objects first_contact_trigger_2 (players)) (objects_can_see_object (players) first_contact_door_1 15.00)) 1 delay_witness) (device_set_position first_contact_door_1 1.00) (object_create first_contact_light_1) (set play_music_a10_02 true) (set play_music_a10_01_alt true) (sleep_until (< 0.40 (device_get_position first_contact_door_1)) 1) (ai_command_list_advance first_contact_anti) (sleep_until (or (volume_test_objects first_contact_trigger_3 (players)) (= 1 (ai_command_list_status (ai_actors first_contact_anti/elite)))) 1) (ai_command_list_advance first_contact_anti) (device_operates_automatically_set first_contact_door_2 true) (ai_braindead first_contact false) (sleep 30) (ai_try_to_fight first_contact_anti first_contact) (ai_magically_see_encounter first_contact first_contact_anti) (ai_playfight first_contact_anti true) (sleep 60) (ai_defend first_contact_anti/anti) (sleep_until (volume_test_objects first_contact_trigger_4 (ai_actors first_contact_anti)) 1 90) (ai_try_to_fight_nothing first_contact_anti) (sleep_until (volume_test_objects first_contact_trigger_4 (ai_actors first_contact_anti)) 1) (ai_defend first_contact/marine) (sleep_until (objects_can_see_object (players) first_contact_door_3 25.00) 1 delay_witness) (sleep_until (and (volume_test_objects first_contact_trigger_4 (ai_actors first_contact_anti)) (not (volume_test_objects first_contact_trigger_6 (players)))) 1) (object_create first_contact_doora) (device_set_position first_contact_door_3 0.00) (sleep 60) (ai_conversation first_contact) (sleep_until (< 4 (ai_conversation_status first_contact)) 1))) (script dormant void tutorial_weapon (begin (sleep_until mark_weapon 1) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text firing_1) (player_action_test_reset) (sleep_until (player_action_test_primary_trigger) 1) (sleep 15) (player_action_test_reset) (sleep_until (player_action_test_primary_trigger) 1) (sleep 15) (player_action_test_reset) (sleep_until (player_action_test_primary_trigger) 1) (sleep 15) (player_action_test_reset) (sleep_until (player_action_test_primary_trigger) 1) (enable_hud_help_flash false) (show_hud_help_text false) (sleep_until (or (and (= 0 (ai_living_count cafeteria_anti)) (volume_test_objects weapon_trigger (players))) (volume_test_objects bsp1,2 (players))) 1) (sleep_until (volume_test_objects bsp1,2 (players)) 1 90) (display_scenario_help 0))) (script continuous void tutorial_light (begin (sleep_until test_light) (sleep_until (or (volume_test_objects light_1 (players)) (volume_test_objects light_2 (players))) 30) (show_hud_help_text true) (hud_set_help_text light_1) (sleep_until (not (or (volume_test_objects light_1 (players)) (volume_test_objects light_2 (players)))) 1) (if (volume_test_objects light_success (players)) (begin (set mark_tutorial_light true) (set test_light false) (show_hud_help_text false) (sleep -1))) (show_hud_help_text false))) (script dormant void tutorial_motiontracker (begin (device_set_power motiontracker_door_2 0.00) (device_set_power motiontracker_door_3 0.00) (sleep_until (volume_test_objects motiontracker_1 (players)) 30) (ai_conversation motiontracker_1) (sleep_until (> (ai_conversation_status motiontracker_1) 4) 1) (hud_show_motion_sensor true) (hud_blink_motion_sensor false) (sleep_until (or (volume_test_objects motiontracker_2 (players)) (volume_test_objects motiontracker_3 (players)) (volume_test_objects motiontracker_4 (players))) 1) (if (volume_test_objects motiontracker_2 (players)) (begin (ai_conversation motiontracker_2) (sleep_until (or (volume_test_objects motiontracker_3 (players)) (volume_test_objects motiontracker_4 (players))) 1) (if (volume_test_objects motiontracker_3 (players)) (ai_conversation motiontracker_3))) (begin (ai_conversation motiontracker_3) (sleep_until (or (volume_test_objects motiontracker_2 (players)) (volume_test_objects motiontracker_4 (players))) 1) (if (volume_test_objects motiontracker_2 (players)) (ai_conversation motiontracker_2)))) (sleep_until (volume_test_objects motiontracker_4 (players)) 1) (ai_conversation motiontracker_4) (hud_blink_motion_sensor false) (device_set_power motiontracker_door_1 1.00))) (script continuous void test_melee (begin (sleep_until global_test_melee 10) (sleep_until (volume_test_objects melee_trigger_3 (players)) 5) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text melee_1) (sleep_until (or (not global_test_melee) (not (volume_test_objects melee_trigger_3 (players)))) 1) (enable_hud_help_flash false) (show_hud_help_text false))) (script dormant void tutorial_melee (begin (object_destroy melee_door_1) (object_create melee_door_2) (device_set_position_immediate melee_door_2 0.83) (sleep_until (volume_test_objects melee_trigger_1 (players)) 1) (sleep_until (> (ai_conversation_status motiontracker_4) 4) 1 delay_dawdle) (sound_impulse_start sound\dialog\a10\a10_681_cortana none 1.00) (sleep_until (or (= 1.00 (device_get_position melee_door_2)) (= 0 (sound_impulse_time sound\dialog\a10\a10_681_cortana))) 1) (if (not (= 1.00 (device_get_position melee_door_2))) (sound_impulse_start sound\dialog\a10\a10_682_cortana none 1.00)) (sleep_until (or (= 1.00 (device_get_position melee_door_2)) (= 0 (sound_impulse_time sound\dialog\a10\a10_682_cortana))) 1) (if (not (= 1.00 (device_get_position melee_door_2))) (set global_test_melee true)) (sleep_until (= 1.00 (device_get_position melee_door_2)) 1) (sound_impulse_start sound\sfx\impulse\impacts\a10_door_bash melee_door_2 1.00) (set global_test_melee false) (sleep_until (volume_test_objects melee_trigger_2 (players)) 1 delay_blink) (display_scenario_help 1) (ai_place tunnel_anti/sucker_grunt))) (script dormant void tutorial_grenade (begin (sleep_until (> (unit_get_total_grenade_count tutorial_grenade) 0) 1) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_grenade) (player_action_test_reset) (sleep_until (player_action_test_grenade_trigger) 1 delay_late) (enable_hud_help_flash false) (show_hud_help_text false))) (script dormant void tutorial_setup (begin (ai_grenades false) (ai_dialogue_triggers false) (player_enable_input false) (hud_show_crosshair false) (hud_show_health false) (hud_show_shield false) (hud_show_motion_sensor false) (unit_set_maximum_vitality tutorial_setup 1.00 0.00) (ai_place cryo_tech/tech) (object_cannot_take_damage (ai_actors cryo_tech/tech)) (units_set_current_vitality (ai_actors cryo_tech/tech) 1.00 0.00) (unit_doesnt_drop_items (ai_actors cryo_tech/tech)) (ai_command_list cryo_tech/tech introduction_2) (ai_place cryo_tech/asst) (object_cannot_take_damage (ai_actors cryo_tech/asst)) (units_set_current_vitality (ai_actors cryo_tech/asst) 1.00 0.00) (unit_doesnt_drop_items (ai_actors cryo_tech/asst)) (ai_command_list cryo_tech/asst introduction_1) (object_create cryotube_1) (unit_enter_vehicle tutorial_setup cryotube_1 ct-driver) (object_create cryotube_1_steam_1) (object_create cryotube_1_steam_2) (wake title_training) (hud_set_objective_text dia_training) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 5.00) (cinematic_screen_effect_set_convolution 1 2 10.00 0.00 5.00) (fade_in 1.00 1.00 1.00 30) (sleep 60) (wake tutorial_introduction) (sleep_until mark_tutorial_introduction 1 60) (object_destroy cryotube_1_steam_1) (sleep 5) (object_destroy cryotube_2_steam_1) (sleep 15) (object_destroy cryotube_1_steam_2) (sleep 5) (object_destroy cryotube_2_steam_2) (cinematic_screen_effect_stop) (sleep_until mark_tutorial_introduction 1) (wake tutorial_looking) (sleep_until mark_tutorial_looking 1) (wake tutorial_hud_health) (sleep_until mark_tutorial_hud_health 1) (wake tutorial_action) (sleep_until mark_tutorial_action 1) (hud_show_crosshair true) (wake tutorial_moving_1) (sleep_until mark_tutorial_moving_1 1) (wake tutorial_looking_targeted) (sleep_until mark_tutorial_looking_targeted 1) (if (not (player0_look_pitch_is_inverted)) (begin (wake tutorial_looking_choose) (sleep_until mark_tutorial_looking_choose 1))) (game_save) (wake tutorial_moving_2) (sleep_until mark_tutorial_moving_2 1) (wake tutorial_hud_shield) (sleep_until mark_tutorial_hud_shield 1) (wake tutorial_asst_kill) (sleep_until mark_tutorial_asst_kill 1) (set test_moving_jump true) (set test_moving_crouch true) (set mark_tutorial_setup true) (wake tutorial_first_contact) (sleep_until mark_bridge_cutscene 1) (wake tutorial_weapon) (set test_light true) (wake tutorial_motiontracker) (wake tutorial_melee) (wake tutorial_grenade))) (script static void fade_out_in (begin (sleep 45) (fade_out 0.00 0.00 0.00 0) (fade_in 0.00 0.00 0.00 45) (sleep 90) (fade_out 1.00 1.00 1.00 45) (sleep 90) (fade_in 1.00 1.00 1.00 45) (sleep 90) (fade_out 1.00 1.00 1.00 0) (camera_control true) (camera_set tutorial_action_2 0) (print this should not show up) (sleep 45) (fade_in 0.00 0.00 0.00 0))) (script dormant void flavor_boarding (begin (sleep_until (or (volume_test_objects boarding_trigger_1 (players)) (volume_test_objects boarding_trigger_2 (players))) 10) (sleep_until (game_all_quiet)) (sleep 45) (sleep_until (game_all_quiet)) (ai_conversation boarding_1))) (script dormant void flavor_watchit (begin (sleep_until (< (unit_get_shield flavor_watchit) 0.10) 1) (ai_conversation watchit_1))) (script dormant void containment_1_slam (begin (sleep_until (or (> (structure_bsp_index) 0) (volume_test_objects containment_1_slam (players))) 1) (object_create containment_1_door_1a))) (script dormant void mission_cryo_explosion (begin (game_save) (sound_impulse_start sound\dialog\a10\a10_450_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_450_cryotech) 30.00))) (ai_command_list cryo_tech/tech cryo_explosion_1) (sleep_until (= 2 (ai_command_list_status (ai_actors cryo_tech/tech))) 1) (ai_command_list_advance cryo_tech/tech) (object_create cryo_explosion_steam_1) (object_create cryo_explosion_sparks_1) (device_set_power cryo_explosion_door_3 1.00) (device_set_position cryo_explosion_door_3 1.00) (sleep_until (< 0.80 (device_get_position cryo_explosion_door_3)) 1) (sleep_until (volume_test_objects cryo_explosion_trigger_1 (players)) 1) (sleep_until (objects_can_see_object (players) (list_get (ai_actors cryo_tech/tech) 0) 15.00) 1 delay_wait) (sound_impulse_start sound\dialog\a10\a10_460_cryotech (list_get (ai_actors cryo_tech/tech) 0) 1.00) (sleep (max 0.00 (- (sound_impulse_time sound\dialog\a10\a10_460_cryotech) 30.00))) (ai_command_list_advance cryo_tech/tech) (sleep_until (or (volume_test_objects cryo_explosion_trigger_2 (players)) (volume_test_objects moving_jump_success (players)) (volume_test_objects cryo_explosion_trigger_2 (ai_actors cryo_tech/tech))) 1) (sleep_until (objects_can_see_object (players) cryo_explosion_door_1 30.00) 1 delay_witness) (device_set_position cryo_explosion_door_1 0.30) (sleep_until (< 0.25 (device_get_position cryo_explosion_door_1)) 1) (object_destroy cryo_explosion_steam_1) (object_destroy cryo_explosion_sparks_1) (sleep 1) (effect_new effects\explosions\medium explosion cryo_explosion_flag_1) (sleep 15) (effect_new effects\explosions\medium explosion cryo_explosion_flag_2) (sleep 5) (effect_new effects\explosions\medium explosion cryo_explosion_flag_3) (set play_music_a10_01 true) (ai_dialogue_triggers true) (sleep 5) (device_set_power cryo_explosion_light_1 1.00) (device_set_power cryo_explosion_light_2 1.00) (ai_command_list cryo_tech/tech cryo_explosion_2) (sleep 45) (object_create cryo_explosion_flame_1) (object_create cryo_explosion_flame_2) (sleep_until (and (volume_test_objects cryo_explosion_trigger_2 (players)) (objects_can_see_object (players) cryo_explosion_door_1 30.00)) 1 delay_wait) (sleep 45) (sleep_until (and (volume_test_objects cryo_explosion_trigger_2 (players)) (objects_can_see_object (players) cryo_explosion_door_1 30.00)) 1 delay_wait) (effect_new effects\explosions\medium explosion cryo_explosion_flag_1) (sleep 10) (effect_new effects\explosions\medium explosion cryo_explosion_flag_2) (sleep 5) (object_create cryo_explosion_flame_3) (sleep_until (volume_test_objects containment_1_trigger_1 (players)) 1) (object_destroy cryo_explosion_flame_1) (object_destroy cryo_explosion_flame_2) (object_destroy cryo_explosion_flame_3) (sleep_until (volume_test_objects bridge_trigger_1 (players)) 1) (set play_music_a10_01 false))) (script dormant void mission_blam_burn (begin (sleep_until (volume_test_objects containment_1_trigger_1 (players)) 1) (object_create blam_flame_1) (object_create blam_flame_2) (object_create blam_flame_3) (object_create blam_flame_4) (sleep 60) (device_set_position blam_burn_door_1 0.30) (sleep_until (objects_can_see_flag (players) blam_burn_flag_3 30.00) 1 delay_witness) (effect_new effects\explosions\large explosion blam_burn_flag_1) (sleep 15) (effect_new effects\explosions\large explosion blam_burn_flag_2) (sleep 5) (effect_new effects\explosions\large explosion blam_burn_flag_3) (device_set_position blam_burn_door_2 0.00) (sleep_until (= 0.00 (device_get_position blam_burn_door_2)) 15) (if (volume_test_objects blam_burn_trap mission_blam_burn) (begin (effect_new effects\explosions\large explosion blam_burn_flag_1) (sleep 15) (effect_new effects\explosions\large explosion blam_burn_flag_2) (sleep 5) (effect_new effects\explosions\large explosion blam_burn_flag_3) (game_revert))) (if (volume_test_objects blam_burn_trap mission_blam_burn) (begin (effect_new effects\explosions\large explosion blam_burn_flag_1) (sleep 15) (effect_new effects\explosions\large explosion blam_burn_flag_2) (sleep 5) (effect_new effects\explosions\large explosion blam_burn_flag_3) (game_revert))))) (script dormant void mission_blam_scare (begin (sleep_until (volume_test_objects blam_scare_trigger_1 (players)) 1) (effect_new scenery\emitters\smoldering_debris\effects\smoldering_debris blam_scare_flag_1) (sleep 5) (effect_new scenery\emitters\smoldering_debris\effects\smoldering_debris blam_scare_flag_2) (sleep 30) (object_create blam_shock_sparks_1) (sleep 10) (object_create blam_shock_sparks_2) (sleep 10) (object_create blam_shock_sparks_3) (sleep_until (volume_test_objects blam_scare_trigger_2 (players)) 1) (object_destroy blam_steam_1) (effect_new effects\explosions\medium explosion blam_scare_flag_3) (sleep 5) (object_create blam_steam_flame_1) (sleep_until (volume_test_objects moving_crouch (players)) 1))) (script dormant void mission_containment_1_post (begin (sleep_until (= (device_get_position containment_1_door_3) 0.00) 1) (ai_braindead containment_1_anti/rear_elite true) (sleep_until (= (device_get_position containment_1_door_1) 0.00) 1) (ai_braindead containment_1_anti true))) (script dormant void mission_containment_1 (begin (wake mission_containment_1_post) (wake containment_1_slam) (sleep_until (volume_test_objects containment_1_trigger_1 (players)) 1) (game_save) (ai_place containment_1/rear_security) (object_cannot_take_damage (ai_actors containment_1/rear_security)) (units_set_current_vitality (ai_actors containment_1/rear_security) 1.00 0.00) (unit_doesnt_drop_items (ai_actors containment_1/rear_security)) (ai_place containment_1/rear_crewman) (object_cannot_take_damage (ai_actors containment_1/rear_crewman)) (units_set_current_vitality (ai_actors containment_1/rear_crewman) 1.00 0.00) (sleep_until (volume_test_objects containment_1_trigger_2 (players)) 1) (ai_place containment_1/forward_security) (object_cannot_take_damage (ai_actors containment_1/forward_security)) (units_set_current_vitality (ai_actors containment_1/forward_security) 1.00 0.00) (unit_doesnt_drop_items (ai_actors containment_1/forward_security)) (ai_place containment_1_anti/rear_elite) (objects_predict (ai_actors containment_1_anti)) (ai_berserk containment_1_anti/rear_elite false) (object_cannot_take_damage (ai_actors containment_1_anti/rear_elite)) (unit_doesnt_drop_items (ai_actors containment_1_anti/rear_elite)) (ai_playfight containment_1_anti true) (ai_magically_see_encounter containment_1_anti containment_1) (ai_magically_see_encounter containment_1 containment_1_anti) (sleep_until (or (volume_test_objects moving_crouch_success (players)) (objects_can_see_flag (players) containment_1_flag_1 35.00)) 1) (sleep_until (volume_test_objects moving_crouch_success (players)) 1 45) (object_can_take_damage (ai_actors containment_1/rear_crewman)) (effect_new weapons\plasma grenade\effects\explosion containment_1_flag_1) (ai_kill containment_1/rear_crewman) (sleep_until (or (volume_test_objects moving_crouch (players)) (objects_can_see_object (players) containment_1_door_3 35.00)) 1 delay_witness) (device_set_position containment_1_door_3 0.00) (sleep_until (volume_test_objects moving_crouch_success (players)) 1 delay_witness) (ai_kill containment_1/rear_crewman) (sleep_until (or (volume_test_objects moving_crouch_success (players)) (= false (device_set_position containment_1_door_3 0.00))) 1) (ai_migrate containment_1/rear_security containment_1/retreat) (sleep_until (volume_test_objects moving_crouch_success (players)) 1) (ai_place containment_1_anti/forward_elite) (ai_berserk containment_1_anti/forward_elite false) (object_cannot_take_damage (ai_actors containment_1_anti/forward_elite)) (unit_doesnt_drop_items (ai_actors containment_1_anti/forward_elite)) (sleep_until (or (volume_test_objects containment_1_trigger_3 (players)) (objects_can_see_object (players) containment_1_door_2 30.00)) 1 delay_witness) (ai_place containment_1/flee_crewman) (unit_doesnt_drop_items (ai_actors containment_1/flee_crewman)) (sound_impulse_start sound\dialog\a10\a10_480_crewman (list_get (ai_actors containment_1/flee_crewman) 0) 1.00) (sleep_until (or (volume_test_objects containment_1_trigger_4 (players)) (objects_can_see_object (players) containment_1_door_2 30.00)) 1 delay_witness) (sleep_until (or (volume_test_objects containment_1_trigger_4 (players)) (objects_can_see_object (players) containment_1_door_2 30.00)) 1 delay_witness) (object_can_take_damage (ai_actors containment_1/forward_security)) (effect_new weapons\plasma grenade\effects\explosion containment_1_flag_2) (sleep_until (= 0 (sound_impulse_time sound\dialog\a10\a10_480_crewman)) 1) (sound_impulse_start sound\dialog\a10\a10_490_crewman2 (list_get (ai_actors containment_1/rear_security) 0) 1.00) (sleep_until (volume_test_objects_all containment_1_trigger_3 (ai_actors containment_1/flee_crewman)) 1) (effect_new weapons\plasma grenade\effects\explosion containment_1_flag_3) (ai_place containment_1/doom_crewman) (object_cannot_take_damage (ai_actors containment_1/doom_crewman)) (units_set_current_vitality (ai_actors containment_1/doom_crewman) 1.00 0.00) (unit_doesnt_drop_items (ai_actors containment_1/doom_crewman)) (sleep_until (volume_test_objects containment_1_slam (ai_actors containment_1/doom_crewman)) 1 delay_witness) (device_set_position containment_1_door_1 0.00) (sound_impulse_start sound\dialog\a10\a10_500_crewman3 (list_get (ai_actors containment_1/doom_crewman) 0) 1.00) (ai_defend containment_1_anti/anti) (ai_magically_see_encounter containment_1_anti containment_1) (ai_defend containment_1/forward) (sleep 30) (object_can_take_damage (ai_actors containment_1/doom_crewman)) (sleep_until (and (volume_test_objects containment_1_slam (ai_actors containment_1/doom_crewman)) (objects_can_see_object (players) containment_1_door_2 30.00)) 1 delay_witness) (sleep_until (objects_can_see_object (players) (list_get (ai_actors containment_1/doom_crewman) 0) 25.00) 1 delay_witness) (effect_new weapons\plasma grenade\effects\explosion containment_1_flag_4) (device_set_position containment_1_door_2 0.00) (sleep_until (= 0.00 (device_get_position containment_1_door_1))) (set mark_containment_1 true) (ai_migrate containment_1 containment_1/search) (ai_command_list containment_1/forward_security first_contact_3) (sleep 30) (ai_conversation containment_1_1))) (script dormant void mission_crossfire_post (begin (sleep_until (= (device_get_position crossfire_door_1) 0.00) 1) (ai_braindead crossfire_anti/first true) (sleep_until (= (device_get_position crossfire_door_2) 0.00) 1) (ai_braindead crossfire_anti/last true))) (script dormant void mission_crossfire (begin (wake mission_crossfire_post) (sleep_until (volume_test_objects crossfire_trigger_1 (players)) 1) (game_save) (ai_place fetch/fetch) (object_cannot_take_damage (ai_actors fetch)) (units_set_current_vitality (ai_actors fetch) 1.00 0.00) (unit_doesnt_drop_items (ai_actors fetch)) (ai_place crossfire) (object_cannot_take_damage (ai_actors crossfire)) (units_set_current_vitality (ai_actors crossfire) 1.00 0.00) (unit_doesnt_drop_items (ai_actors crossfire)) (object_cannot_take_damage (ai_actors crossfire)) (ai_place crossfire_anti) (ai_berserk crossfire_anti false) (object_cannot_take_damage (ai_actors crossfire_anti)) (units_set_current_vitality (ai_actors crossfire_anti) 1.00 0.00) (unit_doesnt_drop_items (ai_actors crossfire_anti)) (ai_force_active crossfire true) (ai_force_active crossfire_anti true) (ai_magically_see_encounter crossfire_anti crossfire) (ai_magically_see_encounter crossfire crossfire_anti) (ai_playfight crossfire_anti true) (ai_try_to_fight crossfire_anti crossfire) (ai_try_to_fight crossfire crossfire_anti) (sleep_until (or (volume_test_objects crossfire_trigger_2 (players)) (objects_can_see_flag (players) crossfire_flag_2 30.00)) 1 delay_dawdle) (ai_defend crossfire_anti/first) (sleep_until (or (volume_test_objects fetch_trigger_3 (players)) (and (objects_can_see_object (players) (list_get (ai_actors fetch/fetch) 0) 20.00) (volume_test_objects fetch_trigger_2 (players)))) 1 delay_dawdle) (device_set_position crossfire_door_1 0.00) (sleep_until (or (volume_test_objects fetch_trigger_3 (players)) (and (objects_can_see_object (players) (list_get (ai_actors fetch/fetch) 0) 20.00) (volume_test_objects fetch_trigger_2 (players)))) 1) (ai_command_list_advance fetch/fetch) (ai_conversation fetch_1) (sleep_until (or (volume_test_objects fetch_trigger_3 (players)) (and (objects_can_see_object (players) (list_get (ai_actors fetch/fetch) 0) 20.00) (volume_test_objects fetch_trigger_2 (players)))) 1) (sleep_until (> (ai_conversation_status fetch_1) 4) 1) (sleep 5) (ai_command_list fetch/fetch fetch_1) (sleep_until (volume_test_objects crossfire_trigger_4 (players)) 1) (sleep_until (= 2 (ai_command_list_status (ai_actors fetch/fetch))) 1) (ai_defend crossfire/last) (ai_defend crossfire_anti/last) (ai_command_list_advance fetch/fetch) (sound_impulse_start sound\dialog\a10\a10_610_aussie (list_get (ai_actors fetch/fetch) 0) 2.00) (sleep_until (or (volume_test_objects crossfire_trigger_5 (players)) (and (volume_test_objects crossfire_trigger_4 (players)) (objects_can_see_object (players) (list_get (ai_actors fetch/fetch) 0) 15.00))) 1) (object_can_take_damage (ai_actors crossfire/rash_crewman)) (effect_new weapons\plasma grenade\effects\explosion crossfire_flag_1) (ai_kill crossfire/rash_crewman) (ai_command_list fetch/fetch fetch_2) (device_set_position crossfire_door_2 0.00) (sleep_until (or (volume_test_objects shoot_trigger_3 (players)) (and (volume_test_objects bridge_trigger_1 (players)) (objects_can_see_object (players) (list_get (ai_actors fetch/fetch) 0) 30.00))) 1) (ai_command_list fetch/fetch fetch_3) (sleep_until (= 2 (ai_command_list_status (ai_actors fetch/fetch))) 1) (if (volume_test_objects shoot_trigger_2 (ai_actors fetch/fetch)) (ai_command_list fetch/fetch fetch_3)) (sleep_until (or (objects_can_see_object (players) (list_get (ai_actors fetch/fetch) 0) 15.00) mark_bridge_cutscene_start) 1) (if (not mark_bridge_cutscene_start) (sound_impulse_start sound\dialog\a10\a10_620_aussie (list_get (ai_actors fetch/fetch) 0) 1.00)) (sleep_until mark_bridge_cutscene_start) (ai_erase crossfire) (ai_erase crossfire_anti) (ai_erase fetch/fetch))) (script static void bridge_flavor (begin (object_create pod_1) (object_create pod_2) (object_create pod_3) (object_create pod_4) (object_create pod_5) (object_create pod_6) (object_create pod_7) (object_create pod_8) (object_create pilot_1) (object_create pilot_2) (ai_place bridge/pod_crewman_1) (vehicle_load_magic pod_1 (ai_actors bridge/pod_crewman_1)) (ai_place bridge/pod_crewman_2) (vehicle_load_magic pod_2 (ai_actors bridge/pod_crewman_2)) (ai_place bridge/pod_crewman_3) (vehicle_load_magic pod_3 (ai_actors bridge/pod_crewman_3)) (ai_place bridge/pod_crewman_4) (vehicle_load_magic pod_4 (ai_actors bridge/pod_crewman_4)) (ai_place bridge/pod_crewman_5) (vehicle_load_magic pod_5 (ai_actors bridge/pod_crewman_5)) (ai_place bridge/pod_crewman_6) (vehicle_load_magic pod_6 (ai_actors bridge/pod_crewman_6)) (ai_place bridge/pod_crewman_8) (vehicle_load_magic pod_8 (ai_actors bridge/pod_crewman_8)) (ai_place bridge/pilot_crewman_1) (vehicle_load_magic pilot_1 (ai_actors bridge/pilot_crewman_1)) (ai_place bridge/pilot_crewman_2) (vehicle_load_magic pilot_2 (ai_actors bridge/pilot_crewman_2)) (ai_place bridge/wander_crewman_1) (ai_place bridge/wander_crewman_2) (ai_place bridge/wander_crewman_3))) (script continuous void bridge_flavor_cycle (begin (sleep_until (and (not mark_bsp1) test_bridge_active) 1) (if mark_bsp1 (sleep -1)) (set global_random_bridge (random_range 0 9)) (if (= 1 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_11)) (if (= 2 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_12)) (if (= 3 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_13)) (if (= 4 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_14)) (if (= 5 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_12)) (if (= 6 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_11)) (if (= 7 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_17)) (if (= 8 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_18)) (if (= 9 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_1 bridge_flavor_19))))))))))) (sleep (* 30.00 (random_range 5 9))) (if (= 3 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_11)) (if (= 4 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_12)) (if (= 5 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_13)) (if (= 6 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_14)) (if (= 7 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_12)) (if (= 8 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_13)) (if (= 9 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_17)) (if (= 1 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_18)) (if (= 2 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_2 bridge_flavor_19))))))))))) (sleep (* 30.00 (random_range 5 9))) (if (= 5 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_11)) (if (= 6 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_12)) (if (= 7 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_13)) (if (= 8 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_14)) (if (= 9 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_14)) (if (= 1 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_17)) (if (= 2 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_17)) (if (= 3 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_18)) (if (= 4 global_random_bridge) (begin (ai_command_list bridge/wander_crewman_3 bridge_flavor_19))))))))))) (sleep (* 30.00 (random_range 5 9))))) (script static void cinematic_x20 (begin (fade_out 1.00 1.00 1.00 15) (sleep 15) (ai_erase bridge/pilot_crewman_1) (object_destroy pilot_1) (object_destroy keyesa10) (if cinematic_x20 cinematic_x20) cinematic_x20 (wake title_escape) (fade_out 1.00 1.00 1.00 0) (sleep 5) (switch_bsp 1) (object_teleport cinematic_x20 chief_basea10) (object_teleport cinematic_x20 player1_playona10) (player_enable_input false) (player_camera_control false) (object_create_anew keyesa10) (object_create_anew pistola10) (object_create pilot_1) (ai_place bridge/pilot_crewman_1) (vehicle_load_magic pilot_1 (ai_actors bridge/pilot_crewman_1)) (object_teleport keyesa10 keyes_pistol_basea10) (objects_attach keyesa10 right hand pistola10 keyes grip) (sleep 30) (fade_in 1.00 1.00 1.00 30) (sleep 30) (sound_impulse_start sound\dialog\a10\a10_flavor_290_captkeyes keyesa10 1.00) (custom_animation keyesa10 cinematics\animations\captain\x20\x20 give_weapon true) (sleep 30) (object_destroy pistola10) (sleep_until (< (unit_get_custom_animation_time keyesa10) 57)) (ai_attach_free keyesa10 characters\captain\captain) (sleep (sound_impulse_time sound\dialog\a10\a10_flavor_290_captkeyes)) (player_enable_input true) (player_camera_control true))) (script dormant void bridge_leave_prompt (begin (sleep 300) (if (volume_test_objects bridge_trigger_3 (players)) (sound_impulse_start sound\dialog\a10\a10_flavor_300_captkeyes keyesa10 1.00)) (sleep 360) (if (volume_test_objects bridge_trigger_3 (players)) (sound_impulse_start sound\dialog\a10\a10_flavor_310_captkeyes keyesa10 1.00)) (sleep (sound_impulse_time sound\dialog\a10\a10_flavor_310_captkeyes)) (sleep 60) (ai_command_list_by_unit keyesa10 keyes_2) (sleep 390) (if (volume_test_objects bridge_all (players)) (sound_impulse_start sound\dialog\a10\a10_641_cortana none 1.00)))) (script static void bridge_kill_kill_kill (begin (device_set_position_immediate bridge_kill_door_2 0.00) (volume_teleport_players_not_inside bridge_all x20_post_flag_2) (sleep -1 bridge_leave_prompt) (sleep -1 flavor_watchit) (sound_impulse_start sound\dialog\a10\a10_642_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a10\a10_642_cortana)) (sound_impulse_start sound\dialog\a10\a10_643_cortana none 1.00) (ai_allegiance_remove player human) (sleep 60) (ai_place bridge_kill) (object_cannot_take_damage (ai_actors bridge_kill)) (device_set_position_immediate bridge_kill_door_1 1.00) (ai_magically_see_players bridge_kill) (sleep 240) (if (and global_meg_egg (not (game_is_cooperative)) (= (game_difficulty_get) impossible)) (device_set_position_immediate bridge_kill_door_3 1.00)))) (script dormant void mission_bridge (begin (sleep_until (volume_test_objects bridge_trigger_1 (players)) 1) (ai_dialogue_triggers false) (set play_music_a10_01 false) (game_save) (set test_bridge_active true) (object_create keyesa10) (ai_attach_free keyesa10 characters\captain\captain) (unit_set_seat keyesa10 alert) (ai_command_list_by_unit keyesa10 keyes_2) mission_bridge (sleep_until (volume_test_objects bridge_all (players)) 1) (sleep 60) (sleep_until (or (volume_test_objects bridge_trigger_3 (players)) (not (volume_test_objects bridge_all (players)))) 1) (set mark_bridge_cutscene_start true) mission_bridge (set play_music_a10_03 true) (vehicle_load_magic pilot_1 (ai_actors bridge/pilot_crewman_1)) (device_set_position bridge_door_1 0.00) (device_set_position bridge_door_2 0.00) (device_set_position bridge_door_3 0.00) (set mark_bridge_cutscene true) (device_set_position_immediate crossfire_door_1 0.00) (device_set_position_immediate crossfire_door_2 0.00) (ai_erase crossfire) (ai_erase crossfire_anti) (ai_erase fetch/fetch) (sleep -1 mission_crossfire) (wake bridge_leave_prompt) (set bridge_living_count (ai_living_count bridge)) (sleep_until (or (< (unit_get_health keyesa10) 1.00) (< (ai_living_count bridge) bridge_living_count) (> (structure_bsp_index) 1)) 5) (if (not (> (structure_bsp_index) 1)) mission_bridge))) (script dormant void mission_shoot (begin (object_destroy bridge_barricade_1) (object_create bridge_barricade_1) (sleep_until (volume_test_objects shoot_trigger_1 (players)) 1) (game_save) (ai_dialogue_triggers true) (sleep_until (volume_test_objects shoot_trigger_3 (players)) 1) (player_add_equipment mission_shoot bridge0_profile false) (set mark_weapon true) (ai_place shoot_anti) (unit_doesnt_drop_items (ai_actors shoot_anti)) (ai_try_to_fight_player shoot_anti) (ai_magically_see_players shoot_anti) (sleep 15) (player_add_equipment mission_shoot bridge1_profile false) (sleep_until (volume_test_objects shoot_trigger_3 (players)) 1) (set mark_shoot true))) (script dormant void mission_cafeteria (begin (sleep_until (volume_test_objects cafeteria_trigger_1 (players)) 1) (set test_bridge_active false) (ai_place cafeteria/init_marine) (objects_predict (ai_actors cafeteria)) (ai_place cafeteria_anti/init_elite) (object_cannot_take_damage (ai_actors cafeteria_anti/init_elite)) (ai_place cafeteria_anti/init_grunt) (ai_magically_see_encounter cafeteria_anti cafeteria) (ai_magically_see_encounter cafeteria cafeteria_anti) (sleep_until (= 0 (ai_living_count shoot_anti)) 5 delay_lost) (object_create cafeteria_ar) (object_create cafeteria_marine) (game_save) (device_set_power cafeteria_door_4 1.00) (device_set_position cafeteria_door_4 1.00) (ai_magically_see_encounter cafeteria shoot_anti) (sleep_until (volume_test_objects cafeteria_trigger_2 (players)) 1) (object_can_take_damage (ai_actors cafeteria_anti/init_elite)) (set play_music_a10_03 false) (ai_conversation marine_1) (sleep_until (or (> 3 (ai_living_count cafeteria_anti/init)) (volume_test_objects cafeteria_trigger_3 (players))) 1) (ai_place cafeteria/rein_marine) (device_set_power cafeteria_door_1 1.00) (device_set_position cafeteria_door_1 1.00) (sleep_until (or (= 0 (ai_living_count cafeteria_anti/init)) (volume_test_objects cafeteria_trigger_3 (players))) 1) (ai_retreat cafeteria/init) (ai_place cafeteria_anti/flank) (ai_place cafeteria_anti/retreat_grunt) (device_set_power cafeteria_door_2 1.00) (device_set_position cafeteria_door_2 1.00) (device_set_power cafeteria_door_3 1.00) (device_set_position cafeteria_door_3 1.00) (ai_magically_see_encounter cafeteria_anti cafeteria) (ai_magically_see_encounter cafeteria cafeteria_anti) (sleep_until (not (or (volume_test_objects cafeteria_trigger_4 (players)) (volume_test_objects cafeteria_trigger_4 (ai_actors cafeteria)))) 1) (device_set_position cafeteria_door_1 0.00) (sleep_until (= 0.00 (device_get_position cafeteria_door_1)) 1) (device_set_power cafeteria_door_1 0.00))) (script dormant void mission_airlock_1 (begin (sleep_until (volume_test_objects bsp1,2 (players)) 1) (game_save_no_timeout) (ai_place airlock_1) (units_set_current_vitality (ai_actors airlock_1/airlock_marine) 1.00 0.00) (ai_place airlock_1_anti/backstab_elite) (ai_magically_see_encounter airlock_1_anti airlock_1) (ai_magically_see_encounter airlock_1 airlock_1_anti) (sleep_until (volume_test_objects airlock_1_trigger_1 (players)) 1) (player_effect_set_max_translation 0.06 0.02 0.12) (player_effect_set_max_rotation 2.00 5.00 5.00) (player_effect_set_max_rumble 0.80 0.10) (player_effect_start 1.00 0.00) (sound_impulse_start sound\sfx\ambience\a10\pillarhits none 2.00) (player_effect_stop 1.00) (set play_music_a10_04 true) (sleep 30) (ai_conversation airlock_1_1) (sleep_until (or (volume_test_objects airlock_1_trigger_2 (players)) (< 4 (ai_conversation_status airlock_1_1))) 1) (ai_migrate airlock_1/init_marine airlock_1/search) (sleep_until (volume_test_objects airlock_1_trigger_2 (players)) 1) (sleep_until (or (volume_test_objects airlock_1_trigger_3 (players)) (objects_can_see_object (players) airlock_1_door_1 25.00)) 1 delay_witness) (sleep_until (or (volume_test_objects airlock_1_trigger_3 (players)) (objects_can_see_object (players) airlock_1_door_1 25.00)) 1) (sleep 30) (ai_command_list_advance airlock_1/airlock_marine) (sleep 15) (effect_new weapons\plasma grenade\effects\explosion airlock_1_flag_1) (device_set_power airlock_1_door_1 1.00) (device_set_position_immediate airlock_1_door_1 1.00) (device_set_power airlock_1_door_1 0.00) (set play_music_a10_04 false) (set play_music_a10_05 true) (sleep 2) (ai_place airlock_1_anti/boarding) (ai_migrate airlock_1/search airlock_1/airlock) (ai_migrate airlock_1/airlock_marine airlock_1/airlock) (ai_magically_see_encounter airlock_1_anti airlock_1) (ai_magically_see_encounter airlock_1 airlock_1_anti) (sleep_until (> 0.75 (ai_strength airlock_1_anti/boarding)) 1) (ai_defend airlock_1_anti/boarding) (ai_magically_see_encounter airlock_1_anti airlock_1) (sleep_until (or (> 0.50 (ai_strength airlock_1_anti/boarding)) (volume_test_objects airlock_1_trigger_4 (players))) 1) (ai_migrate airlock_1_anti/boarding airlock_1_anti/advance) (sleep 45) (sleep_until (volume_test_objects airlock_1_trigger_4 (players)) 1) (ai_migrate airlock_1/main airlock_1/advance) (sleep_until (or (> 0.25 (ai_strength airlock_1_anti/boarding)) (volume_test_objects airlock_1_trigger_5 (players))) 1) (ai_migrate airlock_1_anti/boarding airlock_1_anti/end) (sleep 45) (sleep_until (volume_test_objects airlock_1_trigger_5 (players)) 1) (ai_migrate airlock_1/main airlock_1/end) (sleep_until (= 0 (ai_living_count airlock_1_anti)) 1) (sleep 45) (ai_conversation airlock_1_2))) (script dormant void mission_flank (begin (sleep_until (volume_test_objects flank_trigger_1 (players)) 1) (game_save_no_timeout) (sleep 5) (ai_place flank) (ai_place flank_anti/init) (ai_playfight flank true) (ai_playfight flank_anti true) (ai_magically_see_encounter flank flank_anti) (ai_magically_see_encounter flank_anti flank) (sleep_until (or (volume_test_objects flank_trigger_1 (players)) (volume_test_objects flank_trigger_2 (players))) 1) (ai_playfight flank false) (ai_playfight flank_anti false) (set play_music_a10_05_alt true) (sleep_until (or (volume_test_objects flank_trigger_2 (players)) (volume_test_objects flank_trigger_3 (players))) 1) (if (volume_test_objects flank_trigger_2 (players)) (ai_conversation flank_1)) (sleep_until (or (< (ai_living_count flank_anti/init) 2) (volume_test_objects flank_trigger_3 (players))) 1) (ai_place flank_anti/rein) (ai_place flank_anti/last_grunt) (ai_magically_see_encounter flank_anti/rein flank) (sleep_until (volume_test_objects flank_trigger_4 (players)) 1) (ai_timer_expire flank_anti/last_grunt) (set play_music_a10_05_alt false))) (script dormant void mission_loop (begin (sleep_until (volume_test_objects loop_trigger_1 (players)) 1) (game_save_no_timeout) (ai_place loop) (ai_braindead loop/doom_crewman true) (ai_place loop_anti/init) (ai_force_active loop true) (ai_force_active loop_anti true) (ai_magically_see_encounter loop_anti loop) (ai_magically_see_encounter loop loop_anti) (object_pvs_set_object (list_get (ai_actors loop/doom_crewman) 0)) (sleep 5) (effect_new weapons\plasma grenade\effects\explosion loop_flag_1) (sleep 30) (effect_new weapons\plasma grenade\effects\explosion loop_flag_2) (ai_kill loop/doom_crewman) (set play_music_a10_05_alt true) (sleep_until (or (volume_test_objects loop_trigger_2 (players)) (volume_test_objects loop_trigger_3 (players))) 1) (object_pvs_clear) (ai_place loop_anti/search_grunt) (sleep_until (= 0 (ai_living_count loop_anti)) 1) (sleep 15) (ai_migrate loop airlock_2/airlock) (set play_music_a10_05_alt false))) (script dormant void mission_airlock_2 (begin (sleep_until (volume_test_objects airlock_2_trigger_1 (players)) 1) (game_save) (ai_place airlock_2_anti/init) (ai_magically_see_encounter airlock_2 airlock_2_anti) (ai_magically_see_encounter airlock_2_anti airlock_2) (sleep 30) (set play_music_a10_05_alt true) (sleep_until (volume_test_objects airlock_2_trigger_1 (players)) 1) (ai_place airlock_2_anti/rein) (set play_music_a10_05_alt false))) (script dormant void mission_knot (begin (sleep_until (volume_test_objects knot_trigger_1 (players)) 1) (set play_music_a10_05 false) (game_save) (sleep_until (volume_test_objects knot_trigger_2 (players)) 1) (ai_place knot) (ai_place knot_anti) (ai_magically_see_encounter knot knot_anti) (ai_magically_see_encounter knot_anti knot) (sleep 60) (units_set_current_vitality (ai_actors knot) 1.00 0.00))) (script dormant void mission_stairs (begin (sleep_until (volume_test_objects bsp3,4 (players)) 1) (game_save) (ai_place stairs/init) (ai_place stairs_anti/init) (ai_magically_see_encounter stairs stairs_anti) (ai_magically_see_encounter stairs_anti stairs) (sleep_until (or (> 4 (ai_living_count stairs_anti/init)) (volume_test_objects stairs_trigger_5 (players))) 1) (ai_conversation stairs_1) (sleep_until (or (> 4 (ai_living_count stairs_anti/init)) (volume_test_objects stairs_trigger_2 (players))) 1) (ai_place stairs_anti/lower) (device_set_power stairs_door_1 1.00) (device_set_position stairs_door_1 1.00) (sleep_until (or (and (> 4 (ai_living_count stairs_anti/init)) (> 4 (ai_living_count stairs_anti/lower))) (volume_test_objects stairs_trigger_2 (players))) 1) (ai_place stairs_anti/upper) (device_set_power stairs_door_2 1.00) (device_set_position stairs_door_2 1.00) (sleep_until (or (and (= 0 (ai_living_count stairs_anti/init)) (= 0 (ai_living_count stairs_anti/lower))) (volume_test_objects stairs_trigger_2 (players))) 1) (ai_migrate stairs containment_2) (ai_follow_target_players containment_2) (sleep 90) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 0)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 0)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 1)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 1)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 2)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 2)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 3)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 3)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 4)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 4)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 5)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 5)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 6)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 6)) stairs_1)) (if (volume_test_objects stairs_trigger_4 (list_get (ai_actors containment_2) 7)) (ai_command_list_by_unit (unit (list_get (ai_actors containment_2) 7)) stairs_1)))) (script dormant void mission_containment_2 (begin (sleep_until (volume_test_objects containment_2_trigger_1 (players)) 1) (game_save) (ai_place containment_2_anti) (ai_migrate stairs containment_2) (ai_follow_target_players containment_2))) (script continuous void lifepod_1_blasts (begin (sleep_until test_lifepod_blasts 1) (set mark_lifepod_blasts true) (effect_new effects\bursts\space beam lifepod_1_flag_1a) (sleep 10) (sleep 5) (effect_new effects\bursts\space beam lifepod_1_flag_1c) (sleep 15) (sleep 10) (effect_new effects\bursts\space beam lifepod_1_flag_1e) (set mark_lifepod_blasts false) (sleep 120) (sleep_until test_lifepod_blasts 1) (set mark_lifepod_blasts true) (effect_new effects\bursts\space beam lifepod_1_flag_2a) (sleep 5) (sleep 10) (effect_new effects\bursts\space beam lifepod_1_flag_2c) (sleep 10) (sleep 5) (effect_new effects\bursts\space beam lifepod_1_flag_2e) (set mark_lifepod_blasts false))) (script dormant void lifepod_1_launch_1 (begin (sleep_until (objects_can_see_object (players) lifepod_1_light_1 40.00) 1 delay_witness) (effect_new levels\a10\devices\lifepod device\effects\explosion lifepod_1_bflag_1) (sleep 3) (object_destroy lifepod_1_bdoor_1) (device_set_position lifepod_1_1 1.00) (sleep 15) (ai_conversation lifepod_launch_1) (sleep 15) (effect_new effects\bursts\space beam lifepod_1_flag_1a) (sleep 10) (sleep 5) (effect_new effects\bursts\space beam lifepod_1_flag_1c) (sleep 15) (sleep 10) (effect_new effects\bursts\space beam lifepod_1_flag_1e) (sleep 10) (object_destroy lifepod_1_light_1) (object_create lifepod_1_light_3) (set mark_launch_1 true) (sleep_until (> (device_get_position lifepod_1_1) 0.95) 1) (object_destroy lifepod_1_1))) (script dormant void lifepod_1_launch_3 (begin (sleep_until (objects_can_see_object (players) lifepod_1_light_3 40.00) 1 delay_witness) (effect_new levels\a10\devices\lifepod device\effects\explosion lifepod_1_bflag_3) (sleep 3) (object_destroy lifepod_1_bdoor_3) (device_set_position lifepod_1_3 1.00) (sleep 15) (effect_new effects\bursts\space beam lifepod_1_flag_2a) (sleep 10) (sleep 5) (effect_new effects\bursts\space beam lifepod_1_flag_2c) (sleep 15) (sleep 10) (effect_new effects\bursts\space beam lifepod_1_flag_2e) (sleep 10) (object_destroy lifepod_1_light_3) (object_create lifepod_1_light_2) (set mark_launch_3 true) (sleep_until (> (device_get_position lifepod_1_3) 0.95) 1) (object_destroy lifepod_1_3))) (script dormant void lifepod_1_flavor (begin (sleep_until (volume_test_objects lifepod_1_trigger_1 (players)) 1) (object_create lifepod_1_1) (object_create lifepod_1_2) (object_create lifepod_1_3) (object_create lifepod_1_bdoor_1) (object_create lifepod_1_bdoor_2) (object_create lifepod_1_bdoor_3) (object_create lifepod_1_light_1) (set test_lifepod_blasts true) (sound_impulse_start sound\dialog\a10\a10_690_captkeyes none 1.00) (sleep_until (volume_test_objects lifepod_trigger_3 (players)) 1 (sound_impulse_time sound\dialog\a10\a10_690_captkeyes)) (sound_impulse_start sound\dialog\a10\a10_700_captkeyes none 1.00) (sleep_until (or (volume_test_objects lifepod_trigger_3 (players)) (volume_test_objects lifepod_1_trigger_2 (players))) 1) (set test_lifepod_blasts false) (sleep_until (or (volume_test_objects lifepod_trigger_3 (players)) (not mark_lifepod_blasts)) 1) (wake lifepod_1_launch_1) (sleep_until (or (volume_test_objects lifepod_trigger_3 (players)) mark_launch_1) 1) (sleep_until (volume_test_objects lifepod_trigger_3 (players)) 1 30) (wake lifepod_1_launch_3) (sleep_until (or (volume_test_objects lifepod_trigger_3 (players)) mark_launch_1) 1) (sleep_until (or (volume_test_objects lifepod_trigger_3 (players)) (volume_test_objects lifepod_trigger_3 (players))) 1 30) (sleep_until (objects_can_see_object (players) lifepod_1_light_2 40.00) 1 delay_witness) (effect_new levels\a10\devices\lifepod device\effects\explosion lifepod_1_bflag_2) (sleep 3) (object_destroy lifepod_1_bdoor_2) (set test_lifepod_blasts false) (effect_new effects\bursts\space beam lifepod_1_flag_3a) (sleep 10) (effect_new effects\bursts\space beam lifepod_1_flag_3b) (device_set_position lifepod_1_2 1.00) (sleep_until (< 0.15 (device_get_position lifepod_1_2)) 1) (effect_new effects\bursts\space beam lifepod_1_flag_3c) (sleep 2) (effect_new weapons\plasma grenade\effects\explosion lifepod_1_flavor_flag_1) (effect_new weapons\plasma grenade\effects\explosion lifepod_1_flavor_flag_2) (effect_new weapons\plasma grenade\effects\explosion lifepod_1_flavor_flag_3) (sleep 2) (object_destroy lifepod_1_2) (effect_new levels\a10\devices\lifepod device\effects\explosion lifepod_1_flavor_flag_1) (effect_new levels\a10\devices\lifepod device\effects\explosion lifepod_1_flavor_flag_2) (effect_new levels\a10\devices\lifepod device\effects\explosion lifepod_1_flavor_flag_3) (sleep 15) (effect_new effects\bursts\space beam lifepod_1_flag_3d) (sleep 10) (effect_new effects\bursts\space beam lifepod_1_flag_3e) (object_destroy lifepod_1_light_2) (ai_conversation_advance lifepod_launch_1))) (script dormant void mission_lifepod_1 (begin (wake lifepod_1_flavor) (sleep_until (volume_test_objects lifepod_1_trigger_1 (players)) 1) (game_save) (ai_place lifepod_1_anti))) (script dormant void mission_tunnel (begin (sleep_until (volume_test_objects_all tunnel_trigger_close (players)) 1) (game_save) (device_set_position tunnel_door_3 0.00) (object_create tunnel_door_3a) (sleep 45) (ai_conversation tunnel_1) (sleep_until (> (device_get_position tunnel_door_3) 0.25) 1) (sleep_until (game_all_quiet) 1 delay_dawdle) (ai_conversation tunnel_2) (sleep_until (> (ai_conversation_status tunnel_2) 4) 1 delay_dawdle) (activate_team_nav_point_flag default_red player tunnel_flag_1 0.00) (sleep 30) (if (and (not (game_is_cooperative)) (= (game_difficulty_get) normal)) (display_scenario_help 6)) (sleep 90) (device_set_power tunnel_door_2 1.00) (sleep_until (volume_test_objects tunnel_trigger_2 (players)) 1) (deactivate_team_nav_point_flag player tunnel_flag_1) (set play_music_a10_06 true) (sleep_until (volume_test_objects tunnel_exit_trigger_1 (players)) 1) (ai_place tunnel_anti/rear) (ai_place tunnel_anti/forward) (sleep_until (volume_test_objects motiontracker_1 (players)) 1) (game_save) (sleep_until (volume_test_objects tunnel_exit_trigger_2 (players)) 1) (set play_music_a10_06 false) (ai_retreat tunnel_anti))) (script dormant void cryo_search (begin (device_set_position_immediate cryo_door_1 1.00) (device_set_position_immediate cryo_door_2 1.00) (sleep_until (volume_test_objects cryo_search_trigger_1 (players)) 15) (game_save) (ai_place cryo_search) (sleep_until (volume_test_objects cryo_search_trigger_2 (players)) 15) (ai_conversation search_1) (sleep 90) (sleep_until (objects_can_see_object (players) (list_get (ai_actors cryo_search/elite_major) 0) 25.00) 1 delay_witness) (ai_command_list_advance cryo_search) (sleep_until (= 2 (ai_command_list_status (ai_actors cryo_search/elite_major))) 1) (ai_command_list cryo_search cryo_search_2))) (script dormant void mission_boom (begin (sleep_until (volume_test_objects boom_trigger_1 (players)) 1) (ai_place boom_anti) (game_save) (sleep_until (or (volume_test_objects boom_trigger_2 (players)) (= 0 (ai_living_count boom_anti/elite_boom))) 1) (effect_new effects\explosions\medium explosion boom_flag_1) (sleep 10) (effect_new effects\explosions\medium explosion boom_flag_2) (sleep 5) (effect_new effects\explosions\medium explosion boom_flag_3) (sleep_until (or (volume_test_objects boom_trigger_3 (players)) (= 0 (ai_living_count boom_anti/grunt_boom))) 1 delay_wait) (effect_new effects\explosions\medium explosion boom_flag_8) (sleep 5) (effect_new effects\explosions\medium explosion boom_flag_9) (sleep 10) (effect_new effects\explosions\medium explosion boom_flag_10) (sleep_until (volume_test_objects boom_trigger_4 (players)) 1 delay_wait) (if (game_is_cooperative) (sleep 90)) (effect_new effects\explosions\medium explosion boom_flag_4) (sleep 10) (effect_new effects\explosions\medium explosion boom_flag_5) (sleep 5) (effect_new effects\explosions\medium explosion boom_flag_6) (sleep 15) (effect_new effects\explosions\medium explosion boom_flag_7) (sleep_until (< (ai_living_count boom_anti) 2) delay_late) (sleep_until (game_all_quiet)) (ai_conversation boom_1))) (script dormant void mission_final (begin (sleep_until (volume_test_objects bsp5,6 (players)) 1) (game_save) (ai_place containment_3_anti/1) (ai_place containment_3_anti/2) (ai_place containment_3) (ai_playfight containment_3 true) (ai_playfight containment_3_anti true) (sleep_until (or (volume_test_objects final_trigger_1 (players)) (volume_test_objects final_trigger_2 (players)) (volume_test_objects final_trigger_3 (players)) (volume_test_objects final_trigger_4 (players))) 1) (set play_music_a10_07 true) (ai_playfight containment_3 false) (ai_playfight containment_3_anti false) (ai_follow_target_players containment_3) (sleep_until (or (volume_test_objects final_trigger_1 (players)) (volume_test_objects final_trigger_5 (players))) 1) (ai_place containment_3_anti/3) (ai_place containment_3_anti/4) (ai_place containment_3_anti/5) (sleep_until (or (volume_test_objects final_trigger_6 (players)) (volume_test_objects final_trigger_11 (players))) 1) (game_save) (set play_music_a10_07_alt true) (ai_follow_target_disable containment_3) (ai_place lifepod_2) (ai_place lifepod_2_anti) (ai_playfight lifepod_2 true) (ai_playfight lifepod_2_anti true) (sleep_until (or (volume_test_objects final_trigger_7 (players)) (volume_test_objects final_trigger_8 (players)) (volume_test_objects final_trigger_9 (players)) (volume_test_objects final_trigger_10 (players)) (volume_test_objects final_trigger_12 (players))) 1) (ai_playfight lifepod_2 false) (ai_playfight lifepod_2_anti false) (ai_follow_target_players lifepod_2) (sleep_until (< (ai_living_count lifepod_2_anti) 3) 1 delay_lost) (sleep_until (= 0 (ai_living_count lifepod_2_anti)) 1 delay_lost) (ai_kill lifepod_2_anti) (sleep 45) (ai_conversation final_1) (sleep_until (volume_test_objects end_trigger (players)) 1 delay_late) (set play_music_a10_07 false) (set global_intercom false) (device_set_power final_door_1 1.00) (device_set_position final_door_1 1.00) (ai_conversation_stop containment_1_1) (ai_conversation_stop first_contact) (ai_conversation_stop airlock_1_1) (ai_conversation_stop airlock_1_2) (ai_conversation_stop flank_1) (ai_conversation_stop fetch_1) (ai_conversation_stop boarding_1) (ai_conversation_stop watchit_1) (ai_conversation_stop marine_1) (ai_conversation_stop stairs_1) (ai_conversation_stop lifepod_launch_1) (ai_conversation_stop tunnel_1) (ai_conversation_stop tunnel_2) (ai_conversation_stop search_1) (ai_conversation_stop boom_1) (ai_conversation_stop final_1) (ai_conversation_stop motiontracker_1) (ai_conversation_stop motiontracker_2) (ai_conversation_stop motiontracker_3) (ai_conversation_stop motiontracker_4) (object_destroy lifepod_x30) (object_destroy field_x30) (set global_rumble false) (if mission_final mission_final) mission_final (fade_out 1.00 1.00 1.00 0) (game_won))) (script dormant void fast_setup (begin (ai_place cryo_tech/tech) (objects_predict (ai_actors cryo_tech)) (ai_command_list cryo_tech/tech introduction_2) (object_create cryotube_1) (if (game_is_cooperative) (object_create cryotube_2)) (unit_enter_vehicle fast_setup cryotube_1 ct-driver) (if (game_is_cooperative) (unit_enter_vehicle fast_setup cryotube_2 ct-driver)) (object_create cryotube_1_steam_1) (object_create cryotube_1_steam_2) (if (game_is_cooperative) (object_create cryotube_2_steam_1)) (if (game_is_cooperative) (object_create cryotube_2_steam_2)) (cinematic_start) (camera_control true) (object_beautify fast_setup true) (game_skip_ticks 7) (camera_set tutorial_action_2 0) (camera_set tutorial_action_1 250) (fade_in 1.00 1.00 1.00 15) (sleep 15) (sound_looping_start sound\sinomatixx_foley\a10_cryoexit_foley none 1.00) (unit_open cryotube_1) (sleep 30) (if (game_is_cooperative) (unit_open cryotube_2)) (sleep 15) (unit_exit_vehicle fast_setup) (sleep 30) (if (game_is_cooperative) (unit_exit_vehicle fast_setup)) (sleep 150) (object_destroy cryotube_1_steam_1) (sleep 5) (object_destroy cryotube_2_steam_1) (sleep 15) (if (game_is_cooperative) (object_destroy cryotube_1_steam_2)) (sleep 5) (if (game_is_cooperative) (object_destroy cryotube_2_steam_2)) (fade_out 1.00 1.00 1.00 15) (sleep 35) (object_beautify fast_setup false) (camera_control false) (cinematic_stop) (game_skip_ticks 7) (sleep 30) (fade_in 1.00 1.00 1.00 15) (sleep 15) (player_camera_control true) (set mark_fast_setup true) (sleep 60) (unit_close cryotube_1) (sleep 15) (if (game_is_cooperative) (unit_close cryotube_2)))) (script dormant void main_setup (begin (set global_rumble true) (set global_intercom true))) (script dormant void x10_post (begin (object_create x10_1) (object_create x10_2) (object_create x10_3) (object_create x10_4) (object_create x10_5) (object_create x10_6) (object_create x10_7) (object_create x10_8) (object_create x10_9) (object_create x10_10) (object_create x10_11) (object_create x10_12) (object_create x10_13) (object_create x10_14) (object_create x10_15) (object_create x10_16) (object_create x10_17) (object_create x10_18) (object_create x10_19) (object_create x10_20) (object_create x10_21) (object_create x10_22) (object_create x10_23) (object_create x10_24) (object_create x10_25) (object_create x10_26) (object_create x10_27) (object_create x10_28) (object_create x10_29) (object_create x10_30) (object_create bridge_kill_door_3) (object_create cafeteria_door_1) (object_create bridge_kill_door_1) (object_create bridge_kill_door_2) (object_create cafeteria_door_4) (object_create crossfire_door_2) (object_create bridge_door_2) (object_create bridge_door_3) (object_create crossfire_door_1) (object_create bridge_door_1) (object_create bsp0_door) (object_create first_contact_door_4) (object_create first_contact_door_1) (object_create first_contact_door_2) (object_create blam_burn_door_1) (object_create cryo_explosion_light_2) (object_create bsp1_door) (object_create crossfire_door_2) (object_create containment_1_door_3) x10_post)) (script dormant void linkage (begin (ai_link_activation containment_1 containment_1_anti) (ai_link_activation containment_1_anti containment_1) (ai_link_activation first_contact first_contact_anti) (ai_link_activation first_contact_anti first_contact) (ai_link_activation crossfire crossfire_anti) (ai_link_activation crossfire_anti crossfire) (ai_link_activation shoot shoot_anti) (ai_link_activation shoot_anti shoot) (ai_link_activation cafeteria cafeteria_anti) (ai_link_activation cafeteria_anti cafeteria) (ai_link_activation airlock_1 airlock_1_anti) (ai_link_activation airlock_1_anti airlock_1) (ai_link_activation flank flank_anti) (ai_link_activation flank_anti flank) (ai_link_activation loop loop_anti) (ai_link_activation loop_anti loop) (ai_link_activation airlock_2 airlock_2_anti) (ai_link_activation airlock_2_anti airlock_2) (ai_link_activation knot knot_anti) (ai_link_activation knot_anti knot) (ai_link_activation stairs stairs_anti) (ai_link_activation stairs_anti stairs) (ai_link_activation containment_2 containment_2_anti) (ai_link_activation containment_2_anti containment_2) (ai_link_activation containment_3 containment_3_anti) (ai_link_activation containment_3_anti containment_3) (ai_link_activation lifepod_2 lifepod_2_anti) (ai_link_activation lifepod_2_anti lifepod_2))) (script startup void mission_a10 (begin (fade_out 0.00 0.00 0.00 0) (ai_allegiance player human) (ai_grenades false) (ai_dialogue_triggers false) (if mission_a10 mission_a10) mission_a10 (fade_out 1.00 1.00 1.00 0) (wake x10_post) (object_set_facing mission_a10 facing_flag_1) (object_set_facing mission_a10 facing_flag_1) (if (game_is_cooperative) (begin (wake fast_setup)) (if (not (= normal (game_difficulty_get))) (begin (wake fast_setup)) (if true (begin (wake tutorial_setup))))) (wake mission_bsp) (wake music_a10) (wake linkage) (sleep_until (or mark_fast_setup mark_tutorial_setup) 1) (wake main_setup) (wake mission_cryo_explosion) (wake mission_blam_burn) (wake mission_blam_scare) (wake mission_containment_1) (wake mission_crossfire) (wake mission_bridge) (hud_set_objective_text obj_bridge) (show_hud_help_text true) (hud_set_help_text obj_bridge) (sleep 120) (show_hud_help_text false) (sleep_until mark_bridge_cutscene 1) (hud_set_objective_text obj_escape) (show_hud_help_text true) (hud_set_help_text obj_escape) (sleep 120) (show_hud_help_text false) (wake flavor_boarding) (wake flavor_watchit) (if (game_is_cooperative) (begin (ai_grenades true)) (if (not (= normal (game_difficulty_get))) (begin (ai_grenades true)) (if true (begin (ai_grenades false))))) (wake mission_shoot) (wake mission_cafeteria) (wake mission_airlock_1) (wake mission_flank) (wake mission_loop) (wake mission_airlock_2) (wake mission_knot) (wake mission_stairs) (wake mission_containment_2) (wake mission_lifepod_1) (wake mission_tunnel) (wake cryo_search) (wake mission_boom) (wake mission_final))) (script static void battle_start (begin (object_create_anew_containing x10_battle) (device_set_position x10_battle_1 1.00) (device_set_position x10_battle_2 1.00) (device_set_position x10_battle_3 1.00) (device_set_position x10_battle_4 1.00) (device_set_position x10_battle_5 1.00) (device_set_position x10_battle_6 1.00) (device_set_position x10_battle_7 1.00) (device_set_position x10_battle_8 1.00) (device_set_position x10_battle_9 1.00) (device_set_position x10_battle_10 1.00) (device_set_position x10_battle_11 1.00) (device_set_position x10_battle_12 1.00))) (script static void battle_stop (begin (object_destroy_containing x10_battle))) (script static void bomber_setup (begin (object_create_anew_containing space_bomber) (object_set_scale space_bomber_1 0.35 0) (object_set_scale space_bomber_2 0.35 0) (object_set_scale space_bomber_3 0.35 0) (object_set_scale space_bomber_4 0.35 0) (object_set_scale space_bomber_5 0.35 0) (object_set_scale space_bomber_6 0.35 0))) (script static void bomber_cleanup (begin (object_destroy_containing space_bomber))) (script static void bomber_flight_1 (begin (object_teleport space_bomber_1 bomber_base_6) (object_teleport space_bomber_2 bomber_base_7) (recording_play space_bomber_1 fly_straight) (recording_play space_bomber_2 fly_straight))) (script static void bomber_flight_2 (begin (object_teleport space_bomber_3 bomber_base_1) (object_teleport space_bomber_4 bomber_base_2) (object_teleport space_bomber_5 bomber_base_9) (recording_play space_bomber_3 fly_straight) (recording_play space_bomber_4 fly_straight) (recording_play space_bomber_5 fly_straight))) (script static void bomber_flight_3 (begin (object_teleport space_bomber_1 bomber_base_5) (object_teleport space_bomber_2 bomber_base_4) (object_teleport space_bomber_3 bomber_base_3) (recording_play space_bomber_1 fly_straight) (recording_play space_bomber_2 fly_straight) (recording_play space_bomber_3 fly_straight))) (script static void bomber_flight_4 (begin (object_teleport space_bomber_1 bomber_base_3) (object_teleport space_bomber_2 bomber_base_4) (recording_play space_bomber_1 fly_straight) (recording_play space_bomber_2 fly_straight))) (script static void bomber_flight_5 (begin (object_teleport space_bomber_4 bomber_base_8) (recording_play space_bomber_4 fly_straight))) (script static void bomber_flight_6 (begin (object_teleport space_bomber_4 bomber_base_5) (recording_play space_bomber_4 fly_straight))) (script static void flight_cleanup (begin (recording_kill space_bomber_1) (recording_kill space_bomber_2) (recording_kill space_bomber_3) (recording_kill space_bomber_4) (recording_kill space_bomber_5) (recording_kill space_bomber_6))) (script static void autumn_glory_1 (begin (object_create_anew glory_halo) (object_pvs_set_camera autumn_glory_1a) autumn_glory_1 (camera_set autumn_glory_1a2 0) (fade_in 0.00 0.00 0.00 90) (sleep 180) (camera_set autumn_glory_1b 200) (sleep 100) autumn_glory_1 (camera_set autumn_glory_1c 200) (sleep 100) (object_destroy glory_halo) (camera_set autumn_glory_1f 375) autumn_glory_1 (sleep 250) (object_destroy glory_halo))) (script static void autumn_glory_2 (begin autumn_glory_2 autumn_glory_2 autumn_glory_2 (object_create_anew keyes_x10_space) (object_create_anew space_crew_1) (object_create_anew space_crew_2) (object_create_anew space_crew_3) (object_create_anew space_chair_1) (object_create_anew space_chair_2) (object_create_anew space_display) (object_pvs_activate keyes_x10_space) (vehicle_load_magic space_chair_1 space_crew_1) (vehicle_load_magic space_chair_2 space_crew_2) (custom_animation space_crew_1 characters\marine\marine pchair-driver unarmed idle%0 false) (custom_animation space_crew_2 characters\marine\marine pchair-driver unarmed idle%2 false) (unit_set_seat keyes_x10_space alert) (object_teleport space_crew_3 space_walk_base) (rasterizer_lights_reset_for_new_map) (camera_set autumn_glory_2a 0) (camera_set autumn_glory_2b 300) (sleep 150) (camera_set autumn_glory_2c 300) (sleep 100) autumn_glory_2 (sleep 50) autumn_glory_2 autumn_glory_2 (camera_set autumn_glory_2d 300) (objects_predict keyes_x10) (objects_predict x10_chair_1r) (objects_predict x10_chair_pr) (objects_predict x10_crew_1r) (sleep 50) (sound_impulse_start sound\dialog\x10\keyes01 none 1.00) (recording_play space_crew_3 space_walk_1) (sleep 100) (sound_impulse_start sound\dialog\x10\cor01 none 1.00) autumn_glory_2 (sleep 150) (fade_out 0.00 0.00 0.00 15) (sleep 15) (object_destroy keyes_x10_space) (object_destroy_containing space_crew) (object_destroy_containing space_chair) (object_destroy space_display) autumn_glory_2)) (script dormant void x10_crew_salute_1 (begin (object_create_anew x10_crew_panic_1) (object_teleport x10_crew_panic_1 x10_salute_base_1) (custom_animation x10_crew_panic_1 cinematics\animations\crewman\x10\x10 stand_salute true) (unit_get_custom_animation_time x10_crew_panic_1) (recording_play_and_delete x10_crew_panic_1 x10_salute_1_finish))) (script dormant void x10_crew_salute_2 (begin (object_create_anew x10_crew_panic_2) (object_teleport x10_crew_panic_2 x10_salute_base_2) (recording_play x10_crew_panic_2 x10_salute_2_start) (sleep (- (recording_time x10_crew_panic_2) 60.00)) (custom_animation x10_crew_panic_2 cinematics\animations\crewman\x10\x10 stand_salute true) (unit_get_custom_animation_time x10_crew_panic_2) (recording_kill x10_crew_panic_2) (recording_play_and_delete x10_crew_panic_2 x10_salute_2_finish))) (script dormant void x10_crew_panic_1 (begin (object_create_anew x10_crew_panic_1) (object_teleport x10_crew_panic_1 x10_panic_1_base) (custom_animation x10_crew_panic_1 cinematics\animations\crewman\x10\x10 crew_panic1 true) (sleep (unit_get_custom_animation_time x10_crew_panic_1)) (object_destroy x10_crew_panic_1))) (script dormant void x10_crew_panic_2 (begin (object_create_anew x10_crew_panic_2) (object_teleport x10_crew_panic_2 x10_panic_2_base) (custom_animation x10_crew_panic_2 cinematics\animations\crewman\x10\x10 crew_panic2 true) (sleep (unit_get_custom_animation_time x10_crew_panic_2)) (object_destroy x10_crew_panic_2))) (script dormant void x10_crew_panic_3 (begin (object_create_anew x10_crew_panic_3) (object_teleport x10_crew_panic_3 x10_panic_3_base) (recording_play x10_crew_panic_3 x10_panic_run_3) (sleep 90) (object_destroy x10_crew_panic_3))) (script dormant void x10_crew_panic_4 (begin (object_create_anew x10_crew_panic_4) (object_teleport x10_crew_panic_4 x10_panic_4_base) (recording_play x10_crew_panic_4 x10_panic_run_4) (sleep (recording_time x10_crew_panic_4)) (object_destroy x10_crew_panic_4))) (script dormant void x10_crew_panic_5 (begin (object_create_anew x10_crew_panic_1) (object_teleport x10_crew_panic_1 x10_panic_5_base) (recording_play x10_crew_panic_1 x10_panic_run_5) (sleep (recording_time x10_crew_panic_1)) (object_destroy x10_crew_panic_1))) (script dormant void x10_crew_panic_6 (begin (object_create_anew x10_crew_panic_2) (object_teleport x10_crew_panic_2 x10_panic_6_base) (recording_play x10_crew_panic_2 x10_panic_run_6) (sleep (recording_time x10_crew_panic_2)) (object_destroy x10_crew_panic_2))) (script dormant void x10_crew_walk_1 (begin (object_create_anew x10_crew_panic_1) (object_teleport x10_crew_panic_1 x10_walk_1_base) (recording_play x10_crew_panic_1 x10_crew_walk_1) (sleep (recording_time x10_crew_panic_1)) (object_destroy x10_crew_panic_1))) (script dormant void x10_crew_walk_2 (begin (object_create_anew x10_crew_panic_2) (object_teleport x10_crew_panic_2 x10_walk_2_base) (recording_play x10_crew_panic_2 x10_crew_walk_2_start) (sleep (recording_time x10_crew_panic_2)) (custom_animation x10_crew_panic_2 cinematics\animations\crewman\x10\x10 stand_salute true) (sleep (unit_get_custom_animation_time x10_crew_panic_2)) (recording_play x10_crew_panic_2 x10_crew_walk_2_finish) (sleep (recording_time x10_crew_panic_2)) (object_destroy x10_crew_panic_2))) (script dormant void x10_crew_walk_3 (begin (object_create_anew x10_crew_panic_3) (object_teleport x10_crew_panic_3 x10_walk_3_base) (recording_play x10_crew_panic_3 x10_crew_walk_3) (sleep (recording_time x10_crew_panic_3)) (object_destroy x10_crew_panic_3))) (script dormant void x10_crew_walk_4 (begin (object_create_anew x10_crew_panic_4) (object_teleport x10_crew_panic_4 x10_walk_4_base) (recording_play x10_crew_panic_4 x10_crew_walk_4) (sleep (recording_time x10_crew_panic_4)) (object_destroy x10_crew_panic_4))) (script static void peer_start (begin (vehicle_load_magic x10_chair_1l x10_crew_1l) (object_teleport keyes_x10 keyes_peer) (custom_animation x10_crew_1l characters\marine\marine pilot_fidget02 true) (custom_animation keyes_x10 cinematics\animations\captain\x10\x10 inspect_console_a true))) (script static void peer_stop (begin (unit_stop_custom_animation keyes_x10) (object_teleport keyes_x10 keyes_peer_stop) (custom_animation keyes_x10 cinematics\animations\captain\x10\x10 inspect_console_b true) (custom_animation x10_crew_1l characters\marine\marine pilot_fidget03 true))) (script static void x10_chair_load (begin (object_create_anew_containing x10_chair) (object_create_anew_containing x10_crew) (vehicle_load_magic x10_chair_1l x10_crew_1l) (vehicle_load_magic x10_chair_2l x10_crew_2l) (vehicle_load_magic x10_chair_3l x10_crew_3l) (vehicle_load_magic x10_chair_1r x10_crew_1r) (vehicle_load_magic x10_chair_pl x10_crew_pl) (vehicle_load_magic x10_chair_pr x10_crew_pr) (custom_animation x10_crew_1l characters\marine\marine pchair-driver unarmed idle%0 false) (custom_animation x10_crew_2l characters\marine\marine pchair-driver unarmed idle%2 false) (custom_animation x10_crew_3l characters\marine\marine pchair-driver unarmed idle%0 false) (custom_animation x10_crew_1r characters\marine\marine pchair-driver unarmed idle%0 false) (custom_animation x10_crew_pl characters\marine\marine pchair-driver unarmed idle%2 false) (custom_animation x10_crew_pr characters\marine\marine pchair-driver unarmed idle%0 false))) (script static void x10_chair_cleanup (begin (object_destroy_containing x10_chair) (object_destroy_containing x10_crew) (object_destroy_containing x10_crew_panic))) (script static void light_switch (begin (object_create_anew_containing x10_light))) (script static void bridge (begin (cinematic_start) (camera_control true) (unit_suspended bridge true) (switch_bsp 1) bridge (object_destroy x10_crew_panic_1) (object_create_anew keyes_x10) (object_create_anew pipe_x10) (object_destroy_containing x10_crew_panic) (object_teleport keyes_x10 keyes_deck) (objects_attach keyes_x10 pipe_in_hand pipe_x10 ) (unit_set_emotion keyes_x10 3) (unit_set_seat keyes_x10 alert) (object_pvs_activate keyes_x10) (recording_play keyes_x10 keyes_look_1) (sleep 5) (fade_in 0.00 0.00 0.00 30) (camera_set keyes_x10_deck_1a 0) (camera_set keyes_x10_deck_1b 200) (sleep 200) (custom_animation keyes_x10 cinematics\animations\captain\x10\x10 how_did_they true) (camera_set keyes_x10_deck_2a 0) (camera_set keyes_react_1a 180) (sound_impulse_start sound\dialog\x10\keyes02 keyes_x10 1.00) (sleep (- (sound_impulse_time sound\dialog\x10\keyes02) 15.00)) (sound_impulse_start sound\dialog\x10\cor02 none 1.00) (sleep (sound_impulse_time sound\dialog\x10\cor02)) (recording_kill keyes_x10) (recording_play keyes_x10 keyes_walk_1) (camera_set keyes_peer_walk_1 0) (camera_set keyes_x10_peer_walk_1 200) (sound_impulse_start sound\dialog\x10\cor03 none 1.00) (sleep 100) (camera_set keyes_x10_peer_walk_2 120) (sleep 60) (wake x10_crew_salute_1) (camera_set keyes_x10_peer_walk_3 200) (sleep (sound_impulse_time sound\dialog\x10\cor03)) (wake x10_crew_salute_2) (sound_impulse_start sound\dialog\x10\keyes03 keyes_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\keyes03)) (sound_impulse_start sound\dialog\x10\cor04 none 1.00) (sleep (recording_time keyes_x10)) (objects_detach keyes_x10 pipe_x10) (camera_set keyes_x10_peer_1a 0) (camera_set keyes_peer_2a 120) (object_teleport keyes_x10 keyes_peer) (custom_animation keyes_x10 cinematics\animations\captain\x10\x10 inspect_console_a true) (custom_animation x10_crew_1l characters\marine\marine pilot_fidget01 true) (sleep 120) (object_teleport keyes_x10 keyes_deck) (unit_stop_custom_animation keyes_x10) (sound_looping_start sound\sinomatixx_foley\x10_foley1 none 1.00) (camera_set keyes_peer_2b 0) (camera_set keyes_x10_peer_1b 90) (custom_animation x10_crew_1l characters\marine\marine pilot_fidget03 true) (sleep (sound_impulse_time sound\dialog\x10\cor04)) (sound_impulse_start sound\dialog\x10\cor04b none 1.00) (sleep 60) (object_teleport keyes_x10 keyes_peer_stop) (objects_attach keyes_x10 pipe_in_hand pipe_x10 ) (recording_play keyes_x10 keyes_walk_2) (sleep 60) (camera_set keyes_x10_display_walk_1a 0) (camera_set keyes_x10_display_walk_1b 200) (sleep (sound_impulse_time sound\dialog\x10\cor04b)) (wake x10_crew_walk_1) (wake x10_crew_walk_2) (wake x10_crew_walk_3) (wake x10_crew_walk_4) (sound_impulse_start sound\dialog\x10\keyes04 keyes_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\keyes04)) (sound_impulse_start sound\dialog\x10\cor05 none 1.00) (sleep (sound_impulse_time sound\dialog\x10\cor05)) (sleep (camera_time)) (camera_set display_rev_1a 0) (object_teleport keyes_x10 keyes_x10_display) (cinematic_set_near_clip_distance 0.01) (custom_animation keyes_x10 cinematics\animations\captain\x10\x10 well_thats_it_then true) (sound_impulse_start sound\dialog\x10\cor05b none 1.00) (sleep 21) (objects_detach keyes_x10 pipe_x10) (objects_attach keyes_x10 pipe_in_hand pipe_x10 ) (camera_set display_rev_1b 200) (sleep 150) (unit_set_emotion keyes_x10 5) (sleep (- (sound_impulse_time sound\dialog\x10\cor05b) 60.00)) (unit_set_emotion keyes_x10 3) (sleep (sound_impulse_time sound\dialog\x10\cor05b)) (camera_set thats_it_then_1a 0) (camera_set thats_it_then_1b 120) (sound_impulse_start sound\dialog\x10\keyes05 keyes_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\keyes05)) (camera_set keyes_x10_alert_1a 0) (camera_set keyes_x10_alert_1b 180) bridge (wake x10_crew_panic_1) (wake x10_crew_panic_3) (sleep (sound_impulse_time sound\dialog\x10\keyes05)) (objects_predict cortana_x10) (sound_impulse_start sound\dialog\x10\keyes06 keyes_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\keyes06)) (wake x10_crew_panic_4) (sound_impulse_start sound\dialog\x10\cor06 none 1.00) (sleep (sound_impulse_time sound\dialog\x10\cor06)) (sound_impulse_start sound\dialog\x10\keyes07 keyes_x10 1.00) (wake x10_crew_panic_2) (sleep (sound_impulse_time sound\dialog\x10\keyes07)) (unit_stop_custom_animation keyes_x10) (object_teleport keyes_x10 keyes_face_cortana) (recording_play keyes_x10 keyes_x10_look_at_cortana) (sleep (camera_time)) (object_destroy x10_crew_panic_1) (object_destroy x10_crew_panic_2) (camera_set keyes_to_cortana_1 0) (wake x10_crew_panic_5) (sound_impulse_start sound\dialog\x10\keyes08 keyes_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\keyes08)) (effect_new cinematics\effects\cortana effects\cortana on off x10_cortana_effect) (sleep 30) (object_destroy cortana_x10) (object_create cortana_x10) (object_teleport cortana_x10 cortana_face_keyes) (unit_set_emotion cortana_x10 6) (sound_impulse_start sound\dialog\x10\cor07 cortana_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\cor07)) (sleep 30) (camera_set keyes_to_cortana_2 0) (object_type_predict vehicles\pelican\pelican) (object_type_predict vehicles\fighterbomber\fighterbomber) (object_type_predict vehicles\scorpion\scorpion) (object_type_predict characters\marine_armored\marine_armored) (object_type_predict levels\a10\devices\h gun rack\h gun rack) (object_type_predict levels\a10\devices\h oxy tank\h oxy tank) (sound_impulse_start sound\dialog\x10\keyes09 keyes_x10 1.00) (sleep 30) (unit_set_emotion keyes_x10 1) (sleep (sound_impulse_time sound\dialog\x10\keyes09)) (camera_set keyes_to_cortana_3a 0) (wake x10_crew_panic_6) (sound_impulse_start sound\dialog\x10\cor08 cortana_x10 1.00) (sleep (sound_impulse_time sound\dialog\x10\cor08)) (camera_set keyes_to_cortana_3b 30) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_convolution 3 2 0.00 10.00 1.00) (cinematic_screen_effect_set_filter_desaturation_tint 0.80 0.00 1.00) (cinematic_screen_effect_set_filter 0.00 1.00 0.00 1.00 true 1.00) (sleep 15) (fade_out 0.80 0.00 1.00 15) (sleep 15) (object_destroy cortana_x10) (object_destroy keyes_x10) bridge (cinematic_screen_effect_stop))) (script dormant void x10_hog_1 (begin (object_create_anew x10_warthog_1) (object_create_anew hog_1_driver) (object_create_anew hog_1_passenger) (object_create_anew hog_1_gunner) (vehicle_load_magic x10_warthog_1 w-driver hog_1_driver) (vehicle_load_magic x10_warthog_1 w-passenger hog_1_passenger) (vehicle_load_magic x10_warthog_1 w-gunner hog_1_gunner) (object_teleport x10_warthog_1 x10_hog_1) (recording_play x10_warthog_1 x10_hog_1_run) (sleep (recording_time x10_warthog_1)) (object_destroy x10_warthog_1) (object_destroy hog_1_driver) (object_destroy hog_1_passenger) (object_destroy hog_1_gunner))) (script dormant void x10_hog_2 (begin (object_create_anew x10_warthog_2) (object_create_anew hog_2_driver) (vehicle_load_magic x10_warthog_2 w-driver hog_2_driver) (object_teleport x10_warthog_2 x10_hog_2_base) (recording_play x10_warthog_2 x10_hog_2_run) (sleep (recording_time x10_warthog_2)) (object_destroy x10_warthog_2) (object_destroy hog_2_driver))) (script dormant void x10_hog_3 (begin (object_create_anew x10_warthog_3) (object_create_anew hog_3_driver) (vehicle_load_magic x10_warthog_3 w-driver hog_3_driver) (object_teleport x10_warthog_3 x10_hog_3_base) (recording_play x10_warthog_3 x10_hog_3_run) (sleep (recording_time x10_warthog_3)) (object_destroy x10_warthog_3) (object_destroy hog_3_driver))) (script dormant void tank_run_1 (begin (object_create_anew x10_run_1a) (object_create_anew x10_run_1b) (object_create_anew x10_run_1c) (object_create_anew x10_run_1d) (object_teleport x10_run_1a x10_run_1a_base) (object_teleport x10_run_1b x10_run_1b_base) (object_teleport x10_run_1c x10_run_1a_base) (object_teleport x10_run_1d x10_run_1b_base) (recording_play_and_delete x10_run_1a x10_run_1a) (recording_play_and_delete x10_run_1b x10_run_1b) (sleep 60) (recording_play_and_delete x10_run_1c x10_run_1a) (recording_play_and_delete x10_run_1d x10_run_1b))) (script dormant void tank_run_2 (begin (object_create_anew x10_run_2a) (object_create_anew x10_run_2b) (object_create_anew x10_run_2c) (object_create_anew x10_run_2d) (object_teleport x10_run_2a x10_run_2a_base) (object_teleport x10_run_2b x10_run_2b_base) (object_teleport x10_run_2c x10_run_2a_base) (object_teleport x10_run_2d x10_run_2b_base) (recording_play_and_delete x10_run_2a x10_run_2b) (recording_play_and_delete x10_run_2b x10_run_2a) (sleep 60) (recording_play_and_delete x10_run_2c x10_run_2b) (recording_play_and_delete x10_run_2d x10_run_2a))) (script static void dressing_1 (begin (object_create_anew_containing x10_rack_1) (object_create_anew_containing x10_oxy_1) (object_create_anew x10_warthog_1a) (object_create_anew x10_warthog_1b) (object_create_anew x10_warthog_1c) (object_create_anew x10_warthog_1d) (object_create_anew x10_tank_1a))) (script static void dressing_1_cleanup (begin (object_destroy_containing x10_rack_1) (object_destroy_containing x10_oxy_1) (object_destroy x10_warthog_1a) (object_destroy x10_warthog_1b) (object_destroy x10_warthog_1c) (object_destroy x10_warthog_1d))) (script static void dressing_2 (begin (object_create_anew_containing x10_oxy_2) (object_create_anew_containing x10_warthog_2) (object_create_anew x10_tank_2a))) (script static void dressing_2_cleanup (begin (object_destroy_containing x10_oxy_2) (object_destroy_containing x10_warthog_2) (object_destroy x10_tank_2a))) (script static void dressing_3 (begin (object_create_anew_containing x10_rack_3) (object_create_anew x10_pel_3a) (object_create_anew_containing x10_tank_3))) (script static void dressing_3_cleanup (begin (object_destroy_containing x10_rack_3) (object_destroy x10_pel_3a) (object_destroy_containing x10_tank_3))) (script dormant void x10_hog_4 (begin (object_create_anew x10_warthog_2) (object_create_anew hog_2_driver) (vehicle_load_magic x10_warthog_2 w-driver hog_2_driver) (object_teleport x10_warthog_2 x10_hog_4_base) (recording_play x10_warthog_2 x10_hog_4_run) (sleep (recording_time x10_warthog_2)) (object_destroy x10_warthog_2) (object_destroy hog_2_driver))) (script dormant void x10_hog_5 (begin (object_create_anew x10_warthog_3) (object_create_anew hog_3_driver) (vehicle_load_magic x10_warthog_3 w-driver hog_3_driver) (object_teleport x10_warthog_3 x10_hog_5_base) (recording_play x10_warthog_3 x10_hog_5_run) (sleep (recording_time x10_warthog_3)) (object_destroy x10_warthog_3) (object_destroy hog_3_driver))) (script dormant void x10_tankpel (begin (object_create_anew x10_pelican_3) (object_create_anew x10_tank_3a) (object_teleport x10_tank_3a x10_tank_1_base) (object_teleport x10_pelican_3 x10_pelican_3_base) (recording_play x10_tank_3a x10_tank_1_move) (recording_play x10_pelican_3 x10_pelican_3_drop) (sleep (recording_time x10_pelican_3)) (object_destroy x10_pelican_3) (object_destroy x10_tank_3a))) (script static void hangar_1_cleanup_a (begin (object_destroy_containing hangar_marine) (object_destroy_containing baton))) (script static void hangar_1_cleanup_b (begin (object_destroy_containing scenery) (object_destroy_containing x10_pelican))) (script static void hangar_1 (begin (sound_class_set_gain device_machinery 1.00 0) (render_lights false) hangar_1 (object_create_anew x10_pelican_1) (object_create_anew x10_pelican_2) (object_create_anew x10_scorpion_1) (object_create_anew x10_scorpion_2) (object_create_anew hangar_marine_1) (object_create_anew hangar_marine_2) (object_create_anew hangar_marine_3) (object_create_anew hangar_marine_4) (object_create_anew scenery_pelican_1) (object_create_anew scenery_pelican_2) (object_create_anew scenery_bomber) (object_create_anew baton_r) (object_create_anew baton_l) (object_beautify hangar_marine_1 true) (unit_set_seat hangar_marine_1 alert) (object_pvs_activate scenery_bomber) (camera_set baton_1 0) (camera_set baton_2 120) (object_teleport hangar_marine_1 hangar_marine_1_base) (recording_play_and_delete hangar_marine_1 hangar_marine_1_walk) (object_teleport hangar_marine_3 hangar_marine_3_base) (recording_play_and_delete hangar_marine_3 hangar_marine_3_walk) (object_teleport hangar_marine_4 hangar_marine_4_base) (custom_animation hangar_marine_4 cinematics\animations\marines\x10\x10 standing_prep2 true) (recording_play x10_scorpion_1 scorpion_idle) (recording_play x10_scorpion_2 scorpion_idle) (objects_attach hangar_marine_2 right hand baton_r right hand baton) (objects_attach hangar_marine_2 left hand baton_l left hand baton) (custom_animation hangar_marine_2 cinematics\animations\marines\x10_normal\x10_normal x10groundcrew true) (fade_in 0.80 0.00 1.00 30) (sound_looping_start sound\sinomatixx\x10_music02 none 1.00) (sleep 120) (camera_set hangar_1a 0) (camera_set hangar_1c 500) (sound_looping_start sound\sinomatixx_foley\x10_foley2 none 1.00) (sound_impulse_start sound\dialog\x10\cor09 none 1.00) (object_teleport x10_pelican_1 x10_pelican_1) (recording_play_and_delete x10_pelican_1 x10_pelican_1_out) (sleep 100) (wake x10_tankpel) (sleep 125) (wake x10_hog_2) (wake x10_hog_3) (object_teleport x10_pelican_2 x10_pelican_2) (recording_play_and_delete x10_pelican_2 x10_pelican_2_in) (sleep 100) (sleep (- (camera_time) 60.00)) (wake x10_hog_1) (sleep (camera_time)) (sound_impulse_start sound\dialog\x10\cor10 none 1.00) (camera_set hangar_2a 0) (camera_set hangar_2b 300) hangar_1 hangar_1 hangar_1 hangar_1 (wake tank_run_1) (sleep 100) (wake tank_run_2) (sleep 200))) (script static void pep_run (begin (sound_impulse_start sound\dialog\x10\cor11 none 1.00) (recording_kill johnson) (unit_stop_custom_animation johnson) (camera_set run_cu_1a 0) (camera_set run_cu_1b 250) (object_destroy grunt_5) (object_destroy grunt_6) (object_destroy grunt_7) (object_destroy grunt_8) (object_create_anew grunt_10) (object_create_anew grunt_11) (object_create_anew grunt_1) (object_create_anew grunt_2) (object_create_anew grunt_3) (object_create_anew grunt_4) (object_teleport grunt_10 grunt_10_pep_run) (object_teleport grunt_11 grunt_11_pep_run) (object_teleport grunt_1 grunt_1_pep_run) (object_teleport grunt_2 grunt_2_pep_run) (object_teleport grunt_3 grunt_3_pep_run) (object_teleport grunt_4 grunt_4_pep_run) (recording_play grunt_10 pep_run) (sleep 30) (recording_play grunt_11 pep_run) (sleep 15) (recording_play grunt_1 pep_run) (sleep 30) (recording_play grunt_2 pep_run) (sleep 45) (recording_play grunt_3 pep_run) (sleep 30) (recording_play grunt_4 pep_run) (sleep (- (camera_time) 30.00)))) (script static void hangar_2_cleanup (begin (object_destroy johnson) (object_destroy_containing grunt))) (script static void hangar_2 (begin (object_destroy x10_scorpion_1) (object_destroy x10_scorpion_2) (render_lights true) hangar_2 (object_pvs_activate johnson) (object_create_anew johnson) (object_create_anew grunt_1) (object_create_anew grunt_2a) (object_create_anew grunt_3a) (object_create_anew grunt_4) (object_create_anew grunt_5) (object_create_anew grunt_6) (object_create_anew grunt_7) (object_create_anew grunt_8) (object_create_anew x10_hangar_light_1) (object_create_anew x10_hangar_light_2) (object_teleport johnson johnson_base) (object_teleport grunt_1 grunt_1_base) (object_teleport grunt_2a grunt_2_base) (object_teleport grunt_3a grunt_3_base) (object_teleport grunt_4 grunt_4_base) (object_teleport grunt_5 grunt_5_base) (object_teleport grunt_6 grunt_6_base) (object_teleport grunt_7 grunt_7_base) (object_teleport grunt_8 grunt_8_base) (custom_animation grunt_2a cinematics\animations\marines\x10\x10 sitting_prep1 true) (custom_animation grunt_3a cinematics\animations\marines\x10\x10 sitting_prep2 true) (custom_animation grunt_4 cinematics\animations\marines\x10\x10 standing_prep2 true) (custom_animation grunt_6 cinematics\animations\marines\x10\x10 standing_prep2 true) (custom_animation grunt_8 cinematics\animations\marines\x10\x10 standing_prep2 true) (recording_play grunt_1 grunt_idle_1) (recording_play grunt_5 grunt_idle_1) (recording_play grunt_7 grunt_idle_1) (unit_set_seat johnson alert) (game_skip_ticks 5) (camera_set hangar_3a 0) (recording_play johnson johnson_enter) (sleep 60) (camera_set hangar_3b 90) (sleep 90) (camera_set you_heard_1a 0) (camera_set you_heard_1b 90) (recording_kill johnson) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_you heard the lady true) (sound_impulse_start sound\dialog\x10\sgt01 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt01)) (object_destroy grunt_2a) (object_destroy grunt_3a) hangar_2 (recording_kill grunt_1) (recording_kill grunt_2) (recording_kill grunt_3) (recording_kill grunt_4) (recording_kill grunt_5) (recording_kill grunt_6) (recording_kill grunt_7) (recording_kill grunt_8) (recording_kill grunt_9) (recording_kill grunt_10) (recording_kill grunt_11) (recording_kill grunt_12) (object_create_anew_containing grunt) (object_teleport grunt_1 grunt_1_pep) (object_teleport grunt_2 grunt_2_pep) (object_teleport grunt_3 grunt_3_pep) (object_teleport grunt_4 grunt_4_pep) (object_teleport grunt_5 grunt_5_pep) (object_teleport grunt_6 grunt_6_pep) (object_teleport grunt_7 grunt_7_pep) (object_teleport grunt_8 grunt_8_pep) (object_teleport grunt_9 grunt_9_pep) (object_teleport grunt_10 grunt_10_pep) (object_teleport grunt_11 grunt_11_pep) (object_teleport grunt_12 grunt_12_pep) (unit_set_seat grunt_1 alert) (unit_set_seat grunt_2 alert) (unit_set_seat grunt_3 alert) (unit_set_seat grunt_4 alert) (unit_set_seat grunt_5 alert) (unit_set_seat grunt_6 alert) (unit_set_seat grunt_7 alert) (unit_set_seat grunt_8 alert) (unit_set_seat grunt_9 alert) (unit_set_seat grunt_10 alert) (unit_set_seat grunt_11 alert) (unit_set_seat grunt_12 alert) (game_skip_ticks 5) (if (= easy (game_difficulty_get_real)) (begin (camera_set pep_run_2a 0) (camera_set pep_run_2b 200) (object_teleport johnson johnson_pep_easy_base) (recording_play johnson johnson_pep_easy) (sound_impulse_start sound\dialog\x10\sgt05g johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt05g)) (recording_kill johnson) (object_teleport johnson johnson_right_base) (camera_set johnson_right_1a 0) (camera_set johnson_right_zoom 30) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_am i right marines true) (sound_impulse_start sound\dialog\x10\sgt05h johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt05h)))) (if (= normal (game_difficulty_get_real)) (begin (camera_set pep_run_1a 0) (camera_set pep_run_1b 200) (object_teleport johnson johnson_pep_base) (recording_play johnson johnson_pep_5a) (sound_impulse_start sound\dialog\x10\sgt05 johnson 1.00) (sleep (camera_time)) (camera_set pep_run_2a 0) (camera_set pep_run_2b 250) (sleep (sound_impulse_time sound\dialog\x10\sgt05)) (recording_kill johnson) (object_teleport johnson johnson_right_base) (camera_set johnson_right_1a 0) (camera_set johnson_right_zoom 30) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_am i right marines true) (sound_impulse_start sound\dialog\x10\sgt05b johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt05b)))) (if (= hard (game_difficulty_get_real)) (begin (camera_set pep_run_1a 0) (camera_set pep_run_1b 200) (object_teleport johnson johnson_pep_base) (recording_play johnson johnson_pep_5a) (sound_impulse_start sound\dialog\x10\sgt05c johnson 1.00) (sleep (camera_time)) (camera_set pep_run_2a 0) (camera_set pep_run_2b 250) (sleep (sound_impulse_time sound\dialog\x10\sgt05c)) (recording_kill johnson) (object_teleport johnson johnson_right_base) (camera_set johnson_right_1a 0) (camera_set johnson_right_zoom 30) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_am i right marines true) (sound_impulse_start sound\dialog\x10\sgt05d johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt05d)))) (if (= impossible (game_difficulty_get_real)) (begin (camera_set pep_run_1a 0) (camera_set pep_run_1b 300) (object_teleport johnson johnson_pep_base) (recording_play johnson johnson_pep_5e) (sound_impulse_start sound\dialog\x10\sgt05e johnson 1.00) (sleep (camera_time)) (camera_set pep_run_2a 0) (camera_set johnson_close_impossible 300) (sleep (sound_impulse_time sound\dialog\x10\sgt05e)) (recording_kill johnson) (object_teleport johnson johnson_right_base) (camera_set johnson_right_1a 0) (camera_set johnson_right_zoom 30) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_am i right marines true) (wake x10_hog_4) (sound_impulse_start sound\dialog\x10\sgt05f johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt05f)))) (wake x10_hog_4) (camera_set johnson_right_1b 0) (camera_set johnson_right_1c 60) (sound_impulse_start sound\dialog\x10\mar01 grunt_1 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_2 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_3 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_4 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_5 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_6 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_7 1.00) (sound_impulse_start sound\dialog\x10\mar01 grunt_8 1.00) (sleep (sound_impulse_time sound\dialog\x10\mar01)) (camera_set johnson_right_2a 0) (camera_set johnson_right_2b 120) (unit_stop_custom_animation johnson) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_damn right i am false) (sound_impulse_start sound\dialog\x10\sgt06 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt06)) (object_destroy grunt_9) (object_destroy grunt_10) (object_destroy grunt_11) (object_destroy grunt_12) (unit_stop_custom_animation johnson) (recording_kill johnson) (recording_kill grunt_1) (recording_kill grunt_2) (recording_kill grunt_3) (recording_kill grunt_4) (recording_kill grunt_5) (recording_kill grunt_6) (recording_kill grunt_7) (recording_kill grunt_8) (unit_set_seat grunt_1 combat) (unit_set_seat grunt_2 combat) (unit_set_seat grunt_3 combat) (unit_set_seat grunt_4 combat) (unit_set_seat grunt_5 combat) (unit_set_seat grunt_6 combat) (unit_set_seat grunt_7 combat) (unit_set_seat grunt_8 combat) (recording_play grunt_1 grunt_1_run) (recording_play grunt_2 grunt_2_run) (recording_play grunt_3 grunt_3_run) (recording_play grunt_4 grunt_4_run) (recording_play grunt_5 grunt_5_run) (recording_play grunt_6 grunt_6_run) (recording_play grunt_7 grunt_7_run) (recording_play grunt_8 grunt_8_run) (recording_play johnson johnson_saunter) (object_destroy x10_scorpion_1) (object_destroy x10_scorpion_2) (camera_set pep_over_1a 0) (sound_looping_start sound\sinomatixx\x10_music03 none 1.00) (camera_set pep_over_1c 200) (sound_impulse_start sound\dialog\x10\cor12 none 1.00) (sleep 100) (camera_set pep_over_1b 200) (sleep (recording_time johnson)) (custom_animation johnson cinematics\animations\marines\x10\x10 sarge_todays your lucky day true) (wake x10_hog_5) (sound_impulse_start sound\dialog\x10\sgt07 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt07)) (object_destroy_containing grunt) (sound_impulse_start sound\dialog\x10\sgt08 johnson 1.00) (sleep (sound_impulse_time sound\dialog\x10\sgt08)) (sound_looping_start sound\sinomatixx_foley\x10_foley3 none 1.00) (fade_out 0.00 0.00 0.00 15) (sleep 15) hangar_2 hangar_2 hangar_2 hangar_2 hangar_2)) (script static void cryo (begin (switch_bsp 0) (camera_set screen_ecu_1a 0) (camera_set screen_ecu_1b 120) (sound_looping_start sound\sinomatixx\x10_music04 none 1.00) (fade_in 0.00 0.00 0.00 15) (sleep 15) (object_create_anew casket_1) (sleep 60) (object_destroy casket_1) (object_create_anew casket_2) (sleep 60) (object_create_anew technician) (object_create_anew assistant) (object_beautify technician true) (object_beautify assistant true) (object_pvs_activate technician) (object_teleport assistant asst_base) (custom_animation assistant cinematics\animations\crewman\x10\x10 cryo_assistant true) (object_teleport technician tech_base) (custom_animation technician cinematics\animations\crewman\x10\x10 cryo_technician true) (sleep 5) (camera_set assistant_react 0) (sound_impulse_start sound\dialog\x10\ass01 assistant 1.00) (sleep (sound_impulse_time sound\dialog\x10\ass01)) (sleep 30) (sound_impulse_start sound\dialog\x10\tec01 technician 1.00) (sleep (sound_impulse_time sound\dialog\x10\tec01)) (camera_set keyboard_med 0) (object_create_anew x10_tube) (object_create_anew x10_chief) (objects_attach x10_tube driver x10_chief ) (custom_animation x10_chief characters\cyborg\cyborg ct-driver unarmed idle true) (sound_impulse_start sound\dialog\x10\ass02 assistant 1.00) (sleep (- (sound_impulse_time sound\dialog\x10\ass02) 60.00)) (camera_set booth_hi_1 0) (camera_set booth_hi_2 200) (sound_impulse_start sound\dialog\x10\ass03 assistant 1.00) (sleep (camera_time)) (camera_set tube_1a 0) (camera_set tube_1b 300) (sleep 90) (object_create_anew_containing x10_cryo_steam) (sound_impulse_start sound\dialog\x10\ass04 none 1.00) (sleep (camera_time)) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_destroy assistant) (object_destroy technician) (object_destroy x10_chief) (object_destroy x10_tube) (object_destroy casket_1) (object_destroy casket_2) (object_destroy_containing x10_cryo_steam) (camera_control false) (cinematic_stop) (unit_suspended cryo false) (unit_suspended cryo false) (object_pvs_activate none))) (script static void hangar_total (begin hangar_total hangar_total)) (script static void hangar_cryo (begin hangar_cryo hangar_cryo hangar_cryo)) (script static void x10_cleanup (begin (object_destroy hangar_marine_1) (object_destroy hangar_marine_2) (object_destroy hog_1_driver) (object_destroy hog_1_gunner) (object_destroy hog_2_driver) (object_destroy hog_3_driver) (object_destroy x10_pelican_1) (object_destroy x10_pelican_2) (object_destroy x10_warthog_1) (object_destroy x10_scorpion_1) (object_destroy x10_scorpion_2) (object_destroy x10_warthog_2) (object_destroy x10_warthog_3) (object_destroy x10_warthog_1a) (object_destroy x10_warthog_1b) (object_destroy x10_warthog_1c) (object_destroy x10_warthog_1d) (object_destroy x10_warthog_2a) (object_destroy x10_warthog_2b) (object_destroy x10_tank_1a) (object_destroy x10_tank_2a) (object_destroy x10_tank_3a) (object_destroy x10_tank_3b) (object_destroy x10_pelican_3) (object_destroy scenery_bomber))) (script static void no_keyes_for_you (begin (object_destroy keyes))) (script static void capt_keyes (begin (sound_looping_start sound\music\x20_music\x20_music_1 none 1.00) (switch_bsp 1) (object_teleport capt_keyes player0_base) (object_teleport capt_keyes player1_base) (object_create_anew chief) (object_create_anew keyes) (object_create_anew cortana_effect) (unit_set_seat keyes alert) (unit_set_seat chief alert) (object_teleport chief chief_shake) (object_teleport keyes keyes_base) (unit_suspended keyes true) (unit_suspended chief true) (object_beautify chief true) (object_beautify keyes true) (objects_predict keyes) (objects_predict cortana_x20) (unit_set_emotion keyes 3) (object_create dave) (object_create pilot_chair) (vehicle_load_magic pilot_chair dave) (object_create cortana_effect) (camera_set capt_keyes_1a 0) (camera_set capt_keyes_1b 180) (fade_in 1.00 1.00 1.00 15) (sleep 60) (sound_impulse_start sound\dialog\x20\chief01 chief 1.00) (sleep (sound_impulse_time sound\dialog\x20\chief01)) (camera_set good_to_1a 0) (camera_set good_to_1b 200) (custom_animation keyes cinematics\animations\captain\x20\x20 shake hands false) (custom_animation chief cinematics\animations\chief\x20\x20 shake hands false) (sleep 60) (sound_impulse_start sound\dialog\x20\keyes01 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes01)) (sound_impulse_start sound\dialog\x20\keyes02 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes02)) (camera_set cortana_best_1a 0) (custom_animation keyes cinematics\animations\captain\x20\x20 x20nochance false) (object_teleport keyes keyes_face_chief) (object_teleport chief chief_base) (sound_impulse_start sound\dialog\x20\keyes02b keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes02b)) (object_create_anew pipe) (objects_attach keyes pipe_in_hand pipe ) (cinematic_set_near_clip_distance 0.01) (camera_set cortana_appear_1a 0) (camera_set cortana_appear_1b 120) (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (sound_impulse_start sound\dialog\x20\cor01 cortana_x20 1.00) (sleep 30) (object_create_anew cortana_x20) (object_beautify cortana_x20 true) (object_teleport cortana_x20 cortana_face_display) (unit_suspended cortana_x20 true) (custom_animation cortana_x20 cinematics\animations\cortana\x20\x20 x20cortana01 false) (unit_set_emotion cortana_x20 6) (sleep (sound_impulse_time sound\dialog\x20\cor01)) (object_teleport chief chief_face_cortana) (camera_set those_odds_1a 0) (camera_set those_odds_1b 200) (sound_impulse_start sound\dialog\x20\cor01b cortana_x20 1.00) (sleep (- (sound_impulse_time sound\dialog\x20\cor01b) 30.00)) (unit_set_emotion cortana_x20 8) (sleep (+ (sound_impulse_time sound\dialog\x20\cor01b) 15.00)) (sound_impulse_start sound\dialog\x20\cor01c cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor01c)) (unit_set_emotion cortana_x20 6) (sleep (sound_impulse_time sound\dialog\x20\cor01)) (camera_set cortana_cu 0) (sleep 30) (sound_impulse_start sound\dialog\x20\cor02 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor02)) (sleep 30) (object_teleport keyes keyes_base) (unit_suspended keyes false) (camera_set no_thanks_1a 0) (custom_animation chief cinematics\animations\chief\x20\x20 x20nothanks false) (sound_impulse_start sound\dialog\x20\chief02 chief 1.00) (sleep (sound_impulse_time sound\dialog\x20\chief02)) (unit_set_emotion cortana_x20 2) (camera_set miss_me_1a 0) (camera_set miss_me_1b 90) (sound_impulse_start sound\dialog\x20\cor03 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor03)) (sleep 30))) (script static void explosion (begin (switch_bsp 1) (object_teleport chief chief_shake) (sound_impulse_start sound\dialog\x20\bigboom none 0.50) (unit_set_emotion keyes 7) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_rotation 0.00 0.25 0.25) (player_effect_set_max_rumble 0.40 0.40) (player_effect_start 1.00 0.00) (sound_impulse_start sound\sfx\ambience\a10\pillarhits none 1.00) (object_teleport cortana_x20 cortana_face_display) (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (custom_animation keyes cinematics\animations\captain\x20\x20 explosion1 true) (custom_animation chief cinematics\animations\chief\x20\x20 explosion1 true) (camera_set explosion_1a 0) (camera_set explosion_1b 60) (sleep 60) (camera_set explosion_2a 0) (sound_looping_start sound\music\x20_music\x20_music_2 none 1.00) (camera_set explosion_2b 60) (unit_set_emotion keyes 3) (unit_stop_custom_animation cortana_x20) (sound_impulse_start sound\dialog\x20\keyes03 keyes 1.00) (print keyes: report!) (sleep (sound_impulse_time sound\dialog\x20\keyes03)) (player_effect_stop 2.00) (unit_stop_custom_animation keyes) (unit_set_emotion cortana_x20 3) (sound_impulse_start sound\dialog\x20\cor04 cortana_x20 1.00) (print cortana: it must have been one of their boarding parties. i'd guess an anti-matter charge.) (camera_set explosion_3a 0) (camera_set explosion_3b 60) (sleep (- (sound_impulse_time sound\dialog\x20\cor04) 15.00)) (object_teleport keyes keyes_base) (sound_impulse_start sound\dialog\x20\flightofficer01 dave 1.00) (sleep 30) (camera_set officer_zoom_1 0) (camera_set officer_zoom_2 60) (object_teleport cortana_x20 cortana_face_keyes) (object_teleport keyes keyes_face_cortana) (custom_animation dave cinematics\animations\crewman\x10\x10 sitting_turn02 true) (sleep (sound_impulse_time sound\dialog\x20\flightofficer01)) (camera_set last_option_1a 0) (camera_set last_option_1b 60) (sound_impulse_start sound\dialog\x20\cor05 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor05)) (custom_animation keyes cinematics\animations\captain\x20\x20 captin_lookingdowngesture true) (camera_set cole_protocol_1a 0) (camera_set cole_protocol_1b 200) (sound_impulse_start sound\dialog\x20\keyes04 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes04)) (camera_set you_too_2a 0) (custom_animation keyes cinematics\animations\captain\x20\x20 gesture1 true) (sound_impulse_start sound\dialog\x20\keyes05 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes05)) (unit_set_emotion cortana_x20 11) (custom_animation cortana_x20 cinematics\animations\cortana\x20\x20 cortana_gesture2 true) (camera_set do_what_1a 0) (camera_set do_what_1b 180) (object_teleport keyes keyes_base) (objects_detach keyes pipe) (objects_attach keyes mouth01 pipe ) (sound_impulse_start sound\dialog\x20\cor06 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor06)) (camera_set manner_1a 0) (camera_set manner_1b 180) (sound_looping_start sound\music\x20_music\x20_music_3 none 1.00) (custom_animation keyes cinematics\animations\captain\x20\x20 pipe point true) (sound_impulse_start sound\dialog\x20\keyes06 keyes 1.00) (print keyes: in a manner of speaking) (sleep 50) (objects_detach keyes pipe) (objects_attach keyes pipe_in_hand pipe ) (sleep (sound_impulse_time sound\dialog\x20\keyes06)) (camera_set pipe_point_rev 0) (camera_set manner_2a 0) (camera_set manner_2b 200) (sound_impulse_start sound\dialog\x20\keyes07 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes07)) (sound_impulse_start sound\dialog\x20\cor07 cortana_x20 1.00) (print cortana: with all due respect, sir...) (sleep 60) (camera_set due_respect_1a 0) (camera_set due_respect_1b 120) (object_teleport keyes keyes_face_cortana) (unit_stop_custom_animation keyes) (sleep (sound_impulse_time sound\dialog\x20\cor07)) (sleep 15) (camera_set appreciate_1a 0) (camera_set appreciate_1b 500) (custom_animation keyes cinematics\animations\captain\x20\x20 gesture2 true) (sound_impulse_start sound\dialog\x20\keyes08 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes08)) (sound_impulse_start sound\dialog\x20\keyes09 keyes 1.00) (sleep (unit_get_custom_animation_time keyes)) (custom_animation keyes cinematics\animations\captain\x20\x20 captin_gesturetoside true) (sleep (- (sound_impulse_time sound\dialog\x20\keyes09) 90.00)) (camera_set aye_aye_1a 0) (camera_set aye_aye_1b 180) (ai_detach keyes) (object_teleport keyes keyes_face_chief) (sleep 15) (unit_set_emotion cortana_x20 6) (custom_animation cortana_x20 cinematics\animations\cortana\x20\x20 cortana_cross_arms true) (sleep (sound_impulse_time sound\dialog\x20\keyes09)) (sound_impulse_start sound\dialog\x20\cor08 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor08)) (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (sleep 30) (unit_stop_custom_animation keyes) (object_destroy cortana_x20) (sleep 30))) (script static void final_words (begin (switch_bsp 1) (camera_set you_come_1a 0) (camera_set you_come_1b 350) (sound_looping_start sound\music\x20_music\x20_music_4 none 1.00) (sleep 30) (sound_impulse_start sound\dialog\x20\keyes10 keyes 1.00) (sleep (- (sound_impulse_time sound\dialog\x20\keyes10) 30.00)) (camera_set earth_1a 0) (camera_set earth_1b 30) (sleep 30) (sound_impulse_start sound\dialog\x20\keyes10b keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes10b)) (camera_set understand_1a 0) (custom_animation chief cinematics\animations\chief\x20\x20 x20yes false) (sound_impulse_start sound\dialog\x20\chief03 chief 1.00) (sleep (sound_impulse_time sound\dialog\x20\chief03)) (sleep 30) (camera_set evasive_1a 0) (camera_set evasive_1b 300) (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (sleep 30) (object_destroy cortana_x20) (object_create cortana_x20) (unit_suspended cortana_x20 true) (object_teleport cortana_x20 cortana_face_keyes) (object_teleport keyes keyes_face_cortana) (object_teleport chief chief_face_cortana) (unit_set_emotion cortana_x20 9) (sound_impulse_start sound\dialog\x20\cor09 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor09)) (custom_animation cortana_x20 cinematics\animations\cortana\x20\x20 cortana_gesture1 false) (camera_set not_listen_1a 0) (camera_set not_listen_1b 200) (sound_impulse_start sound\dialog\x20\cor09b cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor09b)) (camera_set keyes_chip_1a 0) (camera_set keyes_chip_1b 200) (sound_impulse_start sound\dialog\x20\keyes12 keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes12)) (sound_impulse_start sound\dialog\x20\keyes12b keyes 1.00) (sleep (sound_impulse_time sound\dialog\x20\keyes12b)) (camera_set yank_me_1a 0) (camera_set yank_me_1b 180) (custom_animation cortana_x20 cinematics\animations\cortana\x20\x20 cortana_lookaround false) (ai_detach keyes) (sleep 150) (sound_impulse_start sound\dialog\x20\cor10 cortana_x20 1.00) (sleep (sound_impulse_time sound\dialog\x20\cor10)) (object_teleport keyes keyes_chip) (object_teleport chief chief_base) (camera_set chip_1a 0) (custom_animation keyes cinematics\animations\captain\x20\x20 remove chip true) (sleep 19) (sound_impulse_start sound\dialog\x20\x20_unique1 none 1.00) (sleep 60) (custom_animation chief cinematics\animations\chief\x20\x20 take chip true) (sleep 41) (camera_set chip_1b 0) (camera_set chip_1b2 90) (sleep 10) (sound_impulse_start sound\dialog\x20\x20_unique2 none 1.00) (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base) (sleep 30) (object_destroy cortana_x20) (sleep 50) (objects_detach keyes pipe) (object_destroy pipe) (object_destroy cortana_chip) (object_create cortana_chip) (objects_attach keyes right hand cortana_chip ) (camera_set chip_1c 0) (camera_set chip_1c2 180) (sleep 30) (objects_detach keyes cortana_chip) (objects_attach keyes left hand cortana_chip ) (sound_impulse_start sound\dialog\x20\keyes14 keyes 1.00) (print keyes: good luck, master-chief.) (sleep 120) (camera_set chip_2a 0) (objects_detach keyes cortana_chip) (objects_attach chief left hand cortana_chip ) (sleep 60) (sound_impulse_start sound\dialog\x20\x20_unique3 none 1.00) (camera_set chip_2b 30) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_convolution 3 2 1.00 10.00 1.00) (fade_out 1.00 1.00 1.00 30) (sleep 15) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion chief left hand) (sleep 15))) (script static void cortana_test (begin (effect_new cinematics\effects\cortana effects\cortana on off cortana_effect_base))) (script static void dave_test (begin (custom_animation dave cinematics\animations\crewman\x10\x10 sitting_turn02 true))) (script static void lifeboat_docked_load (begin (object_create_anew lifeboat_x30_docked) (object_create_anew pilot_x30) (object_create_anew_containing marine_x30) (object_beautify lifeboat_x30_docked true) (object_beautify pilot_x30 true) (object_beautify marine_x30_1 true) (object_beautify marine_x30_2 true) (object_beautify marine_x30_3 true) (object_beautify marine_x30_4 true) (object_beautify marine_x30_5 true) (object_beautify marine_x30_6 true) (object_beautify marine_x30_7 true) (object_beautify marine_x30_8 true) (objects_attach lifeboat_x30_docked driver pilot_x30 ) (objects_attach lifeboat_x30_docked rider right a marine_x30_2 ) (objects_attach lifeboat_x30_docked rider right b marine_x30_3 ) (objects_attach lifeboat_x30_docked rider right c marine_x30_4 ) (objects_attach lifeboat_x30_docked rider right d marine_x30_5 ) (objects_attach lifeboat_x30_docked rider left a marine_x30_6 ) (objects_attach lifeboat_x30_docked rider left b marine_x30_7 ) (objects_attach lifeboat_x30_docked rider left d marine_x30_8 ) (custom_animation pilot_x30 cinematics\animations\pilot\x30\x30 idle true) (custom_animation marine_x30_2 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_3 cinematics\animations\marines\x30\x30 idle_passed_out true) (custom_animation marine_x30_4 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_5 cinematics\animations\marines\x30\x30 idle_relaxed true) (custom_animation marine_x30_6 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_7 cinematics\animations\marines\x30\x30 idle_relaxed true) (custom_animation marine_x30_8 cinematics\animations\marines\x30\x30 idle_passed_out true))) (script static void lifeboat_space_load (begin (object_create_anew chief_x30) (object_create_anew lifeboat_x30_space) (object_create_anew pilot_x30) (object_create_anew_containing marine_x30) (object_beautify chief_x30 true) (object_beautify pilot_x30 true) (object_beautify lifeboat_x30_space true) (object_beautify marine_x30_1 true) (object_beautify marine_x30_2 true) (object_beautify marine_x30_3 true) (object_beautify marine_x30_4 true) (object_beautify marine_x30_5 true) (object_beautify marine_x30_6 true) (object_beautify marine_x30_7 true) (object_beautify marine_x30_8 true) (object_teleport chief_x30 chief_x30_space_base) (objects_attach lifeboat_x30_space driver pilot_x30 ) (objects_attach lifeboat_x30_space rider left a marine_x30_1 ) (objects_attach lifeboat_x30_space rider right a marine_x30_2 ) (objects_attach lifeboat_x30_space rider right b marine_x30_3 ) (objects_attach lifeboat_x30_space rider right c marine_x30_4 ) (objects_attach lifeboat_x30_space rider right d marine_x30_5 ) (objects_attach lifeboat_x30_space rider left b marine_x30_6 ) (objects_attach lifeboat_x30_space rider left c marine_x30_7 ) (objects_attach lifeboat_x30_space rider left d marine_x30_8 ) (custom_animation pilot_x30 cinematics\animations\pilot\x30\x30 idle true) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 escapepod_idle2hand true) (custom_animation marine_x30_1 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_2 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_3 cinematics\animations\marines\x30\x30 idle_passed_out true) (custom_animation marine_x30_4 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_5 cinematics\animations\marines\x30\x30 idle_relaxed true) (custom_animation marine_x30_6 cinematics\animations\marines\x30\x30 idle_hold_harness true) (custom_animation marine_x30_7 cinematics\animations\marines\x30\x30 idle_relaxed true) (custom_animation marine_x30_8 cinematics\animations\marines\x30\x30 idle_passed_out true))) (script static void into_the_breach (begin (sound_looping_start sound\sinomatixx_foley\x30_foley1 none 1.00) (unit_open lifeboat_x30_docked) (object_create_anew chief_x30) (object_create_anew marine_x30_1) (object_create_anew x30_rifle) (object_create_anew x30_rifle_2) (object_beautify chief_x30 true) (object_beautify marine_x30_1 true) (object_pvs_activate chief_x30) (objects_attach chief_x30 right hand x30_rifle ) (objects_attach marine_x30_1 right hand x30_rifle_2 ) (object_teleport marine_x30_1 marine_x30_1_base) (camera_set breach_1a 0) (camera_set breach_1c 60) (fade_in 1.00 1.00 1.00 15) (custom_animation marine_x30_1 cinematics\animations\marines\x30\x30 clip01-runandjump true) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (effect_new effects\explosions\medium explosion cinematic explosion_x30_1) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_rotation 0.00 0.25 0.25) (player_effect_start 1.00 0.00) (sleep 30) (sound_impulse_start sound\dialog\x30\mar1_01 marine_x30_1 1.00) (player_effect_stop 2.00) (sleep (unit_get_custom_animation_time marine_x30_1)) (camera_set chief_grab_1a 0) (object_teleport chief_x30 chief_x30_dock_base) (camera_set breach_2a 0) (camera_set breach_2b 30) (unit_stop_custom_animation marine_x30_1) (custom_animation marine_x30_1 cinematics\animations\marines\x30\x30 clip02-grabedandthrown false) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 clip01-throwandshoot false) (sleep 30) (camera_set throw_3a 0) (camera_set chief_throw_1b 30) (sound_impulse_start sound\dialog\x30\mar1_02 marine_x30_1 1.00) (sleep (sound_impulse_time sound\dialog\x30\mar1_02)) (sound_impulse_start sound\dialog\x30\cor_01 none 1.00) (sleep 30) (camera_set chief_throw_1c 60) (sleep 60) (camera_set punch_it_1a 0) (camera_set punch_it_1b 90) (sound_looping_start sound\sinomatixx\x30_music none 1.00) (objects_detach marine_x30_1 x30_rifle_2) (object_destroy x30_rifle_2) (sound_impulse_start sound\sfx\impulse\doors\lifepod_door none 1.00) (unit_close lifeboat_x30_docked) (sleep 30) (sleep (- (camera_time) 15.00)) (sound_impulse_start sound\dialog\x30\che_01 chief_x30 1.00) (sleep (sound_impulse_time sound\dialog\x30\che_01)) (camera_set x30_aye_aye_1a 0) (custom_animation pilot_x30 cinematics\animations\pilot\x30\x30 aye_aye_sir true) (sound_impulse_start sound\dialog\x30\lif_01 pilot_x30 1.00) (sleep (- (sound_impulse_time sound\dialog\x30\lif_01) 15.00)) (camera_set x30_aye_aye_1b 30) (sleep (unit_get_custom_animation_time pilot_x30)))) (script static void launch (begin (object_destroy chief_x30) (object_destroy pilot_x30) (object_destroy marine_x30_1) (object_destroy marine_x30_2) (object_destroy marine_x30_3) (object_destroy marine_x30_4) (object_destroy marine_x30_5) (object_destroy marine_x30_6) (object_destroy marine_x30_7) (object_destroy marine_x30_8) (object_create_anew lifeboat_x30_docked) (object_pvs_activate lifeboat_x30_docked) (unit_close lifeboat_x30_docked) (object_teleport lifeboat_x30_docked lifeboat_launch_base) (effect_new levels\a10\devices\lifepod device\effects\explosion explosion_x30_2) (custom_animation lifeboat_x30_docked cinematics\animations\lifeboat\x30\x30 takeoff true) (camera_set takeoff_1a 0) (camera_set takeoff_1b 30) (sleep 30) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_rotation 0.00 0.25 0.25) (player_effect_start 1.00 0.00) (player_effect_stop 4.00) (sleep 30) (objects_detach chief_x30 x30_rifle) (object_destroy x30_rifle))) (script static void animation_test (begin (object_create_anew lifeboat_x30_double) (object_beautify lifeboat_x30_double true) (object_teleport lifeboat_x30_double flight1_base) (custom_animation lifeboat_x30_double cinematics\animations\lifeboat\x30\x30 flight2 true) (sleep 90))) (script dormant void safe_pyro (begin (object_create_anew main_cannon_fire) (object_create_anew engine_fire) (object_create_anew spot_fire_1) (object_create_anew spot_fire_2) (object_create_anew spot_fire_3) (effect_new effects\explosions\large explosion safe_pyro_1a) (effect_new effects\explosions\medium explosion safe_pyro_1b) (sleep 30) (effect_new effects\explosions\medium explosion safe_pyro_1i) (effect_new effects\explosions\large explosion safe_pyro_1d) (effect_new effects\explosions\medium explosion safe_pyro_1c) (sleep 45) (effect_new effects\explosions\large explosion safe_pyro_1e) (effect_new effects\explosions\medium explosion safe_pyro_1f) (sleep 40) (effect_new effects\explosions\medium explosion safe_pyro_1g) (effect_new effects\explosions\large explosion safe_pyro_1h))) (script static void minimum_safe_distance (begin (wake safe_pyro) (object_create_anew lifeboat_x30_double) (object_pvs_activate lifeboat_x30_double) (object_beautify lifeboat_x30_double true) (object_teleport lifeboat_x30_double flight1_base) (object_set_scale lifeboat_x30_double 0.50 0) (camera_set_relative fall_away_1a 0 lifeboat_x30_double) (effect_new effects\explosions\medium explosion no objects cinematic explosion_x30_3) (custom_animation lifeboat_x30_double cinematics\animations\lifeboat\x30\x30 flight1 true) (sound_impulse_start sound\dialog\x30\lif_02 none 1.00) (camera_set_relative safe_distance_1a 180 lifeboat_x30_double) (sleep (sound_impulse_time sound\dialog\x30\lif_02)) (sleep 60))) (script dormant void approach_setup (begin (object_create_anew lifeboat_approach) (object_beautify lifeboat_approach true) (unit_close lifeboat_approach))) (script static void buck_up (begin (sound_looping_start sound\sinomatixx_foley\x30_foley2 none 1.00) (object_pvs_activate chief_x30) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_rotation 0.00 0.25 0.25) (player_effect_start 1.00 0.00) (camera_set gonna_make_it_1a 0) (camera_set gonna_make_it_1b 90) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 hand_on_shoulder true) (custom_animation marine_x30_1 cinematics\animations\marines\x30\x30 hand_on_shoulder true) (sleep 1) (sound_impulse_start sound\dialog\x30\mar1_03 marine_x30_1 1.00) (sleep (sound_impulse_time sound\dialog\x30\mar1_03)) (unit_stop_custom_animation marine_x30_1) (custom_animation marine_x30_1 cinematics\animations\marines\x30\x30 idle_hold_harness true) (camera_set shoulder_1a 0) (camera_set shoulder_1b 60) (sleep (- (unit_get_custom_animation_time chief_x30) 60.00)) (camera_set chief_walk_forward_1a 0) (sound_impulse_start sound\dialog\x30\cor_02 none 1.00) (sleep 30) (camera_set chief_walk_forward_1b 90) (sleep 30) (object_destroy halo_x30_1) (object_create halo_x30_1) (object_teleport chief_x30 chief_halo_look_base) (unit_stop_custom_animation chief_x30) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 escapepod_checkpilot false) (sleep 6) (camera_set chief_halo_look_1a 0) (camera_set chief_halo_look_1b 180) (object_set_scale halo_x30_1 2.00 1000) (wake approach_setup) (sleep 220))) (script static void halo_look (begin (camera_set chief_halo_look_1a 0) (object_set_scale halo_x30_1 2.00 1000) (object_teleport chief_x30 chief_halo_look_base) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 escapepod_checkpilot true) (camera_set chief_halo_look_1b 180) (sleep 250))) (script static void approach (begin (sound_looping_stop sound\sinomatixx_foley\x30_foley2) (object_destroy halo_x30_1) (object_create_anew halo_x30_2) (object_set_scale lifeboat_approach 0.25 0) (object_set_scale halo_x30_2 2.00 0) (object_pvs_activate lifeboat_approach) (object_teleport lifeboat_approach halo_approach_base) (camera_set halo_approach_1a 0) (camera_set halo_approach_1b 240) (object_set_scale lifeboat_approach 0.02 200) (object_set_scale halo_x30_2 3.00 2000) (sleep 200))) (script static void autumn_int (begin (sound_looping_start sound\sinomatixx_foley\x30_foley3 none 1.00) (object_pvs_activate chief_x30) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_rotation 0.00 0.40 0.40) (object_destroy halo_x30_2) (object_destroy lifeboat_x30_double) (camera_set what_is_1d 0) (camera_set what_is_1a 60) (sound_impulse_start sound\dialog\x30\mar2_01 marine_x30_1 1.00) (sleep (sound_impulse_time sound\dialog\x30\mar2_01)) (camera_set what_is_1b 0) (camera_set what_is_1c 90) (custom_animation pilot_x30 cinematics\animations\pilot\x30\x30 hell_if_i_know true) (sound_impulse_start sound\dialog\x30\lif_04 pilot_x30 1.00) (sleep (sound_impulse_time sound\dialog\x30\lif_04)) (camera_set the_autumn_1a 0) (camera_set the_autumn_1b 30) (unit_close lifeboat_x30_space) (object_teleport chief_x30 chief_autumn_look_base) (sound_impulse_start sound\dialog\x30\mar1_04 marine_x30_2 1.00) (sleep (sound_impulse_time sound\dialog\x30\mar1_04)) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 look_out_hatch false) (camera_set autumn_hit_1c 0) (camera_set autumn_hit_1b 60) (sound_impulse_start sound\dialog\x30\cor_03 none 1.00) (sleep (- (sound_impulse_time sound\dialog\x30\cor_03) 60.00)))) (script static void autumn_int_build (begin (object_teleport chief_x30 chief_autumn_look_base) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 look_out_hatch false))) (script dormant void pass_pyro (begin (effect_new effects\explosions\large explosion pass_pyro_1a) (effect_new effects\explosions\medium explosion safe_pyro_1b) (sleep 30) (effect_new effects\explosions\medium explosion safe_pyro_1g) (effect_new effects\explosions\large explosion safe_pyro_1h) (sleep 45) (effect_new effects\explosions\large explosion safe_pyro_1c) (sleep 15) (effect_new effects\explosions\medium explosion safe_pyro_1d) (sleep 15) (effect_new effects\explosions\medium explosion safe_pyro_1e) (sleep 15) (effect_new effects\explosions\large explosion safe_pyro_1f))) (script dormant void heavy_fire_1 (begin (effect_new effects\bursts\space beam large heavy_fire_1a) (sleep 30) (effect_new effects\bursts\space beam large heavy_fire_1b) (sleep 15) (sleep 30) (effect_new effects\bursts\space beam large heavy_fire_1d) (sleep 15) (sleep 30) (effect_new effects\bursts\space beam large heavy_fire_1c))) (script dormant void heavy_fire_2 (begin (effect_new effects\bursts\space beam large heavy_fire_2a) (sleep 30) (effect_new effects\bursts\space beam large heavy_fire_2b) (sleep 15) (effect_new effects\bursts\space beam large heavy_fire_2c) (sleep 30) (effect_new effects\bursts\space beam large heavy_fire_2d) (sleep 15) (effect_new effects\bursts\space beam large heavy_fire_2c) (sleep 30) (effect_new effects\bursts\space beam large heavy_fire_2d))) (script static void autumn_ext (begin (object_create_anew lifeboat_x30_double) (object_pvs_activate lifeboat_x30_double) (object_create_anew_containing poa_fire) (object_beautify lifeboat_x30_double true) (object_teleport lifeboat_x30_double flight2_base) (object_set_scale lifeboat_x30_double 0.25 0) (custom_animation lifeboat_x30_double cinematics\animations\lifeboat\x30\x30 flight2 false) (camera_set_relative pull_back_1a 0 lifeboat_x30_double) (camera_set_relative pull_back_1b 120 lifeboat_x30_double) (sleep 60) (wake heavy_fire_1) (wake pass_pyro) (camera_set_relative pull_back_1c 120 lifeboat_x30_double) (sleep 60) (wake heavy_fire_2) (camera_set_relative pull_back_1d 120 lifeboat_x30_double) (sleep 120))) (script static void flight2_test (begin (object_teleport lifeboat_x30_double flight2_base) (custom_animation lifeboat_x30_double cinematics\animations\lifeboat\x30\x30 flight2 true))) (script static void atmos_int_1 (begin (object_destroy lifeboat_approach) (sound_looping_start sound\sinomatixx_foley\x30_foley4 none 1.00) (object_pvs_activate chief_x30) (object_destroy lifeboat_burn) (object_create lifeboat_burn) (custom_animation pilot_x30 cinematics\animations\pilot\x30\x30 heads_up false) (camera_set heads_up_1b 0) (camera_set heads_up_1a 120) (sleep 1) (sound_impulse_start sound\dialog\x30\lif_05 pilot_x30 1.00) (sleep (sound_impulse_time sound\dialog\x30\lif_05)))) (script static void atmos_ext (begin (object_teleport chief_x30 chief_impact_base) (unit_stop_custom_animation chief_x30) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 escapepod_idle2hand false) (custom_animation lifeboat_burn scenery\vehicles\lifepod_atmosphere_entry\lifepod_atmosphere_entry idle_fall false) (camera_set_relative burn_3a 0 lifeboat_burn) (camera_set_relative burn_3b 120 lifeboat_burn) (sleep 90))) (script static void burn_test (begin (object_create_anew halo_closeup) (object_create_anew lifeboat_burn) (object_destroy halo_x30_1) (object_destroy halo_x30_2) (object_set_scale halo_closeup 8.25 0) (object_teleport lifeboat_burn entry_base) (custom_animation lifeboat_burn scenery\vehicles\lifepod_atmosphere_entry\lifepod_atmosphere_entry idle_fall false) (camera_set_relative final_burn_1a 0 lifeboat_burn) (sleep 1) (game_speed 0.00))) (script static void atmos_int_2 (begin (camera_set chief_impact_1a 0) (sound_impulse_start sound\dialog\x30\cor_04 none 1.00) (print cortana: you sure you wouldn't rather take a seat?) (sleep (sound_impulse_time sound\dialog\x30\cor_04)) (object_create_anew halo_closeup) (object_create_anew lifeboat_burn) (object_destroy halo_x30_1) (object_destroy halo_x30_2) (object_set_scale halo_closeup 8.25 0) (object_teleport lifeboat_burn entry_base) (custom_animation lifeboat_burn scenery\vehicles\lifepod_atmosphere_entry\lifepod_atmosphere_entry idle_fall true) (camera_set_relative final_burn_1a 0 lifeboat_burn) (player_effect_set_max_translation 0.00 0.00 0.00) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.00 0.00) (player_effect_set_max_rotation 0.00 0.50 0.50) (sleep 5) (sound_impulse_start sound\dialog\x30\che_02 none 1.00) (print chief: we'll be fine.) (sleep 120) (camera_set chief_impact_1b 0) (unit_stop_custom_animation chief_x30) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 brace true) (object_create_anew halo_closeup_2) (camera_set chief_impact_1c 120) (player_effect_set_max_rotation 0.00 0.60 0.60) (sound_impulse_start sound\dialog\x30\cor_05 none 1.00) (sleep (- (camera_time) 90.00)) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00) (cinematic_screen_effect_set_filter 0.00 1.00 0.00 1.00 true 2.00) (cinematic_screen_effect_set_convolution 1 2 0.00 10.00 2.00) (sleep 30) (fade_out 1.00 1.00 1.00 30) (sleep 60))) (script static void atmos_build (begin (object_teleport chief_x30 chief_impact_base) (unit_stop_custom_animation chief_x30) (custom_animation chief_x30 cinematics\animations\chief\x30\x30 escapepod_idle2hand true)))