(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 bool global_mission_won false) (global bool global_mission_lost false) (global bool global_one_marine_rescued false) (global bool global_two_marine_rescued false) (global bool global_three_marine_rescued false) (global bool global_four_marine_rescued false) (global bool global_mission_end_cliff false) (global bool global_mission_end_rubble false) (global bool global_mission_end_river false) (global bool mark_jeep2 false) (global bool mark_jeep3 false) (global bool mark_evade false) (global bool mark_protect false) (global bool mark_search false) (global bool mark_search2 false) (global bool mark_search3 false) (global long delay_blink (* 30.00 5.00)) (global long delay_dawdle (* 30.00 15.00)) (global long delay_late (* 30.00 45.00)) (global long delay_lost (* 30.00 90.00)) (global long delay_fail (* 30.00 180.00)) (global long delay_calm (* 30.00 3.00)) (global long global_timer 0) (global bool global_lz_start false) (global bool global_lz_cship_ledge false) (global bool global_first_end false) (global bool test_first_kill false) (global bool global_cave_start false) (global bool global_first_wave_1 false) (global bool global_first_wave_2 false) (global bool global_first_wave_3 false) (global bool global_first_wave_4 false) (global bool global_first_wave_5 false) (global bool global_first_wave_6 false) (global bool global_first_wave_1_defend false) (global bool global_first_wave_2_defend false) (global bool global_first_wave_3_defend false) (global bool global_first_wave_4_defend false) (global bool global_first_wave_5_defend false) (global bool global_first_wave_6_defend false) (global bool global_cliff_start false) (global bool global_cliff_marine_active false) (global bool global_cliff_welcome false) (global bool global_cliff_all_killed false) (global bool global_cliff_end false) (global bool global_cliff_dead false) (global bool test_cliff_kill false) (global bool test_cliff_right false) (global bool global_rubble_start false) (global bool global_rubble_welcome false) (global bool global_rubble_waves_start false) (global bool global_rubble_all_killed false) (global bool global_rubble_end false) (global bool global_rubble_dead false) (global bool test_rubble_kill false) (global bool global_rubble_wave_2 false) (global bool global_rubble_wave_3 false) (global bool global_rubble_wave_4 false) (global bool global_rubble_wave_5 false) (global bool global_rubble_wave_1_defend false) (global bool global_rubble_wave_2_defend false) (global bool global_rubble_wave_3_defend false) (global bool global_rubble_wave_4_defend false) (global bool global_rubble_wave_5_defend false) (global short global_rubble_count 0) (global bool global_river_start false) (global bool global_river_welcome false) (global bool global_river_marine_active false) (global bool global_river_all_killed false) (global bool global_river_end false) (global bool global_river_dead false) (global bool test_river_kill false) (global bool global_river_wave_1 false) (global bool global_river_wave_2 false) (global bool global_river_wave_3 false) (global bool global_river_wave_1_defend false) (global bool global_river_wave_2_defend false) (global bool global_river_wave_3_defend false) (global bool global_lifeboat_enter false) (global bool global_first_foehammer_waiting false) (global bool global_rubble_foehammer_waiting false) (global bool global_river_foehammer_waiting false) (global bool global_first_marine_rescued false) (global bool global_cliff_marine_rescued false) (global bool global_rubble_marine_rescued false) (global bool global_river_marine_rescued false) (global bool mark_lz_banshee false) (global bool mark_lz_dropship false) (global bool cont_banshee_kill false) (global bool play_music_a30_01 false) (global bool play_music_a30_01_alt false) (global bool play_music_a30_02 false) (global bool play_music_a30_02_alt false) (global bool play_music_a30_03 false) (global bool play_music_a30_03_alt false) (global bool play_music_a30_04 false) (global bool play_music_a30_04_alt false) (global bool play_music_a30_05 false) (global bool play_music_a30_05_alt false) (global bool play_music_a30_06 false) (global bool play_music_a30_06_alt false) (global bool play_music_a30_07 false) (global bool play_music_a30_07_alt false) (global bool global_extraction 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 temp (begin (object_create foehammer_rubble) (object_create jeep3) (unit_enter_vehicle jeep3 foehammer_rubble cargo) (object_teleport foehammer_rubble foehammer_rubble_flag) (recording_play_and_hover foehammer_rubble foehammer_rubble_in) (sleep (recording_time foehammer_rubble)) (unit_exit_vehicle jeep3))) (script continuous void con_emitter_death (begin (sleep 90) (if (volume_test_objects beam_emitter_killer_1 con_emitter_death) (damage_object effects\damage effects\shock explosion con_emitter_death)) (if (volume_test_objects beam_emitter_killer_1 con_emitter_death) (damage_object effects\damage effects\shock explosion con_emitter_death)) (if (volume_test_objects beam_emitter_killer_2 con_emitter_death) (damage_object effects\damage effects\shock explosion con_emitter_death)) (if (volume_test_objects beam_emitter_killer_2 con_emitter_death) (damage_object effects\damage effects\shock explosion con_emitter_death)))) (script continuous void save_cave_entrance (begin (sleep_until (volume_test_objects cave_driving (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects cave_driving (players))) 120) (sleep 300))) (script continuous void save_cave_exit (begin (sleep_until (volume_test_objects cave_exit (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects cave_exit (players))) 120) (sleep 300))) (script continuous void save_cliff_1 (begin (sleep_until (volume_test_objects cliff_1 (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects cliff_1 (players))) 120) (sleep 300))) (script continuous void save_cliff_2 (begin (sleep_until (volume_test_objects cliff_2 (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects cliff_2 (players))) 120) (sleep 300))) (script continuous void save_rubble_1 (begin (sleep_until (volume_test_objects rubble_1 (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects rubble_1 (players))) 120) (sleep 300))) (script continuous void save_rubble_2 (begin (sleep_until (volume_test_objects rubble_2 (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects rubble_2 (players))) 120) (sleep 300))) (script continuous void save_river_1 (begin (sleep_until (volume_test_objects river_1 (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects river_1 (players))) 120) (sleep 300))) (script continuous void save_river_2 (begin (sleep_until (volume_test_objects river_2 (players)) 15) (ai_free_units (vehicle_riders jeep)) (game_save) (sleep_until (not (volume_test_objects river_2 (players))) 120) (sleep 300))) (script dormant void save_mission_start (begin (game_save_totally_unsafe))) (script dormant void save_first_arrival (begin (game_save))) (script dormant void save_first_welcome (begin (game_save))) (script dormant void save_first_wave_1 (begin (game_save_no_timeout))) (script dormant void save_first_wave_2 (begin (game_save_no_timeout))) (script dormant void save_first_wave_3 (begin (game_save_no_timeout))) (script dormant void save_first_wave_4 (begin (game_save_no_timeout))) (script dormant void save_first_wave_6 (begin (game_save_no_timeout))) (script dormant void save_first_waiting (begin (sleep_until (game_safe_to_save) 5) (game_save))) (script dormant void save_cave_floor_enter (begin (game_save))) (script dormant void save_cave_bridge (begin (game_save_totally_unsafe))) (script dormant void save_cave_floor_exit (begin (sleep_until (game_safe_to_save) 5) (game_save))) (script dormant void save_cliff_arrival (begin (game_save))) (script dormant void save_cliff_welcome (begin (sleep_until (game_safe_to_save) 5) (game_save_no_timeout))) (script dormant void save_cliff_rescued (begin (game_save_no_timeout))) (script dormant void save_rubble_arrival (begin (game_save_no_timeout))) (script dormant void save_rubble_welcome (begin (game_save_no_timeout))) (script dormant void save_rubble_wave_1 (begin (game_save_no_timeout))) (script dormant void save_rubble_wave_2 (begin (game_save_no_timeout))) (script dormant void save_rubble_wave_3 (begin (game_save_no_timeout))) (script dormant void save_rubble_wave_4 (begin (game_save_no_timeout))) (script dormant void save_rubble_rescued (begin (game_save_no_timeout))) (script dormant void save_river_arrival (begin (game_save_no_timeout))) (script dormant void save_river_welcome (begin (game_save_no_timeout))) (script dormant void save_river_wave_1 (begin (game_save_no_timeout))) (script dormant void save_river_wave_2 (begin (game_save_no_timeout))) (script dormant void save_river_wave_3 (begin (game_save_no_timeout))) (script dormant void save_river_wave_4 (begin (game_save_no_timeout))) (script dormant void save_river_rescued (begin (game_save_no_timeout))) (script static void music_a30_01 (begin (sound_looping_start levels\a30\music\a30_01 none 1.00) (sleep_until (or play_music_a30_01_alt (not play_music_a30_01)) 1 global_delay_music) (if play_music_a30_01_alt (begin (sound_looping_set_alternate levels\a30\music\a30_01 true) (sleep_until (not play_music_a30_01) 1 global_delay_music) (set play_music_a30_01_alt false))) (set play_music_a30_01 false) (sound_looping_stop levels\a30\music\a30_01))) (script static void music_a30_02 (begin (sound_looping_start levels\a30\music\a30_02 none 1.00) (sleep_until (or play_music_a30_02_alt (not play_music_a30_02)) 1 global_delay_music) (if play_music_a30_02_alt (begin (sound_looping_set_alternate levels\a30\music\a30_02 true) (sleep_until (not play_music_a30_02) 1 global_delay_music) (set play_music_a30_02_alt false))) (set play_music_a30_02 false) (sound_looping_stop levels\a30\music\a30_02))) (script static void music_a30_03 (begin (sound_looping_start levels\a30\music\a30_03 none 1.00) (sleep_until (or play_music_a30_03_alt (not play_music_a30_03)) 1 global_delay_music) (if play_music_a30_03_alt (begin (sound_looping_set_alternate levels\a30\music\a30_03 true) (sleep_until (not play_music_a30_03) 1 global_delay_music) (set play_music_a30_03_alt false))) (set play_music_a30_03 false) (sound_looping_stop levels\a30\music\a30_03))) (script static void music_a30_04 (begin (sound_looping_start levels\a30\music\a30_04 none 1.00) (sleep_until (or play_music_a30_04_alt (not play_music_a30_04)) 1 global_delay_music) (if play_music_a30_04_alt (begin (sound_looping_set_alternate levels\a30\music\a30_04 true) (sleep_until (not play_music_a30_04) 1 global_delay_music) (set play_music_a30_04_alt false))) (set play_music_a30_04 false) (sound_looping_stop levels\a30\music\a30_04))) (script static void music_a30_05 (begin (sound_looping_start levels\a30\music\a30_05 none 1.00) (sleep_until (or play_music_a30_05_alt (not play_music_a30_05)) 1 global_delay_music) (if play_music_a30_05_alt (begin (sound_looping_set_alternate levels\a30\music\a30_05 true) (sleep_until (not play_music_a30_05) 1 global_delay_music) (set play_music_a30_05_alt false))) (set play_music_a30_05 false) (sound_looping_stop levels\a30\music\a30_05))) (script static void music_a30_06 (begin (sound_looping_start levels\a30\music\a30_06 none 1.00) (sleep_until (or play_music_a30_06_alt (not play_music_a30_06)) 1 global_delay_music) (if play_music_a30_06_alt (begin (sound_looping_set_alternate levels\a30\music\a30_06 true) (sleep_until (not play_music_a30_06) 1 global_delay_music) (set play_music_a30_06_alt false))) (set play_music_a30_06 false) (sound_looping_stop levels\a30\music\a30_06))) (script static void music_a30_07 (begin (sound_looping_start levels\a30\music\a30_07 none 1.00) (sleep_until (or play_music_a30_07_alt (not play_music_a30_07)) 1 global_delay_music) (if play_music_a30_07_alt (begin (sound_looping_set_alternate levels\a30\music\a30_07 true) (sleep_until (not play_music_a30_07) 1 global_delay_music) (set play_music_a30_07_alt false))) (set play_music_a30_07 false) (sound_looping_stop levels\a30\music\a30_07))) (script dormant void music_a30 (begin (sleep_until play_music_a30_01 1) music_a30 (sleep_until play_music_a30_02 1) music_a30 (sleep_until play_music_a30_03 1) music_a30 (sleep_until play_music_a30_04 1) music_a30 (sleep_until play_music_a30_05 1) music_a30 (sleep_until play_music_a30_06 1) music_a30 (sleep_until play_music_a30_07 1) music_a30)) (script dormant void objectives_a30 (begin (sleep_until mark_evade 1) (hud_set_objective_text dia_evade) (show_hud_help_text true) (hud_set_help_text obj_evade) (sleep 120) (show_hud_help_text false) (sleep_until mark_protect 1) (hud_set_objective_text dia_protect) (show_hud_help_text true) (hud_set_help_text obj_protect) (sleep 120) (show_hud_help_text false) (sleep_until mark_search 1) (hud_set_objective_text dia_search1) (show_hud_help_text true) (hud_set_help_text obj_search) (sleep 120) (show_hud_help_text false) (sleep_until mark_search2 1) (hud_set_objective_text dia_search2) (show_hud_help_text true) (hud_set_help_text obj_search2) (sleep 120) (show_hud_help_text false) (sleep_until mark_search3 1) (hud_set_objective_text dia_search3) (show_hud_help_text true) (hud_set_help_text obj_search3) (sleep 120) (show_hud_help_text false))) (script dormant void dialog_first_wave_4_alert (begin (if (< 0 (ai_living_count first_marine)) (sound_impulse_start sound\dialog\a30\a30_210_fitzgerald none 1.00)))) (script dormant void dialog_one_rescued_prompt (begin (sleep 1) (sound_impulse_start sound\dialog\a30\a30_860_cortana none 1.00))) (script dormant void dialog_two_rescued_prompt (begin (sleep 1) (if (not global_cliff_marine_rescued) (begin (sound_impulse_start sound\dialog\a30\a30_870_cortana none 1.00)) (if (not global_river_marine_rescued) (begin (sound_impulse_start sound\dialog\a30\a30_880_cortana none 1.00)) (if (not global_rubble_marine_rescued) (begin (sound_impulse_start sound\dialog\a30\a30_890_cortana none 1.00))))) (sleep -1) (sound_impulse_start sound\dialog\a30\a30_900_cortana none 1.00))) (script dormant void cutscene_one_rescued_cliff (begin (sound_impulse_start sound\dialog\a30\a30_930_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_930_pilot)) (sound_impulse_start sound\dialog\a30\a30_940_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_940_cortana)) (sound_impulse_start sound\dialog\a30\a30_950_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_950_pilot)) (sound_impulse_start sound\dialog\a30\a30_960_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_960_pilot)) (sound_impulse_start sound\dialog\a30\a30_970_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_970_pilot)) (sound_impulse_start sound\dialog\a30\a30_980_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_980_pilot)) (sound_impulse_start sound\dialog\a30\a30_990_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_990_pilot)) (sound_impulse_start sound\dialog\a30\a30_1000_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1000_cortana)))) (script dormant void cutscene_one_rescued_rubble (begin (sound_impulse_start sound\dialog\a30\a30_930_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_930_pilot)) (sound_impulse_start sound\dialog\a30\a30_940_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_940_cortana)) (sound_impulse_start sound\dialog\a30\a30_950_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_950_pilot)) (sound_impulse_start sound\dialog\a30\a30_960_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_960_pilot)) (sound_impulse_start sound\dialog\a30\a30_1030_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1030_pilot)) (sound_impulse_start sound\dialog\a30\a30_980_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_980_pilot)) (sound_impulse_start sound\dialog\a30\a30_990_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_990_pilot)) (sound_impulse_start sound\dialog\a30\a30_1000_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1000_cortana)))) (script dormant void cutscene_one_rescued_river (begin (sound_impulse_start sound\dialog\a30\a30_930_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_930_pilot)) (sound_impulse_start sound\dialog\a30\a30_940_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_940_cortana)) (sound_impulse_start sound\dialog\a30\a30_950_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_950_pilot)) (sound_impulse_start sound\dialog\a30\a30_960_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_960_pilot)) (sound_impulse_start sound\dialog\a30\a30_970_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_970_pilot)) (sound_impulse_start sound\dialog\a30\a30_1040_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1040_pilot)) (sound_impulse_start sound\dialog\a30\a30_990_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_990_pilot)) (sound_impulse_start sound\dialog\a30\a30_1000_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1000_cortana)))) (script dormant void dialog_one_rescued_killed (begin (sound_impulse_start sound\dialog\a30\a30_1050_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1050_pilot)) (sound_impulse_start sound\dialog\a30\a30_1060_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1060_cortana)) (sound_impulse_start sound\dialog\a30\a30_1070_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1070_pilot)))) (script dormant void dialog_two_rescued (begin (sound_impulse_start sound\dialog\a30\a30_1080_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1080_pilot)) (sound_impulse_start sound\dialog\a30\a30_1090_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1090_cortana)) (sound_impulse_start sound\dialog\a30\a30_1100_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1100_cortana)))) (script dormant void dialog_two_rescued_killed (begin (sound_impulse_start sound\dialog\a30\a30_1110_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1110_pilot)) (sound_impulse_start sound\dialog\a30\a30_1120_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_1120_cortana)))) (script continuous void gotohell_beatch (begin (sleep_until (volume_test_objects gotohell (players)) delay_dawdle) (if (volume_test_objects gotohell (players)) (player_enable_input false)) (sleep_until (not (volume_test_objects gotohell (players))) delay_dawdle) (if (not (volume_test_objects gotohell (players))) (player_enable_input true)))) (script continuous void tutorial_sniper (begin (if (or (game_is_cooperative) (not (= (game_difficulty_get) normal)) (unit_solo_player_integrated_night_vision_is_active)) (sleep -1)) (sleep_until (unit_has_weapon_readied tutorial_sniper weapons\sniper rifle\sniper rifle) 1) (show_hud_help_text true) (enable_hud_help_flash true) (hud_set_help_text tutorial_sniper_1) (sleep_until (or (not (unit_has_weapon_readied tutorial_sniper weapons\sniper rifle\sniper rifle)) (unit_solo_player_integrated_night_vision_is_active)) 1) (player_action_test_reset) (enable_hud_help_flash false) (show_hud_help_text false))) (script static void mission_extraction_cliff_skip (begin (ai false) (object_beautify foehammer_cliff true) (camera_control true) (cinematic_start) (camera_set cliff_extraction_1 0) (object_teleport mission_extraction_cliff_skip cliff_hide_flag) (fade_in 0.00 0.00 0.00 15) (sound_looping_start sound\sinomatixx\a30_ext_cliff_foley none 1.00) (sleep 2) (sound_looping_start sound\sinomatixx\a30_ext_cliff_music none 1.00) (sleep 13) (vehicle_hover foehammer_cliff false) (recording_play_and_delete foehammer_cliff foehammer_cliff_out) (camera_set cliff_extraction_2 500) (sleep 100) (sound_impulse_start sound\dialog\a30\a30_extract_060_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_extract_060_cortana)) (print cortana done) (sleep (- (camera_time) 30.00)) (fade_out 0.00 0.00 0.00 30) (sleep 77))) (script static void cliff_build (begin (switch_bsp 1) (game_speed 5.00) (object_destroy foehammer_cliff) (object_create foehammer_cliff) (unit_set_enterable_by_player foehammer_cliff false) (object_teleport foehammer_cliff foehammer_cliff_flag) (recording_play_and_hover foehammer_cliff foehammer_cliff_in) (sleep (recording_time foehammer_cliff)) (game_speed 1.00) (print foehammer done))) (script dormant void mission_extraction_cliff (begin (object_create foehammer_cliff) (unit_set_enterable_by_player foehammer_cliff false) (object_teleport foehammer_cliff foehammer_cliff_flag) (recording_play_and_hover foehammer_cliff foehammer_cliff_in) (sound_impulse_start sound\dialog\a30\a30_extract_010_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_extract_010_cortana)) (sound_impulse_start sound\dialog\a30\a30_extract_020_pilot none 1.00) (sleep (+ 30.00 (sound_impulse_time sound\dialog\a30\a30_extract_020_pilot))) (sound_impulse_start sound\dialog\a30\a30_extract_030_cortana none 1.00) (sleep (+ 30.00 (sound_impulse_time sound\dialog\a30\a30_extract_030_cortana))) (sound_impulse_start sound\dialog\a30\a30_extract_040_cortana none 1.00) (sleep (+ 60.00 (sound_impulse_time sound\dialog\a30\a30_extract_040_cortana))) (ai_migrate cliff_marine cliff_marine/waiting_marine) (sleep (recording_time foehammer_cliff)) (sound_impulse_start sound\dialog\a30\a30_1141_cortana none 1.00) (activate_team_nav_point_object default_red player foehammer_cliff 1.00) (ai_go_to_vehicle cliff_marine foehammer_cliff riderlb) (ai_go_to_vehicle cliff_marine foehammer_cliff riderrb) (ai_go_to_vehicle cliff_marine foehammer_cliff riderlm) (ai_go_to_vehicle cliff_marine foehammer_cliff riderrm) (unit_set_enterable_by_player foehammer_cliff true) (sleep (sound_impulse_time sound\dialog\a30\a30_1141_cortana)) (sound_impulse_start sound\dialog\a30\a30_extract_050_pilot none 1.00) (set global_timer (+ (game_time) delay_lost)) (if (game_is_cooperative) (sleep_until (or (vehicle_test_seat_list foehammer_cliff p-riderlf (players)) (vehicle_test_seat_list foehammer_cliff p-riderrf (players)) (< global_timer (game_time))) 1 delay_lost) (sleep_until (or (vehicle_test_seat_list foehammer_cliff p-riderlf (players)) (vehicle_test_seat_list foehammer_cliff p-riderrf (players)) (< global_timer (game_time))) 1 delay_lost)) (deactivate_team_nav_point_object player foehammer_cliff) (player_enable_input false) (fade_out 0.00 0.00 0.00 15) (sleep 30) (ai_erase_all) (vehicle_load_magic foehammer_cliff p-riderlf mission_extraction_cliff) (vehicle_load_magic foehammer_cliff p-riderrf mission_extraction_cliff) (if mission_extraction_cliff mission_extraction_cliff) mission_extraction_cliff (game_won))) (script static void mission_extraction_rubble_skip (begin (ai false) (object_beautify foehammer_rubble true) (camera_control true) (cinematic_start) (camera_set rubble_extraction_1 0) (object_teleport mission_extraction_rubble_skip rubble_hide_flag) (fade_in 0.00 0.00 0.00 15) (sound_looping_start sound\sinomatixx\a30_ext_rubble_foley none 1.00) (sleep 8) (sound_looping_start sound\sinomatixx\a30_ext_rubble_music none 1.00) (sleep 7) (vehicle_hover foehammer_rubble false) (recording_play_and_delete foehammer_rubble foehammer_rubble_out) (camera_set rubble_extraction_2 350) (sleep 60) (sound_impulse_start sound\dialog\a30\a30_extract_060_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_extract_060_cortana)) (print cortana done) (sleep (- (camera_time) 30.00)) (fade_out 0.00 0.00 0.00 30) (sleep 65))) (script static void rubble_build (begin (switch_bsp 1) (game_speed 5.00) (object_destroy foehammer_rubble) (object_create foehammer_rubble) (unit_set_enterable_by_player foehammer_rubble false) (object_teleport foehammer_rubble foehammer_rubble_flag) (recording_play_and_hover foehammer_rubble foehammer_rubble_in) (sleep (recording_time foehammer_rubble)) (game_speed 1.00) (print foehammer done))) (script dormant void mission_extraction_rubble (begin (object_create foehammer_rubble) (unit_set_enterable_by_player foehammer_rubble false) (object_teleport foehammer_rubble foehammer_rubble_flag) (recording_play_and_hover foehammer_rubble foehammer_rubble_in) (sound_impulse_start sound\dialog\a30\a30_extract_010_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_extract_010_cortana)) (sound_impulse_start sound\dialog\a30\a30_extract_020_pilot none 1.00) (sleep (+ 30.00 (sound_impulse_time sound\dialog\a30\a30_extract_020_pilot))) (sound_impulse_start sound\dialog\a30\a30_extract_030_cortana none 1.00) (sleep (+ 30.00 (sound_impulse_time sound\dialog\a30\a30_extract_030_cortana))) (sound_impulse_start sound\dialog\a30\a30_extract_040_cortana none 1.00) (sleep (+ 60.00 (sound_impulse_time sound\dialog\a30\a30_extract_040_cortana))) (ai_migrate rubble_marine rubble_marine/waiting_marine) (sleep (recording_time foehammer_rubble)) (sound_impulse_start sound\dialog\a30\a30_1141_cortana none 1.00) (activate_team_nav_point_object default_red player foehammer_rubble 1.00) (ai_go_to_vehicle rubble_marine foehammer_rubble riderlb) (ai_go_to_vehicle rubble_marine foehammer_rubble riderrb) (ai_go_to_vehicle rubble_marine foehammer_rubble riderlm) (ai_go_to_vehicle rubble_marine foehammer_rubble riderrm) (unit_set_enterable_by_player foehammer_rubble true) (sleep (sound_impulse_time sound\dialog\a30\a30_1141_cortana)) (sound_impulse_start sound\dialog\a30\a30_extract_050_pilot none 1.00) (set global_timer (+ (game_time) delay_lost)) (if (game_is_cooperative) (sleep_until (or (vehicle_test_seat_list foehammer_rubble p-riderlf (players)) (vehicle_test_seat_list foehammer_rubble p-riderrf (players)) (< global_timer (game_time))) 1 delay_lost) (sleep_until (or (vehicle_test_seat_list foehammer_rubble p-riderlf (players)) (vehicle_test_seat_list foehammer_rubble p-riderrf (players)) (< global_timer (game_time))) 1 delay_lost)) (deactivate_team_nav_point_object player foehammer_rubble) (player_enable_input false) (fade_out 0.00 0.00 0.00 15) (sleep 30) (ai_erase_all) (vehicle_load_magic foehammer_rubble p-riderlf mission_extraction_rubble) (vehicle_load_magic foehammer_rubble p-riderrf mission_extraction_rubble) (if mission_extraction_rubble mission_extraction_rubble) mission_extraction_rubble (game_won))) (script static void mission_extraction_river_skip (begin (ai false) (object_beautify foehammer_river true) (camera_control true) (cinematic_start) (camera_set river_extraction_1 0) (object_teleport mission_extraction_river_skip river_hide_flag) (fade_in 0.00 0.00 0.00 15) (sound_looping_start sound\sinomatixx\a30_ext_river_foley none 1.00) (sleep 8) (sound_looping_start sound\sinomatixx\a30_ext_river_music none 1.00) (sleep 7) (vehicle_hover foehammer_river false) (recording_play_and_delete foehammer_river foehammer_river_out) (camera_set river_extraction_2 600) (sleep 200) (sound_impulse_start sound\dialog\a30\a30_extract_060_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_extract_060_cortana)) (print cortana done) (sleep (- (camera_time) 30.00)) (fade_out 0.00 0.00 0.00 30) (sleep 144))) (script static void river_build (begin (switch_bsp 1) (game_speed 5.00) (object_destroy foehammer_river) (object_create foehammer_river) (unit_set_enterable_by_player foehammer_river false) (object_teleport foehammer_river foehammer_river_flag) (recording_play_and_hover foehammer_river foehammer_river_in) (sleep (recording_time foehammer_river)) (game_speed 1.00) (print foehammer done))) (script dormant void mission_extraction_river (begin (object_create foehammer_river) (unit_set_enterable_by_player foehammer_river false) (object_teleport foehammer_river foehammer_river_flag) (recording_play_and_hover foehammer_river foehammer_river_in) (sound_impulse_start sound\dialog\a30\a30_extract_010_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\a30\a30_extract_010_cortana)) (sound_impulse_start sound\dialog\a30\a30_extract_020_pilot none 1.00) (sleep (+ 30.00 (sound_impulse_time sound\dialog\a30\a30_extract_020_pilot))) (sound_impulse_start sound\dialog\a30\a30_extract_030_cortana none 1.00) (sleep (+ 30.00 (sound_impulse_time sound\dialog\a30\a30_extract_030_cortana))) (sound_impulse_start sound\dialog\a30\a30_extract_040_cortana none 1.00) (sleep (+ 60.00 (sound_impulse_time sound\dialog\a30\a30_extract_040_cortana))) (ai_migrate river_marine river_marine/waiting_marine) (sleep (recording_time foehammer_river)) (sound_impulse_start sound\dialog\a30\a30_1141_cortana none 1.00) (activate_team_nav_point_object default_red player foehammer_river 1.00) (ai_go_to_vehicle river_marine foehammer_river riderlb) (ai_go_to_vehicle river_marine foehammer_river riderrb) (ai_go_to_vehicle river_marine foehammer_river riderlm) (ai_go_to_vehicle river_marine foehammer_river riderrm) (unit_set_enterable_by_player foehammer_river true) (sleep (sound_impulse_time sound\dialog\a30\a30_1141_cortana)) (sound_impulse_start sound\dialog\a30\a30_extract_050_pilot none 1.00) (set global_timer (+ (game_time) delay_lost)) (if (game_is_cooperative) (sleep_until (or (vehicle_test_seat_list foehammer_river p-riderlf (players)) (vehicle_test_seat_list foehammer_river p-riderrf (players)) (< global_timer (game_time))) 1 delay_lost) (sleep_until (or (vehicle_test_seat_list foehammer_river p-riderlf (players)) (vehicle_test_seat_list foehammer_river p-riderrf (players)) (< global_timer (game_time))) 1 delay_lost)) (deactivate_team_nav_point_object player foehammer_river) (player_enable_input false) (fade_out 0.00 0.00 0.00 15) (sleep 30) (ai_erase_all) (vehicle_load_magic foehammer_river p-riderlf mission_extraction_river) (vehicle_load_magic foehammer_river p-riderrf mission_extraction_river) (if mission_extraction_river mission_extraction_river) mission_extraction_river (game_won))) (script dormant void mission_lz_banshee (begin (object_create pass_banshee_1) (unit_set_enterable_by_player pass_banshee_1 false) (ai_place lz_banshee/pilot_1) (vehicle_load_magic pass_banshee_1 driver (ai_actors lz_banshee/pilot_1)) (object_teleport pass_banshee_1 lz_banshee_simple_flag_1) (ai_command_list lz_banshee/pilot_1 lz_banshee_1) (object_create pass_banshee_2) (unit_set_enterable_by_player pass_banshee_2 false) (ai_place lz_banshee/pilot_2) (vehicle_load_magic pass_banshee_2 driver (ai_actors lz_banshee/pilot_2)) (object_teleport pass_banshee_2 lz_banshee_simple_flag_2) (objects_predict pass_banshee_1) (ai_command_list lz_banshee/pilot_2 lz_banshee_2) (sleep 90) (ai_magically_see_players lz_banshee) (sleep_until (or (< (ai_strength lz_banshee) 0.60) (volume_test_objects pass_mouth (players))) 1 delay_fail) (sleep 90) (ai_command_list lz_banshee/pilot_1 lz_banshee_3) (ai_command_list lz_banshee/pilot_2 lz_banshee_3) (set mark_lz_banshee true))) (script dormant void mission_lz_dropship (begin (object_create lz_cship) (unit_close lz_cship) (ai_place lz_search/cship_toon) (ai_braindead lz_search true) (vehicle_load_magic lz_cship passenger (ai_actors lz_search/cship_toon)) (object_teleport lz_cship lz_cship_flag) (recording_play_and_hover lz_cship lz_cship_enter) (objects_predict lz_cship) (sleep (max 0.00 (- (recording_time lz_cship) 750.00))) (ai_conversation lz_cship_enter) (sleep_until (< 4 (ai_conversation_status lz_cship_enter)) 1) (sleep (recording_time lz_cship)) (if (volume_test_objects lz_bridge (players)) (begin (ai_conversation lz_cship_danger)) (if (volume_test_objects lz_landing (players)) (begin (ai_conversation lz_cship_danger)) (if true (begin (ai_conversation lz_cship_safe))))) (set play_music_a30_01_alt true) (vehicle_hover lz_cship false) (recording_play_and_hover lz_cship lz_cship_landing_drop) (sleep (max 0.00 (- (recording_time lz_cship) 60.00))) (unit_open lz_cship) (sleep 60) (begin_random (begin (vehicle_unload lz_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload lz_cship cd-passengerr04) (sleep 5))) (ai_braindead lz_search false) (sleep 120) (vehicle_hover lz_cship false) (recording_play_and_delete lz_cship lz_cship_landing_exit) (sleep 30) (unit_close lz_cship) (object_set_collideable lz_cship false) (set play_music_a30_01 false) (sleep_until (= (ai_living_count lz_search) 0) 1) (set mark_lz_dropship true))) (script dormant void mission_lz (begin (sleep_until (or (volume_test_objects plant_trigger (players)) (volume_test_objects lz_bridge (players))) 1 delay_dawdle) (sleep_until (or (< 4 (ai_conversation_status intro_1)) (volume_test_objects lz_bridge (players))) 1) (ai_conversation lz_prompt_1) (sleep_until (or (< 4 (ai_conversation_status lz_prompt_1)) (volume_test_objects lz_bridge (players))) 1) (set mark_evade true) (set play_music_a30_01 true) (sleep_until (or (volume_test_objects plant_trigger (players)) (volume_test_objects lz_bridge (players))) 1) (if (volume_test_objects plant_trigger (players)) (ai_conversation flavor_plant)) (if (volume_test_objects plant_trigger (players)) (sleep_until (or (< 4 (ai_conversation_status flavor_plant)) (volume_test_objects lz_bridge (players))) 1)) (wake mission_lz_dropship) (sleep_until (or mark_lz_dropship (volume_test_objects lz_ledge_safe (players))) 1) (wake mission_lz_banshee) (sleep_until (or mark_lz_banshee (volume_test_objects lz_ledge (players))) 1) (ai_migrate lz_search/cship_toon lz_search/search_low) (sleep_until (volume_test_objects lz_pass (players)) 1) (ai_place lz_search/pass_grunt) (ai_place lz_search/pass_elite) (objects_predict (ai_actors lz_search)))) (script dormant void obj_first_abandon (begin (set mark_protect true) (sleep_until (or global_first_end (and (< 0 obj_first_abandon) (not (or (volume_test_objects first_structure_1 (players)) (volume_test_objects first_structure_2 (players)))))) 15) (if (not global_first_end) (ai_conversation first_abandon)))) (script dormant void obj_first_all_killed (begin (sleep_until (or global_first_end (< 0 (ai_living_count first_marine))) 15) (sleep_until (or global_first_end (= 0 (ai_living_count first_marine)))) (sleep 60) (if (not global_first_end) (begin (sleep_until (game_safe_to_speak) 1 delay_dawdle) (ai_conversation first_all_killed))))) (script dormant void mission_first_defend (begin (sleep_until global_first_wave_1 5) (sleep_until (volume_test_objects_all first_defend (players)) 15) (ai_retreat first_wave/wave_1_attack_toon) (set global_first_wave_1_defend true) (sleep_until global_first_wave_2 5) (sleep_until (volume_test_objects_all first_defend (players)) 15) (ai_retreat first_wave/wave_2_attack_toon) (set global_first_wave_2_defend true) (sleep_until global_first_wave_3 5) (sleep_until (volume_test_objects_all first_defend (players)) 15) (ai_retreat first_wave/wave_3_attack_toon) (set global_first_wave_3_defend true) (sleep_until global_first_wave_4 5) (sleep_until (volume_test_objects_all first_defend (players)) 15) (ai_retreat first_wave/wave_4_attack_toon) (set global_first_wave_4_defend true) (sleep_until global_first_wave_5 5) (sleep_until (volume_test_objects_all first_defend (players)) 15) (ai_retreat first_wave/wave_5_attack_toon) (set global_first_wave_5_defend true) (sleep_until global_first_wave_6 5) (sleep_until (volume_test_objects_all first_defend (players)) 15) (ai_retreat first_wave/wave_6_attack_toon) (set global_first_wave_6_defend true))) (script dormant void mission_first_retreat (begin (sleep_until global_first_wave_1_defend 5) (sleep_until (volume_test_objects_all first_retreat (players)) 15) (ai_retreat first_wave/wave_1_defend_toon) (sleep_until global_first_wave_2_defend 5) (sleep_until (volume_test_objects_all first_retreat (players)) 15) (ai_retreat first_wave/wave_2_defend_toon) (sleep_until global_first_wave_3_defend 5) (sleep_until (volume_test_objects_all first_retreat (players)) 15) (ai_retreat first_wave/wave_3_defend_toon) (sleep_until global_first_wave_4_defend 5) (sleep_until (volume_test_objects_all first_retreat (players)) 15) (ai_retreat first_wave/wave_4_defend_toon) (sleep_until global_first_wave_5_defend 5) (sleep_until (volume_test_objects_all first_retreat (players)) 15) (ai_retreat first_wave/wave_5_defend_toon) (sleep_until global_first_wave_6_defend 5) (sleep_until (volume_test_objects_all first_retreat (players)) 15) (ai_retreat first_wave/wave_6_defend_toon))) (script dormant void mission_first_marine (begin (sleep_until (or global_first_wave_5 (and (!= (game_difficulty_get) normal) global_first_wave_2) (and (> 0.70 (ai_living_fraction first_marine/right_toon)) (> 0.70 (ai_living_fraction first_marine/left_toon))) (or (> 0.30 (ai_living_fraction first_marine/right_toon)) (> 0.30 (ai_living_fraction first_marine/left_toon)))) 15) (ai_defend first_marine) (sleep 90) (wake mission_first_defend) (sleep 90) (sleep_until (or (and (!= (game_difficulty_get) normal) global_first_wave_3) global_first_wave_6 (and (> 0.30 (ai_living_fraction first_marine/right_toon)) (> 0.30 (ai_living_fraction first_marine/left_toon)))) 15) (sleep 90) (ai_retreat first_marine) (if global_first_end (sleep -1)) (ai_conversation first_retreat) (sleep 45) (wake mission_first_retreat) (sleep_until (= 0.00 (ai_living_fraction first_marine)) 15) (if global_first_end (sleep -1)) (ai_maneuver_enable first_wave false) (ai_follow_target_players first_wave))) (script dormant void mission_first_wave_1 (begin (object_create pass_cship) (ai_place first_wave/wave_1_lz_toon) (objects_predict (ai_actors first_wave)) (ai_braindead first_wave/wave_1_lz_toon true) (vehicle_load_magic pass_cship passenger (ai_actors first_wave/wave_1_lz_toon)) (object_teleport pass_cship pass_cship_flag) (vehicle_hover pass_cship true) (sleep_until (volume_test_objects first_trigger_1 (players)) 5) (sleep 90) (ai_braindead first_wave/wave_1_lz_toon false) (ai_playfight first_wave true) (ai_playfight first_marine true) (begin_random (begin (vehicle_unload pass_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload pass_cship cd-passengerr04) (sleep 5))) (set global_first_wave_1 true) (sleep 60) (vehicle_hover pass_cship false) (recording_play_and_delete pass_cship back_cship_exit) (sleep 30) (unit_close pass_cship) (object_set_collideable pass_cship false) (if (not (volume_test_objects first_back_lz (players))) (ai_retreat first_wave/wave_1_lz_grunt)) (sleep 90) (if (not (volume_test_objects first_back_lz (players))) (ai_retreat first_wave/wave_1_lz_toon)) (sleep_until (not (volume_test_objects first_arrival (players))) 15) (ai_playfight first_wave false) (ai_playfight first_marine false) (ai_migrate first_wave/wave_1_lz_grunt first_wave/wave_1_attack) (sleep 240) (ai_migrate first_wave/wave_1_lz_elite first_wave/wave_1_attack))) (script dormant void mission_first_wave_2 (begin (object_create fort_cship) (unit_close fort_cship) (ai_place first_wave/wave_2_lz_toon) (ai_disregard (ai_actors first_wave/wave_2_lz_toon) true) (ai_braindead first_wave/wave_2_lz_toon true) (vehicle_load_magic fort_cship passenger (ai_actors first_wave/wave_2_lz_toon)) (object_teleport fort_cship fort_cship_flag) (recording_play_and_hover fort_cship fort_cship_enter) (objects_predict fort_cship) (sleep 30) (sleep (recording_time fort_cship)) (if (> (ai_living_count first_marine) 1) (sound_impulse_start sound\dialog\a30\a30_210_bisenti none 1.00)) (sleep (sound_impulse_time sound\dialog\a30\a30_210_bisenti)) (ai_disregard (ai_actors first_wave/wave_2_lz_toon) false) (ai_magically_see_encounter first_marine first_wave) (ai_migrate first_marine/base_toon first_marine/base_fort) (ai_migrate first_marine/left_toon first_marine/left_fort) (ai_migrate first_marine/right_toon first_marine/right_fort) (sleep_until (not (volume_test_objects first_fort_lz (players))) 15 delay_dawdle) (vehicle_hover fort_cship false) (recording_play_and_hover fort_cship fort_cship_drop) (sleep (max 0.00 (- (recording_time fort_cship) 60.00))) (unit_open fort_cship) (ai_braindead first_wave/wave_2_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload fort_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr04) (sleep 5))) (set global_first_wave_2 true) (sleep 120) (sleep_until (not (volume_test_objects first_structure_back (players))) 15 delay_dawdle) (vehicle_hover fort_cship false) (recording_play_and_delete fort_cship fort_cship_exit) (sleep 30) (unit_close fort_cship) (object_set_collideable fort_cship false) (sleep_until (not (volume_test_objects first_fort_lz (players))) 15) (ai_migrate first_wave/wave_2_grunt first_wave/wave_2_attack_left) (ai_migrate first_wave/wave_2_jackal first_wave/wave_2_attack_right) (ai_magically_see_players first_wave) (ai_magically_see_encounter first_wave first_marine) (sleep 240) (ai_migrate first_wave/wave_2_lz_toon first_wave/wave_2_attack_left))) (script dormant void mission_first_wave_3 (begin (object_create pipe_cship) (unit_close pipe_cship) (ai_place first_wave/wave_3_lz_toon) (ai_disregard (ai_actors first_wave/wave_3_lz_toon) true) (ai_braindead first_wave/wave_3_lz_toon true) (vehicle_load_magic pipe_cship passenger (ai_actors first_wave/wave_3_lz_toon)) (object_teleport pipe_cship pipe_cship_flag) (recording_play_and_hover pipe_cship pipe_cship_enter) (objects_predict pipe_cship) (sleep (recording_time pipe_cship)) (if (> (ai_living_count first_marine) 1) (sound_impulse_start sound\dialog\a30\a30_210_fitzgerald none 1.00)) (sleep (sound_impulse_time sound\dialog\a30\a30_210_fitzgerald)) (ai_disregard (ai_actors first_wave/wave_3_lz_toon) false) (ai_magically_see_encounter first_marine first_wave) (ai_migrate first_marine/base_toon first_marine/base_pipe) (ai_migrate first_marine/left_toon first_marine/left_pipe) (ai_migrate first_marine/right_toon first_marine/right_pipe) (sleep_until (not (volume_test_objects first_pipe_lz (players))) 15 delay_dawdle) (vehicle_hover pipe_cship false) (recording_play_and_hover pipe_cship pipe_cship_drop) (sleep (max 0.00 (- (recording_time pipe_cship) 60.00))) (unit_open pipe_cship) (ai_braindead first_wave/wave_3_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload pipe_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr04) (sleep 5))) (set global_first_wave_3 true) (sleep 120) (sleep_until (not (volume_test_objects first_structure_back (players))) 15 delay_dawdle) (vehicle_hover pipe_cship false) (recording_play_and_delete pipe_cship pipe_cship_exit) (sleep_until (not (volume_test_objects first_pipe_lz (players))) 15) (sleep 30) (unit_close pipe_cship) (object_set_collideable pipe_cship false) (ai_migrate first_wave/wave_3_grunt first_wave/wave_3_attack_left) (ai_magically_see_players first_wave) (ai_magically_see_encounter first_wave first_marine) (sleep 240) (ai_migrate first_wave/wave_3_lz_toon first_wave/wave_3_attack_right))) (script dormant void mission_first_wave_4 (begin (object_create back_cship) (unit_close back_cship) (ai_place first_wave/wave_4_lz_toon) (ai_disregard (ai_actors first_wave/wave_4_lz_toon) true) (ai_braindead first_wave/wave_4_lz_toon true) (vehicle_load_magic back_cship passenger (ai_actors first_wave/wave_4_lz_toon)) (object_teleport back_cship back_cship_flag) (recording_play_and_hover back_cship back_cship_enter) (objects_predict back_cship) (sleep (recording_time back_cship)) (if (> (ai_living_count first_marine) 1) (sound_impulse_start sound\dialog\a30\a30_220_bisenti none 1.00)) (sleep (sound_impulse_time sound\dialog\a30\a30_220_bisenti)) (ai_disregard (ai_actors first_wave/wave_4_lz_toon) false) (ai_magically_see_encounter first_marine first_wave) (ai_migrate first_marine/base_toon first_marine/base_back) (ai_migrate first_marine/left_toon first_marine/left_back) (ai_migrate first_marine/right_toon first_marine/right_back) (sleep_until (not (volume_test_objects first_back_lz (players))) 15 delay_dawdle) (vehicle_hover back_cship false) (recording_play_and_hover back_cship back_cship_drop) (sleep (max 0.00 (- (recording_time back_cship) 60.00))) (unit_open back_cship) (ai_braindead first_wave/wave_4_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload back_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload back_cship cd-passengerr04) (sleep 5))) (set global_first_wave_4 true) (sleep 120) (sleep_until (not (volume_test_objects first_structure_front (players))) 15 delay_dawdle) (vehicle_hover back_cship false) (recording_play_and_delete back_cship back_cship_exit) (sleep 30) (unit_close back_cship) (object_set_collideable back_cship false) (sleep_until (not (volume_test_objects first_back_lz (players))) 15) (ai_migrate first_wave/wave_4_grunt first_wave/wave_4_attack) (ai_magically_see_players first_wave) (ai_magically_see_encounter first_wave first_marine) (sleep 240) (ai_migrate first_wave/wave_4_lz_toon first_wave/wave_4_attack))) (script dormant void mission_first_wave_5 (begin (object_create pipe_cship) (unit_close pipe_cship) (ai_place first_wave/wave_5_lz_toon) (ai_disregard (ai_actors first_wave/wave_5_lz_toon) true) (ai_braindead first_wave/wave_5_lz_toon true) (vehicle_load_magic pipe_cship passenger (ai_actors first_wave/wave_5_lz_toon)) (object_teleport pipe_cship pipe_cship_flag) (recording_play_and_hover pipe_cship pipe_cship_enter) (objects_predict pipe_cship) (sleep (recording_time pipe_cship)) (ai_disregard (ai_actors first_wave/wave_5_lz_toon) false) (ai_magically_see_encounter first_marine first_wave) (sleep_until (not (volume_test_objects first_pipe_lz (players))) 15 delay_dawdle) (vehicle_hover pipe_cship false) (recording_play_and_hover pipe_cship pipe_cship_drop) (sleep (max 0.00 (- (recording_time pipe_cship) 60.00))) (unit_open pipe_cship) (ai_braindead first_wave/wave_5_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload pipe_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload pipe_cship cd-passengerr04) (sleep 5))) (set global_first_wave_5 true) (sleep 120) (sleep_until (not (volume_test_objects first_structure_back (players))) 15 delay_dawdle) (vehicle_hover pipe_cship false) (recording_play_and_delete pipe_cship pipe_cship_exit) (sleep 30) (unit_close pipe_cship) (object_set_collideable pipe_cship false) (sleep_until (not (volume_test_objects first_pipe_lz (players))) 15) (ai_migrate first_wave/wave_5_grunt first_wave/wave_5_attack_right) (ai_migrate first_wave/wave_5_elite first_wave/wave_5_attack_left) (ai_magically_see_players first_wave) (ai_magically_see_encounter first_wave first_marine) (sleep 240) (ai_migrate first_wave/wave_5_lz_toon first_wave/wave_5_attack_right))) (script dormant void mission_first_wave_6 (begin (object_create fort_cship) (unit_close fort_cship) (ai_place first_wave/wave_6_lz_toon) (ai_disregard (ai_actors first_wave/wave_6_lz_toon) true) (ai_braindead first_wave/wave_6_lz_toon true) (vehicle_load_magic fort_cship passenger (ai_actors first_wave/wave_6_lz_toon)) (object_teleport fort_cship fort_cship_flag) (recording_play_and_hover fort_cship fort_cship_enter) (objects_predict fort_cship) (sleep (recording_time fort_cship)) (ai_disregard (ai_actors first_wave/wave_6_lz_toon) false) (ai_magically_see_encounter first_marine first_wave) (sleep_until (not (volume_test_objects first_fort_lz (players))) 15 delay_dawdle) (vehicle_hover fort_cship false) (recording_play_and_hover fort_cship fort_cship_drop) (sleep (max 0.00 (- (recording_time fort_cship) 60.00))) (unit_open fort_cship) (ai_braindead first_wave/wave_6_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload fort_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload fort_cship cd-passengerr04) (sleep 5))) (set global_first_wave_6 true) (sleep 120) (sleep_until (not (volume_test_objects first_structure_back (players))) 15 delay_dawdle) (vehicle_hover fort_cship false) (recording_play_and_delete fort_cship fort_cship_exit) (sleep 30) (unit_close fort_cship) (object_set_collideable fort_cship false) (sleep_until (not (volume_test_objects first_fort_lz (players))) 15) (ai_migrate first_wave/wave_6_grunt first_wave/wave_6_attack_left) (ai_migrate first_wave/wave_6_jackal first_wave/wave_6_attack_right) (ai_magically_see_players first_wave) (ai_magically_see_encounter first_wave first_marine) (sleep 240) (ai_migrate first_wave/wave_6_lz_toon first_wave/wave_6_attack_left))) (script continuous void cont_first_kill (begin (sleep_until test_first_kill 10) (sleep_until (not (objects_can_see_object (players) (list_get (ai_actors first_wave) 0) 40.00)) 10) (sleep 75) (if (not (objects_can_see_object (players) (list_get (ai_actors first_wave) 0) 40.00)) (object_destroy (list_get (ai_actors first_wave) 0))))) (script dormant void objective_cave (begin (activate_team_nav_point_object default_red player jeep 0.50) (sleep_until (or (volume_test_objects cave_entrance (players)) (vehicle_test_seat_list jeep w-driver (players))) 5 delay_lost) (if (not (vehicle_test_seat_list jeep w-driver (players))) (ai_conversation cave_no_jeep)) (sleep_until (vehicle_test_seat_list jeep w-driver (players))) (deactivate_team_nav_point_object player jeep) (sleep 45) (sleep_until (not (volume_test_objects_all first_drop (players))) 1 delay_late) (if (and (not (game_is_cooperative)) (= normal (game_difficulty_get))) (if (player0_joystick_set_is_normal) (display_scenario_help 3) (display_scenario_help 4))) (sleep_until (or (not (volume_test_objects_all first_drop (players))) (volume_test_objects cave_entrance (players))) 1 delay_late) (set play_music_a30_04 true) (sleep_until (volume_test_objects cave_entrance (players)) 1 delay_lost) (if (not (volume_test_objects cave_entrance (players))) (activate_team_nav_point_flag default_red player cave_nav_flag 0.00)) (if (not (volume_test_objects cave_entrance (players))) (ai_conversation cave_prompt)) (sleep_until (volume_test_objects cave_entrance (players)) 1) (ai_conversation cave_entrance) (deactivate_team_nav_point_flag player cave_nav_flag) (sleep_until (volume_test_objects cave_driving (players)) 5) (ai_conversation first_driving) (sleep_until (volume_test_objects cave_pretzel (players)) 5) (set play_music_a30_04 false))) (script dormant void mission_first (begin (sleep_until (volume_test_objects first_arrival (players)) 5) (if (game_safe_to_speak) (ai_conversation first_arrival)) (wake save_first_arrival) (ai_place first_marine) (objects_predict (ai_actors first_marine)) (wake mission_first_wave_1) (sleep_until global_first_wave_1 5) (wake obj_first_all_killed) (sleep_until (> 3 (ai_living_count first_wave)) 15) (sleep_until (= 0 (ai_living_count first_wave)) 15 delay_fail) (if (< 0 (ai_living_count first_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (ai_kill first_wave) (wake save_first_wave_1) (set play_music_a30_02 true) (ai_migrate first_marine/base_toon first_marine/base_search) (ai_migrate first_marine/left_toon first_marine/left_welcome) (ai_migrate first_marine/right_toon first_marine/right_search) (ai_conversation first_welcome) (sleep_until (< 2 (ai_conversation_status first_welcome)) 1) (wake mission_first_wave_2) (sleep_until (< 4 (ai_conversation_status first_welcome)) 1) (wake mission_first_marine) (wake obj_first_abandon) (wake save_first_welcome) (ai_migrate first_marine/left_toon first_marine/left_search) (sleep_until global_first_wave_2 5) (set play_music_a30_02 false) (sleep_until (> 3 (ai_living_count first_wave)) 15) (wake mission_first_wave_3) (if (< 2 (ai_living_count first_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (wake save_first_wave_2) (ai_migrate first_marine/base_toon first_marine/base_search) (ai_migrate first_marine/left_toon first_marine/left_search) (ai_migrate first_marine/right_toon first_marine/right_search) (sleep_until global_first_wave_3 5) (sleep_until (> 3 (ai_living_count first_wave)) 15) (wake mission_first_wave_4) (if (< 2 (ai_living_count first_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (wake save_first_wave_3) (ai_migrate first_marine/base_toon first_marine/base_search) (ai_migrate first_marine/left_toon first_marine/left_search) (ai_migrate first_marine/right_toon first_marine/right_search) (sleep_until global_first_wave_4 5) (sleep_until (> 3 (ai_living_count first_wave)) 15) (wake save_first_wave_4) (wake mission_first_wave_5) (sleep_until global_first_wave_5 5) (set play_music_a30_03 true) (wake mission_first_wave_6) (sleep_until global_first_wave_6 5) (sleep_until (> 6 (ai_living_count first_wave)) 15 delay_lost) (ai_maneuver_enable first_wave false) (ai_follow_target_players first_wave) (ai_magically_see_players first_wave) (set play_music_a30_03_alt true) (sleep_until (= 0 (ai_living_count first_wave)) 15 delay_fail) (if (< 0 (ai_living_count first_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (sleep delay_calm) (set play_music_a30_03_alt false) (set play_music_a30_03 false) (set global_first_end true) (set test_first_kill true) (wake save_first_wave_6) (ai_migrate first_marine first_marine/waiting_marine_1) (object_create foehammer_first) (unit_set_enterable_by_player foehammer_first false) (object_create jeep) (if (not (game_is_cooperative)) (object_create gunner)) (if (not (game_is_cooperative)) (unit_enter_vehicle gunner jeep w-gunner)) (ai_attach gunner first_marine/left_back) (unit_enter_vehicle jeep foehammer_first cargo) (object_teleport foehammer_first foehammer_first_flag) (recording_play_and_hover foehammer_first foehammer_first_in) (objects_predict foehammer_first) (ai_conversation first_evac_1) (sleep_until (or (= 0 (recording_time foehammer_first)) (< 4 (ai_conversation_status first_evac_1))) 1) (object_create lifeboat_1) (object_teleport lifeboat_1 lifeboat_1_flag) (recording_play_and_delete lifeboat_1 lifeboat_1_in) (object_create lifeboat_3) (object_teleport lifeboat_3 lifeboat_3_flag) (recording_play_and_delete lifeboat_3 lifeboat_3_in) (object_create lifeboat_2) (object_teleport lifeboat_2 lifeboat_2_flag) (recording_play_and_delete lifeboat_2 lifeboat_2_in) (ai_conversation_stop first_evac_1) (ai_conversation first_evac_2) (sleep 210) (ai_migrate first_marine first_marine/waiting_marine_2) (sleep (recording_time foehammer_first)) (wake objective_cave) (sleep_until (< 4 (ai_conversation_status first_evac_2)) 1) (sleep_until (not (volume_test_objects first_drop (players))) 1) (unit_exit_vehicle jeep) (sleep 15) (ai_conversation first_evac_3) (set mark_search true) (vehicle_hover foehammer_first false) (recording_play_and_hover foehammer_first foehammer_first_drop) (sleep_until (< 4 (ai_conversation_status first_evac_3)) 1) (ai_conversation first_evac_4) (sleep (recording_time foehammer_first)) (set global_first_foehammer_waiting true) (set global_first_marine_rescued true) (wake save_first_waiting) (if (not (game_is_cooperative)) (ai_go_to_vehicle first_marine jeep gunner)) (if (not (game_is_cooperative)) (ai_go_to_vehicle first_marine jeep passenger)) (ai_go_to_vehicle first_marine foehammer_first rider) (sleep_until (= 0 (ai_going_to_vehicle foehammer_first)) 45) (vehicle_hover foehammer_first false) (recording_play_and_delete foehammer_first foehammer_first_exit))) (script dormant void obj_cave_prompt (begin (sleep_until (> 4.00 (- (ai_living_count cave_floor) (ai_living_count cave_floor/plank_toon))) 15) (sleep_until (= 0.00 (- (ai_living_count cave_floor) (ai_living_count cave_floor/plank_toon))) 15 delay_lost) (sleep_until (volume_test_objects bridge_edge (players)) 5 delay_lost) (sleep_until (game_safe_to_speak) 15) (if (and (= (structure_bsp_index) 0) (= 0.00 (device_group_get bridge_control_position))) (ai_conversation cave_bridge_prompt)))) (script static void cutscene_bridge (begin (ai false) (player_enable_input false) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_teleport cutscene_bridge player0_bridge_base) (object_teleport cutscene_bridge player1_bridge_base) (object_destroy chief) (object_destroy rifle) (object_create chief) (object_create rifle) (object_teleport chief chief_push_base) (objects_attach chief right hand rifle ) (object_beautify chief true) (custom_animation chief cinematics\animations\chief\level_specific\b30\b30 b30holomapshort false) (camera_control true) (cinematic_start) (camera_set bridge_glory_2a 0) (camera_set bridge_glory_2b 120) (fade_in 1.00 1.00 1.00 15) (sleep 120) (sound_looping_start sound\sinomatixx\a30_bridge_music none 1.00) (camera_set bridge_glory_1a 0) (device_set_position bridge 1.00) (camera_set bridge_glory_1b 300) (sleep 150) (camera_set bridge_glory_1c 300) (sleep 150) (camera_set bridge_glory_1d 180) (sleep 90) (camera_set bridge_glory_1e 200) (sleep (- (camera_time) 15.00)) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_destroy chief) (object_destroy rifle) (object_teleport cutscene_bridge player0_bridge_done) (object_teleport cutscene_bridge player1_bridge_done) (camera_control false) (cinematic_stop) (fade_in 1.00 1.00 1.00 15) (wake save_cave_bridge) (player_enable_input true) (ai true))) (script dormant void mission_cave (begin (sleep_until (volume_test_objects cave_floor_entrance (players)) 15) (if (and (game_is_cooperative) (not (or (vehicle_test_seat_list jeep w-gunner (players)) (vehicle_test_seat_list jeep w-passenger (players))))) (volume_teleport_players_not_inside cave_floor_entrance cave_flag)) (wake save_cave_floor_enter) (ai_place cave_floor) (objects_predict (ai_actors cave_floor)) (wake obj_cave_prompt) (set play_music_a30_05 true) (sleep_until (or (volume_test_objects cave_gap (players)) (< 0.00 (device_group_get bridge_control_position))) 1) (ai_timer_expire cave_floor/plank_elite) (set play_music_a30_05_alt true) (sleep_until (< 0.00 (device_group_get bridge_control_position)) 1 delay_late) (set play_music_a30_05_alt false) (sleep_until (< 0.00 (device_group_get bridge_control_position)) 1) (set play_music_a30_05 false) (if (game_all_quiet) mission_cave) (sleep_until (volume_test_objects cave_floor_exit (players)) 15) (wake save_cave_floor_exit) (ai_conversation second_driving) (sleep_until (= (structure_bsp_index) 1)) (device_set_position_immediate bridge 0.00))) (script dormant void obj_cliff_abandon (begin (deactivate_team_nav_point_flag player cliff_nav_flag) (deactivate_team_nav_point_flag player rubble_nav_flag) (deactivate_team_nav_point_flag player river_nav_flag) (ai_conversation cliff_prompt) (sleep_until (not (volume_test_objects_all cliff_all (players))) 15) (if global_two_marine_rescued (begin (ai_conversation cliff_abandon_final)) (if global_cliff_dead (begin (sleep -1)) (if global_cliff_all_killed (begin (ai_conversation cliff_abandon_killed)) (if global_cliff_welcome (begin (ai_conversation cliff_abandon_welcome)) (if true (begin (ai_conversation cliff_abandon))))))))) (script dormant void obj_cliff_all_killed (begin (sleep_until (or global_cliff_end (= 0 (ai_living_count cliff_marine))) 15) (sleep 60) (if (not global_cliff_end) (set global_cliff_all_killed true)) (if (and (volume_test_objects cliff_all (players)) (not global_cliff_end)) (ai_conversation cliff_all_killed)) (if (not (and global_river_end global_rubble_end)) (set global_cliff_end true)))) (script dormant void obj_cliff_arrival (begin (sleep_until (volume_test_objects cliff_arrival (players)) 15) (if (not global_cliff_welcome) (ai_conversation cliff_arrival)) (wake save_cliff_arrival))) (script continuous void cont_cliff_kill (begin (sleep_until test_cliff_kill 10) (sleep_until (not (objects_can_see_object (players) (list_get (ai_actors cliff_wave) 0) 40.00)) 10) (sleep 75) (if (not (objects_can_see_object (players) (list_get (ai_actors cliff_wave) 0) 40.00)) (object_destroy (list_get (ai_actors cliff_wave) 0))))) (script dormant void mission_cliff_marine (begin (sleep_until (or (< (ai_living_fraction cliff_wave) 0.50) (volume_test_objects cliff_right_fort_first_floor (players)) (volume_test_objects cliff_left_fort_first_floor (players))) 5) (if (not (volume_test_objects cliff_inside_left_bottom (players))) (sound_impulse_start sound\dialog\a30\a30_540_cortana none 1.00)) (sleep (sound_impulse_time sound\dialog\a30\a30_540_cortana)) (ai_timer_expire cliff_wave/left_fort_inside_grunt) (ai_timer_expire cliff_wave/right_fort_inside_grunt) (sleep_until (or (< (ai_living_fraction cliff_wave) 0.30) (volume_test_objects cliff_right_fort_second_floor (players)) (volume_test_objects cliff_left_fort_second_floor (players))) 5) (if (or (volume_test_objects cliff_right_fort_second_floor (players)) (volume_test_objects cliff_left_fort_second_floor (players))) (ai_place cliff_wave/inside_bottom_jackal)) (ai_place cliff_marine) (objects_predict (ai_actors cliff_marine)) (objects_predict (ai_actors cliff_wave)) (sleep_until (or (< (ai_living_fraction cliff_wave) 0.30) (volume_test_objects cliff_inside_left_bottom (players))) 5) (sleep_until (< (ai_living_count cliff_wave/inside_bottom_jackal) 3) 1 delay_late) (if (< (ai_living_fraction cliff_wave) 0.30) (set global_cliff_welcome true)) (sleep_until (game_safe_to_speak) 1) (wake save_cliff_welcome) (ai_conversation cliff_welcome) (sleep_until (< 4 (ai_conversation_status cliff_welcome)) 1) (set global_cliff_welcome true))) (script dormant void mission_cliff (begin (wake obj_cliff_arrival) (sleep_until (or (volume_test_objects cliff_1 (players)) (volume_test_objects cliff_2 (players))) 15) (set global_cliff_start true) (if (or global_river_end global_rubble_end) (set cont_banshee_kill true)) (ai_place cliff_wave/right_fort_elite) (ai_place cliff_wave/right_fort_grunt) (ai_place cliff_wave/right_fort_far_jackal) (ai_place cliff_wave/right_fort_inside_grunt) (ai_place cliff_wave/left_fort_elite) (ai_place cliff_wave/left_fort_grunt) (ai_place cliff_wave/left_fort_far_jackal) (ai_place cliff_wave/left_fort_farther_jackal) (ai_place cliff_wave/left_fort_inside_grunt) (ai_place cliff_wave/main_top_elite) (ai_place cliff_wave/main_near_grunt) (ai_place cliff_wave/main_far_grunt) (objects_predict (ai_actors cliff_wave)) (sleep 90) (sleep_until (volume_test_objects cliff_all (players)) 1) (wake obj_cliff_abandon) (wake mission_cliff_marine) (sleep_until global_cliff_welcome 1) (wake obj_cliff_all_killed) (ai_maneuver_enable cliff_marine false) (ai_follow_target_players cliff_marine) (if (and global_river_end global_rubble_end) (set play_music_a30_07 true)) (sleep_until (> 7 (ai_living_count cliff_wave)) 15) (ai_migrate cliff_wave cliff_wave/main_near) (ai_maneuver_enable cliff_wave false) (ai_follow_target_players cliff_wave) (ai_magically_see_players cliff_wave) (sleep_until (= 0 (ai_living_count cliff_wave)) 15 delay_late) (if (not (or global_cliff_all_killed (= 0 (ai_living_count cliff_wave)))) (ai_conversation cliff_cleanup)) (sleep_until (= 0 (ai_living_count cliff_wave)) 15 delay_lost) (set test_cliff_kill true) (ai_conversation_stop cliff_welcome) (sleep delay_calm) (ai_follow_target_disable cliff_marine) (ai_maneuver_enable cliff_marine true) (set global_cliff_end true) (set global_cliff_dead true) (sleep 10) (set play_music_a30_07 false) (if (and global_river_end global_rubble_end) (wake mission_extraction_cliff)) (if (and global_river_end global_rubble_end) (set global_extraction true)) (if (and global_river_end global_rubble_end) (sleep -1)) (if global_cliff_all_killed (ai_conversation cliff_abandon_killed)) (if global_cliff_all_killed (sleep -1)) (object_create foehammer_cliff) (unit_set_enterable_by_player foehammer_cliff false) (if (or (volume_test_objects cliff_all jeep) (volume_test_objects cliff_all jeep2) (volume_test_objects cliff_all jeep3)) (begin (sleep 1)) (if mark_jeep3 (begin (sleep 1)) (if mark_jeep2 (begin (begin (object_create jeep3) (unit_enter_vehicle jeep3 foehammer_cliff cargo) (set mark_jeep3 true))) (if true (begin (begin (object_create jeep2) (unit_enter_vehicle jeep2 foehammer_cliff cargo) (set mark_jeep2 true))))))) (object_teleport foehammer_cliff foehammer_cliff_flag) (recording_play_and_hover foehammer_cliff foehammer_cliff_in) (sleep 210) (ai_migrate cliff_marine cliff_marine/waiting_marine) (sleep (recording_time foehammer_cliff)) (unit_exit_vehicle jeep) (unit_exit_vehicle jeep2) (unit_exit_vehicle jeep3) (set global_cliff_marine_rescued true) (wake save_cliff_rescued) (if (game_is_cooperative) (begin (sleep 1)) (if (volume_test_objects cliff_all jeep) (begin (ai_go_to_vehicle cliff_marine jeep gunner)) (if (volume_test_objects cliff_all jeep2) (begin (ai_go_to_vehicle cliff_marine jeep2 gunner)) (if (volume_test_objects cliff_all jeep3) (begin (ai_go_to_vehicle cliff_marine jeep3 gunner)))))) (if (game_is_cooperative) (begin (sleep 1)) (if (volume_test_objects cliff_all jeep) (begin (ai_go_to_vehicle cliff_marine jeep passenger)) (if (volume_test_objects cliff_all jeep2) (begin (ai_go_to_vehicle cliff_marine jeep2 passenger)) (if (volume_test_objects cliff_all jeep3) (begin (ai_go_to_vehicle cliff_marine jeep3 passenger)))))) (ai_go_to_vehicle cliff_marine foehammer_cliff riderlb) (ai_go_to_vehicle cliff_marine foehammer_cliff riderrb) (ai_go_to_vehicle cliff_marine foehammer_cliff riderlm) (ai_go_to_vehicle cliff_marine foehammer_cliff riderrm) (sleep_until (= 0 (ai_going_to_vehicle foehammer_cliff)) 15) (sleep 60) (vehicle_hover foehammer_cliff false) (recording_play_and_delete foehammer_cliff foehammer_cliff_out))) (script dormant void obj_rubble_abandon (begin (deactivate_team_nav_point_flag player cliff_nav_flag) (deactivate_team_nav_point_flag player rubble_nav_flag) (deactivate_team_nav_point_flag player river_nav_flag) (sleep_until (not (volume_test_objects_all rubble_all (players))) 15) (if global_two_marine_rescued (begin (ai_conversation rubble_abandon_final)) (if global_rubble_dead (begin (sleep -1)) (if global_rubble_all_killed (begin (ai_conversation rubble_abandon_killed)) (if global_rubble_welcome (begin (ai_conversation rubble_abandon_welcome)) (if true (begin (ai_conversation rubble_abandon))))))))) (script dormant void obj_rubble_all_killed (begin (sleep_until (or global_rubble_end (= 0 (ai_living_count rubble_marine))) 15) (sleep 60) (if (not global_rubble_end) (set global_rubble_all_killed true)) (if (and (volume_test_objects rubble_all (players)) (not global_rubble_end)) (ai_conversation rubble_all_killed)) (if (not (and global_river_end global_cliff_end)) (set global_rubble_end true)))) (script dormant void mission_rubble_defend (begin (sleep_until global_rubble_wave_2 5) (sleep_until (volume_test_objects_all rubble_defend (players)) 15) (ai_retreat rubble_wave/wave_2_attack_toon) (set global_rubble_wave_2_defend true) (sleep_until global_rubble_wave_3 5) (sleep_until (volume_test_objects_all rubble_defend (players)) 15) (ai_retreat rubble_wave/wave_3_attack_toon) (set global_rubble_wave_3_defend true) (sleep_until global_rubble_wave_4 5) (sleep_until (volume_test_objects_all rubble_defend (players)) 15) (ai_retreat rubble_wave/wave_4_attack_toon) (set global_rubble_wave_4_defend true) (sleep_until global_rubble_wave_5 5) (sleep_until (volume_test_objects_all rubble_defend (players)) 15) (ai_retreat rubble_wave/wave_5_attack_toon) (set global_rubble_wave_5_defend true))) (script dormant void mission_rubble_retreat (begin (sleep_until global_rubble_wave_2_defend 5) (sleep_until (volume_test_objects_all rubble_retreat (players)) 15) (ai_retreat rubble_wave/wave_2_defend_toon) (sleep_until global_rubble_wave_3_defend 5) (sleep_until (volume_test_objects_all rubble_retreat (players)) 15) (ai_retreat rubble_wave/wave_3_defend_toon) (sleep_until global_rubble_wave_4_defend 5) (sleep_until (volume_test_objects_all rubble_retreat (players)) 15) (ai_retreat rubble_wave/wave_4_defend_toon) (sleep_until global_rubble_wave_5_defend 5) (sleep_until (volume_test_objects_all rubble_retreat (players)) 15) (ai_retreat rubble_wave/wave_5_defend_toon))) (script dormant void mission_rubble_marine (begin (ai_place rubble_marine) (objects_predict (ai_actors rubble_marine)) (sleep_until global_rubble_wave_2 1) (sleep 90) (sleep_until (or global_rubble_wave_3 (!= (game_difficulty_get) normal) (> 0.50 (ai_living_fraction rubble_marine))) 15) (ai_migrate rubble_marine rubble_marine/fight_marine) (sleep 90) (wake mission_rubble_defend) (sleep 90) (sleep_until (or (= (game_difficulty_get) impossible) global_rubble_wave_4 (> 0.25 (ai_living_fraction rubble_marine))) 15) (sleep 90) (ai_migrate rubble_marine rubble_marine/iron_marine) (ai_conversation rubble_retreat) (sleep 45) (wake mission_rubble_retreat) (sleep_until (or global_rubble_wave_5 (= 0.00 (ai_living_fraction rubble_marine))) 15) (ai_maneuver_enable rubble_wave false) (ai_follow_target_players rubble_wave))) (script dormant void mission_rubble_wave_2 (begin (object_create rubble_rock_cship) (unit_close rubble_rock_cship) (ai_place rubble_wave/wave_2_lz_toon) (ai_disregard (ai_actors rubble_wave/wave_2_lz_toon) true) (ai_braindead rubble_wave/wave_2_lz_toon true) (vehicle_load_magic rubble_rock_cship passenger (ai_actors rubble_wave/wave_2_lz_toon)) (object_teleport rubble_rock_cship rubble_rock_cship_flag) (recording_play_and_hover rubble_rock_cship rubble_rock_cship_enter) (objects_predict rubble_rock_cship) (sleep (recording_time rubble_rock_cship)) (ai_conversation rubble_wave_2_alert) (sleep_until (< 4 (ai_conversation_status rubble_wave_2_alert)) 1 delay_dawdle) (ai_disregard (ai_actors rubble_wave/wave_2_lz_toon) false) (ai_migrate rubble_marine rubble_marine/fight_marine) (ai_magically_see_encounter rubble_marine rubble_wave) (sleep_until (not (volume_test_objects rubble_rock_lz (players))) 15 delay_dawdle) (vehicle_hover rubble_rock_cship false) (recording_play_and_hover rubble_rock_cship rubble_rock_cship_drop) (sleep (max 0.00 (- (recording_time rubble_rock_cship) 60.00))) (unit_open rubble_rock_cship) (ai_braindead rubble_wave/wave_2_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload rubble_rock_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr04) (sleep 5))) (set global_rubble_wave_2 true) (sleep 120) (vehicle_hover rubble_rock_cship false) (recording_play_and_delete rubble_rock_cship rubble_rock_cship_exit) (sleep 30) (unit_close rubble_rock_cship) (object_set_collideable rubble_rock_cship false) (sleep_until (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players)) (volume_test_objects_all rubble_attack (players))) 15) (ai_migrate rubble_wave/wave_2_jackal rubble_wave/wave_2_attack_toon) (sleep 90) (ai_migrate rubble_wave/wave_2_lz_toon rubble_wave/wave_2_attack_toon) (if (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players))) (ai_migrate rubble_wave/wave_2_attack_toon rubble_wave/wave_2_defend_toon)) (ai_magically_see_players rubble_wave) (ai_magically_see_encounter rubble_wave rubble_marine))) (script dormant void mission_rubble_wave_3 (begin (object_create rubble_middle_cship) (unit_close rubble_middle_cship) (ai_place rubble_wave/wave_3_lz_toon) (ai_disregard (ai_actors rubble_wave/wave_3_lz_toon) true) (ai_braindead rubble_wave/wave_3_lz_toon true) (vehicle_load_magic rubble_middle_cship passenger (ai_actors rubble_wave/wave_3_lz_toon)) (object_teleport rubble_middle_cship rubble_middle_cship_flag) (recording_play_and_hover rubble_middle_cship rubble_middle_cship_enter) (objects_predict rubble_middle_cship) (sleep (recording_time rubble_middle_cship)) (ai_conversation rubble_wave_3_alert) (sleep_until (< 4 (ai_conversation_status rubble_wave_3_alert)) 1 delay_dawdle) (ai_disregard (ai_actors rubble_wave/wave_3_lz_toon) false) (ai_magically_see_encounter rubble_marine rubble_wave) (sleep_until (not (volume_test_objects rubble_middle_lz (players))) 15 delay_dawdle) (vehicle_hover rubble_middle_cship false) (recording_play_and_hover rubble_middle_cship rubble_middle_cship_drop) (sleep (max 0.00 (- (recording_time rubble_middle_cship) 60.00))) (unit_open rubble_middle_cship) (ai_braindead rubble_wave/wave_3_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload rubble_middle_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload rubble_middle_cship cd-passengerr04) (sleep 5))) (set global_rubble_wave_3 true) (sleep 120) (vehicle_hover rubble_middle_cship false) (recording_play_and_delete rubble_middle_cship rubble_middle_cship_exit) (sleep 30) (unit_close rubble_middle_cship) (object_set_collideable rubble_middle_cship false) (sleep_until (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players)) (volume_test_objects_all rubble_attack (players))) 15) (ai_migrate rubble_wave/wave_3_grunt rubble_wave/wave_3_attack_toon) (sleep 90) (ai_migrate rubble_wave/wave_3_lz_toon rubble_wave/wave_3_attack_toon) (if (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players))) (ai_migrate rubble_wave/wave_3_attack_toon rubble_wave/wave_3_defend_toon)) (ai_magically_see_players rubble_wave) (ai_magically_see_encounter rubble_wave rubble_marine))) (script dormant void mission_rubble_wave_4 (begin (object_create rubble_rock_cship) (unit_close rubble_rock_cship) (ai_place rubble_wave/wave_4_lz_toon) (ai_disregard (ai_actors rubble_wave/wave_4_lz_toon) true) (ai_braindead rubble_wave/wave_4_lz_toon true) (vehicle_load_magic rubble_rock_cship passenger (ai_actors rubble_wave/wave_4_lz_toon)) (object_teleport rubble_rock_cship rubble_rock_cship_flag) (recording_play_and_hover rubble_rock_cship rubble_rock_cship_enter) (objects_predict rubble_rock_cship) (sleep (recording_time rubble_rock_cship)) (ai_conversation rubble_wave_4_alert) (sleep_until (< 4 (ai_conversation_status rubble_wave_2_alert)) 1 delay_dawdle) (ai_disregard (ai_actors rubble_wave/wave_4_lz_toon) false) (ai_magically_see_encounter rubble_marine rubble_wave) (sleep_until (not (volume_test_objects rubble_rock_lz (players))) 15 delay_dawdle) (vehicle_hover rubble_rock_cship false) (recording_play_and_hover rubble_rock_cship rubble_rock_cship_drop) (sleep (max 0.00 (- (recording_time rubble_rock_cship) 60.00))) (unit_open rubble_rock_cship) (ai_braindead rubble_wave/wave_4_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload rubble_rock_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload rubble_rock_cship cd-passengerr04) (sleep 5))) (set global_rubble_wave_4 true) (sleep 120) (vehicle_hover rubble_rock_cship false) (recording_play_and_delete rubble_rock_cship rubble_rock_cship_exit) (sleep 30) (unit_close rubble_rock_cship) (object_set_collideable rubble_rock_cship false) (sleep_until (volume_test_objects_all rubble_attack (players)) 15) (sleep_until (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players)) (volume_test_objects_all rubble_attack (players))) 15) (ai_migrate rubble_wave/wave_4_grunt rubble_wave/wave_4_attack_toon) (sleep 90) (ai_migrate rubble_wave/wave_4_lz_toon rubble_wave/wave_4_attack_toon) (if (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players))) (ai_migrate rubble_wave/wave_4_attack_toon rubble_wave/wave_4_defend_toon)) (ai_magically_see_players rubble_wave) (ai_magically_see_encounter rubble_wave rubble_marine))) (script dormant void mission_rubble_wave_5 (begin (object_create rubble_boat_cship) (unit_close rubble_boat_cship) (ai_place rubble_wave/wave_5_lz_toon) (ai_disregard (ai_actors rubble_wave/wave_5_lz_toon) true) (ai_braindead rubble_wave/wave_5_lz_toon true) (vehicle_load_magic rubble_boat_cship passenger (ai_actors rubble_wave/wave_5_lz_toon)) (object_teleport rubble_boat_cship rubble_boat_cship_flag) (recording_play_and_hover rubble_boat_cship rubble_boat_cship_enter) (objects_predict rubble_boat_cship) (sleep (recording_time rubble_boat_cship)) (ai_disregard (ai_actors rubble_wave/wave_5_lz_toon) false) (ai_magically_see_encounter rubble_marine rubble_wave) (sleep_until (not (volume_test_objects rubble_rock_lz (players))) 15 delay_dawdle) (vehicle_hover rubble_boat_cship false) (recording_play_and_hover rubble_boat_cship rubble_boat_cship_drop) (sleep (max 0.00 (- (recording_time rubble_boat_cship) 60.00))) (unit_open rubble_boat_cship) (ai_braindead rubble_wave/wave_5_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload rubble_boat_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload rubble_boat_cship cd-passengerr04) (sleep 5))) (set global_rubble_wave_5 true) (sleep 120) (vehicle_hover rubble_boat_cship false) (recording_play_and_delete rubble_boat_cship rubble_boat_cship_exit) (sleep 30) (unit_close rubble_boat_cship) (object_set_collideable rubble_boat_cship false) (sleep_until (volume_test_objects_all rubble_attack (players)) 15) (sleep_until (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players)) (volume_test_objects_all rubble_attack (players))) 15) (ai_migrate rubble_wave/wave_5_jackal rubble_wave/wave_5_attack_toon) (sleep 90) (ai_retreat rubble_wave/wave_5_lz_toon) (if (or (vehicle_test_seat_list jeep w-driver (players)) (vehicle_test_seat_list jeep2 w-driver (players)) (vehicle_test_seat_list jeep3 w-driver (players))) (ai_migrate rubble_wave/wave_5_attack_toon rubble_wave/wave_5_defend_toon)) (ai_magically_see_players rubble_wave) (ai_magically_see_encounter rubble_wave rubble_marine))) (script continuous void cont_rubble_kill (begin (sleep_until test_rubble_kill 10) (sleep_until (not (objects_can_see_object (players) (list_get (ai_actors rubble_wave) 0) 40.00)) 10) (sleep 75) (if (not (objects_can_see_object (players) (list_get (ai_actors rubble_wave) 0) 40.00)) (object_destroy (list_get (ai_actors rubble_wave) 0))))) (script dormant void mission_rubble (begin (sleep_until (or (volume_test_objects rubble_1 (players)) (volume_test_objects rubble_2 (players))) 15) (set global_rubble_start true) (if (or global_cliff_end global_river_end) (set cont_banshee_kill true)) (ai_place rubble_wave/wave_1_toon) (objects_predict (ai_actors rubble_wave)) (ai_playfight rubble_wave true) (ai_playfight rubble_marine true) (ai_try_to_fight rubble_wave rubble_marine) (wake mission_rubble_marine) (sleep_until (volume_test_objects rubble_arrival (players)) 15) (ai_conversation rubble_arrival) (deactivate_team_nav_point_flag player cliff_nav_flag) (deactivate_team_nav_point_flag player rubble_nav_flag) (deactivate_team_nav_point_flag player river_nav_flag) (wake save_rubble_welcome) (sleep_until (or (< 0.50 (ai_living_fraction rubble_wave)) (volume_test_objects rubble_attack (players))) 15) (ai_playfight rubble_wave false) (ai_playfight rubble_marine false) (sleep_until (or (< (ai_living_count rubble_wave) 3) (volume_test_objects rubble_attack (players))) 15) (sleep_until (and (< (ai_living_count rubble_wave) 3) (volume_test_objects rubble_attack (players))) 15 delay_late) (ai_conversation rubble_welcome) (sleep_until (< 4 (ai_conversation_status rubble_welcome)) 1 delay_late) (set global_rubble_welcome true) (wake obj_rubble_abandon) (wake obj_rubble_all_killed) (ai_try_to_fight_nothing rubble_wave) (wake mission_rubble_wave_2) (sleep_until global_rubble_wave_2 5) (set global_rubble_count (ai_living_count rubble_wave)) (sleep_until (> (- global_rubble_count 1.00) (ai_living_count rubble_wave)) 15 delay_late) (sleep_until (> 4 (ai_living_count rubble_wave)) 15 delay_late) (wake mission_rubble_wave_3) (if (< 2 (ai_living_count rubble_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (wake save_rubble_wave_2) (sleep_until global_rubble_wave_3 5) (set global_rubble_count (ai_living_count rubble_wave)) (sleep_until (> (- global_rubble_count 1.00) (ai_living_count rubble_wave)) 15 delay_late) (sleep_until (> 4 (ai_living_count rubble_wave)) 15 delay_dawdle) (wake mission_rubble_wave_4) (if (< 2 (ai_living_count rubble_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (wake save_rubble_wave_3) (sleep_until global_rubble_wave_4 5) (if (and global_river_end global_cliff_end) (set play_music_a30_07 true)) (set global_rubble_count (ai_living_count rubble_wave)) (sleep_until (> (- global_rubble_count 1.00) (ai_living_count rubble_wave)) 15 delay_dawdle) (wake mission_rubble_wave_5) (if (< 0 (ai_living_count rubble_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (wake save_rubble_wave_4) (sleep_until global_rubble_wave_5 5) (sleep_until (> 5 (ai_living_count rubble_wave)) 15) (ai_maneuver_enable rubble_wave false) (ai_follow_target_players rubble_wave) (ai_magically_see_players rubble_wave) (sleep_until (= 0 (ai_living_count rubble_wave)) 15 delay_lost) (if (not (or global_rubble_all_killed (= 0 (ai_living_count rubble_wave)))) (ai_conversation rubble_cleanup)) (sleep_until (= 0 (ai_living_count rubble_wave)) 15 delay_lost) (if (< 0 (ai_living_count rubble_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (set test_rubble_kill true) (ai_conversation_stop rubble_welcome) (sleep delay_calm) (set global_rubble_end true) (set global_rubble_dead true) (sleep 10) (set play_music_a30_07 false) (if (and global_river_end global_cliff_end) (wake mission_extraction_rubble)) (if (and global_river_end global_cliff_end) (set global_extraction true)) (if (and global_river_end global_cliff_end) (sleep -1)) (if global_rubble_all_killed (ai_conversation rubble_abandon_killed)) (if global_rubble_all_killed (sleep -1)) (sleep 10) (object_create foehammer_rubble) (unit_set_enterable_by_player foehammer_rubble false) (if (or (volume_test_objects rubble_all jeep) (volume_test_objects rubble_all jeep2) (volume_test_objects rubble_all jeep3)) (begin (sleep 1)) (if mark_jeep3 (begin (sleep 1)) (if mark_jeep2 (begin (begin (object_create jeep3) (unit_enter_vehicle jeep3 foehammer_rubble cargo) (set mark_jeep3 true))) (if true (begin (begin (object_create jeep2) (unit_enter_vehicle jeep2 foehammer_rubble cargo) (set mark_jeep2 true))))))) (object_teleport foehammer_rubble foehammer_rubble_flag) (recording_play_and_hover foehammer_rubble foehammer_rubble_in) (sleep 210) (ai_migrate rubble_marine rubble_marine/waiting_marine) (sleep (recording_time foehammer_rubble)) (unit_exit_vehicle jeep) (unit_exit_vehicle jeep2) (unit_exit_vehicle jeep3) (set global_rubble_marine_rescued true) (wake save_rubble_rescued) (if (game_is_cooperative) (begin (sleep 1)) (if (volume_test_objects rubble_all jeep) (begin (ai_go_to_vehicle rubble_marine jeep gunner)) (if (volume_test_objects rubble_all jeep2) (begin (ai_go_to_vehicle rubble_marine jeep2 gunner)) (if (volume_test_objects rubble_all jeep3) (begin (ai_go_to_vehicle rubble_marine jeep3 gunner)))))) (if (game_is_cooperative) (begin (sleep 1)) (if (volume_test_objects rubble_all jeep) (begin (ai_go_to_vehicle rubble_marine jeep passenger)) (if (volume_test_objects rubble_all jeep2) (begin (ai_go_to_vehicle rubble_marine jeep2 passenger)) (if (volume_test_objects rubble_all jeep3) (begin (ai_go_to_vehicle rubble_marine jeep3 passenger)))))) (ai_go_to_vehicle rubble_marine foehammer_rubble riderlb) (ai_go_to_vehicle rubble_marine foehammer_rubble riderrb) (ai_go_to_vehicle rubble_marine foehammer_rubble riderlm) (ai_go_to_vehicle rubble_marine foehammer_rubble riderrm) (sleep_until (= 0 (ai_going_to_vehicle foehammer_rubble)) 15) (sleep 60) (vehicle_hover foehammer_rubble false) (recording_play_and_delete foehammer_rubble foehammer_rubble_out))) (script dormant void mission_river_defend (begin (sleep_until global_river_wave_2 5) (sleep_until (volume_test_objects_all river_attack (players)) 15) (ai_retreat river_wave/wave_2_attack_toon) (set global_river_wave_2_defend true) (sleep_until global_river_wave_3 5) (sleep_until (volume_test_objects_all river_attack (players)) 15) (ai_retreat river_wave/wave_3_attack_toon) (set global_river_wave_3_defend true))) (script dormant void mission_river_retreat (begin (sleep_until global_river_wave_2_defend 5) (sleep_until (volume_test_objects_all river_retreat (players)) 15) (ai_retreat river_wave/wave_2_defend_toon) (sleep_until global_river_wave_3_defend 5) (sleep_until (volume_test_objects_all river_retreat (players)) 15) (ai_retreat river_wave/wave_3_defend_toon))) (script dormant void mission_river_marine (begin (ai_place river_marine) (objects_predict (ai_actors river_marine)) (ai_disregard (ai_actors river_wave) true) (sleep_until (volume_test_objects river_retreat (players)) 15) (ai_defend river_marine) (sleep 90) (wake mission_river_defend) (sleep 90) (sleep_until (or global_river_wave_3 (> 0.30 (ai_living_fraction river_marine))) 15) (sleep 90) (ai_retreat river_marine) (sleep 45) (wake mission_river_retreat) (sleep_until (= 0.00 (ai_living_fraction river_marine)) 15) (ai_migrate river_wave river_wave/wave_2_retreat) (ai_follow_target_players river_wave))) (script dormant void obj_river_abandon (begin (deactivate_team_nav_point_flag player cliff_nav_flag) (deactivate_team_nav_point_flag player rubble_nav_flag) (deactivate_team_nav_point_flag player river_nav_flag) (sleep_until (not (volume_test_objects_all river_all (players))) 15) (if global_two_marine_rescued (begin (ai_conversation river_abandon_final)) (if global_river_dead (begin (sleep -1)) (if global_river_all_killed (begin (ai_conversation river_abandon_killed)) (if global_river_welcome (begin (ai_conversation river_abandon_welcome)) (if true (begin (ai_conversation river_abandon))))))))) (script dormant void obj_river_all_killed (begin (sleep_until (or global_river_end (= 0 (ai_living_count river_marine))) 15) (sleep 60) (if (not global_river_end) (set global_river_all_killed true)) (if (and (volume_test_objects river_all (players)) (not global_river_end)) (ai_conversation river_all_killed)) (if (not (and global_rubble_end global_cliff_end)) (set global_river_end true)))) (script dormant void mission_river_wave_1 (begin (ai_place river_wave/wave_1_toon) (objects_predict (ai_actors river_wave)) (ai_disregard (ai_actors river_marine) true))) (script dormant void mission_river_wave_2 (begin (ai_place river_wave/wave_3_lz_toon) (objects_predict (ai_actors river_wave)) (set global_river_wave_2 true) (sleep_until (volume_test_objects_all river_attack (players)) 15) (ai_retreat river_wave/wave_3_jackal) (sleep 300) (ai_retreat river_wave/wave_3_lz_toon) (ai_magically_see_players river_wave) (ai_magically_see_encounter river_wave river_marine) (sleep delay_late) (sleep_until (volume_test_objects_all river_retreat (players)) 15) (ai_retreat river_wave/wave_3_attack_toon) (sleep delay_late) (sleep_until (volume_test_objects_all river_retreat (players)) 15) (ai_retreat river_wave/wave_3_defend_toon))) (script dormant void mission_river_wave_3 (begin (object_create river_boat_cship) (unit_close river_boat_cship) (ai_place river_wave/wave_2_lz_toon) (ai_disregard (ai_actors river_wave/wave_2_lz_toon) true) (ai_braindead river_wave/wave_2_lz_toon true) (vehicle_load_magic river_boat_cship passenger (ai_actors river_wave/wave_2_lz_toon)) (object_teleport river_boat_cship river_boat_cship_flag) (recording_play_and_hover river_boat_cship river_boat_cship_enter) (objects_predict river_boat_cship) (sleep (recording_time river_boat_cship)) (ai_disregard (ai_actors river_wave/wave_2_lz_toon) false) (ai_disregard (ai_actors river_marine) false) (ai_magically_see_encounter river_marine river_wave) (sleep_until (not (volume_test_objects river_boat_lz (players))) 15) (vehicle_hover river_boat_cship false) (recording_play_and_hover river_boat_cship river_boat_cship_drop) (sleep (max 0.00 (- (recording_time river_boat_cship) 60.00))) (unit_open river_boat_cship) (ai_braindead river_wave/wave_2_lz_toon false) (sleep 60) (begin_random (begin (vehicle_unload river_boat_cship cd-passengerl01) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerl02) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerl03) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerl04) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerr01) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerr02) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerr03) (sleep 5)) (begin (vehicle_unload river_boat_cship cd-passengerr04) (sleep 5))) (set global_river_wave_3 true) (sleep 120) (vehicle_hover river_boat_cship false) (recording_play_and_delete river_boat_cship river_boat_cship_exit) (sleep 30) (unit_close river_boat_cship) (sleep_until (volume_test_objects_all river_attack (players)) 15) (ai_retreat river_wave/wave_2_grunt) (sleep 300) (ai_retreat river_wave/wave_2_lz_toon) (ai_magically_see_players river_wave) (ai_magically_see_encounter river_wave river_marine) (sleep delay_late) (sleep_until (volume_test_objects_all river_retreat (players)) 15) (ai_retreat river_wave/wave_2_attack_toon) (sleep delay_late) (sleep_until (volume_test_objects_all river_retreat (players)) 15) (ai_retreat river_wave/wave_2_defend_toon))) (script continuous void cont_river_kill (begin (sleep_until test_river_kill 10) (sleep_until (not (objects_can_see_object (players) (list_get (ai_actors river_wave) 0) 40.00)) 10) (sleep 75) (if (not (objects_can_see_object (players) (list_get (ai_actors river_wave) 0) 40.00)) (object_destroy (list_get (ai_actors river_wave) 0))))) (script dormant void mission_river (begin (sleep_until (or (volume_test_objects river_1 (players)) (volume_test_objects river_2 (players))) 15) (set global_river_start true) (if (or global_cliff_end global_rubble_end) (set cont_banshee_kill true)) (wake save_river_arrival) (wake mission_river_marine) (wake mission_river_wave_1) (sleep_until (volume_test_objects river_attack (players)) 15) (sleep_until (game_safe_to_speak) 1) (ai_conversation river_arrival) (deactivate_team_nav_point_flag player cliff_nav_flag) (deactivate_team_nav_point_flag player rubble_nav_flag) (deactivate_team_nav_point_flag player river_nav_flag) (sleep_until (< 4 (ai_conversation_status river_arrival)) 1 delay_dawdle) (wake save_river_welcome) (ai_conversation river_welcome) (sleep_until (volume_test_objects river_retreat (players)) 1 delay_late) (sleep_until (< 4 (ai_conversation_status river_welcome)) 1 delay_dawdle) (set global_river_welcome true) (wake obj_river_abandon) (wake obj_river_all_killed) (wake mission_river_wave_2) (ai_disregard (ai_actors river_wave) false) (ai_disregard (ai_actors river_marine) false) (sleep_until global_river_wave_2 5) (sleep_until (> 0.50 (ai_living_fraction river_wave)) 15) (ai_migrate river_wave river_wave/wave_2_retreat) (ai_maneuver_enable river_wave false) (ai_follow_target_players river_wave) (sleep_until (> 9 (ai_living_count river_wave)) 15 delay_late) (if (< 6 (ai_living_count river_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (ai_follow_target_disable river_wave) (ai_maneuver_enable river_wave true) (wake save_river_wave_2) (wake mission_river_wave_3) (sleep_until global_river_wave_3 5) (if (and global_rubble_end global_cliff_end) (set play_music_a30_07 true)) (sleep_until (> 6 (ai_living_count river_wave)) 15) (ai_migrate river_wave river_wave/wave_2_retreat) (ai_maneuver_enable river_wave false) (ai_follow_target_players river_wave) (ai_magically_see_players river_wave) (sleep_until (= 0 (ai_living_count river_wave)) 15 delay_late) (if (not (or global_river_all_killed (= 0 (ai_living_count river_wave)))) (ai_conversation river_cleanup)) (sleep_until (= 0 (ai_living_count river_wave)) 15 delay_lost) (if (< 0 (ai_living_count river_wave)) (sleep_until (game_all_quiet) 1 delay_dawdle)) (set test_river_kill true) (ai_conversation_stop river_welcome) (sleep delay_calm) (set global_river_end true) (set global_river_dead true) (sleep 10) (set play_music_a30_07 false) (if (and global_rubble_end global_cliff_end) (wake mission_extraction_river)) (if (and global_rubble_end global_cliff_end) (set global_extraction true)) (if (and global_rubble_end global_cliff_end) (sleep -1)) (if global_river_all_killed (ai_conversation river_abandon_killed)) (if global_river_all_killed (sleep -1)) (sleep 10) (object_create foehammer_river) (unit_set_enterable_by_player foehammer_river false) (if (or (volume_test_objects river_all jeep) (volume_test_objects river_all jeep2) (volume_test_objects river_all jeep3)) (begin (sleep 1)) (if mark_jeep3 (begin (sleep 1)) (if mark_jeep2 (begin (begin (object_create jeep3) (unit_enter_vehicle jeep3 foehammer_river cargo) (set mark_jeep3 true))) (if true (begin (begin (object_create jeep2) (unit_enter_vehicle jeep2 foehammer_river cargo) (set mark_jeep2 true))))))) (object_teleport foehammer_river foehammer_river_flag) (recording_play_and_hover foehammer_river foehammer_river_in) (sleep 210) (ai_migrate river_marine river_marine/waiting_marine) (sleep (recording_time foehammer_river)) (unit_exit_vehicle jeep) (unit_exit_vehicle jeep2) (unit_exit_vehicle jeep3) (set global_river_marine_rescued true) (wake save_river_rescued) (if (game_is_cooperative) (begin (sleep 1)) (if (volume_test_objects river_all jeep) (begin (ai_go_to_vehicle river_marine jeep gunner)) (if (volume_test_objects river_all jeep2) (begin (ai_go_to_vehicle river_marine jeep2 gunner)) (if (volume_test_objects river_all jeep3) (begin (ai_go_to_vehicle river_marine jeep3 gunner)))))) (if (game_is_cooperative) (begin (sleep 1)) (if (volume_test_objects river_all jeep) (begin (ai_go_to_vehicle river_marine jeep passenger)) (if (volume_test_objects river_all jeep2) (begin (ai_go_to_vehicle river_marine jeep2 passenger)) (if (volume_test_objects river_all jeep3) (begin (ai_go_to_vehicle river_marine jeep3 passenger)))))) (ai_go_to_vehicle river_marine foehammer_river riderlb) (ai_go_to_vehicle river_marine foehammer_river riderrb) (ai_go_to_vehicle river_marine foehammer_river riderlm) (ai_go_to_vehicle river_marine foehammer_river riderrm) (sleep_until (= 0 (ai_going_to_vehicle foehammer_river)) 15) (sleep 60) (vehicle_hover foehammer_river false) (recording_play_and_delete foehammer_river foehammer_river_out))) (script continuous void cont_banshee_kill (begin (sleep_until cont_banshee_kill 10) (sleep_until (not (objects_can_see_object (players) mid_banshee_1 40.00)) 10) (sleep 75) (if (not (objects_can_see_object (players) mid_banshee_1 40.00)) (begin (object_destroy mid_banshee_1) (ai_erase mid_banshee/pilot_1))) (sleep_until (not (objects_can_see_object (players) mid_banshee_2 40.00)) 10) (sleep 75) (if (not (objects_can_see_object (players) mid_banshee_2 40.00)) (begin (object_destroy mid_banshee_2) (ai_erase mid_banshee/pilot_2))))) (script dormant void mission_mid_banshee (begin (object_create mid_banshee_1) (unit_set_enterable_by_player mid_banshee_1 false) (object_create mid_banshee_2) (unit_set_enterable_by_player mid_banshee_2 false) (ai_place mid_banshee) (vehicle_load_magic mid_banshee_1 driver (ai_actors mid_banshee/pilot_1)) (object_teleport mid_banshee_1 mid_banshee_flag_1) (vehicle_load_magic mid_banshee_2 driver (ai_actors mid_banshee/pilot_2)) (object_teleport mid_banshee_2 mid_banshee_flag_2) (objects_predict mid_banshee_1))) (script dormant void mission_mid_cliff_1 (begin (ai_place mid_cliff_1) (object_create midcliff_cship_1) (object_teleport midcliff_cship_1 midcliff_1_flag) (vehicle_hover midcliff_cship_1 true) (objects_predict (ai_actors mid_cliff_1)) (objects_predict midcliff_cship_1) (sleep_until (or (volume_test_objects midcliff_1_trigger (players)) (< (ai_strength mid_cliff_1) 0.90) (objects_can_see_object (players) midcliff_cship_1 5.00)) 1) (vehicle_hover midcliff_cship_1 false) (recording_play_and_delete midcliff_cship_1 midcliff_1_cship_exit))) (script dormant void mission_mid_cliff_2 (begin (ai_place mid_cliff_2) (object_create midcliff_cship_2) (object_teleport midcliff_cship_2 midcliff_2_flag) (vehicle_hover midcliff_cship_2 true) (objects_predict (ai_actors mid_cliff_2)) (objects_predict midcliff_cship_2) (sleep_until (or (volume_test_objects midcliff_2_trigger (players)) (< (ai_strength mid_cliff_2) 0.90) (objects_can_see_object (players) midcliff_cship_2 5.00)) 1) (vehicle_hover midcliff_cship_2 false) (recording_play_and_delete midcliff_cship_2 midcliff_2_cship_exit))) (script dormant void mission_mid_rubble_1 (begin (ai_place mid_rubble_1) (object_create midrubble_cship_1) (object_teleport midrubble_cship_1 midrubble_1_flag) (vehicle_hover midrubble_cship_1 true) (objects_predict (ai_actors mid_rubble_1)) (objects_predict midrubble_cship_1) (sleep_until (or (volume_test_objects midrubble_1_trigger (players)) (< (ai_strength mid_rubble_1) 0.90) (objects_can_see_object (players) midrubble_cship_1 5.00)) 1) (vehicle_hover midrubble_cship_1 false) (recording_play_and_delete midrubble_cship_1 midrubble_1_cship_exit))) (script dormant void mission_mid_river_1 (begin (ai_place mid_river_1) (object_create midriver_cship_1) (object_teleport midriver_cship_1 midriver_1_flag) (vehicle_hover midriver_cship_1 true) (objects_predict (ai_actors mid_river_1)) (objects_predict midriver_cship_1) (sleep_until (or (volume_test_objects midriver_1_trigger (players)) (< (ai_strength mid_river_1) 0.90) (objects_can_see_object (players) midriver_cship_1 5.00)) 1) (vehicle_hover midriver_cship_1 false) (recording_play_and_delete midriver_cship_1 midriver_1_cship_exit))) (script dormant void mission_obj (begin (sleep_until (or global_cliff_end global_rubble_end global_river_end) 15) (set mark_search2 true) (if (volume_test_objects_all cliff_all (players)) (begin (begin (wake mission_mid_rubble_1))) (if (volume_test_objects_all rubble_all (players)) (begin (begin (wake mission_mid_cliff_1) (wake mission_mid_river_1))) (if (volume_test_objects_all river_all (players)) (begin (begin (wake mission_mid_cliff_2) (ai_place mid_rubble_2)))))) (wake mission_mid_banshee) (if (and global_cliff_end (not global_cliff_dead)) (begin (sleep 1)) (if (and global_river_end (not global_river_dead)) (begin (sleep 1)) (if (and global_rubble_end (not global_rubble_dead)) (begin (sleep 1)) (if (and global_cliff_end (not global_cliff_all_killed)) (begin (wake cutscene_one_rescued_cliff)) (if (and global_rubble_end (not global_rubble_all_killed)) (begin (wake cutscene_one_rescued_rubble)) (if (and global_river_end (not global_river_all_killed)) (begin (wake cutscene_one_rescued_river)) (if true (begin (wake dialog_one_rescued_killed))))))))) (sleep_until (not (or (volume_test_objects_all cliff_all (players)) (volume_test_objects_all rubble_all (players)) (volume_test_objects_all river_all (players)))) 1) (sleep_until (or (and global_cliff_end global_rubble_end) (and global_cliff_end global_river_end) (and global_rubble_end global_river_end)) 15 delay_lost) (if (not (or (and global_cliff_start global_rubble_start (or (volume_test_objects cliff_all (players)) (volume_test_objects rubble_all (players)))) (and global_cliff_start global_river_start (or (volume_test_objects cliff_all (players)) (volume_test_objects river_all (players)))) (and global_rubble_start global_river_start (or (volume_test_objects rubble_all (players)) (volume_test_objects river_all (players)))))) (begin (wake dialog_one_rescued_prompt) (if (and global_cliff_end global_rubble_end) (begin (sleep 1)) (if (and global_cliff_end global_river_end) (begin (sleep 1)) (if (and global_rubble_end global_river_end) (begin (sleep 1)) (if (not global_river_end) (begin (activate_team_nav_point_flag default_red player river_nav_flag 0.00)) (if (not global_rubble_end) (begin (activate_team_nav_point_flag default_red player rubble_nav_flag 0.00)) (if (not global_cliff_end) (begin (activate_team_nav_point_flag default_red player cliff_nav_flag 0.00)))))))))) (sleep_until (or (and global_cliff_end global_rubble_end) (and global_cliff_end global_river_end) (and global_rubble_end global_river_end)) 15) (set mark_search3 true) (if (volume_test_objects_all cliff_all (players)) (begin (begin (wake mission_mid_rubble_1))) (if (volume_test_objects_all rubble_all (players)) (begin (begin (wake mission_mid_cliff_1) (wake mission_mid_river_1))) (if (volume_test_objects_all river_all (players)) (begin (begin (wake mission_mid_cliff_2) (ai_place mid_rubble_2)))))) (if (and (volume_test_objects_all cliff_all (players)) global_cliff_end (not global_cliff_dead)) (begin (sleep 1)) (if (and (volume_test_objects_all rubble_all (players)) global_rubble_end (not global_rubble_dead)) (begin (sleep 1)) (if (and (volume_test_objects_all river_all (players)) global_river_end (not global_river_dead)) (begin (sleep 1)) (if (and (volume_test_objects_all cliff_all (players)) global_cliff_end (not global_cliff_all_killed)) (begin (wake dialog_two_rescued)) (if (and (volume_test_objects_all rubble_all (players)) global_rubble_end (not global_rubble_all_killed)) (begin (wake dialog_two_rescued)) (if (and (volume_test_objects_all river_all (players)) global_river_end (not global_river_all_killed)) (begin (wake dialog_two_rescued)) (if (and (not (volume_test_objects_all cliff_all (players))) (not (volume_test_objects_all rubble_all (players))) (not (volume_test_objects_all river_all (players)))) (begin (sleep 1)) (if true (begin (wake dialog_two_rescued_killed)))))))))) (sleep_until (not (or (volume_test_objects_all cliff_all (players)) (volume_test_objects_all rubble_all (players)) (volume_test_objects_all river_all (players)))) 1) (sleep_until (and global_cliff_end global_rubble_end global_river_end) 15 delay_dawdle) (ai_conversation third_driving) (sleep_until (and global_cliff_end global_rubble_end global_river_end) 15 delay_lost) (if (not (and global_cliff_start global_rubble_start global_river_start)) (wake dialog_two_rescued_prompt)) (if (not (and global_cliff_start global_rubble_start global_river_start (or (volume_test_objects_all cliff_all (players)) (volume_test_objects_all rubble_all (players)) (volume_test_objects_all river_all (players))))) (if (and global_rubble_end global_river_end) (begin (activate_team_nav_point_flag default_red player cliff_nav_flag 0.00)) (if (and global_cliff_end global_river_end) (begin (activate_team_nav_point_flag default_red player rubble_nav_flag 0.00)) (if (and global_rubble_end global_cliff_end) (begin (activate_team_nav_point_flag default_red player river_nav_flag 0.00)))))))) (script static void cutscene_intro (begin (objects_predict intro_pod) (object_beautify intro_pod true) (cinematic_start) (camera_control true) (fade_out 0.00 0.00 0.00 0) (camera_set intro_1 0) (camera_set intro_2 210) (fade_in 0.00 0.00 0.00 30) (sound_looping_start sound\sinomatixx\a30_insertion_foley none 1.00) (sound_looping_start sound\sinomatixx\a30_insertion_music none 1.00) (sleep 90) (cinematic_set_title arrival) (sleep 30) (camera_set intro_3 150) (object_destroy intro_pod) (object_destroy pilot_intro) (object_create pilot_intro) (object_create intro_pod) (objects_attach intro_pod driver pilot_intro ) (custom_animation pilot_intro cinematics\animations\pilot\x30\x30 idle false) (game_skip_ticks 5) (object_teleport intro_pod intro_pod_flag) (recording_play intro_pod intro_pod_fly) (sleep 60) (sound_impulse_start sound\dialog\a30\a30_insert_010_cortana none 1.00) (sleep 30) (sleep (camera_time)) (fade_out 1.00 1.00 1.00 10) (sleep 10) (camera_set_relative intro_pod_follow 0 intro_pod) (sound_impulse_start sound\dialog\a30\a30_insert_020_lifeboatpilot none 1.00) (print pilot: damn! airbrake failure! we're losing them!) (player_effect_set_max_rumble 0.30 0.30) (player_effect_start 1.00 1.00) (fade_in 1.00 1.00 1.00 10) (sleep 30) (custom_animation intro_pod vehicles\lifepod_entry\lifepod_entry vehicle airbrakes-off true) (print ) (sleep 90) (fade_out 1.00 1.00 1.00 10) (sleep 10) (objects_detach intro_pod pilot_intro) (object_destroy intro_pod) (object_destroy pilot_intro) (object_create_anew intro_pod_2) (object_create_anew chief) (object_create_anew pilot_intro) (objects_attach intro_pod_2 driver pilot_intro ) (custom_animation pilot_intro cinematics\animations\pilot\x30\x30 heads_up false) (game_skip_ticks 5) (unit_enter_vehicle chief intro_pod_2 stand) (object_teleport intro_pod_2 intro_pod_2_base) (cinematic_set_near_clip_distance 0.01) (camera_set_first_person chief) (recording_play chief chief_intro_cam) (recording_play intro_pod_2 intro_pod_fly_2) (player_effect_set_max_rotation 0.00 0.50 0.50) (player_effect_set_max_rumble 0.50 0.50) (fade_in 1.00 1.00 1.00 10) (sound_impulse_start sound\dialog\a30\a30_insert_030_lifeboatpilot none 1.00) (sleep 165) (sound_impulse_start sound\sfx\vehicles\lifeboat_crash none 1.00) (fade_out 1.00 1.00 1.00 0) (camera_control false) (sleep 30) (player_effect_set_max_rumble 1.00 1.00) (player_effect_stop 4.00) (object_destroy intro_tree) (object_destroy chief) (object_destroy pilot_intro) (object_destroy intro_pod_2) (sleep 90) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_convolution 1 1 3.00 0.00 7.00))) (script static void intro_build (begin (object_teleport intro_pod_2 intro_pod_2_base))) (script dormant void setup_dead (begin (object_create pilot_intro) (object_create dead_marine_1) (object_create dead_marine_2) (object_create dead_marine_3) (objects_attach pod_of_death rider left b dead_marine_1 ) (objects_attach pod_of_death rider right c dead_marine_2 ) (objects_attach pod_of_death rider right a dead_marine_3 ) (objects_attach pod_of_death driver pilot_intro ) (custom_animation dead_marine_1 cinematics\animations\marines\x30\x30 death_pose_1 false) (custom_animation dead_marine_2 cinematics\animations\marines\x30\x30 death_pose_2 false) (custom_animation dead_marine_3 cinematics\animations\marines\x30\x30 death_pose_1 false) (custom_animation pilot_intro cinematics\animations\pilot\x30\x30 death_pose false) (ai_disregard pilot_intro true) (ai_disregard dead_marine_1 true) (ai_disregard dead_marine_2 true) (ai_disregard dead_marine_3 true))) (script static void death_pod_load (begin (object_destroy pilot_intro) (object_destroy dead_marine_1) (object_destroy dead_marine_2) (object_destroy dead_marine_3))) (script startup void mission_a30 (begin (hud_show_motion_sensor false) (fade_out 0.00 0.00 0.00 0) (print mission script is running) (ai_allegiance player human) (if mission_a30 mission_a30) mission_a30 (wake setup_dead) (fade_out 1.00 1.00 1.00 0) (cinematic_show_letterbox true) (player_camera_control false) (player_enable_input false) (show_hud false) (sleep 30) (fade_in 1.00 1.00 1.00 120) (sleep 30) (ai_conversation intro_1) (sleep 120) (cinematic_show_letterbox false) (player_camera_control true) (player_enable_input true) (hud_show_motion_sensor true) (show_hud true) (cinematic_stop) (wake objectives_a30) (wake music_a30) (sleep_until (not (volume_test_objects_all lz_lifeboat (players))) 1) (wake save_mission_start) (ai_conversation intro_1b) (wake mission_lz) (wake mission_first) (wake mission_cave) (sleep_until (volume_test_objects cave_exit (players)) 1) (wake mission_cliff) (wake mission_rubble) (wake mission_river) (wake mission_obj) (set play_music_a30_06 true) (sleep 30) (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title reunion) (sleep 150) (cinematic_show_letterbox false) (show_hud true) (game_save_no_timeout) (sleep_until (or global_cliff_start global_rubble_start global_river_start) 1) (set play_music_a30_06 false))) (script startup void mission_killer (begin (sleep_until global_extraction 1) (sleep -1 mission_cliff) (sleep -1 mission_rubble) (sleep -1 mission_river)))