(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 long global_timer 0) (global long delay_blink (* 30.00 3.00)) (global long delay_dawdle (* 30.00 10.00)) (global long delay_late (* 30.00 45.00)) (global long delay_lost (* 30.00 210.00)) (global long delay_fail (* 30.00 510.00)) (global bool global_beach_jeep false) (global bool global_shafta_start false) (global bool global_shafta_beach_start false) (global bool global_shafta_entrance_start false) (global bool global_shafta_platform_start false) (global bool global_shafta_descent_start false) (global bool global_shafta_exit false) (global long global_shafta_beach_delay (* 30.00 150.00)) (global long global_shafta_entrance_delay (* 30.00 150.00)) (global long global_shafta_platform_delay (* 30.00 150.00)) (global long global_shafta_descent_delay (* 30.00 150.00)) (global long global_shafta_switched_delay (* 30.00 150.00)) (global long global_shafta_final_delay (* 30.00 150.00)) (global bool global_shaftb_beach_start false) (global bool global_valley_entrance_start false) (global bool global_valley_mouth_start false) (global bool global_valley_back_start false) (global bool global_shaftb_entrance_start false) (global bool global_shaftb_wide_start false) (global bool global_shaftb_control_start false) (global bool global_shaftb_final_start false) (global bool global_valley_lid_start false) (global long global_shaftb_beach_delay (* 30.00 150.00)) (global long global_valley_entrance_delay (* 30.00 150.00)) (global long global_valley_mouth_delay (* 30.00 150.00)) (global long global_valley_back_delay (* 30.00 150.00)) (global long global_shaftb_entrance_delay (* 30.00 150.00)) (global long global_shaftb_wide_delay (* 30.00 150.00)) (global long global_shaftb_control_delay (* 30.00 150.00)) (global long global_shaftb_final_delay (* 30.00 150.00)) (global long global_again_final_delay (* 30.00 75.00)) (global bool global_shafta_known_locked false) (global bool global_shafta_unlocked false) (global bool global_shafta_inv_active false) (global bool global_shafta_switched false) (global bool global_mission_start false) (global bool mark_lz false) (global bool mark_map false) (global bool mark_activate false) (global bool mark_activate_2 false) (global bool mark_override false) (global bool mark_leave false) (global bool mark_beach_ghost_pass false) (global bool test_ledge false) (global bool play_music_b30_01 false) (global bool play_music_b30_01_alt false) (global bool play_music_b30_02 false) (global bool play_music_b30_02_alt false) (global bool play_music_b30_03 false) (global bool play_music_b30_03_alt false) (global bool play_music_b30_04 false) (global bool play_music_b30_04_alt false) (global bool play_music_b30_05 false) (global bool play_music_b30_05_alt false) (global bool play_music_b30_06 false) (global bool play_music_b30_06_alt false) (global bool play_music_b30_07 false) (global bool play_music_b30_07_alt false) (global bool play_music_b30_031 false) (global bool play_music_b30_031_alt false) (global bool play_music_b30_032 false) (global bool play_music_b30_032_alt false) (script static unit player0 (begin (unit (list_get (players) 0)))) (script static unit player1 (begin (unit (list_get (players) 1)))) (script static short player_count (begin (list_count (players)))) (script static bool cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_totally_unsafe) (sleep_until (not (game_saving)) 1) (not (game_reverted)))) (script static void cinematic_skip_stop (begin (cinematic_skip_stop_internal))) (script static void script_dialog_start (begin (sleep_until (not global_dialog_on)) (set global_dialog_on true) (ai_dialogue_triggers false))) (script static void script_dialog_stop (begin (ai_dialogue_triggers true) (sleep 30) (set global_dialog_on false))) (script static void player_effect_impact (begin (player_effect_set_max_translation 0.05 0.05 0.08) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.40 1.00) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_explosion (begin (player_effect_set_max_translation 0.01 0.01 0.03) (player_effect_set_max_rotation 0.50 0.50 1.00) (player_effect_set_max_rumble 0.50 0.40) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_rumble (begin (player_effect_set_max_translation 0.01 0.00 0.02) (player_effect_set_max_rotation 0.10 0.10 0.20) (player_effect_set_max_rumble 0.50 0.30) (player_effect_start (real_random_range 0.70 0.90) 0.50))) (script static void player_effect_vibration (begin (player_effect_set_max_translation 0.01 0.01 0.01) (player_effect_set_max_rotation 0.01 0.01 0.05) (player_effect_set_max_rumble 0.20 0.50) (player_effect_start (real_random_range 0.70 0.90) 1.00))) (script dormant void music_b30_01 (begin (sleep_until play_music_b30_01 1) (print levels\b30\music\b30_01) (sound_looping_start levels\b30\music\b30_01 none 1.00) (sleep_until (or play_music_b30_01_alt (not play_music_b30_01)) 1 global_delay_music) (if play_music_b30_01_alt (begin (sound_looping_set_alternate levels\b30\music\b30_01 true) (sleep_until (not play_music_b30_01) 1 global_delay_music) (set play_music_b30_01_alt false))) (set play_music_b30_01 false) (sound_looping_stop levels\b30\music\b30_01))) (script dormant void music_b30_02 (begin (sleep_until play_music_b30_02 1) (print levels\b30\music\b30_02) (sound_looping_start levels\b30\music\b30_02 none 1.00) (sleep_until (or play_music_b30_02_alt (not play_music_b30_02)) 1 global_delay_music) (if play_music_b30_02_alt (begin (sound_looping_set_alternate levels\b30\music\b30_02 true) (sleep_until (not play_music_b30_02) 1 global_delay_music) (set play_music_b30_02_alt false))) (set play_music_b30_02 false) (sound_looping_stop levels\b30\music\b30_02))) (script dormant void music_b30_03 (begin (sleep_until play_music_b30_03 1) (print levels\b30\music\b30_03) (sound_looping_start levels\b30\music\b30_03 none 1.00) (sleep_until (or play_music_b30_03_alt (not play_music_b30_03)) 1 global_delay_music) (if play_music_b30_03_alt (begin (sound_looping_set_alternate levels\b30\music\b30_03 true) (sleep_until (not play_music_b30_03) 1 global_delay_music) (set play_music_b30_03_alt false))) (set play_music_b30_03 false) (sound_looping_stop levels\b30\music\b30_03))) (script dormant void music_b30_031 (begin (sleep_until play_music_b30_031 1) (print levels\b30\music\b30_031) (sound_looping_start levels\b30\music\b30_031 none 1.00) (sleep_until (or play_music_b30_031_alt (not play_music_b30_031)) 1 global_delay_music) (if play_music_b30_031_alt (begin (sound_looping_set_alternate levels\b30\music\b30_031 true) (sleep_until (not play_music_b30_031) 1 global_delay_music) (set play_music_b30_031_alt false))) (set play_music_b30_031 false) (sound_looping_stop levels\b30\music\b30_031))) (script dormant void music_b30_032 (begin (sleep_until play_music_b30_032 1) (print levels\b30\music\b30_032) (sound_looping_start levels\b30\music\b30_032 none 1.00) (sleep_until (or play_music_b30_032_alt (not play_music_b30_032)) 1 global_delay_music) (if play_music_b30_032_alt (begin (sound_looping_set_alternate levels\b30\music\b30_032 true) (sleep_until (not play_music_b30_032) 1 global_delay_music) (set play_music_b30_032_alt false))) (set play_music_b30_032 false) (sound_looping_stop levels\b30\music\b30_032))) (script dormant void music_b30_06 (begin (sleep_until play_music_b30_06 1) (print levels\b30\music\b30_06) (sound_looping_start levels\b30\music\b30_06 none 1.00) (sleep_until (or play_music_b30_06_alt (not play_music_b30_06)) 1 global_delay_music) (if play_music_b30_06_alt (begin (sound_looping_set_alternate levels\b30\music\b30_06 true) (sleep_until (not play_music_b30_06) 1 global_delay_music) (set play_music_b30_06_alt false))) (set play_music_b30_06 false) (sound_looping_stop levels\b30\music\b30_06))) (script dormant void music_b30_05 (begin (sleep_until play_music_b30_05 1) (print levels\b30\music\b30_05) (sound_looping_start levels\b30\music\b30_05 none 1.00) (sleep_until (or play_music_b30_05_alt (not play_music_b30_05)) 1 global_delay_music) (if play_music_b30_05_alt (begin (sound_looping_set_alternate levels\b30\music\b30_05 true) (sleep_until (not play_music_b30_05) 1 global_delay_music) (set play_music_b30_05_alt false))) (set play_music_b30_05 false) (sound_looping_stop levels\b30\music\b30_05))) (script dormant void music_b30 (begin (wake music_b30_01) (wake music_b30_02) (wake music_b30_03) (wake music_b30_031) (wake music_b30_032) (wake music_b30_06) (wake music_b30_05) (sleep_until play_music_b30_04 1) (sound_looping_start levels\b30\music\b30_04 none 1.00) (print levels\b30\music\b30_04))) (script dormant void obj_mark_lz (begin (sleep_until mark_lz 1) (hud_set_objective_text dia_lz) (show_hud_help_text true) (hud_set_help_text obj_lz) (sleep 120) (show_hud_help_text false))) (script dormant void obj_mark_map (begin (sleep_until mark_map 1) (hud_set_objective_text dia_map) (show_hud_help_text true) (hud_set_help_text obj_map) (sleep 120) (show_hud_help_text false))) (script dormant void obj_mark_activate (begin (sleep_until mark_activate 1) (hud_set_objective_text dia_activate) (show_hud_help_text true) (hud_set_help_text obj_activate) (sleep 120) (show_hud_help_text false))) (script dormant void obj_mark_override (begin (sleep_until mark_override 1) (hud_set_objective_text dia_override) (show_hud_help_text true) (hud_set_help_text obj_override) (sleep 120) (show_hud_help_text false))) (script dormant void obj_mark_activate_2 (begin (sleep_until mark_activate_2 1) (hud_set_objective_text dia_activate) (show_hud_help_text true) (hud_set_help_text obj_activate) (sleep 120) (show_hud_help_text false))) (script dormant void obj_mark_leave (begin (sleep_until mark_leave 1) (hud_set_objective_text dia_leave) (show_hud_help_text true) (hud_set_help_text obj_leave) (sleep 120) (show_hud_help_text false))) (script dormant void objectives_b30 (begin (sleep 1) (wake obj_mark_lz) (wake obj_mark_map) (wake obj_mark_activate) (wake obj_mark_override) (wake obj_mark_activate_2) (wake obj_mark_override) (wake obj_mark_leave))) (script continuous void save_beach_1 (begin (sleep_until (and (volume_test_objects beach_1 (players)) (= 0 (ai_living_count beach_lz)))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects beach_1 (players)))) (sleep 300))) (script continuous void save_beach_2 (begin (sleep_until (and (volume_test_objects beach_2 (players)) (= 0 (ai_living_count beach_lz)))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects beach_2 (players)))) (sleep 300))) (script continuous void save_beach_3 (begin (sleep_until (and (volume_test_objects beach_3 (players)) (= 0 (ai_living_count beach_pass)))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects beach_3 (players)))) (sleep 300))) (script continuous void save_beach_4 (begin (sleep_until (volume_test_objects beach_4 (players))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects beach_4 (players)))) (sleep 300))) (script continuous void save_beach_5 (begin (sleep_until (volume_test_objects beach_5 (players))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects beach_5 (players)))) (sleep 300))) (script continuous void save_shafta_entrance (begin (sleep_until (volume_test_objects shafta_entrance (players))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects shafta_entrance (players)))) (sleep 300))) (script continuous void save_shaftb_entrance (begin (sleep_until (volume_test_objects shaftb_entrance (players))) (set play_music_b30_01 false) (game_save) (sleep_until (not (volume_test_objects shaftb_entrance (players)))) (sleep 300))) (script dormant void save_mission_start (begin (game_save_totally_unsafe))) (script dormant void save_beach_lz (begin (game_save_no_timeout))) (script dormant void save_beach_crack (begin (sleep_until (= 0 (ai_living_count beach_crack))) (game_save_no_timeout))) (script dormant void save_beach_pass (begin (sleep_until (= 0 (ai_living_count beach_pass))) (game_save_no_timeout))) (script dormant void save_beach_slab (begin (sleep_until (= 0 (ai_living_count beach_slab))) (game_save_no_timeout))) (script dormant void save_valley_crack (begin (sleep_until (= 0 (ai_living_count valley_crack)) 10) (game_save_no_timeout))) (script dormant void save_valley_lid (begin (sleep_until (= 0 (ai_living_count valley_lid)) 10) (game_save_no_timeout))) (script dormant void save_valley_canyon (begin (sleep_until (= 0 (ai_living_count valley_canyon)) 10) (game_save_no_timeout))) (script dormant void save_shaftb_wide (begin (sleep_until (= 0 (ai_living_count shaftb_wide)) 10) (game_save_no_timeout))) (script dormant void save_shafta_beam_enter (begin (sleep_until (volume_test_objects shafta_unlocked (players)) 10) (sleep_until (not (volume_test_objects shafta_unlocked (players))) 10) (game_save))) (script dormant void save_shafta_beam (begin (sleep_until (= 0 (ai_living_count shafta_beam)) 10) (game_save_no_timeout))) (script dormant void save_shafta_u_enter (begin (sleep_until (volume_test_objects shafta_u_enter (players)) 10) (sleep_until (not (volume_test_objects shafta_u_enter (players))) 10) (game_save))) (script dormant void save_shafta_u (begin (sleep_until (= 0 (ai_living_count shafta_u)) 10) (game_save_no_timeout))) (script dormant void save_shafta_mind_enter (begin (sleep_until (volume_test_objects shafta_jig (players)) 10) (sleep_until (not (volume_test_objects shafta_jig (players))) 10) (game_save_no_timeout))) (script dormant void save_shafta_mind (begin (sleep_until (= 0 (ai_living_count shafta_mind)) 10) (game_save_no_timeout))) (script dormant void save_shafta_ante_enter (begin (sleep_until (volume_test_objects shafta_mind (players)) 10) (sleep_until (not (volume_test_objects shafta_mind (players))) 10) (game_save))) (script dormant void save_shafta_ramp_inv (begin (sleep_until (= 0 (ai_living_count shafta_ramp_inv)) 10) (game_save_no_timeout))) (script dormant void save_shafta_mind_inv (begin (sleep_until (= 0 (ai_living_count shafta_mind_inv)) 10) (game_save_no_timeout))) (script dormant void save_shafta_jig_inv (begin (sleep_until (= 0 (ai_living_count shafta_jig_inv)) 10) (game_save_no_timeout))) (script dormant void save_shafta_u_inv (begin (sleep_until (= 0 (ai_living_count shafta_u_inv)) 10) (game_save_no_timeout))) (script dormant void save_shafta_beam_inv (begin (sleep_until (= 0 (ai_living_count shafta_beam_inv)) 10) (game_save_no_timeout))) (script dormant void save_shafta_locked (begin (game_save_no_timeout))) (script dormant void save_shafta_switched (begin (sleep_until (not (volume_test_objects shafta_switch (players)))) (game_save_no_timeout))) (script dormant void save_shaftb_switched (begin (sleep_until (volume_test_objects shaftb_control_hall (players)) 10) (game_save_no_timeout))) (script dormant void ledge_music (begin (sleep 90) (sound_looping_start sound\sinomatixx_music\b30_ledge_music none 1.00))) (script static void cutscene_ledge (begin (wake ledge_music) (set test_ledge true) (ai false) (fade_out 1.00 1.00 1.00 15) (sleep 15) (switch_bsp 1) (cinematic_start) (camera_control true) (object_teleport cutscene_ledge player0_ledge_wait) (object_teleport cutscene_ledge player1_ledge_wait) (object_create_anew chief) (object_create_anew rock_kick) (object_create_anew rock_still) (object_create_anew rifle) (unit_set_seat chief alert) (object_beautify chief true) (camera_set ledge_1a 0) (camera_set ledge_1b 180) (object_teleport chief ledge_walk) (objects_attach chief right hand rifle ) (recording_play chief chief_ledge_walk) (sleep 15) (fade_in 1.00 1.00 1.00 15) (sleep 90) (camera_set ledge_1c 210) (sleep 210) (object_teleport chief ledge_look) (custom_animation chief cinematics\animations\chief\level_specific\b30\b30 b30ledge false) (scenery_animation_start rock_kick scenery\cutscene_small_rock\cutscene_small_rock clip01-rockfalling) (camera_set ledge_2a 0) (camera_set ledge_2b 250) (sound_looping_start sound\sinomatixx\b30_ledge_foley none 1.00) (sleep (- (camera_time) 15.00)) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_teleport cutscene_ledge player0_ledge_done) (object_teleport cutscene_ledge player1_ledge_done) (object_destroy chief) (object_destroy rock_kick) (object_destroy rifle) (set test_ledge false) (show_hud true) (camera_control false) (cinematic_stop) (fade_in 1.00 1.00 1.00 15) (ai true) (sleep 15) (game_save))) (script static void rock_test (begin (object_create chief) (object_create rock_kick) (object_teleport chief ledge_look) (custom_animation chief cinematics\animations\chief\level_specific\b30\b30 b30ledge false) (scenery_animation_start rock_kick scenery\cutscene_small_rock\cutscene_small_rock clip01-rockfalling) (sleep (unit_get_custom_animation_time chief)) (object_destroy chief) (object_destroy rock_kick))) (script static void cutscene_map (begin (sound_looping_start sound\sinomatixx_foley\b30_map_foley none 1.00) (ai false) (fade_out 1.00 1.00 1.00 15) (sleep 15) (switch_bsp 1) (cinematic_start) (camera_control true) (object_teleport cutscene_map player0_map_wait) (object_teleport cutscene_map player1_map_wait) (object_destroy chief) (object_destroy rifle) (object_create chief) (object_create rifle) (unit_set_seat chief alert) (object_beautify chief true) (object_teleport chief chief_map_activate) (objects_attach chief right hand rifle ) (unit_custom_animation_at_frame chief cinematics\animations\chief\level_specific\b30\b30 b30holomap true 130) (camera_set map_1a 0) (camera_set map_1b 250) (fade_in 1.00 1.00 1.00 15) (set play_music_b30_04 true) (sleep 50) (device_set_position holohalo_1 1.00) (sound_impulse_start sound\dialog\b30\b30_580_cortana none 1.00) (print cortana: analyzing...halo's control center is located there. that structure appears to be some sort of temple...) (sleep 75) (camera_set map_1c 250) (sleep 125) (camera_set map_1d 150) (sleep (- (camera_time) 15.00)) (fade_out 1.00 1.00 1.00 15) (sleep 15) (object_teleport cutscene_map player0_map_done) (object_teleport cutscene_map player1_map_done) (object_destroy chief) (camera_control false) (cinematic_stop) (fade_in 1.00 1.00 1.00 15) (game_save) (ai_conversation shafta_switch) (ai true))) (script static void extraction_build (begin (switch_bsp 0) (set cheat_deathless_player true) (game_speed 5.00) (object_destroy shafta_inv_cship) (object_destroy lid_cship) (object_create_anew extraction_pelican) (object_teleport extraction_pelican extraction_pelican_flag_1) (recording_play_and_hover extraction_pelican extraction_pelican_1) (sleep (recording_time extraction_pelican)) (game_speed 1.00) (print foehammer done))) (script dormant void pelican_fade (begin (sleep 225) (sound_class_set_gain vehicle 0.30 0))) (script dormant void extraction_music (begin (sleep 73) (sound_looping_start sound\sinomatixx_music\b30_extraction_music none 1.00))) (script static void cutscene_extraction_exit (begin (wake extraction_music) (sound_looping_start sound\sinomatixx_foley\b30_extraction_foley none 1.00) (wake pelican_fade) (object_pvs_activate extraction_pelican) (sleep (recording_time extraction_pelican)) (sleep 30) (fade_out 0.00 0.00 0.00 15) (sleep 15) (cinematic_start) (camera_control true) (ai_kill valley_lid) (ai_kill valley_mouth) (ai_kill valley_canyon) (ai_kill valley_lid_inv) (ai false) (vehicle_hover extraction_pelican false) (recording_play extraction_pelican extraction_pelican_2) (camera_set extraction_1c 0) (camera_set extraction_1a 210) (fade_in 0.00 0.00 0.00 15) (sound_impulse_start sound\dialog\b30\b30_extract_010_cortana none 1.00) (print cortana: let's get moving! foe hammer: here are coordinates and i flight plan i've worked up.) (sleep 105) (camera_set extraction_1b 120) (sleep (camera_time)) (sleep (sound_impulse_time sound\dialog\b30\b30_extract_010_cortana)) (sound_impulse_start sound\dialog\b30\b30_extract_020_pilot none 1.00) (print foehammer: uh, cortana, these coordinates are underground.) (camera_set_relative extraction_follow_1a 0 extraction_pelican) (camera_set_relative extraction_follow_1b 240 extraction_pelican) (sleep (sound_impulse_time sound\dialog\b30\b30_extract_020_pilot)) (sound_impulse_start sound\dialog\b30\b30_extract_050_cortana none 1.00) (print cortana: the covenant did a thorough seismic scan, and my analysis shows that halo is honeycombed with deep tunnels which circle the whole ring.) (sleep 200) (object_destroy shaft_box_1) (object_destroy shaft_box_2) (object_destroy shaft_box_3) (camera_set lid_1a 0) (camera_set lid_1b 150) (player_effect_set_max_rotation 0.00 0.40 0.40) (player_effect_set_max_rumble 0.40 0.40) (player_effect_start 1.00 2.00) (object_create_anew dust_1) (object_create_anew dust_2) (object_create_anew dust_3) (object_create_anew dust_4) (object_teleport dust_1 dust_1a) (object_teleport dust_2 dust_1b) (object_teleport dust_3 dust_1c) (object_teleport dust_4 dust_1d) (sleep (sound_impulse_time sound\dialog\b30\b30_extract_050_cortana)) (sound_impulse_start sound\dialog\b30\b30_extract_060_pilot none 1.00) (print foehammer: i hope you're analysis is on the money, cortana. a pelican won't turn on a dime especially not undground.) (sleep 150) (fade_out 0.00 0.00 0.00 15) (sleep 15) (object_create extraction_pelican_2) (object_pvs_activate extraction_pelican_2) (object_teleport extraction_pelican_2 extraction_pelican_flag_2) (recording_play extraction_pelican_2 extraction_pelican_drop) (object_create_anew dust_1) (object_create_anew dust_2) (object_create_anew dust_3) (object_create_anew dust_4) (object_teleport dust_1 dust_2a) (object_teleport dust_2 dust_2b) (object_teleport dust_3 dust_2c) (object_teleport dust_4 dust_2d) (camera_set extraction_6a 0) (sound_class_set_gain vehicle_engine 0.30 0) (object_destroy extraction_pelican) (object_teleport falling_box_1 box_drop_flag_1) (object_teleport falling_box_2 box_drop_flag_2) (object_teleport falling_box_5 box_drop_flag_5) (camera_set extraction_6b 200) (fade_in 0.00 0.00 0.00 15) (sleep (sound_impulse_time sound\dialog\b30\b30_extract_060_pilot)) (sound_impulse_start sound\dialog\b30\b30_extract_070_cortana none 1.00) (sleep 35) (print cortana: look on the bright side, foehammer: the last thing the covenant will expect is an aerial insertion... from underground.) (sleep 200) (object_teleport falling_box_3 box_drop_flag_3) (object_teleport falling_box_4 box_drop_flag_4) (object_teleport falling_box_6 box_drop_flag_6) (sleep (camera_time)) (object_teleport falling_box_7 box_drop_flag_7) (object_create lens_machine) (object_create lens_effect) (device_set_position lens_machine 0.00) (object_create_anew_containing dust) (object_teleport dust_1 dust_3a) (object_teleport dust_2 dust_3b) (object_teleport dust_3 dust_3c) (object_teleport dust_4 dust_3d) (object_teleport dust_5 dust_3e) (object_teleport dust_6 dust_3f) (object_teleport dust_7 dust_3g) (object_teleport dust_8 dust_3h) (camera_set extraction_7a 0) (camera_set extraction_7b 500) (sleep 300) (fade_out 0.00 0.00 0.00 30) (player_effect_stop 1.00) (sleep (camera_time)) (sound_class_set_gain vehicle 1.00 0))) (script dormant void flavor_cutscene_ledge (begin (sleep_until (volume_test_objects shafta_ledge_trigger (players)) 5) (if (game_all_quiet) flavor_cutscene_ledge))) (script dormant void crack_arrival (begin (sleep_until (or (volume_test_objects crack_arrival_trigger (players)) global_shafta_unlocked) 10) (if (not global_shafta_unlocked) (ai_conversation crack_arrival)))) (script dormant void shaftb_arrival (begin (sleep_until (or global_shafta_unlocked global_shafta_known_locked)) (sleep_until (or (volume_test_objects downed_trigger (players)) global_shafta_unlocked) 10) (if (not global_shafta_unlocked) (ai_conversation shaftb_arrival)))) (script continuous void cont_shafta_entrance_inv (begin (if global_shafta_inv_active (ai_magically_see_players shafta_entrance_inv)) (sleep 60))) (script continuous void shafta_killer (begin (sleep_until (volume_test_objects shafta_killer_trigger (players)) 5) (if (volume_test_objects shafta_killer_trigger shafta_killer) (damage_object effects\damage effects\guaranteed explosion of doom shafta_killer)) (if (volume_test_objects shafta_killer_trigger shafta_killer) (damage_object effects\damage effects\guaranteed explosion of doom shafta_killer)))) (script dormant void mission_beach_lz (begin (sleep_until (or (> 6 (ai_living_count beach_lz/camp_toon)) (volume_test_objects beach_lz_rock (players))) 5 delay_dawdle) (ai_defend beach_lz/camp_toon) (sleep_until (volume_test_objects beach_lz_rock (players)) 5 delay_dawdle) (ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_rock) (ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_rock) (sleep_until (or (> 2 (ai_living_count beach_lz/camp_toon)) (volume_test_objects beach_lz_camp (players))) 5 delay_dawdle) (ai_retreat beach_lz/camp_toon) (sleep_until (volume_test_objects beach_lz_camp (players)) 5 delay_dawdle) (ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_camp) (ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_camp) (sleep_until (or (> 7 (ai_living_count beach_lz/base_toon)) (volume_test_objects beach_lz_base_attack (players))) 5 delay_dawdle) (ai_defend beach_lz/base_toon) (sleep_until (volume_test_objects beach_lz_base_attack (players)) 5 delay_dawdle) (ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_base_attack) (ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_base_attack) (sleep_until (or (> 3 (ai_living_count beach_lz/base_toon)) (volume_test_objects beach_lz_base (players))) 5 delay_dawdle) (ai_defend beach_lz/base_toon) (sleep_until (volume_test_objects beach_lz_base (players)) 5 delay_dawdle) (ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/marine_base) (ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/marine_base) (sleep 60) (ai_timer_expire beach_lz/arch_toon) (sleep_until (volume_test_objects beach_lz_arch_attack (players)) 5 delay_dawdle) (ai_migrate beach_lz_marine beach_lz_marine/marine_arch_attack) (sleep_until (or (> 5 (ai_living_count beach_lz/arch_toon)) (volume_test_objects beach_lz_arch (players))) 5 delay_dawdle) (ai_defend beach_lz/arch_toon) (sleep_until (volume_test_objects beach_lz_arch (players)) 5 delay_dawdle) (ai_migrate beach_lz_marine beach_lz_marine/marine_arch) (sleep_until (or (> 3 (ai_living_count beach_lz/arch_toon)) (volume_test_objects beach_lz_arch_back (players))) 5 delay_dawdle) (ai_retreat beach_lz/arch_toon) (ai_migrate beach_lz_marine beach_lz_marine/marine_arch_back) (sleep_until (= 0 (ai_living_count beach_lz/arch_toon)) 5 delay_lost) (if (< 1 (ai_living_count beach_lz_marine)) (wake save_beach_lz)) (set play_music_b30_01 false) (object_create hog_pelican) (unit_set_enterable_by_player hog_pelican false) (object_teleport hog_pelican hog_pelican_flag_1) (object_create jeep) (unit_enter_vehicle jeep hog_pelican cargo) (recording_play_and_hover hog_pelican hog_pelican_in) (sleep 60) (ai_conversation jeep_delivery) (sleep (recording_time hog_pelican)) (sleep_until (not (volume_test_objects jeep_delivery (players))) 10) (unit_exit_vehicle jeep) (sleep 30) (activate_team_nav_point_object default_red player jeep 0.50) (sleep 30) (vehicle_hover hog_pelican false) (recording_play_and_delete hog_pelican hog_pelican_out) (sleep_until (< 4 (ai_conversation_status jeep_delivery)) 1) (ai_conversation jeep_load) (sleep_until (< 1 (ai_conversation_line jeep_load)) 1) (ai_go_to_vehicle beach_lz_marine jeep gunner) (ai_go_to_vehicle beach_lz_marine jeep passenger) (sleep_until (or (not (volume_test_objects_all beach_lz (players))) (vehicle_test_seat_list jeep w-driver (players)))) (deactivate_team_nav_point_object player jeep) (sleep_until (< 4 (ai_conversation_status jeep_load)) 1) (sleep_until (= (ai_going_to_vehicle jeep) 0) 1 delay_dawdle) (ai_conversation jeep_go) (sleep 45) (set mark_map true) (objects_predict shafta_cship) (objects_predict (ai_actors beach_slab)) (objects_predict (ai_actors shafta_entrance)) (sleep_until global_shafta_switched) (ai_kill beach_lz_marine))) (script dormant void mission_beach (begin (ai_place beach_crack) (wake save_beach_crack) (ai_place beach_pass) (wake save_beach_pass) (ai_place beach_slab) (wake save_beach_slab))) (script dormant void mission_shafta_banshee (begin (sleep 90))) (script dormant void mission_shafta_lock (begin (if global_shafta_unlocked (sleep -1)) (ai_place shafta_locked) (ai_command_list shafta_locked/locker_elite shafta_lock_1) (ai_braindead shafta_locked/locker_elite true) (sleep_until (volume_test_objects shafta_window (players))) (if global_shafta_unlocked (sleep -1)) (ai_conversation_stop shafta_entered) (ai_conversation shafta_lock_alert) (sleep_until (or (> 4 (ai_living_count shafta_locked)) (volume_test_objects shafta_slam (players)) (volume_test_objects shafta_entrance (players))) 1 delay_blink) (sleep_until (or (volume_test_objects shafta_slam (players)) (volume_test_objects shafta_entrance (players))) 1 delay_blink) (device_set_position shafta_lock_door 0.00) (sleep delay_blink) (sleep_until (or (volume_test_objects shafta_entrance (players)) (< (- (ai_living_count shafta_locked) (ai_living_count shafta_locked/locker_elite)) 1.00)) 1 delay_late) (set global_shafta_known_locked true) (sleep 30) (wake save_shafta_locked) (ai_conversation shafta_known_locked) (sleep_until (< 4 (ai_conversation_status shafta_known_locked)) 1) (set mark_override true) (ai_erase shafta_locked/locker_elite))) (script dormant void flavor_shafta_entrance_cship (begin (object_create shafta_cship) (object_teleport shafta_cship shafta_cship_flag) (vehicle_hover shafta_cship true) (sleep_until (or (volume_test_objects beach_5 (players)) (volume_test_objects beach_3 (players))) 10) (vehicle_hover shafta_cship false) (if (volume_test_objects beach_5 (players)) (begin (recording_play_and_delete shafta_cship shafta_cship_exit_arch)) (if (volume_test_objects beach_3 (players)) (begin (recording_play_and_delete shafta_cship shafta_cship_exit_pass)) (if true (begin (recording_play_and_delete shafta_cship shafta_cship_exit_pass))))) (sleep 60) (unit_close shafta_cship))) (script dormant void flavor_shafta_inv_cship (begin (ai_kill shafta_entrance) (if (volume_test_objects shafta_platform jeep) (object_destroy jeep)) (sleep 1) (object_create shafta_inv_cship) (object_teleport shafta_inv_cship shafta_inv_cship_flag) (vehicle_hover shafta_inv_cship true) (sleep_until (volume_test_objects shafta_entrance (players)) 10) (sleep 30) (vehicle_hover shafta_inv_cship false) (recording_play_and_delete shafta_inv_cship shafta_inv_cship_exit) (sleep 60) (unit_close shafta_inv_cship))) (script dormant void obj_shafta_goal (begin (sleep_until (= 1.00 (device_group_get map_position)) 1) (switch_bsp 1) (volume_teleport_players_not_inside shafta_control shafta_control_teleflag) (set global_shafta_switched true) (if obj_shafta_goal obj_shafta_goal) obj_shafta_goal (device_set_position_immediate holohalo_1 1.00) (device_set_position_immediate shafta_lock_door 1.00) (sleep_until (volume_test_objects shafta_entrance (players)) 1 300) (set mark_leave true) (wake save_shafta_switched) (sleep_until (volume_test_objects shafta_entrance (players)) 10) (ai_conversation evac_1) (set play_music_b30_06 true) (wake flavor_shafta_inv_cship) (ai_place shafta_entrance_inv/exterior_stealth_elite) (ai_braindead shafta_entrance_inv true) (ai_set_blind shafta_entrance_inv true) (set global_timer (+ 90.00 (game_time))) (sleep_until (volume_test_objects shafta_entrance_inv (players)) 1 90) (ai_braindead shafta_entrance_inv false) (sleep 60) (ai_set_blind shafta_entrance_inv false) (ai_place shafta_entrance_inv/interior_stealth_elite) (set global_shafta_inv_active true) (sleep 210) (object_create extraction_pelican) (object_beautify extraction_pelican true) (object_teleport extraction_pelican extraction_pelican_flag_1) (recording_play_and_hover extraction_pelican extraction_pelican_1) (sleep (recording_time extraction_pelican)) (sleep_until (or (vehicle_test_seat_list extraction_pelican p-riderlf (players)) (vehicle_test_seat_list extraction_pelican p-riderrf (players))) 1) (if (game_is_cooperative) (sleep_until (and (vehicle_test_seat_list extraction_pelican p-riderlf (players)) (vehicle_test_seat_list extraction_pelican p-riderrf (players))) 1)) (set play_music_b30_06 false) (player_enable_input false) (ai_braindead shafta_entrance_inv true) (object_destroy shafta_inv_cship) (object_destroy lid_cship) (if obj_shafta_goal obj_shafta_goal) obj_shafta_goal (game_won))) (script dormant void mission_shafta (begin (ai_place shafta_entrance) (wake flavor_shafta_entrance_cship) (wake obj_shafta_goal) (sleep_until (volume_test_objects shafta_beach (players)) 10) (set global_shafta_beach_start true) (set play_music_b30_01 false) (set play_music_b30_02 true) (sleep 90) (ai_conversation shafta_arrival) (sleep_until (or (> (ai_conversation_status shafta_arrival) 4) (> (ai_status shafta_entrance) 3) (volume_test_objects shafta_platform (players))) 1) (ai_conversation_stop shafta_arrival) (sleep_until (volume_test_objects shafta_platform (players)) 10) (set global_shafta_platform_start true) (ai_retreat shafta_entrance/beach) (ai_retreat shafta_entrance/ledge) (sleep_until (or (and (volume_test_objects shafta_entrance (players)) (> 4 (ai_status shafta_entrance/interior))) (= 0 (ai_living_count shafta_entrance/interior)) (volume_test_objects shafta_entrance_past (players)) (volume_test_objects beach_3 (players)) (volume_test_objects beach_5 (players))) 1 delay_lost) (wake mission_shafta_lock) (set play_music_b30_02 false) (sleep 30) (ai_conversation shafta_entered) (sleep_until (< 4 (ai_conversation_status shafta_entered)) 1) (set mark_activate true) (sleep_until (volume_test_objects shafta_unlocked (players))) (set global_shafta_descent_start true) (set play_music_b30_032 true) (wake save_shafta_beam_enter) (ai_place shafta_beam) (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title down) (sleep 150) (if (not test_ledge) (cinematic_show_letterbox false)) (if (not test_ledge) (show_hud true)) (wake save_shafta_beam) (wake save_shafta_u_enter) (ai_place shafta_u) (wake save_shafta_u) (wake save_shafta_mind_enter) (ai_place shafta_mind) (wake save_shafta_mind) (wake save_shafta_ante_enter) (ai_place shafta_ante) (sleep_until (volume_test_objects shafta_jig (players)) 10 delay_lost) (set play_music_b30_032 false) (sleep_until (volume_test_objects shafta_jig (players)) 1) (if (not global_shafta_switched) (ai_conversation shafta_descent)) (sleep_until (and (= 0 (ai_living_count shafta_ante/rein_elite)) (volume_test_objects shafta_switch (players))) 10) (if (not global_shafta_switched) (ai_conversation shafta_switchit)))) (script dormant void mission_shafta_inv (begin (sleep_until global_shafta_switched) (sleep_until (or (volume_test_objects shafta_booth (players)) (volume_test_objects shafta_ramp (players))) 10) (game_save_no_timeout) (sleep 3) (ai_place shafta_ramp_inv) (wake save_shafta_ramp_inv) (sleep 90) (set play_music_b30_05 true) (sleep_until (volume_test_objects shafta_mind (players)) 10) (wake save_shafta_mind_inv) (sleep 1) (ai_place shafta_mind_inv) (ai_migrate shafta_mind shafta_mind_inv) (sleep_until (volume_test_objects shafta_jig (players)) 10) (wake save_shafta_jig_inv) (sleep 1) (ai_place shafta_jig_inv) (set play_music_b30_05_alt true) (sleep_until (volume_test_objects shafta_u (players)) 10) (wake save_shafta_u_inv) (sleep 1) (ai_place shafta_u_inv) (ai_migrate shafta_u shafta_u_inv) (sleep_until (volume_test_objects shafta_beam (players)) 10) (set play_music_b30_05_alt false) (wake save_shafta_beam_inv) (sleep 1) (ai_place shafta_beam_inv) (ai_migrate shafta_beam shafta_beam_inv) (sleep_until (volume_test_objects shafta_unlocked (players)) 10) (set play_music_b30_05 false) (ai_place shafta_locked/locker_elite) (ai_magically_see_players shafta_locked))) (script dormant void flavor_lid_cship (begin (object_create lid_cship) (object_teleport lid_cship lid_cship_flag) (vehicle_hover lid_cship true) (sleep_until (volume_test_objects valley_mouth (players)) 10) (vehicle_hover lid_cship false) (recording_play_and_delete lid_cship lid_cship_exit) (sleep 60) (unit_close lid_cship))) (script static void cutscene_shaftb_goal (begin (player_enable_input false) (fade_out 0.00 0.00 0.00 30) (object_pvs_activate shafta_lock_door) (device_set_position shafta_lock_door 0.00) (ai_place unlock_elite) (object_teleport (list_get (ai_actors unlock_elite) 0) locker_elite_flag) (sleep 30) (cinematic_start) (show_hud false) (camera_control true) (camera_set shaft_switch_1 0) (sleep 90) (camera_set shaft_switch_2 180) (fade_in 0.00 0.00 0.00 60) (sleep 60) (device_set_position shafta_lock_door 1.00) (sleep 30) (ai_command_list unlock_elite shafta_unlock_1) (if global_shafta_known_locked (ai_conversation shaftb_switch_known) (ai_conversation shaftb_switch_unknown)) (sleep (camera_time)) (sleep 60) (fade_out 0.00 0.00 0.00 30) (object_pvs_activate none) (sleep 30) (camera_control false) (fade_in 0.00 0.00 0.00 30) (sleep 30) (player_enable_input true) (cinematic_set_title override) (sleep 150) (show_hud true) (cinematic_stop) (set mark_activate_2 true) (ai_erase unlock_elite))) (script dormant void mission_shaftb (begin (sleep_until (volume_test_objects valley_entrance (players))) (set global_valley_entrance_start true) (ai_place valley_crack) (wake save_valley_crack) (ai_place valley_lid) (wake save_valley_lid) (sleep_until (volume_test_objects valley_mouth (players))) (set global_valley_mouth_start true) (ai_place valley_mouth) (ai_place valley_canyon) (wake save_valley_canyon) (sleep_until (volume_test_objects valley_back (players))) (set global_valley_back_start true) (ai_place shaftb_entrance) (sleep_until (volume_test_objects shaftb_entrance (players)) 10) (set play_music_b30_03 true) (set global_shaftb_entrance_start true) (ai_place shaftb_wide) (wake save_shaftb_wide) (sleep_until (volume_test_objects shaftb_control (players))) (if global_shafta_known_locked (ai_conversation shaftb_switchit_known) (ai_conversation shaftb_switchit_unknown)) (sleep_until (= 0.00 (device_group_get shaftb_switch_position)) 1) (set play_music_b30_03_alt true) (switch_bsp 0) (volume_teleport_players_not_inside shaftb_control shaftb_control_teleflag) (ai_erase shafta_locked) (sleep 1) mission_shaftb (set global_shafta_unlocked true) (wake save_shaftb_switched) (set play_music_b30_03_alt false) (set play_music_b30_03 false) (ai_kill valley_crack) (ai_kill valley_lid) (ai_kill valley_mouth) (ai_kill valley_canyon) (ai_kill shaftb_entrance) (ai_retreat shaftb_wide) (ai_place shaftb_wide_inv) (ai_place valley_lid_inv) (ai_erase shafta_entrance/platform) (ai_place shafta_entrance_again) (wake flavor_lid_cship))) (script dormant void mission_crash (begin (sleep_until global_shafta_unlocked 1) (sleep_until (volume_test_objects shaftb_control_hall (players)) 1) (set play_music_b30_031 true) (ai_conversation downed_enter) (sleep_until (volume_test_objects shaftb_wide (players)) 1) (set play_music_b30_031_alt true) (object_create downed_dropship) (object_create downed_hog) (object_create downed_boulder_1) (object_create downed_boulder_2) (object_create downed_boulder_3) (object_create downed_rl_1) (object_create downed_rlammo_1) (object_create downed_rlammo_2) (object_create downed_rlammo_3) (object_create downed_ar_1) (object_create downed_arammo_1) (object_create downed_arammo_2) (object_create downed_arammo_3) (object_create downed_health_1) (object_create downed_health_2) (object_create downed_marine_1) (object_create downed_marine_2) (object_create downed_marine_3) (object_create downed_plammo_1) (object_create downed_plammo_2) (object_create_containing downed_smolder) (ai_place downed) (sleep_until (volume_test_objects shaftb_entrance_inv (players)) 1) (set play_music_b30_031_alt false) (set play_music_b30_031 false) (sleep_until (or (volume_test_objects downed_trigger (players)) (volume_test_objects downed_trigger_2 (players)) (objects_can_see_object (players) downed_dropship 5.00)) 1) (ai_conversation downed_seen))) (script startup void cutscene_insertion (begin (sound_looping_start sound\sinomatixx_foley\b30_insertion_foley none 1.00) (sound_class_set_gain vehicle 0.30 0) (fade_out 0.00 0.00 0.00 0) (cinematic_start) (show_hud false) (camera_control true) (wake music_b30) (set play_music_b30_01 true) (fade_in 0.00 0.00 0.00 60) (camera_set insertion_1b 0) (sleep 60) (object_create insertion_pelican_1) (object_create insertion_pelican_2) (object_beautify insertion_pelican_1 true) (ai_place beach_lz_marine) (ai_place beach_lz) (unit_enter_vehicle cutscene_insertion insertion_pelican_1 p-riderlf) (unit_enter_vehicle cutscene_insertion insertion_pelican_2 p-riderlf) (vehicle_load_magic insertion_pelican_1 rider (ai_actors beach_lz_marine/left_marine)) (vehicle_load_magic insertion_pelican_2 rider (ai_actors beach_lz_marine/right_marine)) (object_teleport insertion_pelican_1 insertion_pelican_flag_1) (recording_play_and_hover insertion_pelican_1 insertion_pelican_1_in) (object_teleport insertion_pelican_2 insertion_pelican_flag_2) (recording_play_and_hover insertion_pelican_2 insertion_pelican_2_in) (objects_predict insertion_pelican_1) (objects_predict insertion_pelican_2) (objects_predict (ai_actors beach_lz_marine)) (objects_predict (ai_actors beach_lz)) (object_type_predict scenery\c_storage\c_storage) (object_type_predict scenery\c_uplink\c_uplink) (object_type_predict scenery\c_field_generator\c_field_generator) (camera_set insertion_2a 120) (sleep 60) (camera_set insertion_2b 90) (sleep 90) (camera_set_relative insertion_3 0 insertion_pelican_1) (sleep 90) (fade_in 1.00 1.00 1.00 30) (camera_control false) (sleep 15) (cinematic_set_title insertion) (sleep 30) (sound_impulse_start sound\dialog\b30\b30_insert_010_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\b30\b30_insert_010_cortana)) (sleep 30) (sound_impulse_start sound\dialog\b30\b30_insert_020_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\b30\b30_insert_020_cortana)) (sleep (max 0.00 (- (recording_time insertion_pelican_1) 900.00))) (sound_impulse_start sound\dialog\b30\b30_insert_030_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\b30\b30_insert_030_pilot)) (sleep (max 0.00 (- (recording_time insertion_pelican_1) 300.00))) (sound_impulse_start sound\dialog\b30\b30_insert_040_pilot none 1.00) (sleep (sound_impulse_time sound\dialog\b30\b30_insert_040_pilot)) (sleep (max 0.00 (- (recording_time insertion_pelican_1) 120.00))) (cinematic_stop) (show_hud true) (unit_exit_vehicle cutscene_insertion) (unit_exit_vehicle cutscene_insertion) (unit_set_enterable_by_player insertion_pelican_1 false) (unit_set_enterable_by_player insertion_pelican_2 false) (set global_mission_start true) (sound_class_set_gain vehicle 1.00 2) (sleep 60) (vehicle_unload insertion_pelican_2 rider) (sound_impulse_start sound\dialog\b30\b30_insert_050_sarge2 none 1.00) (sleep 30) (vehicle_unload insertion_pelican_1 rider) (sleep_until (not (volume_test_objects mission_start (players)))) (vehicle_hover insertion_pelican_1 false) (recording_play_and_delete insertion_pelican_1 insertion_pelican_1_out) (sleep 120) (vehicle_hover insertion_pelican_2 false) (sleep (recording_time insertion_pelican_2)) (recording_play_and_delete insertion_pelican_2 insertion_pelican_2_out))) (script startup void main_b30 (begin (ai_allegiance player human) (wake objectives_b30) (sleep 90) (set mark_lz true) (sleep_until global_mission_start) (wake save_mission_start) (wake mission_beach_lz) (sleep_until (or (volume_test_objects beach_1 (players)) (volume_test_objects beach_2 (players))) 1 delay_lost) (wake mission_beach) (wake mission_shafta) (wake mission_shaftb) (wake mission_crash) (wake mission_shafta_inv) (wake flavor_cutscene_ledge) (wake crack_arrival) (wake shaftb_arrival)))