(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 debug true) (global long default_turret_delay (* 30.00 10.00)) (global long control_turret_delay (* 30.00 10.00)) (global short exterior_player_location 0) (global bool mission_start false) (global bool a1_spawn true) (global short a1_spawn_counter 0) (global short a1_squad_index 1) (global bool a_bridge_rein true) (global short a_bridge_rein_counter 0) (global short a_bridge_rein_index 1) (global bool ext_a_spawn true) (global short ext_a_spawn_counter 0) (global short ext_a_squad_index 1) (global bool crev_ent_turrets true) (global short crev_ent_turret_counter 0) (global short crev_ent_turret_limit 3) (global bool b3_top_spawn true) (global short b3_top_spawn_counter 0) (global short b3_top_squad_index 2) (global bool b4_bridge_spawn true) (global short b4_bridge_spawn_counter 0) (global short b4_bridge_squad_index 1) (global bool c_bridge_spawn true) (global short c_bridge_spawn_counter 0) (global short c_bridge_squad_index 2) (global bool play_music_b40_01 true) (global bool play_music_b40_011 true) (global bool play_music_b40_02 true) (global bool play_music_b40_03 true) (global bool play_music_b40_04 true) (global bool play_music_b40_041 true) (global bool play_music_b40_042 true) (global bool play_music_b40_05 true) (global bool play_music_b40_06 true) (global bool play_music_b40_061 true) (global bool play_music_b40_07 true) (global bool play_music_b40_071 true) (global bool play_music_b40_08 true) (global bool ext_a_mig_cov true) (global short ext_a_mig_cov_limit 0) (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 cutscene_insertion_a (begin (sound_looping_start sound\sinomatixx_foley\b40_insertion_foley none 1.00) (sound_class_set_gain vehicle 0.30 0) (objects_predict insertion_pelican) (objects_predict awake_1) (object_beautify awake_1 true) (fade_out 0.00 0.00 0.00 0) (switch_bsp 3) (object_teleport cutscene_insertion_a player0_insertion_safe) (object_teleport cutscene_insertion_a player1_insertion_safe) (cinematic_start) (show_hud false) (camera_control true) (camera_set insertion_1a 0) (fade_in 0.00 0.00 0.00 60) (object_destroy awake_1) (object_destroy sleepy_1) (object_destroy sleepy_1) (object_create awake_1) (object_create sleepy_1) (object_create sleepy_2) (object_teleport awake_1 grunt_walk_1) (object_pvs_activate awake_1) (camera_set insertion_1b 300) (unit_set_seat awake_1 crouch) (recording_play awake_1 grunt_walk_1) (sleep 300) (cinematic_set_near_clip_distance 0.01) (camera_set gah_1a 0) (camera_set gah_1b 120) (wake pelican_up) (recording_kill awake_1) (object_teleport awake_1 grunt_panic_base) (custom_animation awake_1 cinematics\animations\grunt\level_specific\b40\b40 b40_runaway false) (sleep 150) (camera_set sleepers_rev_1a 0) (camera_set sleepers_rev_1b 120) (sleep 60) (camera_set sleepers_rev_1c 60) (sleep (camera_time)) (recording_kill awake_1) (object_destroy awake_1) (object_destroy sleepy_1) (object_destroy sleepy_2))) (script static void cutscene_insertion_b (begin (object_pvs_activate none) (fade_in 1.00 1.00 1.00 60) (camera_control false) (wake intro_dialogue) (sleep (recording_time insertion_pelican)) (vehicle_hover insertion_pelican true) (unit_exit_vehicle cutscene_insertion_b) (unit_exit_vehicle cutscene_insertion_b) (cinematic_stop) (show_hud true) (sleep 60) (unit_set_enterable_by_player insertion_pelican false) (vehicle_unload insertion_pelican rider) (sleep 30) (vehicle_hover insertion_pelican false) (recording_play_and_delete insertion_pelican insertion_pelican_out))) (script static void cutscene_extraction (begin (wake extraction_music) (objects_predict chief) (objects_predict cortana) (object_beautify chief true) (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) (cinematic_start) (camera_control true) (switch_bsp 2) (object_teleport cutscene_extraction player0_extraction_safe) (object_teleport cutscene_extraction player1_extraction_safe) (camera_set chief_zoom_1a 0) (camera_set chief_zoom_1b 180) (object_destroy chief) (object_destroy rifle) (object_create chief) (object_create rifle) (unit_set_seat chief alert) (object_teleport chief chief_walk_1_start) (object_beautify chief true) (object_pvs_activate chief) (objects_attach chief right hand rifle ) (recording_play chief chief_walk_1) (sleep 5) (fade_in 1.00 1.00 1.00 30) (sleep 180) (sound_impulse_start sound\dialog\b40\b40_extract_010_cortana none 1.00) (print cortana: this is it. halo's control center.) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_010_cortana)) (camera_set chief_walk_rev_1b 0) (camera_set chief_walk_rev_1a 180) (sleep 180) (camera_set control_crane_1a 0) (camera_set control_crane_1b 500) (sleep 450) (camera_set cortana_insert_1a 0) (camera_set cortana_insert_1b 300) (object_teleport chief chief_walk_1_stop) (recording_play chief chief_walk_2) (sleep (- (recording_time chief) 15.00)) (camera_set plugin_1a 0) (camera_set plugin_1b 200) (sound_looping_start sound\sinomatixx_foley\b40_extraction_foley none 1.00) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip01-thisisit true) (sleep 60) (sound_impulse_start sound\dialog\b40\b40_extract_020_cortana none 1.00) (print cortana: that terminal. try there.) (sleep 84) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion chief left hand) (object_destroy cortana_chip) (object_create cortana_chip) (objects_attach chief left hand cortana_chip ) (sleep 30) (object_destroy cortana_chip) (sleep (camera_time)) (camera_set cortana_appearance_1b 0) (camera_set cortana_appearance_1a 90) (object_destroy cortana) (object_create cortana) (object_beautify cortana true) (unit_suspended cortana true) (object_set_scale cortana 7.00 60) (unit_set_emotion cortana 2) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip00-intronodialoge true) (sleep (unit_get_custom_animation_time cortana)) (sound_impulse_start sound\dialog\b40\b40_extract_030_chief chief 1.00) (print chief: you alright?) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_030_chief)) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip01-neverbeen true) (camera_set cant_imagine_1a 0) (camera_set cant_imagine_1b 250) (sound_impulse_start sound\dialog\b40\b40_extract_040_cortana cortana 1.00) (print cortana: never been better.) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_040_cortana)) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip04-loop true) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip02-youcantimagine true) (sound_impulse_start sound\dialog\b40\b40_extract_050_cortana cortana 1.00) (print cortana: you can't imagine the wealth of information--the knowledge! so much! so fast! it's glorious!) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_050_cortana)) (camera_set what_sort_1a 0) (camera_set what_sort_1b 90) (object_set_scale cortana 5.00 0) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip02-sowhatsort false) (sound_impulse_start sound\dialog\b40\b40_extract_060_chief chief 1.00) (print chief: so, what sort of weapon is it?) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_060_chief)) (unit_set_emotion cortana 4) (camera_set what_talking 0) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip03-whatareyou false) (sound_impulse_start sound\dialog\b40\b40_extract_070_cortana cortana 1.00) (print cortana: what are you talking about?) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_070_cortana)) (camera_set how_do_we_1a 0) (camera_set how_do_we_1b 180) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip03-letsstayfocused true) (sound_impulse_start sound\dialog\b40\b40_extract_080_chief chief 1.00) (print chief: let's stay focused. halo. how do we use it against the covenant?) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_080_chief)) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip04-loop false) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip04thisringisnt false) (camera_set chief_rev_1a 0) (camera_set chief_rev_1b 200) (sound_impulse_start sound\dialog\b40\b40_extract_090_cortana cortana 1.00) (print cortana: this ring isn't a cudgel, you barbarian. it's something else...something much more important. ) (sleep (- (sound_impulse_time sound\dialog\b40\b40_extract_090_cortana) 120.00)) (unit_set_emotion cortana 6) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_090_cortana)) (camera_set cortana_cu_2a 0) (camera_set access_cu 200) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip05theconvenent true) (sound_impulse_start sound\dialog\b40\b40_extract_100_cortana cortana 1.00) (print cortana: the covenant were right! this ring...it's forerunner! give me a second to access...yes! the forerunner built this place, what they called a 'fortress world' in order to--wait. no, that can't be...) (camera_set cortana_rev_2a 0) (camera_set cortana_rev_2b 390) (sleep 390) (unit_set_emotion cortana 8) (camera_set wait_1a 0) (camera_set wait_1b 180) (sleep (unit_get_custom_animation_time cortana)) (unit_set_emotion cortana 5) (camera_set oh_1a 0) (camera_set oh_1b 30) (unit_set_emotion cortana 3) (sound_impulse_start sound\dialog\b40\b40_extract_101_cortana cortana 1.00) (print cortana: ohh!) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip06-ohhh false) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_101_cortana)) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip07-thosecovenant true) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_101_cortana)) (sound_impulse_start sound\dialog\b40\b40_extract_110_cortana cortana 1.00) (print cortana: those covenant fools! they must have known! there must have been signs!) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_110_cortana)) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip05-slowdownyour true) (camera_set slow_down_1b 0) (camera_set slow_down_1a 60) (sound_impulse_start sound\dialog\b40\b40_extract_120_chief chief 1.00) (print chief: slow down. you're losing me.) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_120_chief)) (camera_set cortana_cu_2a 0) (camera_set cortana_cu_2b 180) (unit_set_emotion cortana 6) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip08-thecovenant true) (sound_impulse_start sound\dialog\b40\b40_extract_130_cortana cortana 1.00) (print cortana: the covenant found something. buried in this ring. something horrible. and now...they're afraid.) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_130_cortana)) (camera_set something_buried_1a 0) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip06-somethingburied true) (sound_impulse_start sound\dialog\b40\b40_extract_140_chief chief 1.00) (print chief: something buried? where?) (sleep (- (sound_impulse_time sound\dialog\b40\b40_extract_140_chief) 15.00)) (camera_set the_captain_1a 0) (camera_set the_captain_1b 30) (unit_set_emotion cortana 5) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip09-thecaptin true) (sound_impulse_start sound\dialog\b40\b40_extract_150_cortana cortana 1.00) (print cortana: the captain! we've got to stop the captain!) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_150_cortana)) (camera_set chief_captain_1a 0) (camera_set chief_captain_1b 30) (object_set_scale cortana 7.00 0) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip07-keys true) (sound_impulse_start sound\dialog\b40\b40_extract_160_chief chief 1.00) (print chief: keyes? what--) (sleep (- (sound_impulse_time sound\dialog\b40\b40_extract_160_chief) 15.00)) (camera_set keyes_what 0) (camera_set keyes_what_1b 120) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip10-theweapons true) (sound_impulse_start sound\dialog\b40\b40_extract_170_cortana cortana 1.00) (print cortana: the weapons cache he's looking for, it's not really--we can't let him get inside!) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_170_cortana)) (camera_set dont_1a 0) (camera_set dont_1b 30) (object_set_scale cortana 5.00 0) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip08-idontunder true) (sound_impulse_start sound\dialog\b40\b40_extract_180_chief chief 1.00) (print chief: i don't--) (sleep (- (sound_impulse_time sound\dialog\b40\b40_extract_180_chief) 15.00)) (camera_set final_run_1a 0) (camera_set final_run_1b 180) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip11-theresnotime true) (sound_impulse_start sound\dialog\b40\b40_extract_190_cortana cortana 1.00) (print cortana: there's no time! get out of here! find keyes! stop him!) (sleep 15) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\b40\b40 b40-clip09-theresnotime true) (sleep (sound_impulse_time sound\dialog\b40\b40_extract_190_cortana)) (camera_set too_late_1a 0) (camera_set too_late_1b 180) (unit_set_emotion cortana 3) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip12-beforeitstoolate true) (sound_impulse_start sound\dialog\b40\b40_extract_200_cortana cortana 1.00) (print cortana: before it's too late!) (sleep 90) (fade_out 0.00 0.00 0.00 15) (sleep 92) (unit_stop_custom_animation chief) (unit_stop_custom_animation cortana) (object_destroy chief) (object_destroy cortana) (object_destroy rifle) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00) (game_won))) (script static void save (begin (sleep_until (game_safe_to_save)) (game_save))) (script continuous void general_save (begin (if (= mission_start false) (sleep -1)) (game_save_no_timeout) (sleep -1))) (script continuous void cont_crev_save (begin (sleep_until (volume_test_objects crevasse_trigger (players))) (wake general_save) (sleep (* 30.00 60.00)))) (script dormant void save_script (begin (sleep_until (volume_test_objects a_bridge_save (players))) (wake general_save) (sleep_until (volume_test_objects a2_top_a_save (players))) (wake general_save) (sleep_until (volume_test_objects a2_top_b_save (players))) (wake general_save) (sleep_until (volume_test_objects a2_bottom_save (players))) (wake general_save) (sleep_until (volume_test_objects ext_a_save (players))) (wake general_save) (sleep_until (volume_test_objects crev_a_save (players))) (wake general_save) (sleep_until (volume_test_objects crev_b_save (players))) (wake general_save) (sleep_until (volume_test_objects b3_bottom_a_save (players))) (wake general_save) (sleep_until (volume_test_objects b3_bottom_b_save (players))) (wake general_save) (sleep_until (volume_test_objects b3_bridge_save (players))) (wake general_save) (sleep_until (volume_test_objects b5_a_save (players))) (wake general_save) (sleep_until (volume_test_objects c_bridge_save (players))) (wake general_save) (sleep_until (volume_test_objects c1_top_a_save (players))) (wake general_save) (sleep_until (volume_test_objects c1_top_b_save (players))) (wake general_save) (sleep_until (volume_test_objects c1_bottom_save (players))) (wake general_save) (sleep_until (volume_test_objects ext_c_save (players))) (wake general_save))) (script dormant void music_b40_01 (begin (sleep_until (> (ai_conversation_status a_bridge_marines) 3)) (sound_looping_start levels\b40\music\b40_01 none 1.00))) (script dormant void music_b40_011 (begin (sleep_until (> (device_get_position a2_top_ent_door) 0.00)) (sound_looping_start levels\b40\music\b40_011 none 1.00) (sleep_until (or (volume_test_objects a2_top_b_save (players)) (= (ai_living_count a2_top_cov) 0))) (sound_looping_stop levels\b40\music\b40_011))) (script dormant void music_b40_02 (begin (sleep_until (= (device_get_position lift_a) 1.00)) (sound_looping_start levels\b40\music\b40_02 none 1.00) (sleep_until (> (device_get_position ext_a_door) 0.00)) (sound_looping_stop levels\b40\music\b40_02))) (script dormant void music_b40_03 (begin (sleep_until (or (volume_test_objects ext_a_area_c_trigger_a (players)) (volume_test_objects ext_a_area_c_trigger_b (players)) (vehicle_test_seat_list ext_a_tank scorpion-driver (players)))) (sound_looping_start levels\b40\music\b40_03 none 1.00) (sleep_until (or (<= (unit_get_health crev_ent_wraith_a) 0.00) (<= (unit_get_health crev_ent_wraith_b) 0.00) (volume_test_objects ext_a_c_door (players)))) (sound_looping_stop levels\b40\music\b40_03))) (script dormant void music_b40_04 (begin (sleep_until (> (device_get_position garagedoor_a) 0.00)) (sound_looping_start levels\b40\music\b40_04 none 1.00) (sleep_until (not play_music_b40_04)) (sound_looping_stop levels\b40\music\b40_04))) (script dormant void music_b40_041 (begin (sound_looping_start levels\b40\music\b40_041 none 1.00) (sleep_until (not play_music_b40_041)) (sound_looping_stop levels\b40\music\b40_041))) (script dormant void music_b40_042 (begin (sleep_until (> (device_get_position b3_bot_ent_door) 0.00)) (sound_looping_start levels\b40\music\b40_042 none 1.00) (sleep_until (> (device_get_position lift_c) 0.00)) (sound_looping_stop levels\b40\music\b40_042))) (script dormant void music_b40_05 (begin (sleep_until (= (ai_status b3_top_cov/elite_commander) 6)) (sound_looping_start levels\b40\music\b40_05 none 1.00) (sleep_until (not play_music_b40_05)) (sound_looping_stop levels\b40\music\b40_05))) (script dormant void music_b40_06 (begin (sleep_until (> (device_get_position b4_bridge_door) 0.00)) (sound_looping_start levels\b40\music\b40_06 none 1.00) (sleep_until (volume_test_objects b4_bridge_reins_trigger_b (players))) (sleep 30) (sleep_until (or (= (ai_living_count b4_bridge/stealth_elites) 0) (not play_music_b40_06))) (sound_looping_stop levels\b40\music\b40_06))) (script dormant void music_b40_061 (begin (sleep_until (or (volume_test_objects b5_hall_trigger (players)) (= (ai_living_count b5_a_cov) 0))) (sound_looping_start levels\b40\music\b40_061 none 1.00) (sleep_until (volume_test_objects b5_b_trigger (players))) (sleep 30) (sleep_until (or (not play_music_b40_061) (= (ai_living_count b5_b_cov/hunters) 0))) (sound_looping_stop levels\b40\music\b40_061))) (script dormant void music_b40_07 (begin (sleep_until (= (device_get_position c_bridge_near_door) 1.00)) (ai_conversation view_zig) (sleep_until (> (ai_conversation_status view_zig) 4)) (sound_looping_start levels\b40\music\b40_07 none 1.00) (sleep_until (not play_music_b40_07) 30 (* 30.00 89.00)) (sound_looping_stop levels\b40\music\b40_07))) (script dormant void music_b40_071 (begin (sleep_until (> (device_get_position c1_top_ent_door) 0.00)) (sound_looping_start levels\b40\music\b40_071 none 1.00) (sleep_until (or (> (device_get_position ext_c_ent_door) 0.00) (not play_music_b40_071))) (sound_looping_stop levels\b40\music\b40_071))) (script dormant void music_b40_08 (begin (sleep_until (> (device_get_position control_door_a) 0.00)) (sound_looping_start levels\b40\music\b40_08 none 1.00) (sleep_until (not play_music_b40_08)) (sound_looping_stop levels\b40\music\b40_08))) (script dormant void dialog_a1_clear (begin (sleep_until (= (ai_living_count a1_cov) 0)) (sleep 60) (ai_conversation a1_clear))) (script dormant void dialog_a_bridge_ini (begin (sleep_until (= (ai_status a_bridge) 6) 30 300) (ai_conversation a_bridge_marines))) (script dormant void dialog_ext_a_a_clear (begin (sleep_until (= (ai_living_count ext_a_area_a_cov) 0)) (if (= (volume_test_objects ext_a_area_b_trigger (players)) false) (ai_conversation ext_a_a_clear)))) (script dormant void dialog_ext_a_b (begin (sleep_until (= (ai_living_count ext_a_area_b_cov) 0)) (ai_conversation ext_a_b_clear))) (script dormant void dialog_ext_a_c_wraith (begin (sleep_until (or (= (ai_status ext_a_area_c_cov/wraith_a_pilot) 6) (= (ai_status ext_a_area_c_cov/wraith_a_pilot) 6))) (sleep 30) (ai_conversation ext_a_c_wraith_eng))) (script dormant void dialog_ext_a_c (begin (sleep_until (volume_test_objects ext_a_c_dialog (players))) (ai_conversation ext_a_c) (sleep 300) (sleep_until (or (<= (unit_get_health crev_ent_wraith_a) 0.00) (<= (unit_get_health crev_ent_wraith_b) 0.00))) (sleep 60) (ai_conversation ext_a_c_wraith_des))) (script dormant void dialog_ext_a_c_door (begin (sleep_until (volume_test_objects ext_a_c_door (players))) (ai_conversation crev_door) (sleep_until (> (device_get_position garagedoor_a) 0.00)) (ai_conversation crev_door_open))) (script dormant void dialog_scorpion_dead (begin (sleep_until (<= (unit_get_health ext_a_tank) 0.00)) (ai_conversation scorpion_destroyed))) (script dormant void dialog_ext_b_c_clear (begin (sleep 30) (sleep_until (= (ai_living_count ext_b_area_c_cov) 0)) (if (> (ai_living_count ext_b_marines) 0) (ai_conversation ext_b_c_clear)))) (script dormant void dialog_ext_b_c (begin (sleep 60) (ai_conversation ext_b_c))) (script dormant void dialog_b5_clear (begin (sleep_until (= (ai_living_count b5_b_cov) 0)) (sleep 60) (ai_conversation b5_clear))) (script dormant void dialog_ext_c_ini (begin (sleep_until (> (device_get_position ext_c_ent_door) 0.00)) (sleep 30) (ai_conversation ext_c_ini))) (script dormant void dialog_ext_c_banshee (begin (sleep_until (objects_can_see_object (players) ext_c_banshee_a 30.00)) (sleep 30) (ai_conversation c_bridge_banshee) (sleep_until (and (vehicle_test_seat_list ext_c_banshee_a b-driver (ai_actors ext_c_banshee/banshee)) (vehicle_test_seat_list ext_c_banshee_b b-driver (ai_actors ext_c_banshee/banshee)))) (sleep 30) (ai_conversation c_bridge_banshee_takeoff))) (script dormant void dialog_control_clear (begin (sleep_until (= (ai_living_count control_cov) 0)) (sleep 60) (ai_conversation control_clear))) (script dormant void game_win_script (begin (sleep_until (> (device_get_position control_door_d) 0.00)) (sleep -1 dialog_control_clear) (ai_conversation_stop control_clear) (sleep_until (> (device_get_position control_door_d) 0.30)) (set play_music_b40_08 false) (fade_out 1.00 1.00 1.00 15) (sleep 15) (ai_kill_silent control_cov) (sleep 5) (if game_win_script game_win_script) game_win_script (game_won))) (script dormant void obj_chasm1 (begin (show_hud_help_text true) (hud_set_help_text obj_chasm1) (hud_set_objective_text obj_chasm1) (sleep (* 30.00 10.00)) (show_hud_help_text false))) (script dormant void obj_chasm2 (begin (show_hud_help_text true) (hud_set_help_text obj_chasm2) (hud_set_objective_text obj_chasm2) (sleep (* 30.00 10.00)) (show_hud_help_text false))) (script dormant void obj_control (begin (show_hud_help_text true) (hud_set_help_text obj_control) (hud_set_objective_text obj_control) (sleep (* 30.00 10.00)) (show_hud_help_text false))) (script dormant void help_tank (begin (sleep_until (vehicle_test_seat_list ext_a_tank scorpion-driver (players)) 10) (if (player0_joystick_set_is_normal) (display_scenario_help 3) (display_scenario_help 4)))) (script dormant void help_banshee (begin (sleep_until (or (vehicle_test_seat_list insertion_banshee_a b-driver (players)) (vehicle_test_seat_list ext_c_banshee_a b-driver (players)) (vehicle_test_seat_list ext_c_banshee_b b-driver (players))) 10) (if (player0_joystick_set_is_normal) (display_scenario_help 5) (display_scenario_help 6)))) (script dormant void title_intro (begin (sleep 90) (cinematic_set_title intro))) (script dormant void title_thunder (begin (sleep_until (volume_test_objects ext_b_trigger (players)) 5) (cinematic_show_letterbox true) (show_hud false) (sleep 30) (cinematic_set_title thunder) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script dormant void title_control (begin (sleep_until (volume_test_objects ext_c_trigger_a (players))) (cinematic_show_letterbox true) (show_hud false) (sleep 30) (cinematic_set_title control) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void predict_ext_scenery (begin (object_type_predict scenery\shrubs\shrub_large\shrub_large) (object_type_predict levels\b40\scenery\b40_snowbush\b40_snowbush) (object_type_predict levels\b40\scenery\b40_snowbushsmall\b40_snowbushsmall) (object_type_predict scenery\trees\tree_pine_snow\tree_pine_snow) (object_type_predict scenery\trees\tree_pine_snowsmall\tree_pine_snowsmall) (object_type_predict scenery\rocks\boulder_snow_small\boulder_snow_small) (object_type_predict scenery\rocks\boulder_granite_large\boulder_granite_large) (object_type_predict scenery\rocks\boulder_snow_gigantic\boulder_snow_gigantic) (object_type_predict levels\b40\scenery\b40_ctorch\ctorch) (object_type_predict levels\b40\devices\b40_outerdoor\b40_outerdoor) (object_type_predict scenery\c_storage\c_storage) (object_type_predict levels\b40\scenery\bridge lightning markers\bridge lightning))) (script static void clean (begin (ai_erase_all) (ai_reconnect) (garbage_collect_now) (cls))) (script static void ext_b_b_dropship_b (begin (object_destroy c_dropship_b) (object_create c_dropship_b) (objects_predict c_dropship_b) (object_teleport c_dropship_b ext_b_b_dropship_b) (recording_play_and_delete c_dropship_b ext_b_b_dropship_b_out))) (script static void ext_b_b_dropship_a (begin (object_destroy c_dropship_b) (object_create c_dropship_b) (object_teleport c_dropship_b ext_b_b_dropship_a) (recording_play_and_hover c_dropship_b ext_b_b_dropship_a_in) (unit_close c_dropship_b) (ai_place ext_b_area_b_cov/elites_p) (ai_place ext_b_area_b_cov/grunts_p) (ai_place ext_b_area_b_cov/jackals_p) (vehicle_load_magic c_dropship_b passenger (ai_actors ext_b_area_b_cov/elites_p)) (vehicle_load_magic c_dropship_b passenger (ai_actors ext_b_area_b_cov/grunts_p)) (vehicle_load_magic c_dropship_b passenger (ai_actors ext_b_area_b_cov/jackals_p)) (sleep 1) (objects_predict c_dropship_b) (objects_predict (ai_actors ext_b_area_a_cov)) (sleep 150) (ai_conversation ext_b_b_reins) (sleep (recording_time c_dropship_b)) (unit_open c_dropship_b) (sleep 30) (begin_random (begin (vehicle_unload c_dropship_b cd-passengerl01) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerl02) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerl03) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerl04) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr01) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr02) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr03) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr04) (sleep 5))) (sleep 90) (vehicle_hover c_dropship_b false) (recording_play_and_delete c_dropship_b ext_b_b_dropship_a_out))) (script static void ext_b_a_dropship_a (begin (object_destroy c_dropship_b) (object_create c_dropship_b) (object_teleport c_dropship_b ext_b_dropship_a) (unit_enter_vehicle ext_b_a_ghost_a c_dropship_b cargo_ghost01) (unit_enter_vehicle ext_b_a_ghost_b c_dropship_b cargo_ghost03) (unit_close c_dropship_b) (recording_play_and_hover c_dropship_b ext_b_dropship_a_in) (ai_place ext_b_area_a_cov/elites_e) (ai_place ext_b_area_a_cov/grunts_e) (ai_place ext_b_area_a_cov/jackals_e) (ai_place ext_b_area_a_cov/elites_f) (ai_place ext_b_area_a_cov/grunts_f) (ai_place ext_b_area_a_cov/jackals_f) (vehicle_load_magic c_dropship_b passengerl (ai_actors ext_b_area_a_cov/elites_e)) (vehicle_load_magic c_dropship_b passengerl (ai_actors ext_b_area_a_cov/grunts_e)) (vehicle_load_magic c_dropship_b passengerl (ai_actors ext_b_area_a_cov/jackals_e)) (vehicle_load_magic c_dropship_b passengerr (ai_actors ext_b_area_a_cov/elites_f)) (vehicle_load_magic c_dropship_b passengerr (ai_actors ext_b_area_a_cov/grunts_f)) (vehicle_load_magic c_dropship_b passengerr (ai_actors ext_b_area_a_cov/jackals_f)) (sleep 1) (objects_predict c_dropship_b) (objects_predict ext_b_a_ghost_a) (objects_predict ext_b_a_ghost_b) (objects_predict (ai_actors ext_b_area_a_cov)) (sleep (- (recording_time c_dropship_b) 60.00)) (begin_random (begin (unit_exit_vehicle ext_b_a_ghost_a) (sleep 15)) (begin (unit_exit_vehicle ext_b_a_ghost_b) (sleep 15))) (sleep 15) (unit_open c_dropship_b) (sleep 30) (begin_random (begin (vehicle_unload c_dropship_b cd-passengerl01) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerl02) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerl03) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerl04) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr01) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr02) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr03) (sleep 5)) (begin (vehicle_unload c_dropship_b cd-passengerr04) (sleep 5))) (sleep 30) (vehicle_hover c_dropship_b false) (recording_play_and_delete c_dropship_b ext_b_dropship_a_out) (ai_vehicle_enterable_distance ext_b_a_ghost_a 20.00) (ai_vehicle_enterable_distance ext_b_a_ghost_b 20.00) (ai_go_to_vehicle ext_b_area_a_cov/elites_e ext_b_a_ghost_a driver) (ai_go_to_vehicle ext_b_area_a_cov/elites_f ext_b_a_ghost_b driver) (ai_vehicle_encounter ext_b_a_ghost_a ext_b_a_ghost_a/squad_a) (ai_vehicle_encounter ext_b_a_ghost_b ext_b_a_ghost_b/squad_a) (ai_follow_target_players ext_b_a_ghost_a) (ai_follow_target_players ext_b_a_ghost_b) (ai_magically_see_players ext_b_a_ghost_a) (ai_magically_see_players ext_b_a_ghost_b))) (script static void cinematic_ext_a_pelican (begin (object_destroy pelican_a) (object_create pelican_a) (object_create ext_a_pelican_jeep) (ai_place ext_a_area_a_marines) (unit_enter_vehicle ext_a_pelican_jeep pelican_a cargo) (vehicle_load_magic pelican_a rider (ai_actors ext_a_area_a_marines/marines_pelican)) (sleep 1) (ai_braindead ext_a_area_a_marines/marines_pelican true) (objects_predict pelican_a) (objects_predict ext_a_pelican_jeep) (objects_predict (ai_actors ext_a_area_a_marines)) (object_teleport pelican_a ext_a_pelican_flag) (recording_play pelican_a ext_a_pelican_in) (sleep (recording_time pelican_a)) (ai_braindead ext_a_area_a_marines false) (sleep 1) (unit_exit_vehicle ext_a_pelican_jeep) (vehicle_unload pelican_a rider) (sleep 60) (ai_disregard (ai_actors ext_a_area_a_marines/marines_pelican) true) (ai_command_list ext_a_area_a_marines ext_a_pelican_marines) (recording_play_and_delete pelican_a ext_a_pelican_out) (sleep_until (= (ai_command_list_status (ai_actors ext_a_area_a_marines)) 1)) (ai_braindead ext_a_area_a_marines/marines_pelican true))) (script static void cinematic_ext_a_dropship_a (begin (object_create ext_a_dropship_wraith_a) (ai_place ext_a_area_a_cov/wraith_pilot) (sleep 1) (objects_predict ext_a_dropship_wraith_a) (objects_predict (ai_actors ext_a_area_a_cov)) (sleep 1) (vehicle_load_magic ext_a_dropship_wraith_a driver (ai_actors ext_a_area_a_cov/wraith_pilot)) (ai_vehicle_encounter ext_a_dropship_wraith_a ext_a_area_a_wraith/squad_i) (ai_magically_see_encounter ext_a_area_a_wraith ext_a_area_a_marines))) (script static void cinematic_ext_a_dropship_b (begin (object_create ext_a_dropship_turret) (object_create ext_a_dropship_ghost_a) (object_create ext_a_dropship_ghost_b) (ai_place ext_a_area_a_cov/grunts_g) (ai_place ext_a_area_a_cov/jackals_g) (ai_place ext_a_area_a_cov/grunts_k) (ai_place ext_a_area_a_cov/jackals_k2) (ai_place ext_a_area_a_cov/ghost_pilot_a) (ai_place ext_a_area_a_cov/turret_grunts_b) (sleep 1) (objects_predict ext_a_dropship_turret) (objects_predict ext_a_dropship_ghost_a) (objects_predict (ai_actors ext_a_area_a_cov)) (vehicle_load_magic ext_a_dropship_turret gunner (ai_actors ext_a_area_a_cov/turret_grunts_b)) (ai_vehicle_encounter ext_a_dropship_ghost_a ext_a_area_a_ghost_a/squad_j) (ai_vehicle_encounter ext_a_dropship_ghost_b ext_a_area_a_ghost_b/squad_j) (ai_follow_target_players ext_a_area_a_ghost_a/squad_j) (ai_follow_target_players ext_a_area_a_ghost_b/squad_j) (sleep (random_range 300 450)) (ai_go_to_vehicle ext_a_area_a_cov/ghost_pilot_a ext_a_dropship_ghost_a driver) (ai_go_to_vehicle ext_a_area_a_cov/ghost_pilot_b ext_a_dropship_ghost_b driver) (ai_vehicle_enterable_distance ext_a_dropship_ghost_a 15.00) (ai_vehicle_enterable_distance ext_a_dropship_ghost_b 15.00) (ai_magically_see_players ext_a_area_a_ghost_a) (ai_magically_see_players ext_a_area_a_ghost_b))) (script static void cinematic_crev_ent_a (begin (object_create crev_ent_wraith_a) (ai_place ext_a_area_c_cov/wraith_a_pilot) (sleep 1) (objects_predict crev_ent_wraith_a) (objects_predict (ai_actors ext_a_area_c_cov)) (vehicle_load_magic crev_ent_wraith_a driver (ai_actors ext_a_area_c_cov/wraith_a_pilot)) (ai_vehicle_encounter crev_ent_wraith_a ext_a_area_c_wraith_a/squad_a) (ai_magically_see_players ext_a_area_c_wraith_a))) (script static void cinematic_crev_ent_b (begin (object_create crev_ent_wraith_b) (ai_place ext_a_area_c_cov/wraith_b_pilot) (sleep 1) (objects_predict crev_ent_wraith_b) (objects_predict (ai_actors ext_a_area_c_cov)) (vehicle_load_magic crev_ent_wraith_b driver (ai_actors ext_a_area_c_cov/wraith_b_pilot)) (ai_vehicle_encounter crev_ent_wraith_b ext_a_area_c_wraith_b/squad_b) (ai_magically_see_players ext_a_area_c_wraith_b))) (script static void cinematic_crev_ent_c (begin (object_create crev_ent_ghost_a) (object_create crev_ent_ghost_b) (object_create crev_ent_ghost_c) (ai_place ext_a_area_c_cov/ghost_a_pilot) (ai_place ext_a_area_c_cov/ghost_b_pilot) (ai_place ext_a_area_c_cov/ghost_c_pilot) (sleep 1) (objects_predict crev_ent_ghost_a) (objects_predict crev_ent_ghost_b) (objects_predict crev_ent_ghost_c) (objects_predict (ai_actors ext_a_area_c_cov)) (vehicle_load_magic crev_ent_ghost_a driver (ai_actors ext_a_area_c_cov/ghost_a_pilot)) (vehicle_load_magic crev_ent_ghost_b driver (ai_actors ext_a_area_c_cov/ghost_b_pilot)) (vehicle_load_magic crev_ent_ghost_c driver (ai_actors ext_a_area_c_cov/ghost_c_pilot)) (ai_vehicle_encounter crev_ent_ghost_a ext_a_area_c_ghost_a/squad_d) (ai_vehicle_encounter crev_ent_ghost_b ext_a_area_c_ghost_b/squad_c) (ai_vehicle_encounter crev_ent_ghost_c ext_a_area_c_ghost_c/squad_c) (ai_follow_target_players ext_a_area_c_ghost_a/squad_d) (ai_follow_target_players ext_a_area_c_ghost_b/squad_c) (ai_follow_target_players ext_a_area_c_ghost_c/squad_c) (ai_vehicle_enterable_distance crev_ent_ghost_a 10.00) (ai_vehicle_enterable_distance crev_ent_ghost_b 10.00) (ai_vehicle_enterable_distance crev_ent_ghost_c 10.00) (ai_magically_see_players ext_a_area_c_ghost_a) (ai_magically_see_players ext_a_area_c_ghost_b) (ai_magically_see_players ext_a_area_c_ghost_c))) (script static void jump_marines (begin (object_create ext_a_pelican_jeep) (ai_vehicle_encounter ext_a_pelican_jeep test_hum/jump_jeep) (ai_place test_hum/jump_marines) (sleep 60) (ai_go_to_vehicle test_hum/jump_marines ext_a_pelican_jeep driver) (ai_go_to_vehicle test_hum/jump_marines ext_a_pelican_jeep passenger) (ai_vehicle_enterable_distance ext_a_pelican_jeep 20.00))) (script static void drive_jeep (begin (ai_command_list test_hum/jump_jeep jeep_jump))) (script dormant void insertion_turrets (begin (ai_vehicle_enterable_distance insertion_turret_a 10.00) (ai_vehicle_enterable_distance insertion_turret_b 10.00) (ai_vehicle_enterable_actor_type insertion_turret_a grunt) (ai_vehicle_enterable_actor_type insertion_turret_b grunt))) (script static void enc_a1_initial (begin (ai_place a1_cov/elites_door) (ai_place a1_cov/elites_middle) (ai_place a1_cov/grunts_middle) (sleep 1) (objects_predict (ai_actors a1_cov)))) (script static void enc_a1 (begin (ai_place a1_cov/grunts_ledge) (ai_place a1_cov/elites_left) (ai_place a1_cov/elites_right) (begin_random (if a1_spawn (begin (ai_place a1_cov/grunts_left) (set a1_spawn_counter (+ 1.00 a1_spawn_counter)) (if (= a1_spawn_counter a1_squad_index) (set a1_spawn false)))) (if a1_spawn (begin (ai_place a1_cov/jackals_left) (set a1_spawn_counter (+ 1.00 a1_spawn_counter)) (if (= a1_spawn_counter a1_squad_index) (set a1_spawn false))))) (set a1_spawn_counter 0) (set a1_spawn true) (sleep 3) (begin_random (if a1_spawn (begin (ai_place a1_cov/grunts_right) (set a1_spawn_counter (+ 1.00 a1_spawn_counter)) (if (= a1_spawn_counter a1_squad_index) (set a1_spawn false)))) (if a1_spawn (begin (ai_place a1_cov/jackals_right) (set a1_spawn_counter (+ 1.00 a1_spawn_counter)) (if (= a1_spawn_counter a1_squad_index) (set a1_spawn false))))) (set a1_spawn_counter 0) (set a1_spawn true) (sleep 1) (objects_predict (ai_actors a1_cov)))) (script static void enc_a1_rear (begin (ai_place a1_cov/grunts_rear) (sleep 1) (objects_predict (ai_actors a1_cov)))) (script dormant void enc_a_bridge (begin (ai_place a_bridge/grunts_a) (ai_place a_bridge/jackals_a) (ai_place a_bridge/elites_a) (sleep 1) (objects_predict (ai_actors a_bridge)))) (script dormant void enc_a_bridge_second (begin (ai_place a_bridge/grunts_low) (ai_place a_bridge/jackals_m) (ai_place a_bridge/turret_grunts) (sleep 1) (objects_predict (ai_actors a_bridge)))) (script dormant void enc_a_bridge_reins_sword (begin (ai_place a_bridge/elites_reins))) (script dormant void enc_a_bridge_reins (begin (begin_random (if a_bridge_rein (begin (ai_place a_bridge/grunts_reins) (set a_bridge_rein_counter (+ 1.00 a_bridge_rein_counter)) (if (= a_bridge_rein_counter a_bridge_rein_index) (set a_bridge_rein false)))) (if a_bridge_rein (begin (ai_place a_bridge/jackals_reins) (set a_bridge_rein_counter (+ 1.00 a_bridge_rein_counter)) (if (= a_bridge_rein_counter a_bridge_rein_index) (set a_bridge_rein false))))) (set a_bridge_rein_counter 0) (set a_bridge_rein true) (sleep 1) (objects_predict (ai_actors a_bridge)))) (script dormant void ini_cinematic_ext_a_pelican (begin ini_cinematic_ext_a_pelican)) (script dormant void ini_ext_a_objects (begin (object_create ext_a_bridge_turret_a) (object_create ext_a_bridge_turret_b) (object_create ext_a_bridge_turret_c) (object_create ext_a_bridge_turret_d) (sleep 1) (objects_predict ext_a_bridge_turret_a))) (script dormant void ini_a_bridge_initial (begin (wake enc_a_bridge) (sleep_until (and (= (ai_living_count a_bridge/grunts_a) 0) (= (ai_living_count a_bridge/jackals_a) 0))) (ai_defend a_bridge/first_elites))) (script dormant void ini_ext_a_banshee (begin (object_create ext_a_banshee_a) (objects_predict ext_a_banshee_a) (ai_place ext_a_area_a_cov/banshee_a_pilot) (vehicle_load_magic ext_a_banshee_a driver (ai_actors ext_a_area_a_cov/banshee_a_pilot)) (ai_vehicle_encounter ext_a_banshee_a ext_a_banshee/squad_a) (sleep 1) (objects_predict ext_a_banshee_a) (objects_predict (ai_actors a_bridge)) (ai_follow_target_players ext_a_banshee/squad_a) (ai_magically_see_players ext_a_banshee))) (script dormant void ini_a_bridge_reins (begin (sleep_until (or (and (= (ai_living_count a_bridge/grunts_a) 0) (= (ai_living_count a_bridge/jackals_a) 0) (= (ai_living_count a_bridge/elites_a) 0) (= (ai_living_count a_bridge/grunts_low) 0) (= (ai_living_count a_bridge/jackals_m) 0) (= (ai_living_count a_bridge/grunts_a) 0)) (volume_test_objects a_bridge_reins_trigger (players)))) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible)) (wake enc_a_bridge_reins)) (wake enc_a_bridge_reins_sword))) (script continuous void ini_a_bridge_turret_near (begin (begin_random (begin (ai_go_to_vehicle a_bridge/grunts_a ext_a_bridge_turret_c gunner) (sleep default_turret_delay)) (begin (ai_go_to_vehicle a_bridge/grunts_a ext_a_bridge_turret_d gunner) (sleep default_turret_delay)) (sleep default_turret_delay)))) (script continuous void ini_a_bridge_turret_far (begin (begin_random (begin (ai_go_to_vehicle a_bridge/turret_grunts ext_a_bridge_turret_a gunner) (sleep default_turret_delay)) (begin (ai_go_to_vehicle a_bridge/turret_grunts ext_a_bridge_turret_b gunner) (sleep default_turret_delay)) (sleep default_turret_delay)))) (script dormant void enc_a2_top_cov (begin (ai_place a2_top_cov/elites_a) (ai_place a2_top_cov/grunt_sniper) (ai_place a2_top_cov/grunts_a) (ai_place a2_top_cov/grunts_ledge) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible)) (ai_place a2_top_cov/hunters)) (ai_follow_target_ai a2_top_cov/grunts_a a2_top_cov/elites_a) (sleep 1) (objects_predict (ai_actors a2_top_cov)))) (script dormant void enc_a2_bottom (begin (ai_place a2_bottom_cov/jackals_inner) (ai_place a2_bottom_cov/grunts_a) (ai_place a2_bottom_cov/elites_a) (ai_place a2_bottom_cov/jackals_a) (ai_place a2_bottom_cov/grunts_lift) (sleep 1) (objects_predict (ai_actors a2_bottom_cov)))) (script dormant void enc_a2_tube (begin (ai_place a2_bottom_cov/grunts_tub) (sleep 1) (objects_predict (ai_actors a2_bottom_cov)))) (script dormant void ini_a2_top_reins (begin (sleep_until (or (volume_test_objects a2_top_reins_trigger (players)) (= (ai_living_count a2_top_cov/elites_a) 0))) (ai_attack a2_top_cov/hunters))) (script dormant void enc_ext_a_cov (begin (ai_place ext_a_area_a_cov/grunts_a) (ai_place ext_a_area_a_cov/elites_k) (ai_place ext_a_area_a_cov/jackals_k1) (begin_random (if ext_a_spawn (begin (ai_place ext_a_area_a_cov/jackals_e) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_a_cov/grunts_e) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false))))) (set ext_a_spawn_counter 0) (set ext_a_spawn true) (sleep 1) (objects_predict (ai_actors ext_a_area_a_cov)))) (script dormant void enc_ext_a_marines (begin (ai_place ext_a_area_a_marines/marines_ini) (sleep 1) (ai_migrate ext_a_area_a_marines ext_a_area_a_marines/marines_ini) (objects_predict (ai_actors ext_a_area_a_marines)))) (script dormant void enc_ext_a_a_cov_second (begin (if (< (ai_living_count ext_a_area_a_cov) 10) (ai_place ext_a_area_a_cov/jackals_o) (ai_place ext_a_area_a_cov/elites_o)) (sleep 1) (if (< (ai_living_count ext_a_area_a_cov) 10) (ai_place ext_a_area_a_cov/jackals_q)))) (script dormant void enc_ext_a_area_b (begin (ai_place ext_a_area_b_cov/ghost_a_pilot) (ai_place ext_a_area_b_cov/ghost_b_pilot) (ai_place ext_a_area_b_cov/elites_u) (ai_place ext_a_area_b_cov/elites_e) (ai_place ext_a_area_b_cov/grunts_e) (ai_place ext_a_area_b_cov/jackals_e) (begin_random (if ext_a_spawn (begin (ai_place ext_a_area_b_cov/grunts_u) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_b_cov/jackals_u) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false))))) (set ext_a_spawn_counter 0) (set ext_a_spawn true) (sleep 1) (objects_predict (ai_actors ext_a_area_b_cov)))) (script dormant void enc_ext_a_area_b_2 (begin (ai_place ext_a_area_b_cov/elites_q) (ai_place ext_a_area_b_cov/elites_k) (begin_random (if ext_a_spawn (begin (ai_place ext_a_area_b_cov/grunts_q) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_b_cov/jackals_q) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false))))) (set ext_a_spawn_counter 0) (set ext_a_spawn true) (sleep 2) (begin_random (if ext_a_spawn (begin (ai_place ext_a_area_b_cov/grunts_k) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_b_cov/jackals_k) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false))))) (set ext_a_spawn_counter 0) (set ext_a_spawn true) (sleep 1) (objects_predict (ai_actors ext_a_area_b_cov)))) (script dormant void enc_ext_a_area_b_mar (begin (ai_place ext_a_area_b_marines/marines_ini) (ai_place ext_a_area_b_marines/sarge) (sleep 1) (objects_predict (ai_actors ext_a_area_b_marines)) (sleep 300) (ai_migrate ext_a_area_b_marines ext_a_area_b_marines/squad_a) (ai_follow_target_players ext_a_area_b_marines/squad_a))) (script dormant void enc_ext_a_area_c_cov (begin (begin_random (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/grunts_w) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/elites_u) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/elites_w) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/grunts_y) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/jackals_y) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/grunts_u) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false)))) (if ext_a_spawn (begin (ai_place ext_a_area_c_cov/jackals_u) (set ext_a_spawn_counter (+ 1.00 ext_a_spawn_counter)) (if (= ext_a_spawn_counter ext_a_squad_index) (set ext_a_spawn false))))) (set ext_a_spawn_counter 0) (set ext_a_spawn true) (ai_place ext_a_area_c_cov/hunters) (ai_place ext_a_area_c_cov/jackals_q) (sleep 1) (objects_predict (ai_actors ext_a_area_c_cov)))) (script dormant void crev_ent_turret_a (begin (object_create crev_ent_turret_a) (ai_place ext_a_area_c_cov/turret_a_gunners) (ai_go_to_vehicle ext_a_area_c_cov/turret_a_gunners crev_ent_turret_a gunner) (sleep 1) (objects_predict crev_ent_turret_a) (objects_predict (ai_actors ext_a_area_c_cov)))) (script dormant void crev_ent_turret_b (begin (object_create crev_ent_turret_b) (ai_place ext_a_area_c_cov/turret_b_gunners) (ai_go_to_vehicle ext_a_area_c_cov/turret_b_gunners crev_ent_turret_b gunner) (sleep 1) (objects_predict crev_ent_turret_b) (objects_predict (ai_actors ext_a_area_c_cov)))) (script dormant void crev_ent_turret_c (begin (object_create crev_ent_turret_c) (ai_place ext_a_area_c_cov/turret_c_gunners) (ai_go_to_vehicle ext_a_area_c_cov/turret_c_gunners crev_ent_turret_c gunner) (sleep 1) (objects_predict crev_ent_turret_c) (objects_predict (ai_actors ext_a_area_c_cov)))) (script dormant void crev_ent_turret_d (begin (object_create crev_ent_turret_d) (ai_place ext_a_area_c_cov/turret_d_gunners) (ai_go_to_vehicle ext_a_area_c_cov/turret_d_gunners crev_ent_turret_d gunner) (sleep 1) (objects_predict crev_ent_turret_d) (objects_predict (ai_actors ext_a_area_c_cov)))) (script dormant void crev_ent_turret_e (begin (object_create crev_ent_turret_e) (ai_place ext_a_area_c_cov/turret_e_gunners) (ai_go_to_vehicle ext_a_area_c_cov/turret_e_gunners crev_ent_turret_e gunner) (sleep 1) (objects_predict crev_ent_turret_e) (objects_predict (ai_actors ext_a_area_c_cov)))) (script dormant void ini_ext_a_dropships_a (begin ini_ext_a_dropships_a ini_ext_a_dropships_a)) (script dormant void ini_ext_a_c_dropship_a (begin ini_ext_a_c_dropship_a)) (script dormant void ini_ext_a_c_dropship_b (begin ini_ext_a_c_dropship_b)) (script dormant void ini_ext_a_c_dropship_c (begin ini_ext_a_c_dropship_c)) (script dormant void ini_ext_a_marines (begin (wake enc_ext_a_marines) (sleep_until (volume_test_objects ext_a_area_a_marines (players))) (ai_migrate ext_a_area_a_marines ext_a_area_a_marines/squad_c) (ai_follow_target_players ext_a_area_a_marines/squad_c) (ai_playfight ext_a_area_a_marines false) (ai_playfight ext_a_area_a_cov/jackals_e false) (ai_playfight ext_a_area_a_cov/grunts_e false) (ai_conversation ext_a_marines))) (script continuous void ext_a_migration (begin (if ext_a_mig_cov (begin (set ext_a_mig_cov_limit (- ext_a_mig_cov_limit 1.00)) (sleep 1) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_cov/squad_a) ext_a_mig_cov_limit)) ext_a_area_a_ledge_a) (if (= ext_a_mig_cov_limit 0) (set ext_a_mig_cov false)))) (inspect ext_a_mig_cov_limit) (sleep 1) (if ext_a_mig_cov (begin (set ext_a_mig_cov_limit (- ext_a_mig_cov_limit 1.00)) (sleep 1) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_cov/squad_a) ext_a_mig_cov_limit)) ext_a_area_a_ledge_b) (if (= ext_a_mig_cov_limit 0) (set ext_a_mig_cov false)))) (inspect ext_a_mig_cov_limit) (sleep 1) (if ext_a_mig_cov (begin (set ext_a_mig_cov_limit (- ext_a_mig_cov_limit 1.00)) (sleep 1) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_cov/squad_a) ext_a_mig_cov_limit)) ext_a_area_a_ledge_c) (if (= ext_a_mig_cov_limit 0) (set ext_a_mig_cov false)))) (inspect ext_a_mig_cov_limit) (sleep 1) (if ext_a_mig_cov (begin (set ext_a_mig_cov_limit (- ext_a_mig_cov_limit 1.00)) (sleep 1) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_cov/squad_a) ext_a_mig_cov_limit)) ext_a_area_a_ledge_d) (if (= ext_a_mig_cov_limit 0) (set ext_a_mig_cov false)))) (inspect ext_a_mig_cov_limit) (sleep 1) (if (= ext_a_mig_cov_limit 0) (begin (ai_follow_target_players ext_a_area_b_cov/squad_a) (sleep -1))))) (script dormant void ini_ext_a_area_a_migration (begin (sleep_until (volume_test_objects ext_a_area_a_follow (players))) (vehicle_unload ext_a_turret_a gunner) (ai_migrate ext_a_area_a_cov ext_a_area_a_cov/squad_o) (ai_follow_target_players ext_a_area_a_cov) (sleep_until (volume_test_objects ext_a_area_b_trigger (players))) (sleep -1 dialog_ext_a_a_clear) (sleep 1) (ai_migrate ext_a_area_a_marines ext_a_area_b_marines/squad_a) (ai_migrate ext_a_area_a_cov ext_a_area_b_cov/squad_all) (ai_command_list ext_a_area_a_ghost_a ext_a_area_a_ledge_c) (ai_command_list ext_a_area_a_ghost_b ext_a_area_a_ledge_c) (ai_command_list ext_a_area_a_wraith ext_a_wraith_ledge) (sleep 1) (set ext_a_mig_cov_limit (ai_living_count ext_a_area_b_cov/squad_a)) (sleep 1) (inspect ext_a_mig_cov_limit) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_cov/squad_a) ext_a_mig_cov_limit)) ext_a_area_a_ledge_a) (wake ext_a_migration) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_marines/squad_a) 0)) ext_a_area_a_ledge_b) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_marines/squad_a) 1)) ext_a_area_a_ledge_c) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_marines/squad_a) 2)) ext_a_area_a_ledge_b) (ai_command_list_by_unit (unit (list_get (ai_actors ext_a_area_b_marines/squad_a) 3)) ext_a_area_a_ledge_c))) (script dormant void ini_ext_a_area_b (begin (objects_predict ext_a_area_b_ghost_a) (objects_predict ext_a_area_b_ghost_b) (sleep_until (volume_test_objects ext_a_area_b_ghosts (players))) (wake general_save) (vehicle_load_magic ext_a_area_b_ghost_a driver (ai_actors ext_a_area_b_cov/ghost_a_pilot)) (vehicle_load_magic ext_a_area_b_ghost_b driver (ai_actors ext_a_area_b_cov/ghost_b_pilot)) (ai_vehicle_encounter ext_a_area_b_ghost_a ext_a_area_b_ghost_a/squad_g) (ai_vehicle_encounter ext_a_area_b_ghost_b ext_a_area_b_ghost_b/squad_g) (ai_follow_target_players ext_a_area_b_ghost_a/squad_g) (ai_follow_target_players ext_a_area_b_ghost_b/squad_g) (ai_vehicle_enterable_distance ext_a_area_b_ghost_a 15.00) (ai_vehicle_enterable_distance ext_a_area_b_ghost_b 15.00) (ai_magically_see_players ext_a_area_b_ghost_a) (ai_magically_see_players ext_a_area_b_ghost_b))) (script dormant void ini_ext_a_area_c_banshee (begin (ai_place ext_a_area_c_cov/banshee_pilot) (ai_go_to_vehicle ext_a_area_c_cov/banshee_pilot ext_a_area_c_banshee driver) (sleep 1) (ai_vehicle_encounter ext_a_area_c_banshee ext_a_banshee/squad_c) (ai_follow_target_players ext_a_banshee/squad_c) (ai_magically_see_players ext_a_banshee))) (script dormant void ini_ext_a_area_c_turrets (begin (begin_random (if crev_ent_turrets (begin (wake crev_ent_turret_a) (set crev_ent_turret_counter (+ 1.00 crev_ent_turret_counter)) (if (= crev_ent_turret_counter crev_ent_turret_limit) (set crev_ent_turrets false)))) (if crev_ent_turrets (begin (wake crev_ent_turret_b) (set crev_ent_turret_counter (+ 1.00 crev_ent_turret_counter)) (if (= crev_ent_turret_counter crev_ent_turret_limit) (set crev_ent_turrets false)))) (if crev_ent_turrets (begin (wake crev_ent_turret_c) (set crev_ent_turret_counter (+ 1.00 crev_ent_turret_counter)) (if (= crev_ent_turret_counter crev_ent_turret_limit) (set crev_ent_turrets false)))) (if crev_ent_turrets (begin (wake crev_ent_turret_d) (set crev_ent_turret_counter (+ 1.00 crev_ent_turret_counter)) (if (= crev_ent_turret_counter crev_ent_turret_limit) (set crev_ent_turrets false)))) (if crev_ent_turrets (begin (wake crev_ent_turret_e) (set crev_ent_turret_counter (+ 1.00 crev_ent_turret_counter)) (if (= crev_ent_turret_counter crev_ent_turret_limit) (set crev_ent_turrets false))))) (set crev_ent_turret_counter 0) (set crev_ent_turrets true))) (script static void migration_a_a (begin (sleep 1))) (script static void migration_a_b (begin (ai_migrate ext_a_area_a_marines ext_a_area_b_marines/squad_a) (sleep 1) (ai_follow_target_players ext_a_area_b_marines/squad_a))) (script static void migration_a_c (begin (ai_migrate ext_a_area_a_marines ext_a_area_c_marines/squad_a) (ai_migrate ext_a_area_b_marines ext_a_area_c_marines/squad_a) (sleep 1) (ai_follow_target_players ext_a_area_c_marines/squad_a))) (script static void migration_crev (begin (ai_migrate ext_a_area_a_marines crev_marines/squad_a) (ai_migrate ext_a_area_b_marines crev_marines/squad_a) (ai_migrate ext_a_area_c_marines crev_marines/squad_a) (sleep 1) (ai_follow_target_players crev_marines/squad_a))) (script static void migration_b_a (begin (ai_migrate ext_a_area_a_marines ext_b_marines_ini/squad_y) (ai_migrate ext_a_area_b_marines ext_b_marines_ini/squad_y) (ai_migrate ext_a_area_c_marines ext_b_marines_ini/squad_y) (ai_migrate crev_marines ext_b_marines_ini/squad_y) (sleep 1) (ai_follow_target_players ext_b_marines_ini/squad_y))) (script static void migration_b_b (begin (ai_migrate ext_a_area_a_marines ext_b_marines/squad_a) (ai_migrate ext_a_area_b_marines ext_b_marines/squad_a) (ai_migrate ext_a_area_c_marines ext_b_marines/squad_a) (ai_migrate crev_marines ext_b_marines/squad_a) (ai_migrate ext_b_marines_ini ext_b_marines/squad_a) (sleep 1) (ai_follow_target_players ext_b_marines/squad_a))) (script static void exit_jeep (begin (ai_exit_vehicle ext_a_jeep) (ai_exit_vehicle ext_b_jeep) (if (= exterior_player_location 1) (begin exit_jeep) (if (= exterior_player_location 2) (begin exit_jeep) (if (= exterior_player_location 3) (begin exit_jeep) (if (= exterior_player_location 4) (begin exit_jeep) (if (= exterior_player_location 5) (begin exit_jeep) (if (= exterior_player_location 6) (begin exit_jeep))))))))) (script static void exit_tank (begin (ai_exit_vehicle ext_a_tank) (ai_exit_vehicle ext_b_tank) (if (= exterior_player_location 1) (begin exit_tank) (if (= exterior_player_location 2) (begin exit_tank) (if (= exterior_player_location 3) (begin exit_tank) (if (= exterior_player_location 4) (begin exit_tank) (if (= exterior_player_location 5) (begin exit_tank) (if (= exterior_player_location 6) (begin exit_tank))))))))) (script continuous void ini_jeep_exit_a (begin (sleep_until (not (vehicle_test_seat_list ext_a_jeep w-driver (players)))) (sleep 90) (if (and (< (ai_status ext_a_jeep) 4) (= (vehicle_test_seat_list ext_a_jeep w-driver (players)) false)) ini_jeep_exit_a) (sleep 300))) (script continuous void ini_tank_exit_a (begin (sleep_until (not (vehicle_test_seat_list ext_a_tank scorpion-driver (players)))) (sleep 90) (if (= (vehicle_test_seat_list ext_a_tank scorpion-driver (players)) false) ini_tank_exit_a) (sleep 300))) (script dormant void enc_crevasse (begin (ai_place crevasse_cov_a/jackals_w) (ai_place crevasse_cov_a/elites_k) (ai_place crevasse_cov_a/turret_a_gunners) (ai_place crevasse_cov_a/turret_b_gunners) (ai_place crevasse_cov_b/turret_c_gunners) (ai_place crevasse_cov_b/hunters) (ai_place crevasse_cov_b/jackals_g) (ai_place crevasse_cov_b/grunts_a) (ai_place crevasse_cov_b/elites_k) (sleep 1) (objects_predict (ai_actors crevasse_cov_a)) (objects_predict (ai_actors crevasse_cov_b)) (objects_predict crevasse_turret_a))) (script dormant void enc_crevasse_reins (begin (ai_place crevasse_cov_b/elites_reins) (ai_place crevasse_cov_b/grunts_reins) (sleep 1) (objects_predict (ai_actors crevasse_cov_b)))) (script dormant void ini_crevasse_reins (begin (sleep_until (> (device_group_get garagedoor_c_position) 0.00)) (wake enc_crevasse_reins) (wake general_save))) (script continuous void ini_crevasse_turret_a (begin (begin_random (begin (ai_go_to_vehicle crevasse_cov_a/turret_a_gunners crevasse_turret_a gunner) (sleep default_turret_delay)) (sleep default_turret_delay)))) (script continuous void ini_crevasse_turret_b (begin (begin_random (begin (ai_go_to_vehicle crevasse_cov_a/turret_b_gunners crevasse_turret_b gunner) (sleep default_turret_delay)) (sleep default_turret_delay)))) (script continuous void ini_crevasse_turret_c (begin (begin_random (begin (ai_go_to_vehicle crevasse_cov_b/turret_c_gunners crevasse_turret_c gunner) (sleep default_turret_delay)) (sleep default_turret_delay)))) (script dormant void ini_crev_dialog (begin (sleep_until (volume_test_objects crev_dialog_trigger (players))) (ai_conversation enter_crev))) (script dormant void enc_ext_b_tunnel (begin (ai_place ext_b_area_a_cov/elites_a) (ai_place ext_b_area_a_cov/grunts_a) (ai_place ext_b_area_a_cov/jackals_c) (ai_place ext_b_area_a_cov/jackals_d) (sleep 1) (objects_predict (ai_actors ext_b_area_a_cov)))) (script dormant void enc_ext_b_a_trigger_b (begin (if (< (ai_living_count ext_a_area_a_cov) 4) (begin (ai_place ext_b_area_a_cov/elites_u) (ai_place ext_b_area_a_cov/grunts_u) (ai_place ext_b_area_a_cov/jackals_u) (ai_place ext_b_area_a_cov/elites_v) (ai_place ext_b_area_a_cov/grunts_v) (ai_place ext_b_area_a_cov/jackals_v) (ai_place ext_b_area_a_cov/elites_j) (sleep 1) (objects_predict (ai_actors ext_b_area_a_cov)))))) (script dormant void enc_ext_b_a_trigger_c (begin (if (< (ai_living_count ext_a_area_a_cov) 4) (begin (ai_place ext_b_area_a_cov/elites_s) (ai_place ext_b_area_a_cov/grunts_s) (ai_place ext_b_area_a_cov/jackals_s) (ai_place ext_b_area_a_cov/elites_t) (ai_place ext_b_area_a_cov/grunts_t) (ai_place ext_b_area_a_cov/jackals_t) (sleep 1) (objects_predict (ai_actors ext_b_area_a_cov)))))) (script dormant void enc_ext_b_b (begin (if (< (ai_living_count ext_a_area_b_cov) 8) (begin (ai_place ext_b_area_b_cov/grunts_a) (ai_place ext_b_area_b_cov/grunts_c) (ai_place ext_b_area_b_cov/elites_c))) (ai_place ext_b_area_b_cov/jackals_b) (ai_place ext_b_area_b_cov/turret_gunner_a) (ai_place ext_b_area_b_cov/turret_gunner_b) (ai_go_to_vehicle ext_b_area_b_cov/turret_gunner_a ext_b_b_turret_a gunner) (ai_go_to_vehicle ext_b_area_b_cov/turret_gunner_b ext_b_b_turret_b gunner) (sleep 1) (objects_predict ext_b_b_turret_a) (objects_predict (ai_actors ext_b_area_b_cov)))) (script dormant void enc_ext_b_b_marines (begin (ai_place ext_b_marines/marines_tunnel) (ai_place ext_b_marines/sarge) (ai_place ext_b_area_b_cov/hunters) (sleep 1) (objects_predict (ai_actors ext_b_area_b_cov)) (sleep 150) (ai_conversation ext_b_b_ini))) (script dormant void enc_ext_b_cave (begin (ai_place ext_b_area_b_cov/stealth_i) (if (< (ai_living_count ext_b_area_b_cov) 8) (begin (ai_place ext_b_area_b_cov/grunts_j) (ai_place ext_b_area_b_cov/jackals_l))) (sleep 1) (objects_predict (ai_actors ext_b_area_b_cov)))) (script dormant void enc_ext_b_b_final (begin (ai_place ext_b_area_b_cov/elites_o) (ai_place ext_b_area_b_cov/grunts_m) (ai_place ext_b_area_b_cov/turret_gunner_c) (ai_go_to_vehicle ext_b_area_b_cov/turret_gunner_c ext_b_b_turret_c gunner) (sleep 1) (objects_predict (ai_actors ext_b_area_b_cov)) (objects_predict (ai_actors ext_b_area_c_cov)) (objects_predict ext_b_b_turret_c))) (script dormant void enc_ext_b_c_ini (begin (if (< (ai_living_count ext_b_area_c_cov) 3) (begin (ai_place ext_b_area_c_cov/elites_a) (ai_place ext_b_area_c_cov/grunts_a))) (ai_place ext_b_area_c_cov/grunts_b) (ai_place ext_b_area_c_cov/turret_gunner_a) (sleep 1) (ai_go_to_vehicle ext_b_area_c_cov/turret_gunner_a ext_b_c_turret_a gunner) (objects_predict (ai_actors ext_b_area_c_cov)) (objects_predict ext_b_c_turret_a))) (script dormant void enc_ext_b_c_final (begin (ai_place ext_b_area_c_cov/elites_b) (ai_place ext_b_area_c_cov/turret_gunner_b) (ai_place ext_b_area_c_cov/turret_gunner_c) (ai_place ext_b_area_c_cov/ghost_pilot_a) (ai_place ext_b_area_c_cov/ghost_pilot_b) (sleep 1) (ai_go_to_vehicle ext_b_area_c_cov/turret_gunner_b ext_b_c_turret_b gunner) (ai_go_to_vehicle ext_b_area_c_cov/turret_gunner_c ext_b_c_turret_c gunner) (ai_go_to_vehicle ext_b_area_c_cov/ghost_pilot_a ext_b_c_ghost_a driver) (ai_go_to_vehicle ext_b_area_c_cov/ghost_pilot_b ext_b_c_ghost_b driver) (ai_vehicle_encounter ext_b_c_ghost_a ext_b_c_ghost_a/squad_j) (ai_vehicle_encounter ext_b_c_ghost_b ext_b_c_ghost_b/squad_l) (ai_follow_target_players ext_b_c_ghost_a/squad_j) (ai_follow_target_players ext_b_c_ghost_b/squad_l) (objects_predict (ai_actors ext_b_area_c_cov)) (objects_predict ext_b_c_ghost_a))) (script dormant void enc_ext_b_c_reins (begin (ai_place ext_b_area_c_cov/elites_d) (ai_place ext_b_area_c_cov/elites_e) (sleep 1) (objects_predict (ai_actors ext_b_area_c_cov)))) (script dormant void ini_ext_b_a_dropship_a (begin ini_ext_b_a_dropship_a)) (script continuous void ini_jeep_exit_b (begin (sleep_until (= (vehicle_test_seat_list ext_a_jeep w-driver (players)) false)) (sleep 90) (if (and (< (ai_status ext_b_jeep) 4) (= (vehicle_test_seat_list ext_a_jeep w-driver (players)) false)) ini_jeep_exit_b) (sleep 300))) (script continuous void ini_tank_exit_b (begin (sleep_until (= (vehicle_test_seat_list ext_a_tank scorpion-driver (players)) false)) (sleep 90) (if (= (vehicle_test_seat_list ext_a_tank scorpion-driver (players)) false) ini_tank_exit_b) (sleep 300))) (script dormant void ini_ext_b_tunnel (begin (wake enc_ext_b_tunnel) (sleep_until (= (ai_status ext_b_area_a_cov) 6)) (ai_go_to_vehicle ext_b_area_a_cov/elites_a tunnel_ghost_b driver) (ai_vehicle_encounter tunnel_ghost_a tunnel_ghost_a/squad_a) (ai_follow_target_players tunnel_ghost_a/squad_a) (sleep 600) (ai_vehicle_enterable_distance tunnel_ghost_b 10.00) (ai_vehicle_encounter tunnel_ghost_b tunnel_ghost_b/squad_a) (ai_follow_target_players tunnel_ghost_b/squad_a) (ai_magically_see_players tunnel_ghost_b))) (script dormant void ini_tunnel_follow (begin (ai_migrate ext_b_area_a_cov/elites_a ext_b_area_a_cov/squad_d) (ai_migrate ext_b_area_a_cov/grunts_a ext_b_area_a_cov/squad_d) (ai_migrate ext_b_area_a_cov/jackals_c ext_b_area_a_cov/squad_d) (ai_migrate ext_b_area_a_cov/jackals_d ext_b_area_a_cov/squad_d) (sleep 1) (ai_follow_target_players ext_b_area_a_cov/squad_d))) (script dormant void ini_ext_b_tower (begin (sleep_until (volume_test_objects ext_b_tower_trigger (players))) (ai_place ext_b_area_a_cov/elites_tower) (sleep 1) (objects_predict (ai_actors ext_b_area_a_cov/elites_tower)))) (script dormant void ini_ext_b_second (begin (ai_place ext_b_area_a_cov/turret_a_gunner) (ai_place ext_b_area_a_cov/turret_b_gunner) (ai_place ext_b_area_a_cov/ghost_pilot_c) (ai_place ext_b_area_a_cov/ghost_pilot_d) (ai_place ext_b_area_a_cov/wraith_gunner) (ai_go_to_vehicle ext_b_area_a_cov/ghost_pilot_c ext_b_a_ghost_c driver) (ai_go_to_vehicle ext_b_area_a_cov/ghost_pilot_d ext_b_a_ghost_d driver) (ai_go_to_vehicle ext_b_area_a_cov/turret_a_gunner ext_b_a_turret_a gunner) (ai_go_to_vehicle ext_b_area_a_cov/turret_b_gunner ext_b_a_turret_b gunner) (ai_go_to_vehicle ext_b_area_a_cov/wraith_gunner ext_b_a_wraith driver) (ai_vehicle_encounter ext_b_a_ghost_c ext_b_a_ghost_c/squad_c) (ai_vehicle_encounter ext_b_a_ghost_d ext_b_a_ghost_d/squad_d) (ai_vehicle_encounter ext_b_a_wraith ext_b_a_wraith/wraith) (ai_follow_target_players ext_b_area_a_cov/ghost_pilot_c) (ai_follow_target_players ext_b_area_a_cov/ghost_pilot_d) (ai_follow_target_players ext_b_a_ghost_c/squad_c) (ai_follow_target_players ext_b_a_ghost_d/squad_d) (sleep 1) (objects_predict ext_b_a_ghost_c) (objects_predict ext_b_a_turret_a) (objects_predict ext_b_a_wraith) (objects_predict (ai_actors ext_b_area_a_cov)) (ai_migrate ext_b_area_a_cov/elites_a ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_a ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_c ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_d ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/elites_e ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_e ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_e ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/elites_f ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_f ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_f ext_b_area_a_cov/squad_l) (ai_follow_target_players ext_b_area_a_cov/squad_l) (sleep 30) (ai_magically_see_players ext_b_a_wraith) (ai_magically_see_players ext_b_a_ghost_c) (ai_magically_see_players ext_b_a_ghost_d))) (script dormant void ini_ext_b_trigger_b (begin (sleep_until (volume_test_objects ext_b_a_trigger_b (players))) (wake enc_ext_b_a_trigger_b))) (script dormant void ini_ext_b_trigger_c (begin (sleep_until (volume_test_objects ext_b_a_trigger_c (players))) (wake enc_ext_b_a_trigger_c))) (script dormant void ini_ext_b_trigger_d (begin (ai_place ext_b_area_a_cov/hunter_o) (ai_place ext_b_area_a_cov/hunter_q) (if (and (= (ai_living_count ext_b_a_ghost_a) 0) (= (ai_living_count ext_b_a_ghost_b) 0) (= (ai_living_count ext_b_a_ghost_c) 0) (= (ai_living_count ext_b_a_ghost_d) 0)) (begin (ai_place ext_b_area_a_cov/ghost_pilot_e) (ai_place ext_b_area_a_cov/ghost_pilot_f))) (ai_go_to_vehicle ext_b_area_a_cov/ghost_pilot_e ext_b_a_ghost_e driver) (ai_go_to_vehicle ext_b_area_a_cov/ghost_pilot_f ext_b_a_ghost_f driver) (ai_vehicle_encounter ext_b_a_ghost_c ext_b_a_ghost_e/squad_e) (ai_vehicle_encounter ext_b_a_ghost_d ext_b_a_ghost_f/squad_f) (ai_follow_target_players ext_b_area_a_cov/ghost_pilot_e) (ai_follow_target_players ext_b_area_a_cov/ghost_pilot_f) (ai_follow_target_players ext_b_a_ghost_e/squad_e) (ai_follow_target_players ext_b_a_ghost_f/squad_f) (sleep 1) (objects_predict ext_b_a_ghost_c) (objects_predict (ai_actors ext_b_area_a_cov)) (ai_migrate ext_b_area_a_cov/elites_u ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_u ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_u ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/elites_v ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_v ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_v ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/elites_j ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/elites_s ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_s ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_s ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/elites_t ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/grunts_t ext_b_area_a_cov/squad_l) (ai_migrate ext_b_area_a_cov/jackals_t ext_b_area_a_cov/squad_l) (ai_follow_target_players ext_b_area_a_cov/squad_l) (sleep 30) (ai_magically_see_players ext_b_a_ghost_e) (ai_magically_see_players ext_b_a_ghost_f))) (script dormant void ini_ext_b_b_dropship_a (begin ini_ext_b_b_dropship_a (sleep_until (volume_test_objects ext_b_b_trigger_c (players))) (ai_migrate ext_b_area_b_cov/elites_p ext_b_area_b_cov/squad_p) (ai_migrate ext_b_area_b_cov/grunts_p ext_b_area_b_cov/squad_p) (ai_migrate ext_b_area_b_cov/jackals_p ext_b_area_b_cov/squad_p) (ai_follow_target_players ext_b_area_b_cov/squad_p))) (script dormant void ini_pipe_cov (begin (sleep_until (volume_test_objects ext_b_c_trigger_c (players))) (ai_place ext_b_area_c_cov/elites_c) (sleep 1) (objects_predict (ai_actors ext_b_area_c_cov)) (ai_migrate ext_b_area_c_cov/elites_c ext_b_area_c_cov/squad_c) (ai_follow_target_players ext_b_area_c_cov/squad_c))) (script dormant void ini_ext_b_banshee_a (begin (ai_place ext_b_area_a_cov/banshee_pilot) (ai_go_to_vehicle ext_b_area_a_cov/banshee_pilot ext_b_banshee_a driver) (ai_vehicle_encounter ext_b_banshee_a ext_b_banshee/squad_c) (ai_follow_target_players ext_b_banshee/squad_c) (sleep 30) (ai_magically_see_players ext_b_banshee))) (script dormant void ini_ext_b_banshee_b (begin (ai_place ext_b_area_c_cov/banshee_pilot) (vehicle_load_magic ext_b_banshee_b driver (ai_actors ext_b_area_c_cov/banshee_pilot)) (sleep 1) (ai_vehicle_encounter ext_b_banshee_b ext_b_banshee/squad_a) (ai_follow_target_players ext_b_banshee/squad_a) (sleep 30) (ai_magically_see_players ext_b_banshee))) (script dormant void ext_b_b_vehicle_exit (begin (ai_vehicle_enterable_disable ext_a_dropship_ghost_a) (ai_vehicle_enterable_disable ext_a_dropship_ghost_b) (ai_vehicle_enterable_disable ext_a_area_b_ghost_a) (ai_vehicle_enterable_disable ext_a_area_b_ghost_b) (ai_vehicle_enterable_disable crev_ent_ghost_a) (ai_vehicle_enterable_disable crev_ent_ghost_b) (ai_vehicle_enterable_disable crev_ent_ghost_c) (ai_vehicle_enterable_disable ext_b_a_ghost_a) (ai_vehicle_enterable_disable ext_b_a_ghost_b) (ai_vehicle_enterable_disable ext_b_a_ghost_c) (ai_vehicle_enterable_disable ext_b_a_ghost_d) (ai_vehicle_enterable_disable ext_b_a_ghost_e) (ai_vehicle_enterable_disable ext_b_a_ghost_f) (ai_vehicle_enterable_disable tunnel_ghost_a) (ai_vehicle_enterable_disable tunnel_ghost_b) (sleep 1) (ai_exit_vehicle ext_b_a_ghost_a) (ai_exit_vehicle ext_b_a_ghost_b) (ai_exit_vehicle ext_b_a_ghost_c) (ai_exit_vehicle ext_b_a_ghost_d) (ai_exit_vehicle ext_b_a_ghost_e) (ai_exit_vehicle ext_b_a_ghost_f) (ai_exit_vehicle tunnel_ghost_a) (ai_exit_vehicle tunnel_ghost_b) (ai_exit_vehicle mig_b_ghost_a) (ai_exit_vehicle mig_b_ghost_b) (ai_exit_vehicle mig_b_ghost_c) (ai_exit_vehicle mig_b_ghost_d) (ai_exit_vehicle mig_b_ghost_e) (ai_exit_vehicle mig_b_ghost_f) (ai_exit_vehicle mig_b_ghost_g))) (script dormant void enc_b3_bottom_cov (begin (ai_place b3_bottom_cov/elite_guards) (ai_place b3_bottom_cov/grunts_a) (ai_place b3_bottom_cov/grunts_e) (ai_place b3_bottom_cov/grunts_g) (ai_place b3_bottom_cov/grunts_i) (ai_place b3_bottom_cov/grunts_m) (sleep 1) (objects_predict (ai_actors b3_bottom_cov)))) (script dormant void enc_b3_lift_cov (begin (ai_place b3_top_cov/jackals_lift) (sleep 1) (objects_predict (ai_actors b3_top_cov)))) (script dormant void enc_b3_top_cov (begin (ai_place b3_top_cov/jackals_lift_room) (ai_place b3_top_cov/elite_tree) (ai_place b3_top_cov/elite_commander) (ai_place b3_top_cov/grunts_a) (ai_place b3_top_cov/jackals_a) (begin_random (if b3_top_spawn (begin (ai_place b3_top_cov/grunts_c1) (set b3_top_spawn_counter (+ 1.00 b3_top_spawn_counter)) (if (= b3_top_spawn_counter b3_top_squad_index) (set b3_top_spawn false)))) (if b3_top_spawn (begin (ai_place b3_top_cov/grunts_c2) (set b3_top_spawn_counter (+ 1.00 b3_top_spawn_counter)) (if (= b3_top_spawn_counter b3_top_squad_index) (set b3_top_spawn false)))) (if b3_top_spawn (begin (ai_place b3_top_cov/jackals_c) (set b3_top_spawn_counter (+ 1.00 b3_top_spawn_counter)) (if (= b3_top_spawn_counter b3_top_squad_index) (set b3_top_spawn false))))) (set b3_top_spawn_counter 0) (set b3_top_spawn true) (sleep 1) (ai_follow_target_ai b3_top_cov/grunts_a b3_top_cov/elite_commander) (ai_follow_target_ai b3_top_cov/jackals_a b3_top_cov/elite_commander) (objects_predict (ai_actors b3_top_cov)))) (script dormant void enc_b3_top_cov_reins (begin (ai_place b3_top_cov/elites_reins) (ai_place b3_top_cov/grunts_reins) (ai_place b3_top_cov/jackals_reins) (sleep 1) (ai_follow_target_ai b3_top_cov/grunts_reins b3_top_cov/elites_reins) (objects_predict (ai_actors b3_top_cov)))) (script dormant void ini_b3_bottom_cov (begin (wake enc_b3_bottom_cov) (sleep_until (or (> (ai_status b3_bottom_cov/grunts_a) 3) (> (ai_status b3_bottom_cov/grunts_e) 3) (> (ai_status b3_bottom_cov/grunts_g) 3) (> (ai_status b3_bottom_cov/grunts_i) 3) (> (ai_status b3_bottom_cov/grunts_m) 3))) (ai_defend b3_bottom_cov/elite_guards))) (script dormant void ini_b3_top_reins (begin (sleep_until (or (volume_test_objects b3_top_reins_trigger (players)) (= (ai_living_count b3_top_cov) 0))) (wake enc_b3_top_cov_reins) (sleep 1) (sleep_until (= (ai_living_count b3_top_cov/elites_reins) 0)) (ai_migrate b3_top_cov b3_top_cov/squad_all) (sleep_until (= (ai_living_count b3_top_cov) 0)) (set play_music_b40_05 false))) (script dormant void ini_b3_top_tree (begin (sleep_until (or (volume_test_objects b3_top_tree_trigger_a (players)) (volume_test_objects b3_top_tree_trigger_b (players)))) (ai_command_list_by_unit (unit (list_get (ai_actors b3_top_cov/elite_tree) 0)) b3_top_tree) (sleep 120) (ai_command_list_by_unit (unit (list_get (ai_actors b3_top_cov/elite_tree) 0)) b3_top_tree_off))) (script dormant void enc_b3_bridge (begin (ai_place b3_bridge/grunts_a) (ai_place b3_bridge/grunts_c) (ai_place b3_bridge/jackals_c) (ai_place b3_bridge/grunts_g) (ai_place b3_bridge/jackals_g) (ai_place b3_bridge/elites_e) (ai_place b4_bridge/b3_grunts_c) (ai_place b4_bridge/b3_grunts_e) (ai_place b4_bridge/b3_grunts_g) (sleep 1) (objects_predict (ai_actors b3_bridge)) (objects_predict (ai_actors b4_bridge)))) (script dormant void enc_b3_bridge_reins (begin (ai_place b3_bridge/stealth_elites) (ai_place b3_bridge/grunts_reins) (sleep 1) (objects_predict (ai_actors b3_bridge)))) (script dormant void enc_b4_a (begin (ai_place b4_a_cov/elites_1) (ai_place b4_a_cov/elites_2) (ai_place b4_a_cov/elites_3) (ai_place b4_a_cov/elites_4) (sleep 1) (objects_predict (ai_actors b4_a_cov)))) (script dormant void enc_b4_b (begin (ai_place b4_b_cov/elites_w) (ai_place b4_b_cov/grunts_w) (ai_place b4_b_cov/elites_a) (ai_place b4_b_cov/grunts_m) (ai_place b4_b_cov/grunts_g) (ai_place b4_b_cov/jackals_k) (sleep 1) (objects_predict (ai_actors b4_b_cov)))) (script dormant void enc_b4_hall (begin (ai_place b4_hall/grunts) (ai_place b4_hall/jackals) (sleep 1) (objects_predict (ai_actors b4_hall)))) (script dormant void enc_b4_bridge_ini (begin (ai_place b3_bridge/hunters) (ai_place b4_bridge/elites_c) (begin_random (if b4_bridge_spawn (begin (ai_place b4_bridge/grunts_a) (set b4_bridge_spawn_counter (+ 1.00 b4_bridge_spawn_counter)) (if (= b4_bridge_spawn_counter b4_bridge_squad_index) (set b4_bridge_spawn false)))) (if b4_bridge_spawn (begin (ai_place b4_bridge/jackals_a) (set b4_bridge_spawn_counter (+ 1.00 b4_bridge_spawn_counter)) (if (= b4_bridge_spawn_counter b4_bridge_squad_index) (set b4_bridge_spawn false))))) (set b4_bridge_spawn_counter 0) (set b4_bridge_spawn true) (sleep 1) (objects_predict (ai_actors b3_bridge)) (objects_predict (ai_actors b4_bridge)))) (script dormant void enc_b4_bridge_reins_a (begin (ai_place b4_bridge/elites_g) (begin_random (if b4_bridge_spawn (begin (ai_place b4_bridge/grunts_e) (set b4_bridge_spawn_counter (+ 1.00 b4_bridge_spawn_counter)) (if (= b4_bridge_spawn_counter b4_bridge_squad_index) (set b4_bridge_spawn false)))) (if b4_bridge_spawn (begin (ai_place b4_bridge/jackals_e) (set b4_bridge_spawn_counter (+ 1.00 b4_bridge_spawn_counter)) (if (= b4_bridge_spawn_counter b4_bridge_squad_index) (set b4_bridge_spawn false))))) (set b4_bridge_spawn_counter 0) (set b4_bridge_spawn true) (sleep 1) (objects_predict (ai_actors b4_bridge)))) (script dormant void enc_b4_bridge_reins_b (begin (ai_place b4_bridge/stealth_elites) (sleep 1) (objects_predict (ai_actors b4_bridge)))) (script dormant void ini_b4_bridge_cheat (begin (sleep_until (volume_test_objects b4_bridge_reins_trigger_b (players))) (wake enc_b4_bridge_reins_b) (ai_migrate b4_bridge b4_bridge/squad_all))) (script dormant void enc_b5_a (begin (ai_place b5_a_cov/jackals_a) (ai_place b5_a_cov/jackals_g) (ai_place b5_a_cov/grunts_c) (ai_place b5_a_cov/grunts_i) (sleep 1) (objects_predict (ai_actors b5_a_cov)))) (script dormant void enc_b5_hall (begin (ai_place b5_hall_cov/stealth_elites_a) (ai_place b5_hall_cov/stealth_elites_e) (sleep 1) (objects_predict (ai_actors b5_hall_cov)))) (script dormant void enc_b5_b (begin (ai_place b5_b_cov/hunters) (sleep 1) (objects_predict (ai_actors b5_b_cov)))) (script dormant void enc_b5_b_reins_1 (begin (ai_place b5_b_cov/elites_reins) (ai_place b5_b_cov/jackals_reins) (ai_place b5_b_cov/grunts_reins) (sleep 1) (objects_predict (ai_actors b5_b_cov)))) (script dormant void enc_b5_b_reins_2 (begin (ai_place b5_b_cov/jackals_reins) (ai_place b5_b_cov/grunts_reins) (sleep 1) (objects_predict (ai_actors b5_b_cov)))) (script dormant void enc_c_bridge_banshee (begin (ai_place c_bridge/banshee_a_elite) (ai_place c_bridge/banshee_b_elite) (sleep 1) (objects_predict (ai_actors c_bridge)))) (script dormant void enc_c_bridge_initial (begin (ai_place c_bridge/elites_a) (begin_random (if c_bridge_spawn (begin (ai_place c_bridge/grunts_a1) (set c_bridge_spawn_counter (+ 1.00 c_bridge_spawn_counter)) (if (= c_bridge_spawn_counter c_bridge_squad_index) (set c_bridge_spawn false)))) (if c_bridge_spawn (begin (ai_place c_bridge/grunts_a2) (set c_bridge_spawn_counter (+ 1.00 c_bridge_spawn_counter)) (if (= c_bridge_spawn_counter c_bridge_squad_index) (set c_bridge_spawn false)))) (if c_bridge_spawn (begin (ai_place c_bridge/jackals_a) (set c_bridge_spawn_counter (+ 1.00 c_bridge_spawn_counter)) (if (= c_bridge_spawn_counter c_bridge_squad_index) (set c_bridge_spawn false))))) (set c_bridge_spawn_counter 0) (set c_bridge_spawn true) (sleep 1) (objects_predict (ai_actors c_bridge)))) (script dormant void enc_c_bridge_second (begin (ai_place c_bridge/elites_b) (begin_random (if c_bridge_spawn (begin (ai_place c_bridge/grunts_b1) (set c_bridge_spawn_counter (+ 1.00 c_bridge_spawn_counter)) (if (= c_bridge_spawn_counter c_bridge_squad_index) (set c_bridge_spawn false)))) (if c_bridge_spawn (begin (ai_place c_bridge/grunts_b2) (set c_bridge_spawn_counter (+ 1.00 c_bridge_spawn_counter)) (if (= c_bridge_spawn_counter c_bridge_squad_index) (set c_bridge_spawn false)))) (if c_bridge_spawn (begin (ai_place c_bridge/jackals_b) (set c_bridge_spawn_counter (+ 1.00 c_bridge_spawn_counter)) (if (= c_bridge_spawn_counter c_bridge_squad_index) (set c_bridge_spawn false))))) (set c_bridge_spawn_counter 0) (set c_bridge_spawn true) (sleep 1) (objects_predict (ai_actors c_bridge)))) (script dormant void enc_c_bridge_reins (begin (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible)) (ai_place c_bridge/hunter_c)) (ai_place c_bridge/grunts_c) (sleep 1) (objects_predict (ai_actors c_bridge)) (device_set_position c_bridge_far_door 1.00))) (script dormant void ini_c_bridge_banshee (begin (ai_vehicle_encounter ext_c_banshee_a ext_c_banshee/banshee) (ai_vehicle_encounter ext_c_banshee_b ext_c_banshee/banshee) (sleep_until (volume_test_objects c_bridge_banshee_trigger (players)) 30 (* 30.00 15.00)) (ai_go_to_vehicle c_bridge/banshee_a_elite ext_c_banshee_a driver) (ai_go_to_vehicle c_bridge/banshee_b_elite ext_c_banshee_b driver))) (script dormant void enc_c1_top (begin (ai_place c1_top_cov/grunts_middle) (ai_place c1_top_cov/jackals_c) (ai_place c1_top_cov/jackals_m) (sleep 1) (objects_predict (ai_actors c1_top_cov)))) (script dormant void enc_c1_bottom (begin (ai_place c1_bottom_cov/grunts_w) (ai_place c1_bottom_cov/stealth_elites) (ai_place c1_bottom_cov/jackals_far) (sleep 1) (objects_predict (ai_actors c1_bottom_cov)))) (script dormant void enc_ext_c_ghost_pilots (begin (ai_place ext_c_cov/ghost_pilot_a) (ai_place ext_c_cov/ghost_pilot_c) (ai_place ext_c_cov/wraith_pilot) (vehicle_load_magic ext_c_wraith_a driver (ai_actors ext_c_cov/wraith_pilot)) (ai_vehicle_encounter ext_c_wraith_a ext_c_wraith/wraith) (sleep 1) (objects_predict (ai_actors ext_c_cov)))) (script dormant void enc_ext_c (begin (ai_place ext_c_cov/turret_grunts) (sleep 1) (objects_predict (ai_actors ext_c_cov)))) (script dormant void enc_ext_c_zig_top (begin (ai_place zig_cov_top/hunters) (ai_place zig_cov_top/turret_grunts) (ai_place zig_cov_top/grunt_grenaders) (sleep 1) (objects_predict (ai_actors zig_cov_top)))) (script dormant void enc_ext_c_zig_bottom (begin (ai_place zig_cov_bottom/hunters_a) (ai_place zig_cov_bottom/turret_grunts_a) (ai_place zig_cov_bottom/turret_grunts_b) (ai_place zig_cov_bottom/elites_e) (ai_place zig_cov_bottom/grunts_e) (ai_place zig_cov_bottom/grunts_k) (ai_place zig_cov_bottom/jackals_k) (ai_place zig_cov_bottom/jackals_o) (sleep 1) (objects_predict (ai_actors zig_cov_bottom)))) (script dormant void enc_control (begin (ai_place control_cov/elites_g) (ai_place control_cov/grunts_g) (ai_place control_cov/elite_commander) (ai_place control_cov/grunts_a) (ai_place control_cov/turret_grunts) (sleep 1) (objects_predict (ai_actors control_cov)) (ai_braindead control_cov true))) (script static void ext_c_ghost_exit_a (begin (ai_command_list ext_c_cov/ghost_a ext_c_ghost_exit_a) (if (volume_test_objects ghost_exit_trigger_a (ai_actors ext_c_cov/ghost_a)) (ai_exit_vehicle ext_c_cov/ghost_a)))) (script static void ext_c_ghost_exit_b (begin (ai_command_list ext_c_cov/ghost_b ext_c_ghost_exit_b) (if (volume_test_objects ghost_exit_trigger_a (ai_actors ext_c_cov/ghost_b)) (ai_exit_vehicle ext_c_cov/ghost_b)))) (script static void ext_c_ghost_exit_c (begin (ai_command_list ext_c_cov/ghost_c ext_c_ghost_exit_c) (if (volume_test_objects ghost_exit_trigger_c (ai_actors ext_c_cov/ghost_c)) (ai_exit_vehicle ext_c_cov/ghost_c)))) (script continuous void ini_ext_c_ghosts (begin (ai_vehicle_encounter ext_c_ghost_a ext_c_cov/ghost_a) (ai_vehicle_encounter ext_c_ghost_b ext_c_cov/ghost_b) (ai_vehicle_encounter ext_c_ghost_c ext_c_cov/ghost_c) (if (>= (ai_status ext_c_cov/ghost_pilot_a) 5) (begin (sleep (random_range 0 120)) (ai_go_to_vehicle ext_c_cov/ghost_pilot_a ext_c_ghost_a driver))) (if (>= (ai_status ext_c_cov/ghost_pilot_b) 5) (begin (sleep (random_range 0 120)) (ai_go_to_vehicle ext_c_cov/ghost_pilot_b ext_c_ghost_b driver))) (if (>= (ai_status ext_c_cov/ghost_pilot_c) 5) (begin (sleep (random_range 0 120)) (ai_go_to_vehicle ext_c_cov/ghost_pilot_c ext_c_ghost_c driver))) (sleep 5) (if (and (> (ai_living_count ext_c_cov/ghost_a) 0) (<= (ai_status ext_c_cov/ghost_a) 2)) ini_ext_c_ghosts) (if (and (> (ai_living_count ext_c_cov/ghost_b) 0) (<= (ai_status ext_c_cov/ghost_b) 2)) ini_ext_c_ghosts) (if (and (> (ai_living_count ext_c_cov/ghost_c) 0) (<= (ai_status ext_c_cov/ghost_c) 2)) ini_ext_c_ghosts) (sleep 60))) (script continuous void ini_ext_c_turrets (begin (begin_random (sleep control_turret_delay) (begin (ai_go_to_vehicle ext_c_cov/turret_grunts ext_c_turret_a gunner) (sleep control_turret_delay)) (sleep control_turret_delay)))) (script continuous void ini_zig_bottom_turrets (begin (begin_random (sleep control_turret_delay) (begin (ai_go_to_vehicle zig_cov_bottom/turret_grunts_a zig_bottom_turret_a gunner) (sleep control_turret_delay)) (sleep control_turret_delay) (begin (ai_go_to_vehicle zig_cov_bottom/turret_grunts_b zig_bottom_turret_b gunner) (sleep control_turret_delay)) (sleep control_turret_delay)))) (script continuous void ini_zig_top_turrets (begin (begin_random (sleep control_turret_delay) (begin (ai_go_to_vehicle control_cov/turret_grunts control_turret_a gunner) (sleep control_turret_delay)) (sleep control_turret_delay) (begin (ai_go_to_vehicle control_cov/turret_grunts control_turret_b gunner) (sleep control_turret_delay)) (sleep control_turret_delay)))) (script continuous void ini_control_turrets (begin (begin_random (sleep control_turret_delay) (begin (ai_go_to_vehicle zig_cov_top/turret_grunts zig_top_turret_a gunner) (sleep control_turret_delay)) (sleep control_turret_delay) (begin (ai_go_to_vehicle zig_cov_top/turret_grunts zig_top_turret_b gunner) (sleep control_turret_delay)) (sleep control_turret_delay) (begin (ai_go_to_vehicle zig_cov_top/turret_grunts zig_top_turret_b gunner) (sleep control_turret_delay)) (sleep control_turret_delay)))) (script dormant void ini_ext_c_migration (begin (sleep_until (volume_test_objects zig_migration_trigger (players))) (wake general_save) (ai_migrate ext_c_cov zig_cov_bottom/squad_all))) (script dormant void ini_control_door (begin (sleep_until (> (device_get_position control_door_a) 0.00) 5) (device_set_never_appears_locked control_door_a true) (sleep_until (> (device_get_position control_door_b) 0.00) 5) (device_set_never_appears_locked control_door_b true) (sleep_until (> (device_get_position control_door_c) 0.00) 5) (device_set_never_appears_locked control_door_c true) (sleep_until (> (device_get_position control_door_d) 0.00) 5) (device_set_never_appears_locked control_door_d true))) (script dormant void a1_setup (begin (ai_migrate insertion_cov/grunts a1_cov/insertion_cleanup) (ai_magically_see_players a1_cov/insertion_cleanup))) (script dormant void a_bridge_setup (begin (sleep -1 dialog_a1_clear) (ai_erase insertion_cov/elites) (sleep 1) (objects_predict ext_a_bridge_turret_a) (objects_predict ext_a_bridge_turret_b) (objects_predict ext_a_bridge_turret_c) (objects_predict ext_a_bridge_turret_d) a_bridge_setup)) (script dormant void a2_setup (begin (object_create_containing a2_dump))) (script dormant void ext_a_setup (begin (ai_erase a2_top_cov) (vehicle_load_magic ext_a_turret_a gunner (ai_actors ext_a_area_a_cov/grunts_a)) (ai_vehicle_enterable_distance ext_a_turret_a 10.00) (ai_vehicle_enterable_actor_type ext_a_turret_a grunt) (object_destroy ext_a_pelican_jeep) (object_create ext_a_jeep) (object_create_containing ext_a_dump_1) (object_create_containing ext_a_ammo) (object_create_containing ext_a_marine) (ai_vehicle_encounter ext_a_jeep ext_a_jeep) (ai_vehicle_encounter ext_a_tank ext_a_tank) (objects_predict ext_a_turret_a) (objects_predict ext_a_jeep) (objects_predict pelican_crashed))) (script dormant void ext_a_c_setup (begin (ai_migrate ext_a_area_b_marines ext_a_area_c_marines/squad_e) (sleep 1) (ai_follow_target_players ext_a_area_c_marines/squad_e))) (script dormant void ext_b_setup (begin (ai_vehicle_encounter ext_a_jeep ext_b_jeep) (ai_vehicle_encounter ext_a_tank ext_b_tank) (ai_vehicle_encounter ext_a_dropship_ghost_a mig_b_ghost_a) (ai_vehicle_encounter ext_a_dropship_ghost_b mig_b_ghost_b) (ai_vehicle_encounter ext_a_area_b_ghost_a mig_b_ghost_c) (ai_vehicle_encounter ext_a_area_b_ghost_b mig_b_ghost_d) (ai_vehicle_encounter crev_ent_ghost_a mig_b_ghost_e) (ai_vehicle_encounter crev_ent_ghost_b mig_b_ghost_f) (ai_vehicle_encounter crev_ent_ghost_c mig_b_ghost_g) (ai_migrate crev_marines ext_b_marines_ini/squad_y) (ai_follow_target_players ext_b_marines_ini/squad_y) ext_b_setup)) (script dormant void ext_c_bridge_setup (begin ext_c_bridge_setup (objects_predict ext_c_banshee_a) (objects_predict ext_c_wraith_a) (objects_predict ext_c_ghost_a))) (script dormant void ext_c_setup (begin ext_c_setup (objects_predict ext_c_banshee_a) (objects_predict ext_c_wraith_a) (objects_predict ext_c_ghost_a) (device_set_power ext_c_ent_door 1.00))) (script static void test_insertion (begin (ai_place insertion_cov/grunts_ini) (ai_set_blind insertion_cov/grunts_ini true) (ai_set_deaf insertion_cov/grunts_ini true) (sleep 1) (objects_predict (ai_actors insertion_cov)) (objects_predict insertion_banshee_a) (objects_predict insertion_turret_a) (objects_predict insertion_turret_b) (sleep 60) (ai_command_list insertion_cov/grunts_ini ini_fleeing_grunts))) (script dormant void mission_insertion_a (begin (ai_place insertion_cov/grunts_ini) (ai_set_blind insertion_cov/grunts_ini true) (ai_set_deaf insertion_cov/grunts_ini true) (sleep 1) (objects_predict (ai_actors insertion_cov)) (objects_predict insertion_turret_a) (objects_predict insertion_turret_b) (sleep (* 30.00 21.00)) (ai_command_list insertion_cov/grunts_ini ini_fleeing_grunts))) (script dormant void mission_insertion_b (begin (wake obj_chasm1) (set mission_start true) (sleep 60) (sleep_until (= (device_get_position insertion_door) 0.00)) (sleep 60) (ai_place insertion_cov/grunts) (ai_place insertion_cov/elites) (ai_set_blind insertion_cov false) (ai_set_deaf insertion_cov false) (device_set_position insertion_door 1.00) (ai_attack insertion_cov/grunts) (if (= (game_difficulty_get_real) impossible) (wake insertion_turrets)))) (script dormant void mission_a1 (begin (wake a1_setup) (wake general_save) (game_save_no_timeout) mission_a1 (sleep_until (= (device_get_position a1_entrance_door) 1.00)) (device_one_sided_set a1_entrance_door false) mission_a1 (sleep_until (volume_test_objects a1_backdoor_trigger (players))) mission_a1 (ai_defend a1_cov/middle) (wake dialog_a1_clear) (sleep (* 30.00 15.00)) (ai_migrate a1_cov a1_cov/back))) (script dormant void mission_a_bridge (begin (wake a_bridge_setup) (wake ini_a_bridge_initial) (wake ini_a_bridge_turret_near) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible)) (wake ini_ext_a_banshee)) (sleep_until (= (device_get_position a_bridge_entrance_door) 1.00)) (device_one_sided_set a_bridge_entrance_door false) (ai_conversation a_bridge_ini) (wake ini_cinematic_ext_a_pelican) (wake music_b40_01) (wake dialog_a_bridge_ini) (sleep_until (volume_test_objects ext_a_banshee_a_trigger (players))) (wake enc_a_bridge_second) (sleep_until (volume_test_objects a_bridge_reins_trigger (players))) (wake general_save) (ai_defend a_bridge/mid_squad) (wake ini_a_bridge_reins) (wake ini_a_bridge_turret_far))) (script dormant void mission_a2 (begin (wake a2_setup) (wake enc_a2_top_cov) (wake ini_a2_top_reins) (wake music_b40_011) (wake music_b40_02) (sleep_until (volume_test_objects a2_bottom_trigger (players))) (ai_erase ext_a_area_a_marines) (wake enc_a2_bottom) (ai_conversation a2_clear) (objects_predict (ai_actors a2_bottom_cov)) (sleep_until (and (volume_test_objects a2_tube_trigger (players)) (or (objects_can_see_flag (players) a2_tub_flag_a 15.00) (objects_can_see_flag (players) a2_tub_flag_b 15.00)))) (ai_place a2_bottom_cov/grunts_tub))) (script dormant void mission_ext_a (begin (set exterior_player_location 1) mission_ext_a (wake ext_a_setup) (wake enc_ext_a_cov) (wake ini_ext_a_marines) (wake ini_ext_a_area_a_migration) (wake dialog_ext_a_a_clear) (wake ini_ext_a_dropships_a) (wake ini_jeep_exit_a) (sleep 1) (ai_playfight ext_a_area_a_marines true) (ai_playfight ext_a_area_a_cov/jackals_e true) (ai_playfight ext_a_area_a_cov/grunts_e true) (sleep_until (volume_test_objects ext_a_area_a_follow (players))) (wake general_save) (wake enc_ext_a_a_cov_second) (sleep_until (volume_test_objects ext_a_area_b_trigger (players)) 10) (object_create_containing ext_a_dump_2) (set exterior_player_location 2) (wake ini_tank_exit_a) (wake dialog_ext_a_b) (wake enc_ext_a_area_b) (wake enc_ext_a_area_b_mar) (wake ini_ext_a_area_b) (wake music_b40_03) (sleep 1) (objects_predict ext_a_tank) (sleep_until (volume_test_objects ext_a_area_b_ghosts (players))) (if (< (ai_living_count ext_a_area_b_cov) 6) (wake enc_ext_a_area_b_2)) (sleep_until (or (volume_test_objects ext_a_area_c_trigger_a (players)) (volume_test_objects ext_a_area_c_trigger_b (players))) 10) (object_create_containing ext_a_dump_3) (object_destroy_containing a2_dump) (set exterior_player_location 3) (wake general_save) (wake ext_a_c_setup) (wake dialog_ext_a_c_wraith) (wake dialog_ext_a_c) (wake ini_ext_a_c_dropship_a) (wake ini_ext_a_c_dropship_b) (wake ini_ext_a_c_dropship_c) (set ext_a_squad_index 3) (set ext_a_spawn false) (wake music_b40_04) (sleep -1 dialog_ext_a_b) (sleep 1) (wake enc_ext_a_area_c_cov) (wake ini_ext_a_area_c_turrets) (sleep_until (volume_test_objects ext_a_c_follow_trigger (players))) (wake general_save) (wake ini_ext_a_area_c_banshee) (ai_migrate ext_a_area_c_cov ext_a_area_c_cov/squad_c) (ai_follow_target_players ext_a_area_c_cov/squad_c))) (script dormant void mission_crevasse (begin (object_create_containing ext_a_dump_4) (object_destroy_containing ext_a_dump_1) (object_destroy_containing ext_a_dump_2) (set exterior_player_location 4) (ai_migrate ext_a_area_c_cov crevasse_cov_a/squad_all) (ai_migrate ext_a_area_c_marines crev_marines/squad_a) (sleep 1) (ai_follow_target_players crev_marines/squad_a) (wake general_save) (wake enc_crevasse) (wake ini_crevasse_turret_a) (wake ini_crevasse_turret_b) (wake ini_crevasse_turret_c) (wake ini_crev_dialog) (sleep 1) (objects_predict crevasse_turret_a) (objects_predict crevasse_turret_b) (objects_predict crevasse_turret_c) (sleep_until (volume_test_objects crevasse_mig_trigger (players))) (ai_migrate crevasse_cov_a crevasse_cov_b/squad_all) (sound_looping_set_alternate levels\b40\music\b40_04 true))) (script dormant void mission_ext_b (begin (wake general_save) (object_destroy_containing ext_a_dump_3) (set play_music_b40_04 false) (set exterior_player_location 5) (wake ext_b_setup) (wake ini_ext_b_tunnel) (wake ini_jeep_exit_b) (wake ini_tank_exit_b) (sleep_until (volume_test_objects ext_b_a_trigger_a (players))) (object_create_containing ext_b_dump_1) (wake obj_chasm2) (wake general_save) (wake ini_tunnel_follow) (wake ini_ext_b_tower) (wake ini_ext_b_a_dropship_a) (sleep_until (or (volume_test_objects ext_b_a_trigger_b (players)) (volume_test_objects ext_b_a_trigger_c (players)))) (object_destroy_containing ext_a_dump_4) (wake general_save) (wake ini_ext_b_trigger_b) (wake ini_ext_b_trigger_c) (wake ini_ext_b_second) (sleep_until (volume_test_objects ext_b_a_trigger_d (players))) (wake general_save) (wake ini_ext_b_trigger_d) (wake ini_ext_b_banshee_a) (sleep_until (volume_test_objects ext_b_b_trigger_a (players)) 5) (object_create_containing ext_b_dump_2) (set exterior_player_location 6) (wake general_save) (ai_migrate ext_b_area_a_cov ext_b_area_b_cov/squad_a) (ai_follow_target_players ext_b_area_b_cov/squad_a) (ai_migrate ext_b_marines_ini ext_b_marines/squad_v) (ai_follow_target_players ext_b_marines/squad_v) (wake enc_ext_b_b) (sleep -1 ini_ext_b_trigger_b) (sleep -1 ini_ext_b_trigger_c) (sleep_until (volume_test_objects ext_b_b_trigger_b (players))) (wake general_save) (wake enc_ext_b_b_marines) (sleep_until (volume_test_objects ext_b_b_floor_trigger (players))) (wake music_b40_041) (wake ext_b_b_vehicle_exit) (ai_migrate ext_b_marines ext_b_marines/squad_u) (ai_follow_target_players ext_b_marines/squad_u) (wake ini_ext_b_b_dropship_a) (sleep_until (volume_test_objects ext_b_b_trigger_c (players))) (wake general_save) (sleep_until (volume_test_objects ext_b_tunnel_trigger (players)) 5) (object_create_containing ext_b_dump_3) (wake enc_ext_b_cave) (sleep_until (volume_test_objects ext_b_b_trigger_d (players))) (wake enc_ext_b_b_final) (sleep_until (volume_test_objects ext_b_c_trigger_a (players))) (sound_looping_set_alternate levels\b40\music\b40_041 true) (wake general_save) (wake dialog_ext_b_c) (wake ini_pipe_cov) (ai_migrate ext_b_area_b_cov ext_b_area_c_cov/squad_b) (ai_follow_target_players ext_b_area_c_cov/squad_b) (sleep 1) (wake enc_ext_b_c_ini) (sleep_until (volume_test_objects ext_b_c_trigger_b (players))) (set play_music_b40_041 false) (wake enc_ext_b_c_final) (wake ini_ext_b_banshee_b) (sleep_until (volume_test_objects ext_b_c_trigger_d (players))) (wake enc_ext_b_c_reins) (wake general_save) (sleep 30) (wake dialog_ext_b_c_clear))) (script dormant void mission_b3 (begin (object_create_containing b3_dump) (object_destroy_containing ext_b_dump_1) (wake music_b40_042) (wake ini_b3_bottom_cov) (wake music_b40_05) (sleep_until (volume_test_objects b3_lift_cov_trigger (players))) (wake enc_b3_lift_cov) (ai_erase ext_b_marines) (ai_erase ext_b_marines_ini) (sleep_until (volume_test_objects b3_top_trigger (players))) (wake general_save) (wake enc_b3_top_cov) (wake ini_b3_top_reins) (wake ini_b3_top_tree))) (script dormant void mission_b3_bridge (begin (object_destroy_containing ext_b_dump_2) (object_destroy_containing ext_b_dump_3) (set play_music_b40_05 false) (wake enc_b3_bridge) (wake ini_b4_bridge_cheat) (sleep_until (volume_test_objects b3_bridge_reins_trigger (players))) (wake general_save) (wake enc_b3_bridge_reins) (sleep_until (volume_test_objects b4_a_trigger (players)) 10) (wake general_save) (object_create_containing b4_dump) (wake enc_b4_a) (sleep_until (volume_test_objects b4_hall_trigger (players))) (wake general_save) (wake enc_b4_hall) (ai_migrate b4_a_cov b4_hall/all) (sleep 1) (if (> (ai_status b4_hall) 4) (ai_magically_see_players b4_hall/all)) (sleep_until (volume_test_objects b4_b_trigger (players))) (wake general_save) (wake enc_b4_b) (ai_migrate b4_hall b4_b_cov/all) (sleep 1) (if (> (ai_status b4_b_cov) 4) (ai_magically_see_players b4_b_cov/all)) (sleep_until (volume_test_objects b4_bridge_trigger (players)) 10) (device_set_power b4_bridge_door 1.00) (sleep -1 ini_b4_bridge_cheat) (wake enc_b4_bridge_ini) (wake music_b40_06) (wake general_save) (sleep_until (volume_test_objects b4_bridge_reins_trigger_a (players))) (wake general_save) (wake enc_b4_bridge_reins_a) (sleep_until (volume_test_objects b4_bridge_reins_trigger_b (players))) (wake enc_b4_bridge_reins_b))) (script dormant void mission_b5 (begin (object_create_containing b5_dump) (object_destroy_containing b3_dump) (if (= (game_difficulty_get) normal) (object_create b5_rocket_a)) (wake music_b40_061) (wake enc_b5_a) (set play_music_b40_06 false) (ai_migrate b3_bridge/hunters b4_bridge/hunters_teleport) (ai_teleport_to_starting_location b4_bridge/hunters_teleport) (sleep_until (volume_test_objects b5_hall_trigger (players))) (wake general_save) (wake enc_b5_hall) (ai_migrate b5_a_cov b5_hall_cov/all) (sleep 1) (if (> (ai_status b5_hall_cov) 4) (ai_magically_see_players b5_hall_cov/all)) (sleep_until (volume_test_objects b5_b_trigger (players))) (wake general_save) (wake enc_b5_b) (ai_migrate b5_hall_cov b5_b_cov/all) (sleep 1) (if (> (ai_status b5_b_cov) 4) (ai_magically_see_players b5_b_cov/all)) (sleep_until (volume_test_objects b5_b_reins_trigger (players))) (if (= (ai_living_count b5_b_cov/hunters) 0) (wake enc_b5_b_reins_1) (wake enc_b5_b_reins_2)) (sleep 1) (ai_magically_see_players b5_b_cov) (wake dialog_b5_clear))) (script dormant void mission_control (begin (sleep_until (volume_test_objects control_trigger (players))) (object_destroy_containing b5_dump) (object_destroy_containing c1_dump) (set play_music_b40_07 false) (set play_music_b40_071 false) (wake enc_control) (wake music_b40_08) (wake ini_control_door) (wake general_save) (sleep_until (> (device_get_position control_door_a) 0.00) 5) (ai_braindead control_cov false) (sleep 300) (device_set_position control_door_b 1.00) (sleep_until (volume_test_objects inside_control (players))) (ai_migrate control_cov control_cov/inside) (sleep_until (> (device_get_position control_door_c) 0.30)) (wake dialog_control_clear) (ai_migrate control_cov control_cov/final))) (script dormant void mission_c_bridge (begin (set play_music_b40_061 false) (object_create_containing ext_c_dump) (object_destroy_containing ext_b_dump_3) (sleep -1 dialog_b5_clear) (wake mission_control) (wake ext_c_bridge_setup) (wake ini_c_bridge_banshee) (wake ini_ext_c_ghosts) (wake enc_c_bridge_banshee) (wake enc_c_bridge_initial) (wake enc_ext_c_ghost_pilots) (wake music_b40_07) (sleep 30) (wake enc_c_bridge_second) (sleep 60) (sleep_until (= (device_get_position c_bridge_near_door) 1.00)) (device_one_sided_set c_bridge_near_door false) (sleep_until (volume_test_objects c_bridge_reins_trigger (players))) (wake enc_c_bridge_reins) (device_one_sided_set c_bridge_far_door false))) (script dormant void mission_c1 (begin (object_create_containing c1_dump) (object_destroy_containing b5_dump) (set play_music_b40_07 false) (wake enc_c1_top) (wake music_b40_071) (sleep_until (volume_test_objects c1_bottom_trigger (players))) (wake enc_c1_bottom))) (script dormant void mission_ext_c (begin (wake dialog_ext_c_ini) (wake ext_c_setup) (ai_erase c_bridge) (wake enc_ext_c) (wake enc_ext_c_zig_bottom) (wake ini_ext_c_turrets) (wake ini_zig_bottom_turrets) (wake ini_ext_c_ghosts) (wake ini_ext_c_migration) (sleep_until (volume_test_objects zig_trigger_a (players))) (wake general_save) (sleep_until (volume_test_objects zig_trigger_b (players))) (wake enc_ext_c_zig_top) (wake general_save) (wake ini_zig_top_turrets) (wake ini_control_turrets))) (script static void kill_all_continuous (begin (sleep -1 ini_a_bridge_turret_near) (sleep -1 ini_a_bridge_turret_far) (sleep -1 ini_crevasse_turret_a) (sleep -1 ini_crevasse_turret_b) (sleep -1 ini_crevasse_turret_c) (sleep -1 ini_ext_c_ghosts) (sleep -1 ini_ext_c_turrets) (sleep -1 ini_zig_bottom_turrets) (sleep -1 ini_zig_top_turrets) (sleep -1 ini_control_turrets) (sleep -1 ext_a_migration) (sleep -1 ini_jeep_exit_a) (sleep -1 ini_tank_exit_a) (sleep -1 ini_jeep_exit_b) (sleep -1 ini_tank_exit_b) (sleep -1 general_save))) (script startup void mission_b40 (begin (fade_out 0.00 0.00 0.00 0) mission_b40 (cls) (switch_bsp 3) (ai_allegiance player human) (ai_allegiance human player) (wake mission_insertion_a) (sleep 1) (wake title_intro) mission_b40 (sleep 1) (wake mission_insertion_b) (sleep 1) mission_b40 (game_save_totally_unsafe) (if (and (not (game_is_cooperative)) (= normal (game_difficulty_get))) (wake help_tank)) (if (and (not (game_is_cooperative)) (= normal (game_difficulty_get))) (wake help_banshee)) (wake title_thunder) (wake title_control) (wake game_win_script) (wake save_script) (sleep_until (volume_test_objects a1_trigger (players)) 10) (wake mission_a1) (sleep_until (volume_test_objects a_bridge_trigger (players)) 10) (wake mission_a_bridge) (sleep_until (volume_test_objects a2_top_trigger (players)) 10) (wake mission_a2) (sleep_until (volume_test_objects ext_a_trigger (players)) 10) (wake mission_ext_a) (sleep_until (volume_test_objects crevasse_trigger (players)) 10) (wake mission_crevasse) (sleep_until (volume_test_objects ext_b_trigger (players)) 10) (wake mission_ext_b) (sleep_until (volume_test_objects b3_bottom_trigger (players)) 10) (wake mission_b3) (sleep_until (volume_test_objects b3_bridge_trigger (players)) 10) (wake mission_b3_bridge) (sleep_until (volume_test_objects b5_a_trigger (players)) 10) (wake mission_b5) (sleep_until (volume_test_objects ext_c_trigger_a (players)) 10) (wake mission_c_bridge) (sleep_until (volume_test_objects c1_top_trigger (players)) 10) (wake mission_c1) (sleep_until (volume_test_objects ext_c_trigger_b (players)) 10) (wake mission_ext_c))) (script dormant void pelican_up (begin (object_destroy insertion_pelican) (object_create insertion_pelican) (object_teleport insertion_pelican insertion_pelican_1) (recording_play insertion_pelican insertion_pelican_in) (unit_enter_vehicle pelican_up insertion_pelican p-riderlf) (unit_enter_vehicle pelican_up insertion_pelican p-riderrf))) (script dormant void intro_dialogue (begin (sound_impulse_start sound\dialog\b40\b40_insert_010_pilot none 1.00) (print pilot: [radio] this is as far as i can go.) (sleep (sound_impulse_time sound\dialog\b40\b40_insert_010_pilot)) (sound_impulse_start sound\dialog\b40\b40_insert_020_cortana none 1.00) (print cortana: [radio] roger that. we'll be able to find our way to the control center from here.) (sleep (sound_impulse_time sound\dialog\b40\b40_insert_020_cortana)) (sound_impulse_start sound\dialog\b40\b40_insert_020_pilot none 1.00) (print pilot: [radio] good luck. foehammer out.) (sleep (sound_impulse_time sound\dialog\b40\b40_insert_020_pilot)) (sound_class_set_gain vehicle 1.00 6))) (script static void grunt_test (begin (object_teleport awake_1 grunt_panic_base) (custom_animation awake_1 cinematics\animations\grunt\level_specific\b40\b40 b40_runaway true))) (script static void pelican (begin (object_create insertion_pelican) (object_teleport insertion_pelican insertion_pelican_1) (recording_play insertion_pelican insertion_pelican_in) (sleep (recording_time insertion_pelican)) (unit_enter_vehicle pelican insertion_pelican p-riderlf) (unit_enter_vehicle pelican insertion_pelican p-riderrf) (vehicle_hover insertion_pelican true) (unit_exit_vehicle pelican) (unit_exit_vehicle pelican) (cinematic_stop) (show_hud true) (sleep 30) (vehicle_unload insertion_pelican rider) (sleep 120) (vehicle_hover insertion_pelican false) (recording_play_and_delete insertion_pelican insertion_pelican_out))) (script dormant void extraction_music (begin (sleep 40) (sound_looping_start sound\sinomatixx_music\b40_extraction_music none 1.00))) (script static void test (begin (custom_animation cortana cinematics\animations\cortana\level_specific\b40\b40 clip06-ohhh false)))