(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 false) (global bool e4_fled false) (global short one 1) (global short two 2) (global short e65_a_limiter 0) (global short e65_a_total 5) (global short e66_a_limiter 0) (global short e66_a_total 5) (global short e5_landbridge_limiter 0) (global short e5_landbridge_total 4) (global bool play_speech true) (global bool play_music_c40_01 false) (global bool play_music_c40_01_alt false) (global bool play_music_c40_02 false) (global bool play_music_c40_02_alt false) (global bool play_music_c40_03 false) (global bool play_music_c40_03_alt false) (global bool play_music_c40_04 false) (global bool play_music_c40_04_alt false) (global bool play_music_c40_05 false) (global bool play_music_c40_05_alt false) (global bool play_music_c40_051 false) (global bool play_music_c40_051_alt false) (global bool play_music_c40_06 false) (global bool play_music_c40_06_alt false) (global bool play_music_c40_07 false) (global bool play_music_c40_07_alt false) (global bool play_music_c40_08 false) (global bool play_music_c40_08_alt false) (global bool play_music_c40_09 false) (global bool play_music_c40_09_alt false) (global bool play_music_c40_10 false) (global bool play_music_c40_10_alt false) (global bool play_music_c40_101 false) (global bool play_music_c40_101_alt false) (global bool play_music_c40_11 false) (global bool play_music_c40_11_alt false) (script static unit player0 (begin (unit (list_get (players) 0)))) (script static unit player1 (begin (unit (list_get (players) 1)))) (script static short player_count (begin (list_count (players)))) (script static bool cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_totally_unsafe) (sleep_until (not (game_saving)) 1) (not (game_reverted)))) (script static void cinematic_skip_stop (begin (cinematic_skip_stop_internal))) (script static void script_dialog_start (begin (sleep_until (not global_dialog_on)) (set global_dialog_on true) (ai_dialogue_triggers false))) (script static void script_dialog_stop (begin (ai_dialogue_triggers true) (sleep 30) (set global_dialog_on false))) (script static void player_effect_impact (begin (player_effect_set_max_translation 0.05 0.05 0.08) (player_effect_set_max_rotation 0.00 0.00 0.00) (player_effect_set_max_rumble 0.40 1.00) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_explosion (begin (player_effect_set_max_translation 0.01 0.01 0.03) (player_effect_set_max_rotation 0.50 0.50 1.00) (player_effect_set_max_rumble 0.50 0.40) (player_effect_start (real_random_range 0.70 0.90) 0.10))) (script static void player_effect_rumble (begin (player_effect_set_max_translation 0.01 0.00 0.02) (player_effect_set_max_rotation 0.10 0.10 0.20) (player_effect_set_max_rumble 0.50 0.30) (player_effect_start (real_random_range 0.70 0.90) 0.50))) (script static void player_effect_vibration (begin (player_effect_set_max_translation 0.01 0.01 0.01) (player_effect_set_max_rotation 0.01 0.01 0.05) (player_effect_set_max_rumble 0.20 0.50) (player_effect_start (real_random_range 0.70 0.90) 1.00))) (script static void cutscene_insertion (begin (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) (sound_class_set_gain ambient_nature 0.00 0) (sound_class_set_gain vehicle 0.00 0) (objects_predict chief) (objects_predict monitor) (objects_predict cortana) (object_beautify chief true) (object_beautify sentinel_1 true) (fade_out 0.00 0.00 0.00 0) (switch_bsp 2) (object_teleport cutscene_insertion player0_insertion_safe) (object_teleport cutscene_insertion player0_insertion_safe) (cinematic_start) (camera_control true) cutscene_insertion cutscene_insertion cutscene_insertion cutscene_insertion (camera_control false) (cinematic_stop) (object_destroy chief) (object_destroy sentinel_1) (object_destroy sentinel_2) (object_destroy sentinel_3) (object_destroy sentinel_4) (object_destroy rifle) (object_teleport cutscene_insertion player0_start) (object_teleport cutscene_insertion player1_start) (cinematic_screen_effect_stop) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00) (sleep 15) (fade_in 1.00 1.00 1.00 15) (sound_class_set_gain ambient_nature 1.00 3))) (script static void cutscene_extraction (begin (wake extraction_music) (fade_out 1.00 1.00 1.00 15) (sleep 15) (rasterizer_model_ambient_reflection_tint 1.00 1.00 1.00 1.00) (switch_bsp 5) (object_teleport cutscene_extraction player0_extract_base) (object_teleport cutscene_extraction player1_extract_base) (object_create_anew chief) (object_create_anew rifle) (object_beautify chief true) (objects_predict chief) (object_teleport chief chief_extraction_base) (objects_attach chief right hand rifle ) (cinematic_start) (camera_control true) (camera_set ex_zoom_1a 0) (camera_set ex_zoom_1b 120) (fade_in 1.00 1.00 1.00 15) (sleep (camera_time)) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40extract01 false) (sound_impulse_start sound\dialog\c40\c40_extract_010_chief chief 1.00) (print chief: let's find a ride, and get to the captain.) (camera_set better_idea_1b 0) (camera_set better_idea_1a 180) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_010_chief)) (sound_impulse_start sound\dialog\c40\c40_extract_020_cortana none 1.00) (print cortana: no, that'll take too long.) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_020_cortana)) (sound_impulse_start sound\dialog\c40\c40_extract_030_chief chief 1.00) (print chief: you have a better idea?) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_030_chief)) (camera_set grid_1a 0) (camera_set grid_1b 300) (sound_impulse_start sound\dialog\c40\c40_extract_040_cortana none 1.00) (print cortana: there's a teleportation grid that runs throughout halo. that's how the monitor moves about so quickly.) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_040_cortana)) (camera_set grid_1c 300) (sound_impulse_start sound\dialog\c40\c40_extract_050_cortana none 1.00) (print cortana: i learned how to tap into the grid when i was in the core. unfortunately, each jump requires...) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_050_cortana)) (camera_set tells_me_1a 0) (camera_set tells_me_1b 180) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40extract02 true) (sound_impulse_start sound\dialog\c40\c40_extract_060_chief chief 1.00) (print chief: something tells me i'm not going to like this.) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_060_chief)) (sound_impulse_start sound\dialog\c40\c40_extract_070_cortana none 1.00) (print cortana: -- but i'm pretty sure i can pull it from your suit without permanently damaging your shields.) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_070_cortana)) (camera_set only_once_1a 0) (camera_set only_once_1b 120) (sound_impulse_start sound\dialog\c40\c40_extract_080_cortana none 1.00) (print cortana: needless to say, i think we should only try this once.) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_080_cortana)) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40yes true) (camera_set do_it_1a 0) (camera_set do_it_1b 150) (sound_impulse_start sound\dialog\c40\c40_extract_090_chief chief 1.00) (print chief: do it.) (sleep (sound_impulse_time sound\dialog\c40\c40_extract_090_chief)) (object_create_anew chief_teleport_out) (device_set_position chief_teleport_out 1.00) (sleep 30) (object_set_scale chief 0.10 15) (sleep 30) (object_destroy chief) (object_destroy rifle) (sleep (- (camera_time) 15.00)) (fade_out 0.00 0.00 0.00 15) (sleep 125) (rasterizer_model_ambient_reflection_tint 0.00 0.00 0.00 0.00))) (script dormant void objective_1 (begin (hud_set_objective_text dia_1) (show_hud_help_text true) (hud_set_help_text obj_1) (sleep 120) (show_hud_help_text false))) (script dormant void objective_2 (begin (hud_set_objective_text dia_2) (show_hud_help_text true) (hud_set_help_text obj_2) (sleep 120) (show_hud_help_text false))) (script dormant void objective_3 (begin (hud_set_objective_text dia_3) (show_hud_help_text true) (hud_set_help_text obj_3) (sleep 120) (show_hud_help_text false))) (script dormant void objective_4 (begin (hud_set_objective_text dia_4) (show_hud_help_text true) (hud_set_help_text obj_4) (sleep 120) (show_hud_help_text false))) (script dormant void objective_5 (begin (hud_set_objective_text dia_5) (show_hud_help_text true) (hud_set_help_text obj_5) (sleep 120) (show_hud_help_text false))) (script static void chapter_c40_1 (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_c40_1) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void chapter_c40_2 (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_c40_2) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void chapter_c40_3 (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_c40_3) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void chapter_c40_4 (begin (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title chapter_c40_4) (sleep 150) (cinematic_show_letterbox false) (show_hud true))) (script static void waypoint_1 (begin (activate_team_nav_point_flag default_red player waypoint1 0.00))) (script static void waypoint_2 (begin (deactivate_team_nav_point_flag player waypoint1) (activate_team_nav_point_flag default_red player waypoint2 0.00))) (script static void waypoint_3 (begin (activate_team_nav_point_flag default_red player waypoint3 0.00))) (script static void waypoint4 (begin (activate_team_nav_point_flag default_red player waypoint4 0.00))) (script static void waypoint5 (begin (activate_team_nav_point_flag default_red player waypoint5 0.00))) (script static void waypoint6 (begin (activate_team_nav_point_flag default_red player waypoint6 0.00))) (script static void save_checkpoint1_1 (begin (sleep_until (volume_test_objects save_checkpoint1 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.1)))) (script static void save_checkpoint1_2 (begin (sleep_until (volume_test_objects save_checkpoint2 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.2)))) (script static void save_checkpoint1_2a (begin (sleep_until (volume_test_objects save_checkpoint2a (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.2a)))) (script static void save_checkpoint1_3 (begin (sleep_until (volume_test_objects save_checkpoint3 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.3)))) (script static void save_checkpoint1_3a (begin (sleep_until (volume_test_objects save_checkpoint3a (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.3a)))) (script static void save_checkpoint1_5 (begin (sleep_until (volume_test_objects save_checkpoint5 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.5)))) (script static void save_checkpoint1_6 (begin (sleep_until (= (device_get_position pulse_gen1) 0.00)) (sleep_until (volume_test_objects save_checkpoint6 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.6)))) (script static void save_checkpoint1_7 (begin (sleep_until (volume_test_objects save_checkpoint7 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.7)))) (script static void save_checkpoint1_8 (begin (sleep_until (volume_test_objects save_checkpoint8 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.8)))) (script static void save_checkpoint1_9 (begin (sleep_until (volume_test_objects save_checkpoint9 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 1.9)))) (script static void save_checkpoint2_0 (begin (sleep_until (volume_test_objects save_checkpoint20 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.0)))) (script static void save_checkpoint2_1 (begin (sleep_until (volume_test_objects save_checkpoint21 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.1)))) (script static void save_checkpoint2_2 (begin (sleep_until (volume_test_objects save_checkpoint22 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.2)))) (script static void save_checkpoint2_3 (begin (sleep_until (volume_test_objects save_checkpoint23 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.3)))) (script static void save_checkpoint2_4 (begin (sleep_until (volume_test_objects save_checkpoint24 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.4)))) (script static void save_checkpoint2_5 (begin (sleep_until (volume_test_objects save_checkpoint25 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.5)))) (script static void save_checkpoint2_6 (begin (sleep_until (volume_test_objects save_checkpoint26 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.6)))) (script static void save_checkpoint2_7 (begin (sleep_until (volume_test_objects save_checkpoint27 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.7)))) (script static void save_checkpoint2_9 (begin (sleep_until (volume_test_objects save_checkpoint29 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 2.9)))) (script static void save_checkpoint3_0 (begin (sleep_until (= (device_get_position pulse_gen2) 0.00)) (sleep_until (volume_test_objects save_checkpoint30 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 3.0)))) (script static void save_checkpoint3_1 (begin (sleep_until (volume_test_objects save_checkpoint31 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 3.1)))) (script static void save_checkpoint3_2 (begin (sleep_until (volume_test_objects save_checkpoint32 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 3.2)))) (script static void save_checkpoint3_3 (begin (sleep_until (volume_test_objects save_checkpoint33 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 3.3)))) (script static void save_checkpoint3_3a (begin (sleep_until (volume_test_objects save_checkpoint33a (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 3.3a)))) (script static void save_checkpoint3_4 (begin (sleep_until (volume_test_objects save_checkpoint34 (players)) 10) (game_save_no_timeout) (if debug (print saved at checkpoint 3.4)))) (script dormant void save_checkpoints (begin (if debug (print save checkpoints running...)) save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints save_checkpoints)) (script continuous void ban_spawn_2 (begin (sleep 30) (if debug (print banshee bottom #2 spawner)) (if (<= (unit_get_health e50_a_ban_1) 0.00) (begin (sleep 120) (object_destroy e50_a_ban_1) (if debug (print ban_1_destroyed)) (sleep 30) (object_create e50_a_ban_1) (if debug (print create ban_1)))) (if (<= (unit_get_health e50_a_ban_2) 0.00) (begin (sleep 120) (object_destroy e50_a_ban_2) (if debug (print ban_2_destroyed)) (sleep 30) (object_create e50_a_ban_2) (if debug (print ban_2_created)))))) (script continuous void e66_a_spawner (begin (sleep 30) (if debug (print major sentinel spawner)) (if (and (< (ai_living_count e66_a/sentinel) 5) (< e66_a_limiter e66_a_total)) (begin (if debug (print +1 sentinel)) (ai_spawn_actor e66_a/sentinel) (sleep 3) (ai_magically_see_players e66_a) (set e66_a_limiter (+ e66_a_limiter 1.00)))))) (script continuous void e65_a_spawner (begin (sleep 30) (if debug (print sentinel spawner)) (if (and (< (ai_living_count e65_a/sentinel) 5) (< e65_a_limiter e65_a_total)) (begin (if debug (print +1 sentinel)) (ai_spawn_actor e65_a/sentinel) (sleep 3) (ai_magically_see_players e65_a) (set e65_a_limiter (+ e65_a_limiter 1.00)))))) (script continuous void speech_check (begin (sleep 60) (if (and (volume_test_objects speech_210_trigger (players)) play_speech) (begin (sound_impulse_start sound\dialog\c40\c40_210_cortana none 1.00) (set play_speech false))))) (script static void kill_all_cont (begin (if debug (print killing off continuous scripts...)) (sleep -1 e66_a_spawner) (sleep -1 ban_spawn_2) (sleep -1 e65_a_spawner) (sleep -1 speech_check))) (script dormant void end (begin (sleep_until (volume_test_objects pulse_3_trigger (players))) (damage_object effects\damage effects\pulsegenerator end) (damage_object effects\damage effects\pulsegenerator end) (device_set_position_immediate pulse_gen3 0.00) (sound_impulse_start sound\sfx\impulse\impacts\c40_generator_overload pulse_gen3 1.00) (sleep 60) (if debug (print cortana says, 'good job, you've overloaded generator #3')) (sound_impulse_start sound\dialog\c40\c40_270_cortana none 1.00) (sleep_until (= (device_get_position pulse_gen3) 0.00)) (ai_kill e66_a) (sleep 60) (sleep_until (> (list_count (players)) 0) 1) (if end end) end (game_won))) (script dormant void e66_a (begin (sleep_until (volume_test_objects e66_a_trigger (players))) (if debug (print e66_a active- need to get big sentinels from jason)) (wake e66_a_spawner) (sleep -1 e65_a_spawner) (sleep 10))) (script dormant void last_waypoint_off (begin (sleep_until (volume_test_objects third_lp_trigger (players))) (if debug (print bye bye waypoint)) (object_create pulse_gen3) (deactivate_team_nav_point_flag player waypoint6) (wake e66_a))) (script dormant void turn_off_music (begin (sleep_until (or (and (= (ai_living_count e62_d) 0) (= (ai_living_count e62_e) 0) (= (ai_living_count e65_a) 0)) (volume_test_objects e65_a_trigger (players)))) (set play_music_c40_11 false) (set play_music_c40_11_alt false))) (script dormant void e65_a (begin (sleep_until (volume_test_objects e65_a_trigger (players))) (if debug (print e65_a active)) (wake e65_a_spawner) (sleep 1) (wake turn_off_music) (sleep 1) (wake last_waypoint_off))) (script dormant void e62_e (begin (sleep_until (< (ai_living_count e62_d) 6)) (if debug (print 3rd wave!!!)) (ai_place e62_e) (sleep 2) (set play_music_c40_11_alt true) (wake e65_a))) (script dormant void e62_d (begin (sleep_until (< (ai_living_count e62_a) 6)) (if debug (print 2nd wave!!!)) (ai_place e62_d) (sleep 2) (ai_magically_see_players e62_d) (wake e62_e))) (script dormant void e62_c (begin (sleep_until (< (ai_living_count e62_a) 8)) (if debug (print elites!!!)) (ai_place e62_c) (sleep 2) (ai_follow_target_players e62_a) (ai_magically_see_players e62_a))) (script dormant void e62_b (begin (sleep_until (volume_test_objects e62_b_trigger (players))) (if debug (print flood attacking!!!)) (set play_music_c40_11 true) (ai_place e62_b) (wake e65_a))) (script dormant void banshee_save3 (begin (sleep_until (or (vehicle_test_seat_list e62_a_ban_1 b-driver (players)) (vehicle_test_seat_list e62_a_ban_2 b-driver (players)))) (game_save_no_timeout))) (script dormant void e62_a (begin (sleep_until (volume_test_objects e62_a_trigger (players))) (if debug (print main base placed!!!)) (ai_erase e60_e) (ai_erase e60_d) (ai_erase e60_a) (ai_erase e60_c) (object_create e62_a_wra_1) (object_create e62_a_wra_2) (object_create e62_a_tur_1) (object_create e62_a_ban_1) (object_create e62_a_ban_2) (ai_place e62_a) (ai_vehicle_enterable_distance e62_a_tur_1 7.00) (ai_vehicle_enterable_actor_type e62_a_tur_1 grunt) (ai_vehicle_encounter e62_a_wra_1 e62_a/wra_pilot_a) (vehicle_load_magic e62_a_wra_1 driver (ai_actors e62_a/wra_pilot_a)) (ai_vehicle_encounter e62_a_wra_2 e62_a/wra_pilot_b) (vehicle_load_magic e62_a_wra_2 driver (ai_actors e62_a/wra_pilot_b)) (sleep 30) (wake banshee_save3) (sleep 2) (wake e62_b) (sleep 2) (wake e62_c) (sleep 2) (wake e62_d) (sleep 2) (wake end))) (script dormant void e61_a (begin (sleep_until (volume_test_objects e61_a_trigger (players))) (ai_place e61_a) (ai_place e61_b) (wake e62_a) (sleep 1))) (script dormant void e60_e (begin (sleep_until (<= (ai_nonswarm_count e60_d) 5)) (if debug (print e60_e- here comes more!!!)) (ai_place e60_e) (sleep 10) (ai_magically_see_players e60_e))) (script dormant void e60_d (begin (sleep_until (<= (ai_nonswarm_count e60_c) 5)) (if debug (print e60_d- here comes the army!)) (ai_place e60_d) (sleep 10) (ai_magically_see_encounter e60_d e60_a) (ai_attack e60_d) (wake e60_e) (sleep 5) (wake e61_a) (sleep 5))) (script dormant void e60_a (begin (sleep_until (volume_test_objects e60_a_trigger (players))) (if debug (print e60_a active)) (set play_music_c40_101 true) e60_a (wake objective_5) e60_a (ai_place e60_a) (ai_place e60_banshee) (sleep 1) (object_create c_banshee_1) (object_create c60_a_1) (object_create c60_a_2) (object_create c60_a_gho_1) (object_create c60_a_gho_2) (sleep 1) (ai_vehicle_enterable_distance c60_a_1 7.00) (ai_vehicle_enterable_actor_type c60_a_1 grunt) (ai_vehicle_enterable_distance c60_a_2 7.00) (ai_vehicle_enterable_actor_type c60_a_2 grunt) (ai_vehicle_encounter c_banshee_1 e60_banshee/eli_maj_pilot_a) (vehicle_load_magic c_banshee_1 driver (ai_actors e60_banshee/eli_maj_pilot_a)) (unit_set_enterable_by_player c_banshee_1 false) (sleep 5) (ai_place e60_c) (wake e60_d) (object_create_containing object_x))) (script dormant void e59_c (begin (sleep_until (volume_test_objects e59_c_trigger (players))) (ai_place e59_c) (wake e60_a) (sleep 300) (set play_music_c40_10 false))) (script dormant void e59_b (begin (sleep_until (volume_test_objects e59_b_trigger (players))) (ai_place e59_b) (wake e59_c) (sleep 150))) (script dormant void e59_a (begin (sleep_until (volume_test_objects e59_a_trigger (players))) (ai_place e59_a) (wake e59_b) (set play_music_c40_10 true) (ai_erase e58_a) (object_destroy e57_tur_a) (object_destroy e51_tur_1) (object_destroy e51_tur_2) (object_destroy e51_tur_3) (object_destroy e51_tur_4) (object_destroy e51_ban_1) (object_destroy e51_ban_2) (object_destroy ban_plat2_a) (object_destroy ban_plat2_b) (object_destroy e50_a_tur_1) (object_destroy e50_a_ban_1) (object_destroy e50_a_ban_2) (object_destroy e50_b_wra_1) (object_destroy e50_b_ban_2) (object_destroy e50_b_ban_3) (object_destroy pulse_gen2) (device_set_power door_gen2 0.00))) (script dormant void e57_a (begin (sleep_until (volume_test_objects tunnel_trigger (players))) (if debug (print e57_a active)) (ai_erase e51_a) (ai_conversation_stop cortana_230_250) (ai_conversation cortana_260) (wake e59_a) (object_create e57_tur_a) (ai_vehicle_enterable_distance e57_tur_a 7.00) (ai_place e57_a) (sleep 30) (ai_place e58_a/guard1) (ai_place e58_a/wave1) (ai_prefer_target (players) true) (sleep_until (<= (ai_nonswarm_count e58_a/wave1) 1)) (ai_place e58_a/wave2a) (ai_place e58_a/wave2b) (ai_prefer_target (players) true) (sleep_until (<= (ai_nonswarm_count e58_a/wave2b) 1)) (ai_place e58_a/wave3a) (ai_place e58_a/wave3b) (ai_prefer_target (players) true) (sleep_until (<= (ai_nonswarm_count e58_a/wave3b) 3)) (ai_place e58_a/wave4a) (ai_place e58_a/wave4b) (ai_place e58_a/wave4c) (ai_place e58_a/wave4d) (ai_prefer_target (players) true))) (script dormant void waypoint_off (begin (sleep_until (volume_test_objects waypoint5_trigger (players))) (if debug (print turn it off)) (deactivate_team_nav_point_flag player waypoint5))) (script dormant void c40_230_240_250 (begin (sleep_until (volume_test_objects c40_230_240_250_trigger (players))) (if debug (print update....)) (wake waypoint_off) (sleep 1) (wake e57_a) (sleep 1) c40_230_240_250 c40_230_240_250 (ai_conversation cortana_230_250))) (script dormant void e53_a (begin (sleep_until (volume_test_objects pulse_2_trigger (players))) (sleep -1 speech_check) (sleep -1 ban_spawn_2) (ai_place e53_a) (damage_object effects\damage effects\pulsegenerator e53_a) (damage_object effects\damage effects\pulsegenerator e53_a) (device_set_position_immediate pulse_gen2 0.00) (sound_impulse_start sound\sfx\impulse\impacts\c40_generator_overload pulse_gen2 1.00) (device_set_power tun_garage_1_con_a 1.00) (wake c40_230_240_250) (object_create ban_plat2_a) (if (game_is_cooperative) (object_create ban_plat2_b)) (sleep 60) (if debug (print cortana says, 'good job, you've overloaded generator #2')) (sound_impulse_start sound\dialog\c40\c40_220_cortana none 1.00) (wake objective_4))) (script dormant void e52_c (begin (sleep_until (volume_test_objects e52_c_trigger (players))) (if debug (print lalalalal)) (ai_place e52_c) (wake e53_a))) (script dormant void force_save_3 (begin (sleep_until (= (ai_living_count e52_a) 0)) (game_save_no_timeout))) (script dormant void e52_a (begin (sleep_until (volume_test_objects e52_a_trigger (players)) 15) (if debug (print e52_a active)) (ai_place e52_a) (sleep 1) (ai_place e52_b) (sleep 2) (wake force_save_3) (wake e52_c))) (script dormant void second_lp (begin (sleep_until (volume_test_objects second_lp_trigger (players))) (object_create pulse_gen2) (deactivate_team_nav_point_flag player waypoint4) (set play_music_c40_09 false))) (script dormant void e51_a (begin (sleep_until (volume_test_objects e51_a_trigger (players)) 15) (wake second_lp) (wake e52_a) (object_create e51_tur_1) (object_create e51_tur_2) (object_create e51_tur_3) (object_create e51_tur_4) (object_create e51_ban_1) (object_create e51_ban_2) (object_create ban_mid_a) (ai_vehicle_enterable_distance e51_tur_1 7.00) (ai_vehicle_enterable_distance e51_tur_2 7.00) (ai_vehicle_enterable_distance e51_tur_3 7.00) (ai_vehicle_enterable_distance e51_tur_4 7.00) (ai_vehicle_enterable_actor_type e51_tur_1 grunt) (ai_vehicle_enterable_actor_type e51_tur_2 grunt) (ai_vehicle_enterable_actor_type e51_tur_3 grunt) (ai_vehicle_enterable_actor_type e51_tur_4 grunt) (ai_place e51_a) (ai_place e51_b) (ai_vehicle_encounter e51_ban_1 e51_b/eli_maj_pilot_a) (ai_go_to_vehicle e51_b/eli_maj_pilot_a e51_ban_1 driver) (ai_magically_see_players e51_b) (sleep 900) (if debug (print backup #1 launched)) (ai_vehicle_encounter e51_ban_2 e51_b/eli_maj_pilot_b) (ai_go_to_vehicle e51_b/eli_maj_pilot_b e51_ban_2 driver) (ai_magically_see_players e51_b))) (script dormant void banshee_music (begin (sleep_until (or (vehicle_test_seat_list e50_a_ban_1 b-driver (players)) (vehicle_test_seat_list e50_a_ban_2 b-driver (players)))) (set play_music_c40_09 true))) (script dormant void banshee_save2 (begin (sleep_until (or (vehicle_test_seat_list e50_a_ban_1 b-driver (players)) (vehicle_test_seat_list e50_a_ban_2 b-driver (players)))) (game_save_no_timeout))) (script dormant void e50_a (begin (sleep_until (volume_test_objects e50_a_trigger (players))) (if debug (print e50_a active- bottom base)) (object_destroy c2_wra_a) (object_destroy c2_ban_a) (object_destroy c2_tur_a) (object_destroy c2_tur_b) (device_set_power tun_garage_1_con_a 0.00) (object_create e50_a_tur_1) (object_create e50_a_ban_1) (object_create e50_a_ban_2) (object_create e50_b_wra_1) (object_create e50_b_ban_2) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible) (game_is_cooperative)) (object_create e50_b_ban_3)) (ai_place e50_a) (ai_place e50_b/eli_maj_pilot_b) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible) (game_is_cooperative)) (ai_place e50_b/eli_maj_pilot_c)) (sleep 2) (ai_vehicle_enterable_distance e50_a_tur_1 7.00) (ai_vehicle_encounter e50_b_wra_1 e50_a/eli_maj_pilot_a) (vehicle_load_magic e50_b_wra_1 driver (ai_actors e50_a/eli_maj_pilot_a)) (ai_vehicle_encounter e50_b_ban_2 e50_b/eli_maj_pilot_b) (vehicle_load_magic e50_b_ban_2 driver (ai_actors e50_b/eli_maj_pilot_b)) (ai_vehicle_encounter e50_b_ban_3 e50_b/eli_maj_pilot_c) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible) (game_is_cooperative)) (vehicle_load_magic e50_b_ban_3 driver (ai_actors e50_b/eli_maj_pilot_c))) (unit_set_enterable_by_player e50_b_ban_2 false) (unit_set_enterable_by_player e50_b_ban_3 false) (wake ban_spawn_2) (wake speech_check) (sleep 1) (wake banshee_save2) (sleep 1) (wake banshee_music) (sleep 1) (wake e51_a))) (script dormant void e48_a (begin (sleep_until (volume_test_objects e48_a_trigger (players)) 15) (if debug (print e48_a active)) (sleep 1) (ai_place e48_a) (object_create e48_warthog) (wake e50_a))) (script dormant void e46_a (begin (sleep_until (volume_test_objects e46_a_trigger (players))) (if debug (print e46_canyonb active)) (ai_place e46_a) (ai_place e46_b) (object_create c2_wra_a) (object_create c2_gho_a) (object_create c2_gho_b) (object_create c2_ghost_c) (object_create c2_ban_a) (object_create c2_tur_a) (object_create c2_tur_b) (object_create_containing object_b) (sleep 10) (ai_vehicle_enterable_distance c2_tur_a 7.00) (ai_vehicle_enterable_distance c2_tur_b 7.00) (ai_vehicle_enterable_actor_type c2_tur_a grunt) (ai_vehicle_enterable_actor_type c2_tur_b grunt) (ai_vehicle_encounter c2_wra_a e46_a/eli_maj_pilot_a) (vehicle_load_magic c2_wra_a driver (ai_actors e46_a/eli_maj_pilot_a)) (ai_vehicle_encounter c2_gho_b e46_a/eli_maj_pilot_b) (vehicle_load_magic c2_gho_b driver (ai_actors e46_a/eli_maj_pilot_b)) (ai_vehicle_encounter c2_ban_a e46_b/eli_maj_pilot_a) (vehicle_load_magic c2_ban_a driver (ai_actors e46_b/eli_maj_pilot_a)) (unit_set_enterable_by_player c2_ban_a false) (sleep 150) (wake e48_a) (object_destroy e40_a_ban_1) (object_destroy e40_a_ban_2) (ai_erase e43_c) (ai_erase e43_b) (ai_erase e43_a) (ai_erase e40_a) (ai_erase e41_a) (ai_erase e41_b) (ai_erase e41_c) (ai_erase e39_a) (ai_erase e38_a) (ai_erase e37_a) (ai_erase e34_a) (ai_erase e35_a) (ai_erase e33_b) (ai_erase e33_a) (ai_erase e31_d) (ai_erase e31_c) (ai_erase e31_b) (ai_erase e30_a) (ai_erase e31_a) (ai_erase e23_b) (ai_erase e22_a) (ai_erase e23_a) (ai_erase e21_b) (ai_erase e21_a) (ai_erase e20_a))) (script dormant void e46_speech (begin (sleep_until (volume_test_objects e46_speech_trigger (players))) (if debug (print speaking!)) (set play_music_c40_08 false) (set play_music_c40_08_alt false) (sound_impulse_start sound\dialog\c40\c40_200_cortana none 1.00) e46_speech (wake objective_3) (ai_place e46_c))) (script dormant void e44_a (begin (sleep_until (volume_test_objects e44_a_trigger (players))) (if debug (print e44_a active)) (set play_music_c40_08_alt true) (ai_place e44_a) (sleep 1) (ai_magically_see_players e44_a/ambush) (wake e46_speech) (wake e46_a))) (script dormant void e43_c (begin (sleep_until (volume_test_objects e43_c_trigger (players))) (if debug (print e43_c_triggered)) (set play_music_c40_08 true) (ai_place e43_c) (sleep 3) (ai_magically_see_players e43_c) (wake e44_a))) (script dormant void e43_b (begin (sleep_until (volume_test_objects e43_b_trigger (players))) (if debug (print e43_b active)) (effect_new effects\explosions\medium explosion glass_b_flag) (sleep 2) (ai_place e43_b) (sleep 2) (ai_magically_see_players e43_b/flo_inf) (wake e43_c))) (script dormant void e43_a (begin (sleep_until (volume_test_objects e43_a_trigger (players))) (set play_music_c40_07 false) (set play_music_c40_07_alt false) (if debug (print e43_a active)) (ai_place e43_a) (wake e43_b))) (script dormant void banshee_alt (begin (sleep 150) (sleep_until (volume_test_objects music_c40_07_alt_trigger (players))) (set play_music_c40_07_alt true))) (script dormant void e40_a (begin (sleep_until (volume_test_objects e40_a_trigger (players))) (if debug (print e40_a active)) (wake banshee_alt) (set play_music_c40_07 true) (device_set_power door_b2 1.00) (device_set_power door_b3 1.00) (ai_place e40_a/pilot_a) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible) (game_is_cooperative)) (ai_place e40_a/pilot_b)) (sleep 1) (object_create e40_a_ban_1) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible) (game_is_cooperative)) (object_create e40_a_ban_2)) (sleep 1) (vehicle_load_magic e40_a_ban_1 driver (ai_actors e40_a/pilot_a)) (if (or (= (game_difficulty_get) hard) (= (game_difficulty_get) impossible) (game_is_cooperative)) (vehicle_load_magic e40_a_ban_2 driver (ai_actors e40_a/pilot_b))) (unit_set_enterable_by_player e40_a_ban_1 false) (unit_set_enterable_by_player e40_a_ban_2 false) (ai_place e41_a) (sleep 2) (ai_magically_see_encounter e40_a e41_a) (sleep_until (volume_test_objects e41_jump_1_trigger (players))) (ai_place e41_b) (sleep_until (volume_test_objects e41_c_trigger (players))) (ai_place e41_c) (sleep 5) (ai_magically_see_players e41_c) (wake e43_a))) (script dormant void e39_a (begin (sleep_until (volume_test_objects e39_a_trigger (players))) (if debug (print e39_a active)) (ai_place e39_a) (wake e40_a))) (script dormant void e38_a (begin (sleep_until (volume_test_objects e38_a_trigger (players))) (if debug (print e38_a active)) (ai_place e38_a) (effect_new effects\explosions\medium explosion glass_a_flag))) (script dormant void e37_a (begin (sleep_until (volume_test_objects e37_a_trigger (players))) (if debug (print e37_a active)) (ai_place e37_a) (wake e38_a) (wake e39_a))) (script dormant void e34_a (begin (sleep_until (volume_test_objects e34_a_trigger (players))) (if debug (print e34_a active)) (ai_place e34_a) (ai_place e35_a) (wake e37_a))) (script dormant void e33_b (begin (sleep_until (volume_test_objects e33_b_trigger (players))) (if debug (print look down)) (ai_place e33_b) (sleep 5) (ai_magically_see_players e33_b))) (script dormant void e33_a (begin (sleep_until (volume_test_objects e33_a_trigger (players))) (if debug (print e33_a active)) (ai_place e33_a) (wake e33_b) (wake e34_a))) (script dormant void e31_d (begin (sleep_until (volume_test_objects jump_3_trigger (players))) (if debug (print jumpers #3 active)) (ai_place e31_d) (wake e33_a) (sleep 210) (set play_music_c40_06 false))) (script dormant void e31_c (begin (sleep_until (volume_test_objects jump_2_trigger (players))) (if debug (print jumpers #2 active)) (ai_place e31_c) (wake e31_d))) (script dormant void e31_b (begin (sleep_until (volume_test_objects jump_1_trigger (players))) (if debug (print jumpers #1 active)) (ai_place e31_b) (wake e31_c))) (script dormant void e30_a (begin (sleep_until (volume_test_objects e30_a_trigger (players))) (set play_music_c40_051 false) (sleep 1) (if debug (print e30_a active)) (ai_place e30_a) (ai_place e31_a) (wake e31_b) (device_set_power door_b2 0.00) (device_set_power door_b3 0.00) (sleep 60) (set play_music_c40_06 true) (ai_erase e8_a) (ai_erase e7_a) (ai_erase e6_a))) (script dormant void e23_b (begin (sleep_until (<= (ai_living_count e23_a) 2)) (ai_place e23_b) (if debug (print flood attacking)) (sleep 90) (sleep_until (= (ai_living_count e23_b) 0)) (set play_music_c40_051 false))) (script dormant void force_save_2 (begin (sleep_until (= (ai_living_count e23_a) 0)) (game_save_no_timeout))) (script dormant void e22_a (begin (sleep_until (volume_test_objects e22_a_trigger (players))) (if debug (print e22_a active)) (set play_music_c40_051 true) (ai_place e22_a) (ai_place e23_a) (object_create_containing object_a) (sleep 1) (wake force_save_2) (wake e30_a) (wake e23_b))) (script dormant void e21_b (begin (sleep_until (volume_test_objects e21_b_trigger (players))) (if debug (print e21_b active)) (ai_place e21_b) (wake e22_a))) (script dormant void e21_a (begin (sleep_until (volume_test_objects e21_a_trigger (players))) (if debug (print e21_a active)) (ai_place e21_a) (wake e21_b) (object_destroy control_door_d) (object_destroy control_door_c) (object_destroy control_door_b) (object_destroy control_door_a) (object_destroy fly_away_1) (object_destroy fly_away_2) (object_destroy c3_wra_a) (object_destroy ban_plat1_a) (object_destroy ban_plat2_b) (object_destroy pulse_gen1))) (script dormant void e20_a (begin (sleep_until (volume_test_objects e20_a_trigger (players))) (device_set_power door_c1 0.00) (if debug (print e20_a active)) (ai_place e20_a) (wake e21_a))) (script dormant void e8_b (begin (sleep_until (volume_test_objects waypoint3_trigger (players))) (deactivate_team_nav_point_flag player waypoint3) (sound_impulse_start sound\dialog\c40\c40_190_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\c40\c40_190_cortana)) (wake e20_a))) (script dormant void e8_a (begin (sleep_until (volume_test_objects e8_trigger (players))) (set play_music_c40_05 false) (if debug (print targets on the bridge)) e8_a (sound_impulse_start sound\dialog\c40\c40_180_cortana none 1.00) (sleep (sound_impulse_time sound\dialog\c40\c40_180_cortana)) e8_a (ai_place e8_a) (wake e8_b))) (script dormant void e7_c (begin (sleep_until (volume_test_objects pulse_1_trigger (players))) (wake e8_a) (damage_object effects\damage effects\pulsegenerator e7_c) (damage_object effects\damage effects\pulsegenerator e7_c) (device_set_position_immediate pulse_gen1 0.00) (sound_impulse_start sound\sfx\impulse\impacts\c40_generator_overload pulse_gen1 1.00) (device_set_power door_c1 1.00) (if debug (print cortana says, 'good job, you've overloaded generator #1')) (sleep 120) (sound_impulse_start sound\dialog\c40\c40_170_cortana none 1.00) (sleep 150) (wake objective_2) (object_create ban_plat1_a) (if (game_is_cooperative) (object_create ban_plat1_b)))) (script dormant void e7_b (begin (sleep_until (volume_test_objects e7_trigger_b (players))) (set play_music_c40_05 true) (deactivate_team_nav_point_flag player waypoint2) (sound_impulse_start sound\dialog\c40\c40_120_cortana none 1.00) (sleep_until (volume_test_objects pulse_1_trigger (players)) 1 (sound_impulse_time sound\dialog\c40\c40_120_cortana)) (sound_impulse_stop sound\dialog\c40\c40_120_cortana) (sound_impulse_start sound\dialog\c40\c40_150_cortana none 1.00) (sleep_until (volume_test_objects pulse_1_trigger (players)) 1 (sound_impulse_time sound\dialog\c40\c40_150_cortana)) (sound_impulse_stop sound\dialog\c40\c40_150_cortana) (sound_impulse_start sound\dialog\c40\c40_160_cortana none 1.00) (sleep_until (volume_test_objects pulse_1_trigger (players)) 1 (sound_impulse_time sound\dialog\c40\c40_160_cortana)) (sound_impulse_stop sound\dialog\c40\c40_160_cortana))) (script dormant void e7_a (begin (sleep_until (= (device_get_position pulse_gen1) 0.00)) (sleep 90) (ai_place e7_a) (ai_follow_target_players e7_a) (ai_magically_see_players e7_a))) (script dormant void e6_a (begin (sleep_until (volume_test_objects e6_trigger (players))) (object_create pulse_gen1) e6_a (set play_music_c40_04 false) (ai_place e6_a) (ai_magically_see_players e6_a) (wake e7_a) (sleep 1) (wake e7_b) (sleep 1) (wake e7_c))) (script dormant void banshee1_save (begin (sleep_until (or (vehicle_test_seat_list fly_away_1 b-driver (players)) (vehicle_test_seat_list fly_away_2 b-driver (players)))) (game_save_no_timeout))) (script dormant void banshee_help (begin (sleep_until (vehicle_test_seat_list fly_away_1 b-driver (players))) (set play_music_c40_04 true) (sound_impulse_start sound\dialog\c40\c40_110_cortana none 1.00) (if (and (not (game_is_cooperative)) (= normal (game_difficulty_get))) (if (player0_joystick_set_is_normal) (display_scenario_help 4) (display_scenario_help 5))))) (script dormant void mortar_dead (begin (sleep_until (= (ai_living_count c3_cov_base/eli_maj_pla_pilot_a) 0)) (set play_music_c40_03 false))) (script dormant void e5_a (begin (sleep_until (volume_test_objects canyon3_land_trigger (players))) (if debug (print lower canyon encounter 5)) (if debug (print cortana says, 'those flood bodies look like the remains of major. ')) (if debug (print cortana says, 'whacker. his team was heavy weapons squad, hopefully')) (if debug (print cortana says, 'they had some rocket launchers')) (ai_erase c3_base_tier_2/eli_maj_pla_top_tier) (ai_erase c3_base_tier_2/jac_maj_pla_top_tier) (ai_erase c3_base_tier_2/gru_maj_nee_top_tier) (ai_erase c3_base_tier_2/3_gru_maj_pla_c) (ai_erase c3_base_tier_2/3_jac_maj_pla_c) (ai_erase c3_base_tier_2/3_eli_maj_pla_d) (ai_erase c3_base_tier_2/3_jac_maj_pla_c) (sleep 10) (ai_migrate c3_base_tier_2/2_eli_maj_pla_g c3_cov_base/cleaners_i) (ai_migrate c3_base_tier_2/1_gru_maj_nee_i c3_cov_base/cleaners_i) (ai_migrate c3_base_tier_2/1_jac_maj_pla_j c3_cov_base/cleaners_i) (ai_migrate c3_base_tier_2/1_eli_maj_pla_k c3_cov_base/cleaners_i) (ai_migrate c3_base_tier_2/2_eli_maj_pla_g c3_cov_base/cleaners_i) (sleep 1) (ai_follow_target_players c3_cov_base/cleaners_i) (sleep 1) (ai_place c3_cov_base) (set play_music_c40_03 true) (vehicle_load_magic c3_wra_a driver (ai_actors c3_cov_base/eli_maj_pla_pilot_a)) (ai_vehicle_encounter c3_wra_a c3_cov_base/eli_maj_pla_pilot_a) (wake mortar_dead) (sleep 1) (wake banshee_help) (sleep 1) (wake banshee1_save) (sleep 1) (wake e6_a) (sleep_until (objects_can_see_object (players) fly_away_1 20.00)) (ai_conversation cortana_block_3))) (script dormant void c3_base_tier_2 (begin (sleep_until (volume_test_objects canyon3_base_trigger (players))) (if debug (print cortana says, 'a pulse generator is at the top of this canyon.')) (if debug (print cortana says, 'take that covenant banshee and get us up there!!')) (set play_music_c40_02 false) (ai_conversation cortana_block_2) (ai_place c3_base_tier_2) (ai_erase e2_c) (ai_erase e2_b) (ai_erase e2_a) (wake e5_a) c3_base_tier_2 (wake objective_1) (if (game_is_cooperative) (object_create fly_away_2)))) (script dormant void force_save_1 (begin (sleep_until (= (ai_living_count e2_b) 0)) (game_save_no_timeout))) (script dormant void e3_a (begin (sleep_until (volume_test_objects e3_trigger (players))) (if debug (print encounter e3_a)) (ai_place e3_a/jac_maj_pla_pis_a) (ai_place e3_a/eli_maj_pla_a) (sleep_until (= (device_get_position control_door_a_cont_b) 1.00)) (ai_place e3_a/gru_maj_pla_a) (sleep 1) (wake force_save_1) (sleep 1) (wake c3_base_tier_2))) (script dormant void door_cover (begin (sleep_until (= (device_get_position control_door_a_cont_b) 1.00) 1) (device_set_position control_door_a 0.80) (if debug (print door shouldn't open all the way!)))) (script dormant void door_green4 (begin (sleep_until (> (device_get_position control_door_a) 0.00) 5) (device_set_never_appears_locked control_door_a true) (set play_music_c40_02 true))) (script dormant void door_green3 (begin (sleep_until (> (device_get_position control_door_b) 0.00) 5) (device_set_never_appears_locked control_door_b true) (ai_erase e1_a))) (script dormant void e2_c (begin (sleep_until (<= (ai_living_count e2_b) 1)) (if debug (print backup hatched)) (ai_place e2_c) (ai_prefer_target (players) true))) (script dormant void e2_b (begin (sleep_until (> (device_get_position control_door_d_cont_b) 0.00) 5) (if debug (print door should open)) (device_set_position control_door_c 1.00) (device_set_never_appears_locked control_door_c true) (set play_music_c40_01 false) (if debug (print cortana says, 'the covenant are trying to use halo,')) (if debug (print we must not let them have the key!')) (ai_place e2_b) (sleep 1) (ai_prefer_target (players) true) (wake e2_c) (sleep 1) (wake door_green3) (sleep 1) (wake door_green4) (sleep 1) (wake door_cover) (sleep 1) (wake e3_a))) (script dormant void e2_a (begin (sleep_until (volume_test_objects e2_trigger_ambush (ai_actors e2_b/gru_maj_nee_o))) (ai_prefer_target (ai_actors e2_b) true) (if debug (print encounter 2...sentinels active)))) (script dormant void c40_20_30_40 (begin (sleep_until (= (ai_living_count e1_a) 0)) c40_20_30_40 (ai_conversation cortana_block_1))) (script dormant void e1_a (begin (if debug (print cortana says 'look out !!!')) (device_set_power door_c1 0.00) (sound_impulse_start sound\dialog\c40\c40_010_cortana none 1.00) (ai_place e1_a) (ai_follow_target_players e1_a) (ai_magically_see_players e1_a) (wake c40_20_30_40) (sleep 1) (wake e2_a) (sleep 1) (wake e2_b))) (script dormant void door_green1 (begin (sleep_until (> (device_get_position control_door_d) 0.00) 5) (device_set_never_appears_locked control_door_d true))) (script dormant void kill_box_1 (begin (sleep_until (volume_test_objects kill_box_1 (players))) (damage_object effects\damage effects\guaranteed plummet to untimely death kill_box_1) (damage_object effects\damage effects\guaranteed plummet to untimely death kill_box_1))) (script dormant void section1 (begin (if debug (print section 1...)) (wake kill_box_1) (wake door_green1) (wake e1_a))) (script static void s1 (begin (switch_bsp 2) (volume_teleport_players_not_inside null_volume s1))) (script static void s2 (begin (switch_bsp 2) (wake e3_a) (volume_teleport_players_not_inside null_volume s2))) (script static void s3 (begin (switch_bsp 2) (volume_teleport_players_not_inside null_volume s3) (wake banshee_help) (wake e6_a))) (script static void s4 (begin (switch_bsp 2) (volume_teleport_players_not_inside null_volume s4))) (script static void s5 (begin (switch_bsp 2) (volume_teleport_players_not_inside null_volume s5) (wake e8_a) (ai_erase e8_a) (wake e8_b))) (script static void s5a (begin (switch_bsp 10) (volume_teleport_players_not_inside null_volume s5a) (wake e30_a))) (script static void s6 (begin (switch_bsp 9) (volume_teleport_players_not_inside null_volume s6) (wake e33_a))) (script static void s7 (begin (switch_bsp 9) (volume_teleport_players_not_inside null_volume s7) (wake e34_a))) (script static void s8 (begin (switch_bsp 1) (volume_teleport_players_not_inside null_volume s8) (wake e40_a))) (script static void s8a (begin (switch_bsp 1) (volume_teleport_players_not_inside null_volume s8a) (wake e46_speech) (wake e46_a))) (script static void s8b (begin (switch_bsp 1) (volume_teleport_players_not_inside null_volume s8b) (wake e48_a))) (script static void s9 (begin (switch_bsp 1) (volume_teleport_players_not_inside null_volume s9) (wake e51_a) (object_create e50_a_ban_1))) (script static void s10 (begin (switch_bsp 0) (volume_teleport_players_not_inside null_volume s10) (wake e57_a) (wake e59_a) (wake e59_b))) (script static void s11 (begin (switch_bsp 0) (volume_teleport_players_not_inside null_volume s11) (wake e60_a))) (script static void music_c40_01 (begin (sound_looping_start levels\c40\music\c40_01 none 1.00) (sleep_until (or play_music_c40_01_alt (not play_music_c40_01)) 1 global_delay_music) (if debug (print music has been called)) (if play_music_c40_01_alt (begin (sound_looping_set_alternate levels\c40\music\c40_01 true) (sleep_until (not play_music_c40_01) 1 global_delay_music) (set play_music_c40_01_alt false))) (set play_music_c40_01 false) (sound_looping_stop levels\c40\music\c40_01))) (script static void music_c40_02 (begin (sound_looping_start levels\c40\music\c40_02 none 1.00) (sleep_until (or play_music_c40_02_alt (not play_music_c40_02)) 1 global_delay_music) (if play_music_c40_02_alt (begin (sound_looping_set_alternate levels\c40\music\c40_02 true) (sleep_until (not play_music_c40_02) 1 global_delay_music) (set play_music_c40_02_alt false))) (set play_music_c40_03 false) (sound_looping_stop levels\c40\music\c40_03))) (script static void music_c40_03 (begin (sound_looping_start levels\c40\music\c40_03 none 1.00) (sleep_until (or play_music_c40_03_alt (not play_music_c40_03)) 1 global_delay_music) (if play_music_c40_03_alt (begin (sound_looping_set_alternate levels\c40\music\c40_03 true) (sleep_until (not play_music_c40_03) 1 global_delay_music) (set play_music_c40_03_alt false))) (set play_music_c40_03 false) (sound_looping_stop levels\c40\music\c40_03))) (script static void music_c40_04 (begin (sound_looping_start levels\c40\music\c40_04 none 1.00) (sleep_until (or play_music_c40_04_alt (not play_music_c40_04)) 1 global_delay_music) (if play_music_c40_04_alt (begin (sound_looping_set_alternate levels\c40\music\c40_04 true) (sleep_until (not play_music_c40_04) 1 global_delay_music) (set play_music_c40_04_alt false))) (set play_music_c40_04 false) (sound_looping_stop levels\c40\music\c40_04))) (script static void music_c40_05 (begin (sound_looping_start levels\c40\music\c40_05 none 1.00) (sleep_until (or play_music_c40_05_alt (not play_music_c40_05)) 1 global_delay_music) (if play_music_c40_05_alt (begin (sound_looping_set_alternate levels\c40\music\c40_05 true) (sleep_until (not play_music_c40_05) 1 global_delay_music) (set play_music_c40_05_alt false))) (set play_music_c40_05 false) (sound_looping_stop levels\c40\music\c40_05))) (script static void music_c40_051 (begin (sound_looping_start levels\c40\music\c40_051 none 1.00) (sleep_until (or play_music_c40_051_alt (not play_music_c40_051)) 1 global_delay_music) (if play_music_c40_051_alt (begin (sound_looping_set_alternate levels\c40\music\c40_051 true) (sleep_until (not play_music_c40_051) 1 global_delay_music) (set play_music_c40_051_alt false))) (set play_music_c40_051 false) (sound_looping_stop levels\c40\music\c40_051))) (script static void music_c40_06 (begin (sound_looping_start levels\c40\music\c40_06 none 1.00) (sleep_until (or play_music_c40_06_alt (not play_music_c40_06)) 1 global_delay_music) (if play_music_c40_06_alt (begin (sound_looping_set_alternate levels\c40\music\c40_06 true) (sleep_until (not play_music_c40_06) 1 global_delay_music) (set play_music_c40_06_alt false))) (set play_music_c40_06 false) (sound_looping_stop levels\c40\music\c40_06))) (script static void music_c40_07 (begin (sleep_until (> (device_get_position door_b2) 0.00)) (sound_looping_start levels\c40\music\c40_07 none 1.00) (sleep_until (or play_music_c40_07_alt (not play_music_c40_07)) 1 global_delay_music) (if play_music_c40_07_alt (begin (sound_looping_set_alternate levels\c40\music\c40_07 true) (sleep_until (not play_music_c40_07) 1 global_delay_music) (set play_music_c40_07_alt false))) (set play_music_c40_07 false) (sound_looping_stop levels\c40\music\c40_07))) (script static void music_c40_08 (begin (sound_looping_start levels\c40\music\c40_08 none 1.00) (sleep_until (or play_music_c40_08_alt (not play_music_c40_08)) 1 global_delay_music) (if play_music_c40_08_alt (begin (sound_looping_set_alternate levels\c40\music\c40_08 true) (sleep_until (not play_music_c40_08) 1 global_delay_music) (set play_music_c40_08_alt false))) (set play_music_c40_08 false) (sound_looping_stop levels\c40\music\c40_08))) (script static void music_c40_09 (begin (sound_looping_start levels\c40\music\c40_09 none 1.00) (sleep_until (or play_music_c40_09_alt (not play_music_c40_09)) 1 global_delay_music) (if play_music_c40_09_alt (begin (sound_looping_set_alternate levels\c40\music\c40_09 true) (sleep_until (not play_music_c40_09) 1 global_delay_music) (set play_music_c40_09_alt false))) (set play_music_c40_09 false) (sound_looping_stop levels\c40\music\c40_09))) (script static void music_c40_10 (begin (sound_looping_start levels\c40\music\c40_10 none 1.00) (sleep_until (or play_music_c40_10_alt (not play_music_c40_10)) 1 global_delay_music) (if play_music_c40_10_alt (begin (sound_looping_set_alternate levels\c40\music\c40_10 true) (sleep_until (not play_music_c40_10) 1 global_delay_music) (set play_music_c40_10_alt false))) (set play_music_c40_10 false) (sound_looping_stop levels\c40\music\c40_10))) (script static void music_c40_101 (begin (sound_looping_start levels\c40\music\c40_101 none 1.00) (sleep (* 30.00 108.00)) (sound_looping_start levels\c40\music\c40_102 none 1.00))) (script static void music_c40_11 (begin (sound_looping_start levels\c40\music\c40_11 none 1.00) (sleep_until (or play_music_c40_11_alt (not play_music_c40_11)) 1 global_delay_music) (if play_music_c40_11_alt (begin (sound_looping_set_alternate levels\c40\music\c40_11 true) (sleep_until (not play_music_c40_11) 1 global_delay_music) (set play_music_c40_11_alt false))) (set play_music_c40_11 false) (sound_looping_stop levels\c40\music\c40_11))) (script dormant void music_c40 (begin (sleep_until play_music_c40_01 1) music_c40 (sleep_until play_music_c40_02 1) music_c40 (sleep_until play_music_c40_03 1) music_c40 (sleep_until play_music_c40_04 1) music_c40 (sleep_until play_music_c40_05 1) music_c40 (sleep_until play_music_c40_051 1) music_c40 (sleep_until play_music_c40_06 1) music_c40 (sleep_until play_music_c40_07 1) music_c40 (sleep_until play_music_c40_08 1) music_c40 (sleep_until play_music_c40_09 1) music_c40 (sleep_until play_music_c40_10 1) music_c40 (sleep_until play_music_c40_101 1) music_c40 (sleep_until play_music_c40_11 1) music_c40)) (script startup void mission_c40 (begin (fade_out 0.00 0.00 0.00 0) mission_c40 (if mission_c40 mission_c40) mission_c40 (switch_bsp 2) (set play_music_c40_01 true) (wake save_checkpoints) (wake section1) (wake music_c40) (fade_in 0.00 0.00 0.00 0))) (script dormant void chief_puzzled (begin (sleep 60) (recording_play chief chief_puzzled))) (script dormant void insertion_music_1 (begin (sleep 44) (sound_looping_start sound\sinomatixx_music\c40_insertion_music01 none 1.00))) (script static void return (begin (wake insertion_music_1) (object_destroy chief) (object_destroy monitor) (object_destroy rifle) (object_destroy core) (object_create chief) (object_create monitor) (object_create rifle) (object_beautify chief true) (object_beautify monitor true) (objects_attach chief right hand rifle ) (object_set_scale chief 0.10 0) (object_set_scale monitor 0.10 0) (unit_set_seat chief alert) (camera_set enter_1a 0) (camera_set enter_1b 300) (fade_in 0.00 0.00 0.00 60) (sleep 150) (object_create_anew monitor_teleport_in) (device_set_position monitor_teleport_in 1.00) (sleep 15) (object_teleport monitor monitor_base) (object_set_scale monitor 1.00 15) (sound_class_set_gain vehicle 0.50 1) (sound_impulse_start sound\dialog\c40\c40_insert_010_monitor none 1.00) (print monitor: ...which means that any organism with sufficient mass and cognitive capability is a potential vector.) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_010_monitor) 90.00)) (ai_attach_free monitor characters\monitor\monitor) (ai_command_list_by_unit monitor look_at_teleport) (object_create_anew chief_teleport_in) (device_set_position chief_teleport_in 1.00) (sleep 30) (object_teleport chief chief_base) (object_set_scale chief 1.00 15) (wake chief_puzzled) (sleep 90) (ai_command_list_by_unit monitor something_wrong) (camera_set something_wrong_1a 0) (camera_set something_wrong_1b 120) (sleep 60) (sound_impulse_start sound\dialog\c40\c40_insert_030_monitor monitor 1.00) (print monitor: is something wrong?) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_030_monitor)) (camera_set chief_puzzled_1a 0) (sleep 30) (sound_impulse_start sound\dialog\c40\c40_insert_040_chief chief 1.00) (print chief: no...nothing.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_040_chief)) (camera_set walk_1a 0) (sound_impulse_start sound\dialog\c40\c40_insert_050_monitor monitor 1.00) (print monitor: splendid! shall we?) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_050_monitor) 30.00)) (ai_command_list_by_unit monitor monitor_fly_2) (camera_set walk_1b 300) (sleep 175) (sound_impulse_start sound\dialog\monitor\monitor humming monitor 1.00) (sleep 175) (camera_set walk_2a 0) (camera_set walk_2b 460) (recording_kill chief) (object_teleport chief chief_walk_cheat) (recording_play chief chief_walk_2) (sound_impulse_start sound\dialog\c40\c40_insert_060_monitor none 1.00) (print monitor: unfortunately, my usefulness to this particular endeavor has come to an end. protocol does not allow units with my classification to perform a task as important as the reunification of the index with the core. ) (sleep_until (= 2 (ai_command_list_status monitor)) 1) (ai_command_list_by_unit monitor look_at_chief) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_060_monitor)) (ai_command_list_by_unit monitor monitor_fly_3) (camera_set index_handoff_1a 0) (camera_set index_handoff_1b 120) (sound_impulse_start sound\dialog\c40\c40_insert_070_monitor monitor 1.00) (print monitor: that final step is reserved for you, reclaimer.) (recording_play chief chief_monitor_follow) (sleep_until (= 2 (ai_command_list_status monitor)) 1) (ai_command_list_by_unit monitor look_at_chief) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_070_monitor)))) (script static void handoff (begin (object_pvs_activate chief) (object_destroy monitor) (object_create monitor) (object_teleport chief chief_console_base) (object_teleport monitor monitor_handoff_base) (ai_attach_free monitor characters\monitor\monitor) (ai_command_list_by_unit monitor look_at_chief) (camera_set index_handoff_2a 0) (camera_set index_handoff_2b 90) (sound_looping_start sound\sinomatixx_foley\c40_insertion_foley none 1.00) (recording_kill chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip01-gettingindex false) (sleep 30) (object_destroy index) (object_create index) (objects_attach chief left hand index ) (sleep 50) (object_destroy index) (camera_set false_glory_1a 0) (camera_set false_glory_1b 250) (ai_command_list_by_unit monitor watch_core) (recording_play chief core_look) (object_destroy core) (object_create core) (device_set_position core 1.00) (print core up...) (sleep 200) (device_set_position core 0.00) (print ...core down) (sleep 60) (camera_set monitor_inspect_1a 0) (camera_set monitor_inspect_1b 120) (ai_command_list_by_unit monitor monitor_inspect) (sleep 60) (sound_impulse_start sound\dialog\c40\c40_insert_080_monitor monitor 1.00) (print monitor: odd. that wasn’t supposed to happen.) (sleep_until (= 2 (ai_command_list_status monitor)) 1) (object_create_anew cortana) (unit_set_emotion cortana 1) (unit_suspended cortana true) (object_set_scale cortana 5.00 60) (object_beautify cortana true) (object_teleport chief chief_console_base) (object_teleport monitor monitor_zap_end) (camera_set oh_really_1a 0) (camera_set oh_really_1b 60) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip01-ohreally true) (sound_impulse_start sound\dialog\c40\c40_insert_090_cortana cortana 1.00) (print cortana: oh really? ) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_090_cortana)) (ai_detach monitor) (object_destroy monitor) (object_create monitor) (object_teleport monitor monitor_zap_base) (unit_stop_custom_animation chief) (custom_animation monitor cinematics\animations\monitor\level_specific\c40\c40 c40-clip01-monitorzapped false) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip02-monitorgettingzapped false) (sound_impulse_start sound\sinomatixx\bash_monitor none 1.00) (fade_out 1.00 1.00 1.00 5) (device_set_position_immediate core 2.00) (player_effect_set_max_rotation 0.00 0.40 0.40) (player_effect_set_max_rumble 0.50 0.50) (player_effect_start 1.00 0.00) (player_effect_stop 4.00) (sleep 5) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 0.00) (cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 1.00) (cinematic_screen_effect_set_convolution 1 2 10.00 0.00 1.00) (fade_in 1.00 1.00 1.00 15) (camera_set blow_back_1a 0) (camera_set blow_back_1b 30) (sleep 60) (cinematic_screen_effect_stop))) (script static void teleport (begin (effect_new cinematics\effects\teleportation\teleportation monitor_base))) (script static void handoff_test (begin (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip01-gettingindex true))) (script static void zap (begin (object_teleport chief chief_console_base) (object_teleport monitor monitor_zap_base) (custom_animation monitor cinematics\animations\monitor\level_specific\c40\c40 c40-clip01-monitorzapped false) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip02-monitorgettingzapped false))) (script dormant void animation_fix_1 (begin (sleep (unit_get_custom_animation_time chief)))) (script static void chill_woman (begin (object_destroy core) (object_create_anew chief) (object_create_anew cortana) (object_create_anew monitor) (object_create_anew rifle) (object_beautify cortana true) (unit_set_seat chief alert) (object_teleport chief chief_console_base) (unit_set_emotion cortana 1) (unit_suspended cortana true) (object_set_scale cortana 5.00 0) (object_teleport monitor monitor_zap_end) (objects_attach chief right hand rifle ) (device_set_position core 0.00) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip03-loopidle false) (camera_set cortana_1a 0) (camera_set cortana_1b 30) (sound_impulse_start sound\dialog\c40\c40_insert_100_chief chief 1.00) (print chief: cortana!) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_100_chief)) (sound_looping_start sound\sinomatixx_music\c40_insertion_music02 none 1.00) (camera_set throats_1a 0) (camera_set throats_1b 200) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip02-ivespent true) (sound_impulse_start sound\dialog\c40\c40_insert_110_cortana cortana 1.00) (print cortana: i’ve spent the last 12 hours cooped up in here watching you toady about, helping that thing get set to slit our throats!) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_110_cortana) 30.00)) (ai_attach_free monitor characters\monitor\monitor) (ai_command_list_by_unit monitor a_little_woozy) (camera_set a_friend_1a 0) (camera_set a_friend_1b 120) (unit_stop_custom_animation chief) (unit_custom_animation_at_frame chief cinematics\animations\chief\level_specific\c40\c40 c40-clip04-hesafriend true 15) (sound_impulse_start sound\dialog\c40\c40_insert_120_chief chief 1.00) (print chief: hold on--he’s a friend.) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_120_chief) 15.00)) (sleep 30) (camera_set cortana_cu_2b 0) (camera_set cortana_cu_2a 200) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip03-ohi true) (sound_impulse_start sound\dialog\c40\c40_insert_130_cortana cortana 1.00) (print cortana: oh! i didn’t realize. he’s your pal is he? your chum?) (unit_set_emotion cortana 5) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_130_cortana)) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip05-loopidle true) (camera_set that_bastard_1b 0) (camera_set that_bastard_1a 60) (unit_set_emotion cortana 1) (sound_impulse_start sound\dialog\c40\c40_insert_140_cortana cortana 1.00) (print cortana: do you have any idea what that bastard almost made you do?!) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_140_cortana) 30.00)) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40yes false) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_140_cortana)) (camera_set brought_index_1b 0) (camera_set brought_index_1a 250) (sound_impulse_start sound\dialog\c40\c40_insert_150_chief chief 1.00) (print chief: yes. activate halo’s defenses, and destroy the flood. which is why we brought the index--) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_150_chief)) (object_create_anew index_holo) (objects_attach cortana right hand index_holo ) (camera_set you_mean_this_1a 0) (camera_set you_mean_this_1b 60) (unit_set_emotion cortana 4) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip04-youmean true) (sound_impulse_start sound\dialog\c40\c40_insert_160_cortana cortana 1.00) (print cortana: you mean this?) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_160_cortana)) (sleep 30) (camera_set a_construct_1a 0) (camera_set a_construct_1b 150) (ai_command_list_by_unit monitor look_at_cortana) (sound_impulse_start sound\dialog\c40\c40_insert_170_monitor monitor 1.00) (print monitor: a construct? in the core? that is absolutely unacceptable!) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_170_monitor)) (camera_set sod_off_1a 0) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip05-sodoff true) (sound_impulse_start sound\dialog\c40\c40_insert_180_cortana cortana 1.00) (print cortana: sod off.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_180_cortana)) (ai_command_list_by_unit monitor impertinence) (unit_stop_custom_animation chief) (recording_play chief monitor_rise_look) (camera_set monitor_up_1a 0) (camera_set monitor_up_1b 90) (sound_impulse_start sound\dialog\c40\c40_insert_190_monitor monitor 1.00) (print monitor: what impertinence! i shall purge you at once.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_190_monitor)) (camera_set you_sure_1a 0) (camera_set you_sure_1b 60) (unit_set_emotion cortana 2) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip06-yousure true) (sound_impulse_start sound\dialog\c40\c40_insert_200_cortana cortana 1.00) (print cortana: you sure that’s a good idea?) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_200_cortana) 30.00)) (object_set_scale index_holo 0.00 30) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion cortana right hand) (sleep 30) (object_destroy index_holo) (sleep 30) (camera_set how_dare_1a 0) (camera_set how_dare_1b 60) (recording_play chief monitor_angry_look) (ai_command_list_by_unit monitor how_dare) (sound_impulse_start sound\dialog\c40\c40_insert_210_monitor monitor 1.00) (print monitor: how...how dare you?! i’ll--) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_210_monitor) 15.00)) (unit_set_emotion cortana 1) (unit_stop_custom_animation cortana) (camera_set do_what_1a 0) (camera_set do_what_1b 150) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip07-dowhat true) (sound_impulse_start sound\dialog\c40\c40_insert_220_cortana cortana 1.00) (print cortana: do what?! i have the index. you can just float and sputter!) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_220_cortana)) (unit_stop_custom_animation chief) (unit_custom_animation_at_frame chief cinematics\animations\chief\level_specific\c40\c40 c40-clip06-enough true 30) (camera_set enough_1a 0) (camera_set enough_1b 120) (ai_command_list_by_unit monitor look_at_chief) (sound_impulse_start sound\dialog\c40\c40_insert_230_chief chief 1.00) (print chief: enough!) (sleep 120) (camera_set flood_spread_1b 0) (camera_set flood_spread_1a 180) (sound_impulse_start sound\dialog\c40\c40_insert_240_chief chief 1.00) (print chief: the flood is spreading. if we activate halo’s defenses we can wipe them out.) (wake animation_fix_1) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_240_chief)) (camera_set chief_rev_2a 0) (camera_set chief_rev_2b 300) (ai_command_list_by_unit monitor monitor_shocked) (unit_set_emotion cortana 4) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip08-youhave true) (sound_impulse_start sound\dialog\c40\c40_insert_250_cortana cortana 1.00) (print cortana: you have no idea how this ring works do you? why the forerunners built it? halo doesn’t kill flood, it kills their food! ) (sleep (unit_get_custom_animation_time cortana)) (camera_set equally_edible_1a 0) (camera_set equally_edible_1b 200) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip09-humans true) (sound_impulse_start sound\dialog\c40\c40_insert_260_cortana cortana 1.00) (print cortana: humans, covenant--whatever! we’re all equally edible. the only way to stop the flood is to starve them to death.) (sleep (unit_get_custom_animation_time cortana)) (camera_set nice_ass_1a 0) (camera_set cortana_rev_1b 300) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip10-andthats true) (sound_impulse_start sound\dialog\c40\c40_insert_270_cortana cortana 1.00) (print cortana: and that’s exactly what halo is designed to do: wipe the galaxy clean of all sentient life.) (sleep (unit_get_custom_animation_time cortana)) (camera_set ask_him_1a 0) (camera_set ask_him_1b 60) (unit_set_emotion cortana 4) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip11-youdont true) (sound_impulse_start sound\dialog\c40\c40_insert_280_cortana cortana 1.00) (print cortana: you don’t believe me? ask him!) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_280_cortana) 30.00)) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip08-isittrue true) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_280_cortana)) (sound_impulse_start sound\sinomatixx_foley\c40_chief_shuffle none 1.00) (camera_set true_1a 0) (camera_set true_1b 150) (sleep 150) (object_teleport monitor monitor_explain) (ai_attach_free monitor characters\monitor\monitor) (ai_command_list_by_unit monitor look_at_chief) (sound_impulse_start sound\dialog\c40\c40_insert_290_chief chief 1.00) (print chief: is it true?) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_290_chief)))) (script dormant void chip_insert (begin (sleep 259) (object_destroy cortana_chip) (effect_new_on_object_marker cinematics\effects\cyborg chip insertion chief left hand))) (script static void revelation (begin (object_beautify chief true) (object_beautify monitor true) (unit_set_emotion cortana 1) (unit_suspended cortana true) (object_set_scale cortana 5.00 0) (object_pvs_activate chief) (camera_set monitor_moreorless_1 0) (camera_set monitor_moreorless_2 500) (sleep 30) (sound_impulse_start sound\dialog\c40\c40_insert_300_monitor monitor 1.00) (print monitor: more or less. technically this installation’s pulse has a maximum effective radius of 25,000 light-years. but once the others follow suit, this galaxy will be quite devoid of life--or at least any life with sufficient bio-mass to sustain the flood.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_300_monitor)) (camera_set other_shoe_1a 0) (camera_set other_shoe_1b 60) (sound_impulse_start sound\dialog\c40\c40_insert_310_monitor monitor 1.00) (print monitor: but you already knew that.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_310_monitor)) (sleep 20) (object_teleport chief chief_othershoe_base) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip10-howcouldnt false) (sleep 10) (camera_set couldnt_you_1a 0) (camera_set couldnt_you_1b 30) (sound_impulse_start sound\dialog\c40\c40_insert_320_monitor monitor 1.00) (print monitor: i mean, how couldn’t you?) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_320_monitor)) (unit_set_emotion cortana 4) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip12-leftout false) (sleep 5) (camera_set little_detail_1a 0) (camera_set little_detail_1b 90) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip11-loopidle true) (sound_impulse_start sound\dialog\c40\c40_insert_330_cortana cortana 1.00) (print cortana: left out that little detail did he?) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_330_cortana)) (camera_set et_tu_chief_1a 0) (camera_set et_tu_chief_1b 200) (sound_looping_start sound\sinomatixx_music\c40_insertion_music03 none 1.00) (sound_impulse_start sound\dialog\c40\c40_insert_340_monitor monitor 1.00) (print monitor: we have followed outbreak-containment procedure to the letter....you were with me each step of the way as we managed this crisis...) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_340_monitor)) (camera_set movement_1b 0) (unit_set_emotion cortana 6) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip13-chiefim true) (sound_impulse_start sound\dialog\c40\c40_insert_350_cortana cortana 1.00) (print cortana: chief, i’m picking up movement...) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_350_cortana)) (camera_set hesitate_1a 0) (camera_set hesitate_1b 120) (unit_stop_custom_animation chief) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip11-loopidle true) (sound_impulse_start sound\dialog\c40\c40_insert_360_monitor monitor 1.00) (print monitor: why would you hesitate to do what you have already done?) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_360_monitor)) (unit_set_emotion cortana 5) (camera_set out_right_now_1a 0) (unit_stop_custom_animation cortana) (custom_animation cortana cinematics\animations\cortana\level_specific\c40\c40 c40-clip14-weneed true) (sound_impulse_start sound\dialog\c40\c40_insert_370_cortana cortana 1.00) (print cortana: we need to go. right now.) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_370_cortana) 30.00)) (unit_stop_custom_animation chief) (object_teleport chief chief_console_base) (custom_animation chief cinematics\animations\chief\level_specific\c40\c40 c40-clip12-chiefimpickin false) (wake chip_insert) (object_destroy sentinel_1) (object_destroy sentinel_2) (object_destroy sentinel_3) (object_destroy sentinel_4) (object_create sentinel_1) (object_create sentinel_2) (object_create sentinel_3) (object_create sentinel_4) (object_teleport sentinel_1 sentinel_1_base) (object_teleport sentinel_2 sentinel_2_base) (object_teleport sentinel_3 sentinel_3_base) (object_teleport sentinel_4 sentinel_4_base) (ai_attach_free sentinel_1 characters\monitor\monitor) (ai_attach_free sentinel_2 characters\monitor\monitor) (ai_attach_free sentinel_3 characters\monitor\monitor) (ai_attach_free sentinel_4 characters\monitor\monitor) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_370_cortana)) (camera_set sentinels_1a 0) (sound_impulse_start sound\dialog\c40\c40_insert_380_monitor monitor 1.00) (print monitor: last time you asked me: 'if it were my choice, would i do it?' having had considerable time to ponder your query, my answer has not changed: there is no choice. we must activate the ring.) (object_set_scale cortana 0.10 15) (object_set_scale index_holo 0.10 15) (camera_set sentinels_1b 300) (ai_command_list_by_unit sentinel_1 sentinel_1) (sleep 25) (object_destroy cortana) (object_destroy index_holo) (cinematic_screen_effect_stop) (sleep 25) (ai_command_list_by_unit sentinel_2 sentinel_2) (sleep 25) (sleep 75) (camera_set sentinels_1c 200) (sleep 70) (ai_command_list_by_unit sentinel_3 sentinel_3) (ai_command_list_by_unit sentinel_4 sentinel_4) (object_destroy cortana) (object_destroy cortana_chip) (object_destroy index_holo) (object_create cortana_chip) (objects_attach chief left hand cortana_chip ) (sleep 30) (camera_set sentinels_1d 180) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_380_monitor)) (camera_set get_us_out_1a 0) (camera_set get_us_out_1b 60) (sound_impulse_start sound\dialog\c40\c40_insert_390_cortana cortana 1.00) (print cortana: get-us-out-of-here!) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_390_cortana)) (camera_set unwilling_1b 0) (camera_set unwilling_1a 300) (sound_impulse_start sound\dialog\c40\c40_insert_400_monitor monitor 1.00) (print monitor: if you are unwilling to help, i will simply find another. still i must have the index. give your construct to me, or i will be forced to take her from you.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_400_monitor)) (camera_set not_happen_1a 0) (camera_set not_happen_1b 60) (sound_impulse_start sound\dialog\c40\c40_insert_410_chief chief 1.00) (print chief: that’s not going to happen.) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_410_chief)) (camera_set final_words_1a 0) (camera_set final_words_1b 200) (sound_impulse_start sound\dialog\c40\c40_insert_420_monitor monitor 1.00) (print monitor: so be it. ) (sleep (sound_impulse_time sound\dialog\c40\c40_insert_420_monitor)) (sleep 30) (object_create_anew monitor_teleport_out) (sound_impulse_start sound\dialog\c40\c40_insert_430_monitor monitor 1.00) (print monitor: save his head. dispose of the rest.) (sleep (- (sound_impulse_time sound\dialog\c40\c40_insert_430_monitor) 30.00)) (device_set_position monitor_teleport_out 1.00) (sleep 15) (object_set_scale monitor 0.10 15) (sleep 15) (object_destroy monitor) (cinematic_set_near_clip_distance 0.01) (sleep 15) (camera_set chief_zoom_1a 0) (sleep 30) (camera_set chief_zoom_1b 30) (cinematic_screen_effect_start true) (cinematic_screen_effect_set_convolution 3 2 1.00 10.00 1.00) (sleep 15) (fade_out 1.00 1.00 1.00 15) (sleep 30) (cinematic_set_near_clip_distance 0.06) (camera_control false) (cinematic_stop))) (script dormant void extraction_music (begin (sleep 14) (sound_looping_start sound\sinomatixx_music\c40_extraction_music none 1.00)))