//BlockadeRunner_D state Base { Conditions { if Message "PhaseD" == 0 goto StartPhase1 if Message "PhaseD" == 1 goto SnapToPhase1 if Message "PhaseD" == 2 goto StartPhase2 if Message "PhaseD" == 3 goto StartPhase3 if Message "PhaseD" == 4 goto StartPhase4 if Message "PhaseD" == 5 goto StartPhase5 } Actions { CnxController "from=hatch2_a" "to=hatch2_b" "off_flag=BLOCK" "obj=hatch_02" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=hatch3_a" "to=hatch3_b" "off_flag=BLOCK" "obj=hatch_03" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" //Now done via SetPathCnxFlag calls. ;CnxController "from=door1_a" "to=door1_b" "on_flag=BLOCK" "obj=main_door_pop2" "checkvisible" "on_frames=1TOlastframe" "bothways" CnxController "from=door2_a" "to=door2_b" "off_flag=BLOCK" "obj=door_01" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=door3_a" "to=door3_b" "off_flag=BLOCK" "obj=door_02" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=bridge1_a" "to=bridge1_b" "off_flag=JUMP" "off_flag=R2D2GLIDE" "obj=build_3_up_1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" CnxController "from=bridge2_a" "to=bridge2_b" "off_flag=JUMP" "off_flag=R2D2GLIDE" "obj=build_4_up_1" "checkvisible" "on_frames=lastframeTOlastframe" "bothways" AddLocatorGroup "name=Rebel1" AddLocatorGroup "name=Rebel2" AddLocatorGroup "name=Goody1" AddLocatorGroup "name=Goody2" AddLocatorGroup "name=Goody3" AddLocatorGroup "name=Baddy1" AddLocatorGroup "name=Baddy2" AddLocatorGroup "name=Baddy3" AddLocatorGroup "name=OutOfWay" } } state StartPhase1 { Conditions { } Actions { SetPathCnxFlag "from=door1_a" "to=door1_b" "BLOCK" "bothways" CameraCut "campos_x=17" "campos_y=2" "campos_z=-0.5" "tgt_character=rebelscum_1" "FollowTgt" "end_time=7" "bXlend_in_time=0.5" "bXlend_out_time=0.5" "no_borders" //Put here so that the snap message isnt set untill the cut ends Idle "7" SetMessage "name=PhaseD" "value=1" SetState "UpdatePhase1" } } state SnapToPhase1 { Conditions { } Actions { SetPathCnxFlag "from=door1_a" "to=door1_b" "BLOCK" "bothways" SetState "UpdatePhase1" } } state UpdatePhase1 { Conditions { if NumInSetAlive "1" == 0 goto StartPhase2 } Actions { } } state StartPhase2 { Conditions { } Actions { SetMessage "name=PhaseD" "value=2" OpenDoor "main_door" Idle "2" SetState "SpawnPhase2" } } state SpawnPhase2 { Conditions { if NumInSetAlive "3" == 0 goto StartPhase3 } Actions { SetPathCnxFlag "from=door1_a" "to=door1_b" "BLOCK" "bothways" "FALSE" CreateCreatures "locator=spawn1_1" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_2" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_3" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_4" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" SetScriptState "set=2" "state=StartPhase2" //Goodies } } state StartPhase3 { Conditions { if NumInSetAlive "3" == 0 goto StartPhase4 } Actions { SetMessage "name=PhaseD" "value=3" CreateCreatures "locator=spawn1_1" "type=ImperialOfficer" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_2" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_3" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_4" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" SetScriptState "set=2" "state=StartPhase3" //Goodies } } state StartPhase4 { Conditions { if NumInSetAlive "3" == 0 goto StartPhase5 } Actions { SetMessage "name=PhaseD" "value=4" CreateCreatures "locator=spawn1_1" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_2" "type=stormtrooper" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_3" "type=ImperialOfficer" "script=spawned_trooper" "addtoset=3" CreateCreatures "locator=spawn1_4" "type=beachtrooper" "script=spawned_trooper" "addtoset=3" SetScriptState "set=2" "state=StartPhase4" //Goodies } } state StartPhase5 { Conditions { if IsVisible "main_door_pop4" == 1 goto StartPhase5 iXf Debug == 1 goto OpenDoor if InMiniCut == 1 goto OpenDoor } Actions { SetVisibility "name=main_door_pop4" "FALSE" SetMessage "name=PhaseD" "value=5" SetScriptState "set=2" "state=StartPhase5" //Goodies } } state OpenDoor { Conditions { iXf Debug == 0 goto CloseDoor if InMiniCut "startTime" == 0 goto CloseDoor } Actions { OpenDoor "C3PO_pan3" "stayopen" LockDoor "C3PO_pan3" } } state CloseDoor { Conditions { } Actions { UnLockDoor "C3PO_pan3" CloseDoor "C3PO_pan3" SetState StartPhase5 } }