//======================================================================================================================== // AidaPostM00.u2s // AI script for Aida between Tutorial and Sanctuary //======================================================================================================================== :ScriptStart //debugmode 11 inert 1 call TriggeredActions sendevent StartHoloTableSequenceDispatcher 0 sendevent PostM10Terrain 0 //gotolabel BriefingStandby sleep //======================================================================================================================== // Welcome Back //======================================================================================================================== // Aida waiting for player //------------------------------------------------------------------------------------------------------------------------ // cinematic :WelcomeBackCinActions ontrigger AidaPostM00StartScript03 gotolabel CutCutscene 1 gotoactor PathNode24 directionalpatrol 1 gotoactor PatrolPoint21 directionalpatrol 0 sendevent DropAreaWallhatchDispatcher 0 agentcall HatchSequence 1 sleep // player interaction :CutCutscene // FIX MW handlergroup ontrigger dlgAidaPostM00Inspection gotolabel Inspection ontrigger dlgAidaPostM00NoInspection gotolabel NoInspection ontrigger DialogAbortEnd gotolabel NoInspection handlergroupend dialogenable AidaPostM00WelcomeBack // ### enable topic ### turntoactor Player sleep 0.25 gotoactor Player 64 dialoginitiate Player AidaPostM00WelcomeBack // ### initiate dialog ### sleep :WelcomeBackOpenHatch sendevent DropAreaWallhatchDispatcher 0 agentcall OpenHatch02 1 return //======================================================================================================================== // Inspection //======================================================================================================================== :NoInspection sendevent BriefingRoomDoorTrigger 0 sendevent HoloRoomDoorTrigger 0 gotolabel GoToBriefing // ### :Inspection call InspectionActions //ontimer 1 8 0 gotolabel InspectionAborted :InspectionLoop testactorinrange Player 512 gotolabel InspectionDialog sleep 0.5 gotolabel InspectionLoop :InspectionDialog cleartimers ontrigger TestThisOut gotolabel InspectionStage01 1 call DisableAllTopicsUnsafe sleep 0.2 dialogenable AidaPostM00Inspection // ### enable topic ### dialoginitiate Player AidaPostM00Inspection // *** OK. We might as well begin right here in the drop room. *** sleep // ### :InspectionStage01 call DisableAllTopicsUnsafe gotoactor PathNode18 gotoactor PathNode15 directionalpatrol 1 gotoactor PatrolPoint36 directionalpatrol 0 //ontimer 1 8 0 gotolabel InspectionAborted :InspectionStage01Loop testactorinrange Player 192 gotolabel InspectionStage01Dialog sleep 0.5 gotolabel InspectionStage01Loop :InspectionStage01Dialog cleartimers dialogenable AidaPostM00Inspection1 // ### enable topic ### dialoginitiate Player AidaPostM00Inspection1 // *** We took advantage of the layover to upgrade the holo projector in the Briefing Room. *** sleep 0.2 :InspectionStage01Countdown call DisableAllTopicsUnsafe sendevent BriefingRoomDoorTrigger 0 ontimer 1 6 0 gotolabel InspectionStage02 // give player 6 seconds to enter briefing room ontrigger PlayerPostM00InBriefing gotolabel InspectionStage01WaitForPlayer 1 // level trigger in briefing sleep :InspectionStage01WaitForPlayer cleartimers :InspectionStage01WaitForPlayerLoop testactorinrange Player 128 gotolabel InspectionStage02 sleep 0.5 gotolabel InspectionStage01WaitForPlayerLoop // ### :InspectionStage02 ontrigger PlayerPostM00InBriefing // make sure this doesn't fire off if player sat out previous timer and THEN goes into cabin sleep 0.2 call DisableAllTopicsUnsafe dialogenable AidaPostM00Inspection2Continue // ### enable topic ### dialoginitiate Player AidaPostM00Inspection2Continue sleep 0.2 call DisableAllTopicsUnsafe directionalpatrol 1 gotoactor PatrolPoint35 directionalpatrol 0 //ontimer 1 8 0 gotolabel InspectionAborted :InspectionStage02Loop testactorinrange Player 192 gotolabel InspectionStage02Dialog sleep 0.5 gotolabel InspectionStage02Loop :InspectionStage02Dialog cleartimers dialogenable AidaPostM00Inspection2 // ### enable topic ### dialoginitiate Player AidaPostM00Inspection2 // *** As you requested, we converted the storage room to a weapons locker. *** sleep 0.2 //ontrigger dlgAidaPostM00InspectionOver gotolabel GoToBriefing 1 sendevent HoloRoomDoorTrigger 0 gotolabel GoToBriefing sleep // ### :InspectionAborted //message "aborted" call DisableAllTopics cleartimers ontrigger PlayerPostM00InBriefing dialogenable AidaPostM00InspectionAborted // ### enable topic ### gotoactor Player 64 dialoginitiate Player AidaPostM00InspectionAborted sleep :InspectionActions ontrigger dlgAidaPostM00InspectionAborted gotolabel GoToBriefing 1 ontrigger DialogAbortEnd gotolabel InspectionAborted return //======================================================================================================================== // Briefing Standby //======================================================================================================================== // Walking to briefing room //------------------------------------------------------------------------------------------------------------------------ :GoToBriefing ontrigger PlayerPostM00LeftBriefing ontrigger PlayerPostM00InBriefing ontrigger PlayerPostM00LeftHoloroom ontrigger PlayerPostM00InHoloroom sendevent BriefingRoomDoorTrigger 0 sendevent HoloRoomDoorTrigger 0 call DisableAllTopics dialogenable AidaPostM00ToBriefingNotNow // ### enable topic ### gotoactor PathNode1 // briefing room :BriefingStandby call DisableAllTopics dialogenable AidaPostM00NotNow // ### enable topic ### setsatellite Sat_Headtrack Pawn gotoactor PathNode4 testproperty ResizableStaticMesh40 DrawScale 0 gotolabel BriefingStandbyNext directionalpatrol 1 gotoactor PatrolPoint32 directionalpatrol 0 agentcall TypeFlat0Short 1 sendevent EndHoloTableSequenceDispatcher 0 sendevent PostM10Terrain 0 :BriefingStandbyNext handlergroup ontrigger dlgStartBriefing gotolabel StartBriefing ontrigger dlgDontStartBriefing gotolabel BriefingStandbyNext ontrigger DialogAbortEnd gotolabel BriefingStandbyNext handlergroupend call DisableAllTopics dialogenable AidaPostM00BriefingStandby // ### enable topic ### :BriefingStandbyLoop directionalpatrol 1 // *** scripted actions *** gotoactor PatrolPoint4 // right side keyboard directionalpatrol 0 testpropertyg ResizableStaticMesh34 DrawScale 0 gotolabel BriefingStandby1 // worktable command prompt up? sendevent ScannerStatusScreen 0 // opening command prompt... :BriefingStandby1 agentcall TypeFlatLong 1 sleep 1.5 gotoactor PathNode9 // walking to other side of scanner... directionalpatrol 1 gotoactor PatrolPoint0 directionalpatrol 0 //agentcall TypeFlat0Short 1 agentcall TypeFarLong 1 turntoactor Mover21 testpropertyg ResizableStaticMesh21 DrawScale 0 gotolabel BriefingStandby2 // scanned pictures up? sendevent ScannerPopup01 0 sendevent ScannerSequence 0 :BriefingStandby2 sleep 3.5 directionalpatrol 1 // walking in front of scanner... gotoactor PatrolPoint23 directionalpatrol 0 sendevent ScannerPopup02 0 sendevent ScannerSequence 0 //headtracking 0 sleep 1.5 setsatellite Sat_Headtrack ResizableStaticMesh21 // watching pictures as they pop up... sleep 3.5 setsatellite Sat_Headtrack ResizableStaticMesh13 sleep 3.5 setsatellite Sat_Headtrack Pawn //headtracking 1 gotoactor PathNode10 // walking back to right side... directionalpatrol 1 gotoactor PatrolPoint4 directionalpatrol 0 sendevent ScannerPopup01 0 sendevent ScannerPopup02 0 agentcall TypeFlatLong 1 // shutting down command prompt sendevent ScannerStatusScreen 0 sleep 2 gotoactor PathNode100 directionalpatrol 1 gotoactor PathNode2 directionalpatrol 0 sleep 8 sleeprand 10 gotolabel BriefingStandbyLoop // *** end scripted actions *** // Making sure everything's back to normal //------------------------------------------------------------------------------------------------------------------------ :BriefingWTShutdown call DisableAllTopics //dialogenable AidaPostM00NotNow sleep 0.1 // make sure that shutting down headlook will work headtracking 1 setsatellite Sat_Headtrack Pawn testpropertyg ResizableStaticMesh34 DrawScale 0 call BriefingWTShutdown01 // worktable command prompt up? return :BriefingWTShutdown01 directionalpatrol 1 gotoactor PatrolPoint4 // right side keyboard directionalpatrol 0 agentcall TypeFlat0Short 1 sendevent ScannerStatusScreen 0 testpropertye ResizableStaticMesh21 DrawScale 0 gotolabel BriefingWTShutdown02 // scanned pictures up? sendevent ScannedScreen01 0 :BriefingWTShutdown02 testpropertye ResizableStaticMesh13 DrawScale 0 gotolabel BriefingWTShutdown03 sendevent ScannedScreen02 0 :BriefingWTShutdown03 return //======================================================================================================================== // Briefing //======================================================================================================================== // Briefing Console //------------------------------------------------------------------------------------------------------------------------ :StartBriefing setproperty Mover2 Tag BriefingRoomDoorDisabled // we need to do it this way in this interlude because of the tour setproperty Mover9 Tag BriefingRoomDoorDisabled setproperty Mover55 Tag BriefingRoomDoorDisabled sendevent RaiseDropshipDispatcher 0 // make dropship to next mission available sendevent u2sEnableSanctuaryStartTrigger 0 sendevent SeagoatPostM00Destroy 1 sleep 2.5 //call BriefingWTShutdown call BriefingActions :StartConsole call DisableAllTopics dialogenable AidaPostM00ConsoleTalk // ### enable topic ### dialoginitiate Player AidaPostM00ConsoleTalk // *** We're headed for Santuary, the fifth planet in the Elara System. *** sleep :ConsoleStage01 gotoactor PathNode5 directionalpatrol 1 gotoactor PatrolPoint3 directionalpatrol 0 headtracking 0 agentcall TypeFlat0Short 1 sendevent PostM00ConsolePart05 0 sendevent ConsoleBeep 0 call DisableAllTopics dialogenable AidaPostM00ConsoleTalk2 // ### enable topic ### dialoginitiate Player AidaPostM00ConsoleTalk2 // *** A few hours ago I received the following distress call. *** sleep :ConsoleStage02 agentcall TypeFlat0Short 1 sendevent PostM00ConsolePart04 0 sendevent ConsoleBeep 0 //turntoactor Player call DisableAllTopics dialogenable AidaPostM00ConsoleTalk3 // ### enable topic ### dialoginitiate DistressCall AidaPostM00ConsoleTalk3 // *** Mayday! Mayday! This is Liandri Station Lima Six on Sanctuary. *** sleep :ConsoleStage03 //turntoactor StaticMeshActor795 //agentcall TypeFlat0Short 1 sendevent PostM00ConsolePart04 0 sendevent PostM00ConsolePart05 0 sendevent ConsoleBeep 0 sleep 1.5 headtracking 1 call DisableAllTopics dialogenable AidaPostM00ConsoleTalk4 // ### enable topic ### dialoginitiate Player AidaPostM00ConsoleTalk4 // *** That's it. I don't know who is attacking them or why. *** sleep :ConsoleStage04 sleep 0.2 call DisableAllTopics dialogenable AidaPostM00ConsoleTalk5 // ### enable topic ### dialoginitiate Player AidaPostM00ConsoleTalk5 // *** Let's look at the main base in the holotank. *** sleep :StartHolograph directionalpatrol 0 gotoactor PathNode4 directionalpatrol 1 gotoactor PatrolPoint32 directionalpatrol 0 agentcall TypeFlatLong 1 call DisableAllTopics sendevent StartHoloTableSequenceDispatcher 0 sendevent PostM00SurfaceOnDispatcher 0 dialogenable AidaPostM00BriefingTalk // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk // ***This information ought to be pretty current. *** sleep :HolographStage01 agentcall TypeFlat0Short 1 sendevent PostM00ProjectorOnDispatcher 0 call DisableAllTopics dialogenable AidaPostM00BriefingTalk2 // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk2 // *** Here's the main building. *** sleep 0.2 :HolographStage02 agentcall TypeFlat0Short 1 sendevent PostM00ToggleBigBaseImage 0 sendevent PostM00ToggleBigBaseImage02 0 call DisableAllTopics dialogenable AidaPostM00BriefingTalk3 // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk3 // *** Same building. Different angle. *** sleep :HolographStage03 agentcall TypeFlat0Short 1 sendevent PostM00ProjectorOffDispatcher 0 call DisableAllTopics dialogenable AidaPostM00BriefingTalk4 // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk4 // *** And the surrounding terrain. *** agentcall TypeFlat0Short 1 sendevent PostM00Terrain 0 sleep :HolographStage04 sleep 0.2 call DisableAllTopics dialogenable AidaPostM00BriefingTalk5 // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk5 // *** This is their main generator. *** agentcall TypeFlat0Short 1 sendevent PostM00ToggleGenerator 0 sleep :HolographStage05 agentcall TypeFlat0Short 1 sendevent PostM00ToggleGenerator 0 call DisableAllTopics dialogenable AidaPostM00BriefingTalk6 // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk6 // *** This is the nearest point of entry from your dropoff point. *** agentcall TypeFlat0Short 1 sendevent PostM00ToggleOldExit 0 sleep :HolographStage06 agentcall TypeFlat0Short 1 sendevent PostM00ToggleOldExit 0 call DisableAllTopics dialogenable AidaPostM00BriefingTalk7 // ### enable topic ### dialoginitiate Player AidaPostM00BriefingTalk7 // *** Good luck down there. *** sleep :HolographStage07 setproperty Mover2 Tag BriefingRoomDoor setproperty Mover9 Tag BriefingRoomDoor setproperty Mover55 Tag BriefingRoomDoor gotoactor PathNode100 directionalpatrol 1 gotoactor PatrolPoint2 directionalpatrol 0 agentcall TypeFlatLong 1 sendevent PostM00Terrain 0 sendevent EndHoloTableSequenceDispatcher 0 sendevent PostM00ManualHoloControls 0 sendevent PostM00ConsolePart05 0 sendevent ConsoleBeep 0 sleep 1 gotolabel AfterBriefing // Briefing events (called) //------------------------------------------------------------------------------------------------------------------------ :BriefingActions sleep 0.5 ontrigger DialogAbortEnd ontrigger dlgPostM00ConsoleStage01 gotolabel ConsoleStage01 1 ontrigger dlgPostM00ConsoleStage02 gotolabel ConsoleStage02 1 ontrigger dlgPostM00ConsoleStage03 gotolabel ConsoleStage03 1 ontrigger dlgPostM00ConsoleStage04 gotolabel ConsoleStage04 1 ontrigger dlgPostM00StartHolograph gotolabel StartHolograph 1 ontrigger dlgPostM00HolographStage01 gotolabel HolographStage01 1 ontrigger dlgPostM00HolographStage03 gotolabel HolographStage03 1 ontrigger dlgPostM00HolographStage04 gotolabel HolographStage04 1 ontrigger dlgPostM00HolographStage05 gotolabel HolographStage05 1 ontrigger dlgPostM00HolographStage06 gotolabel HolographStage06 1 ontrigger dlgPostM00HolographStage07 gotolabel HolographStage07 1 return //======================================================================================================================== // After briefing //======================================================================================================================== :AfterBriefing call DisableAllTopics dialogenable AidaPostM00AfterBriefing // ### enable topic ### dialogenable PostM00HoloDialog gotoactor PathNode5 directionalpatrol 1 gotoactor PatrolPoint3 directionalpatrol 0 turntoactor ZoneInfo0 setsatellite Sat_Headtrack U2PlayerAtlantis0 :AfterBriefingLoop sleep //======================================================================================================================== // Global calls //======================================================================================================================== // global events/calls //------------------------------------------------------------------------------------------------------------------------ :TriggeredActions ontrigger AidaPostM00StartScript gotolabel WelcomeBackCinActions 1 // start script return :DisableAllTopics ontrigger DialogAbortEnd dialogdisable AidaPostM00WelcomeBack dialogdisable AidaPostM00Inspection dialogdisable AidaPostM00Inspection1 dialogdisable AidaPostM00Inspection2 dialogdisable AidaPostM00Inspection2a dialogdisable AidaPostM00Inspection2Continue dialogdisable AidaPostM00Inspection3 dialogdisable AidaPostM00InspectionAborted dialogdisable AidaPostM00NotNow dialogdisable AidaPostM00ToBriefingNotNow dialogdisable AidaPostM00BriefingStandby dialogdisable AidaPostM00AfterBriefing return :DisableAllTopicsUnsafe dialogdisable AidaPostM00WelcomeBack dialogdisable AidaPostM00Inspection dialogdisable AidaPostM00Inspection1 dialogdisable AidaPostM00Inspection2 dialogdisable AidaPostM00Inspection2a dialogdisable AidaPostM00Inspection2Continue dialogdisable AidaPostM00Inspection3 dialogdisable AidaPostM00InspectionAborted dialogdisable AidaPostM00NotNow dialogdisable AidaPostM00ToBriefingNotNow dialogdisable AidaPostM00BriefingStandby dialogdisable AidaPostM00AfterBriefing return :ScriptEnd