//MovieMarineArtifact :Start inert 1 dormant 1 removeinventory headtracking 0 agentexecute "force(99) AimHead { keepset 9999 9999; }" agentexecute "force(99) AimBody { keepset 9999 9999; }" setmovespeed 0.29 ontrigger walktoplayer gotolabel walktoplayer01 ontrigger reachforartifact gotolabel reachforartifact01 ontrigger takeartifact gotolabel takeartifact01 ontrigger mesalutetoo gotolabel mesalutetoo01 ontrigger outahere gotolabel outahere01 sleep :walktoplayer01 setproperty pawn mesh legendmesh'glmcharactersg.marinemedium_red' inert 0 dormant 0 directionalpatrol 1 gotoactor patrolpointgreen9 dialoginitiate Marshal Sanctuary_XX_001 gotoactor patrolpointred0 //sleep 2.0 //agentcall Event_U_Salute 0 sleep :reachforartifact01 agentcall event_artmarinereach 1 sleep :takeartifact01 setproperty pawn mesh legendmesh'glmcharactersg.marinemedium_redartifact' agentcall event_artmarinetake 1 agentcall event_artmarineidle sleep :mesalutetoo01 agentcall event_artmarinesalute 1 sleep :outahere01 setmovespeed 0.29 agentcall event_artmarinewalk gotoactor patrolpointred1 //agentexecute "force(50) AnimAll { script \"idlechat03_sh\"; blend 0.5; keepset 1 1; force AnimUpper {} }" 0 //sleep 0.3 //dialoginitiate aida Avalon_16_002 //"Aida?"//"still here John"// //sleep 1.0 //agentexecute "force(50) AnimAll { script \"idlewaitlook02_sh\"; blend 0.5; keepset 1 1; force AnimUpper {} }" 0 //sleep 2.0 //dialoginitiate marshal Avalon_16_004 // "Here it comes"// //playsound player U2JamesA.ASF-Flyby.Flyby_04 slot_misc 10.0 1 999999 //agentexecute "force(50) AnimAll { script \"idlewaitlook01_sh\"; blend 0.5; keepset 1 1; force AnimUpper {} }" 1 //agentexecute "force(50) AnimAll { script \"idlewaitlook02_sh\"; blend 0.5; keepset 1 1; force AnimUpper {} }" 1