// It controls certain meta-scripting such as group oriented NPC activities, non-NPC level scripting, etc. //debugmode 3 //dormant 1 //inert 1 //removeinventory ontrigger breach gotolabel endgame ontrigger playerentry gotolabel blast_sequence ontrigger gotXMP gotolabel firstwave sleep :blast_sequence //when player approaches, start blast sequence //message "blast_sequence" 2 //cleartriggers sendevent a01_Start 0 sleep 1.0 //setproperty staticmeshactor7 bhidden false sendevent takecover 1 //defenders take cover from blast behind concrete pylons sleep 5.0 sendevent door_explosion1 1 //setproperty staticmeshactor7 bhidden true //ontrigger deaddefenders gotolabel firstwave 1 300 gotolabel firstwave //when defends are dead (notification from counter trigger), start the first wave sequence, or start automatically after 4 minutes //temp timer because counter doesn't seem to trigger scripts sleep 10.0 playsound player "u2ambienta.xplode_16" sleep 5.0 playsound player "u2ambienta.xplode_08" sleep 5.0 playsound player "u2ambienta.xplode_27" sleep 1.0 playsound player "u2ambienta.xplode_28" sleep 0.5 playsound player "u2ambienta.xplode_26" sleep :firstwave ontrigger playerentry //message "first wave" 2 ontrigger gotXMP sleep 20.0 sendevent flyby1 1 //ships buzz the battlefield, giving a warning of their impending landing. sendevent flyby1_fire 1 sleep 8.0 sendevent flyby3 1 sendevent flyby3_fire 1 sleep 2.5 sendevent impact1 1 sleep 12.5 sendevent flyby2 1 sendevent flyby2_fire 1 sleep 20.0 playsound player "u2ambienta.xplode_09" sleep 16.0 sendevent flyby4 1 sendevent flyby4_fire 1 sleep 4.0 sendevent probe_001 0 dialogenable Obolus_07_011 sleep 4.0 dialogfarwait Obolus_07_011 Player sleep 1.0 sleep 5.0 sendevent a02_Level1 0 sendevent ds_001 1 // first dropship sendevent dspod_001 1 sendevent dspoddoor_001 1 sendevent ds_001_forwardjet 0 sendevent paratroop_firstwave_01 1 sleep 3.0 sendevent dropship_sequence 0 sendevent ds_001_forwardjet 0 sendevent ds_001_verticaljet 0 sleep 5.0 sendevent ds_001_landed 1 sendevent ds_001_landed_spawn 1 playsound mover20 "u2ambienta.opendoor_05c" sleep 2.0 sendevent firstwave_moveout 1 sleep 4.0 sendevent ds_001_forwardjet 0 sendevent ds_001_verticaljet 0 ontrigger firstwavedead gotolabel secondwave 1 //wait for first wave to be killed off before continuing sleep 8.0 sendevent cargodrop1 1 // supply drop sleep 3.0 sleep 2.0 playsound player "u2ambienta.xplode_08" playsound player "u2ambienta.xplode_16" sleep 5.0 playsound player "u2ambienta.xplode_08" sleep 2.0 playsound player "u2ambienta.xplode_27" sleep 8.0 sleep :secondwave //message "second wave" 2 sleep 10.0 dialogenable Obolus_07_FirstWaveDead sleep .1 dialogfarwait Obolus_07_FirstWaveDead player sendevent paratroop_firstwave_02 1 sendevent ds_002 1 sendevent ds_002_doors 1 playsound player "u2ambienta.xplode_28" sleep 1.5 playsound player "u2ambienta.xplode_26" sleep 7.0 playsound player "u2ambienta.xplode_08" sendevent secondwave_spawn 1 sendevent a04_Level1_victory1 0 sleep 1.0 sendevent secondwave_moveout 1 sleep 5.0 ontrigger secondwavedead gotolabel thirdwave 1 //wait for second wave to be killed off before continuing sleep :thirdwave //message "third wave" 2 sleep 10.0 dialogenable Obolus_07_SecondWaveDead sleep .1 dialogfarwait Obolus_07_SecondWaveDead player sendevent ds_003 1 sendevent ds_003_doors 1 ontrigger thirdwavedead gotolabel fourthwave 1 //wait for third wave to be killed off before continuing sendevent paratroop_secondwave 1 sleep 2.0 playsound player "u2ambienta.xplode_16" sleep 5.0 playsound player "u2ambienta.xplode_08" sleep 2.0 sendevent thirdwave_spawn 1 sendevent a04_Level1_victory1 0 sleep 2.0 sendevent thirdwave_moveout 1 playsound player "u2ambienta.xplode_27" sleep 1.5 playsound player "u2ambienta.xplode_28" sleep 3.5 playsound player "u2ambienta.xplode_26" sleep 1.5 playsound player "u2ambienta.xplode_28" sleep 12.0 sendevent thirdwave_spawn 1 sleep 1.0 sendevent thirdwave_moveout 1 sleep :fourthwave sendevent a04_Level1_victory2 0 sleep 5 dialogenable Obolus_07_ThirdWaveDead sleep .1 dialogfarwait Obolus_07_ThirdWaveDead player ontrigger fourthwavedead gotolabel completed 1 //wait for fourth wave to be killed off before continuing sendevent ds_004 1 sendevent ds_004_doors 1 sendevent paratroop_fourthwave 1 sleep 9.0 sendevent ds_004_landed_spawn 1 sleep 1.5 sendevent fourthwave_moveout 1 sleep 5.0 sendevent a05_Level3 0 sleep :endgame //message "endgame" 2 cleartriggers //setproperty staticmeshactor7 bhidden false sleep 1.5 sendevent gameover 1 sleep 2.0 sendevent endlevel 1 sleep :completed sendevent a07_Level3_victoryEnd 0 sleep 5 dialogenable Obolus_07_FourthWaveDead sleep .1 dialogfarwait Obolus_07_FourthWaveDead Player dialogenable Obolus_08_006 sleep .1 dialogfar Obolus_08_006 Player //message "you've won!" sleep 10.0 sendevent completedcutscene 1 sendevent door_001 0 sendevent activateendgame 0 //sendevent completed 1 sleep