//======================================================================================================================== // RaffHolo03TutB.u2s // AI script for invisible obstacle course Raff //======================================================================================================================== inert 1 setmovespeed 0.3 headtracking 0 //ontrigger ActivateRaffHolo03 gotolabel WaitForPlayerLoop sleep :WaitForPlayerLoop testactorinrange Player 384 gotolabel WeaponsTraining sleep 0.75 gotolabel WaitForPlayerLoop // DP //------------------------------------------------------------------------------------------------------------------------ :WeaponsTraining ontrigger DialogEnd gotolabel WeaponsTraining01 1 dialogenable RaffTutBWeaponsTraining // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining // *** Let's start with every Marine's first gun: the dispersion pistol. *** sleep :WeaponsTraining01 ontrigger PlayerTookDP gotolabel WeaponsTraining02 1 directionalpatrol 1 gotoactor PatrolPoint0 directionalpatrol 0 dialogenable RaffTutBWeaponsTraining1 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining1 // *** Go ahead and grab it. *** sleep 0.2 //sendevent DPTrayDispatcher 0 // -> .dlg sendevent PlayerTookDPTrigger 0 sleep :WeaponsTraining02 giveitemtoplayer u2weapons.weaponTutorialInvDispersion playsound Player U2WeaponsA.Dispersion.DP_Pickup setproperty Trigger14 bHidden true // weapon sendevent Range01Door 0 sendevent DPPrimaryFiredTrigger 0 sleep 0.75 ontrigger DPPrimaryFired gotolabel WeaponsTraining03 1 dialogenable RaffTutBWeaponsTraining2 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining2 // *** Sorry our targets aren't very convincing. *** sleep 2 //sendevent DPPrimaryMessage 0 // SOS: Removed message sleep :WeaponsTraining03 sleep 0.2 ontrigger DPSecondaryFired gotolabel WeaponsTraining04 1 dialogenable RaffTutBWeaponsTraining4 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining4 // *** The dispersion pistol isn't the most powerful weapon... *** sleep 0.2 //sendevent DPPrimaryFiredTrigger 0 // -> .dlg,,90! sendevent DPSecondaryFiredTrigger 0 sleep 2 //message "test" //sendevent DPSecondaryMessage 0 // SOS: removed message sleep :WeaponsTraining04 sendevent Range01Door 0 sendevent DPSecondaryFiredTrigger 0 ontrigger DialogEnd gotolabel WeaponsTraining05 1 dialogenable RaffTutBWeaponsTraining5 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining5 // *** The never knew what hit him. *** sleep // CAR //------------------------------------------------------------------------------------------------------------------------ :WeaponsTraining05 sleep 0.2 ontrigger PlayerTookCAR gotolabel WeaponsTraining06 1 dialogenable RaffTutBWeaponsTraining6 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining6 // *** You won't catch a Marine worth his salt without his Combat Assault Rifle. *** gotoactor PathNode21 directionalpatrol 1 gotoactor PatrolPoint2 directionalpatrol 0 sendevent CARTrayDispatcher 0 sleep 0.2 //sendevent PlayerTookCARTrigger 0 sleep :WeaponsTraining06 giveitemtoplayer u2weapons.weaponTutorialInvAssaultRifle playsound Player U2WeaponsA.Dispersion.DP_Pickup setproperty Trigger16 bHidden true // weapon sendevent Range02Door 0 sendevent CARPrimaryFiredTrigger 0 ontrigger CARPrimaryFired gotolabel WeaponsTraining07 1 sleep :WeaponsTraining07 sleep 1 ontrigger DialogEnd gotolabel WeaponsTraining08 1 dialogenable RaffTutBWeaponsTraining7 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining7 // *** The CAR's primary fire mode is fully automatic, and it goes through bullets like candy. *** sleep 0.2 gotolabel WeaponsTraining08 sleep :WeaponsTraining08 sleep 0.2 ontrigger CARSecondaryFired gotolabel WeaponsTraining09 1 dialogenable RaffTutBWeaponsTraining8 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining8 // *** The CAR's secondary fire is a concentrated bolt that can bounce around corners. *** sleep 0.2 //sendevent CARPrimaryFiredTrigger 0 // -> dlg,,90! sendevent CARSecondaryFiredTrigger 0 sleep :WeaponsTraining09 sendevent Range02Door 0 ontrigger PlayerTookGL gotolabel WeaponsTraining10 1 dialogenable RaffTutBWeaponsTraining9 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining9 // *** You're catching on quick. Now, this next weapon isn't standard issue... *** gotoactor PathNode26 directionalpatrol 1 gotoactor PatrolPoint1 directionalpatrol 0 sendevent GLTrayDispatcher 0 //sendevent PlayerTookGLTrigger 0 sleep :WeaponsTraining10 giveitemtoplayer u2weapons.weaponInvGrenadeLauncher playsound Player U2WeaponsA.Dispersion.DP_Pickup setproperty Trigger15 bHidden true // weapon sleep 0.75 ontrigger GLPrimaryFired gotolabel WeaponsTraining11 1 dialogenable RaffTutBWeaponsTraining10 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining10 // *** There's no weapon more versatile and downright dangerous than the grenade launcher. *** sleep 0.2 sendevent Range03Door 0 sendevent GLPrimaryFiredTrigger 0 sleep :WeaponsTraining11 ontrigger GLSecondaryFired gotolabel WeaponsTraining12 1 dialogenable RaffTutBWeaponsTraining11 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining11 // *** You'll notice that the grenades explode on contact with anything. *** sleep 0.2 //sendevent GLPrimaryFiredTrigger 0 // -> .dlg,,90! sendevent GLSecondaryFiredTrigger 0 sleep 1 sendevent GLMessage 0 sleep :WeaponsTraining12 sendevent Range03Door 0 sleep 0.2 dialogenable RaffTutBWeaponsTraining13 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining13 // *** You're a natural with this stuff, Dalton. Hey, I've got an idea. *** sleep 0.2 sendevent WeaponExitDoorTrigger 0 gotolabel Destroy :Destroy //sendevent ActivateRaffHolo03 1 destroy //======================================================================================================================== // Global calls //======================================================================================================================== :DisableAllTopics return