//======================================================================================================================== // RaffShootingRangeTutB.u2s // AI script for shooting range Raff //======================================================================================================================== inert 1 setmovespeed 0.3 ontrigger StartRaffHolo03 gotolabel WeaponsTraining 1 //ontrigger ActivateRaffHolo03 gotolabel WaitForPlayerLoop sleep :WaitForPlayerLoop onevent SeePlayer gotolabel WeaponsTraining 1 sleep testactorinrange Player 384 gotolabel WeaponsTraining sleep 0.75 gotolabel WaitForPlayerLoop // DP //------------------------------------------------------------------------------------------------------------------------ :WeaponsTraining sendevent HoloProjector02Ring01 0 sleep 0.75 sendevent HoloProjector02Ring02 0 sleep 0.75 sendevent HoloProjector02Ring03 0 sleep 0.75 gotoactor PathNode102 gotoactor Player 128 sleep 0.2 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 ontrigger KraalRangeSeen gotolabel WeaponsTraining02Seen sleep 0.1 sendevent KraalRangeLOSTrigger 0 sleep :WeaponsTraining02Seen sleep 0.5 dialogenable RaffTutBWeaponsTraining2 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining2 // *** Sorry our targets aren't very convincing. *** sleep 0.2 ontrigger DPPrimaryFiredAcknowledge gotolabel WeaponsTraining02x 1 ontrigger DPPrimaryFired gotolabel WeaponsTraining03 1 sendevent DPPrimaryFiredTrigger 0 setproperty StaticMeshActor174 bHidden true // red on setproperty StaticMeshActor306 bHidden false // red off sendevent ShootingRangeFree 0 sleep 2 //sendevent DPPrimaryMessage 0 // SOS: Removed Message sleep :WeaponsTraining02x sendevent ShootingRangeAcknowledge 0 setproperty StaticMeshActor163 bHidden false // green on setproperty StaticMeshActor307 bHidden true // green off sleep :WeaponsTraining03 sleep 0.2 dialogenable RaffTutBWeaponsTraining4 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining4 // *** The dispersion pistol isn't the most powerful weapon... *** sleep 0.2 ontrigger DPSecondaryFired gotolabel WeaponsTraining04 1 ontrigger DPSecondaryFiredAcknowledge gotolabel WeaponsTraining03x 1 sendevent DPPrimaryFiredTrigger 0 sendevent DPSecondaryFiredTrigger 0 setproperty StaticMeshActor163 bHidden true // green on setproperty StaticMeshActor307 bHidden false // green off sendevent ShootingRangeFree 0 sleep 2 //sendevent DPSecondaryMessage 0 // SOS: Removed Message sleep :WeaponsTraining03x sendevent ShootingRangeAcknowledge 0 setproperty StaticMeshActor163 bHidden false // green on setproperty StaticMeshActor307 bHidden true // green off sleep :WeaponsTraining04 ontrigger DialogEnd gotolabel WeaponsTraining05Walk 1 dialogenable RaffTutBWeaponsTraining5 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining5 // *** The never knew what hit him. *** sleep // CAR //------------------------------------------------------------------------------------------------------------------------ :WeaponsTraining05Walk sendevent ShootingRangeRed 0 setproperty StaticMeshActor163 bHidden true // green on setproperty StaticMeshActor307 bHidden false // green off setproperty StaticMeshActor174 bHidden false // red on setproperty StaticMeshActor306 bHidden true // red off sendevent DPSecondaryFiredTrigger 0 sendevent Range01Door 0 gotoactor PathNode21 directionalpatrol 1 gotoactor PatrolPoint2 directionalpatrol 0 :WeaponsTraining05Loop testactorinrange Player 256 gotolabel WeaponsTraining05 sleep 0.75 gotolabel WeaponsTraining05Loop :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. *** sendevent Range02Door 0 sleep 0.2 sendevent CARTrayDispatcher 0 sendevent PlayerTookCARTrigger 0 sleep :WeaponsTraining06 giveitemtoplayer u2weapons.weaponTutorialInvAssaultRifle playsound Player U2WeaponsA.Dispersion.DP_Pickup setproperty Trigger16 bHidden true // weapon sendevent CARPrimaryFiredTrigger 0 setproperty StaticMeshActor313 bHidden true // red on setproperty StaticMeshActor314 bHidden false // red off sendevent ShootingRangeFree 0 ontrigger CARPrimaryFiredAcknowledge gotolabel WeaponsTraining06x 1 ontrigger CARPrimaryFired gotolabel WeaponsTraining07 1 sleep :WeaponsTraining06x sendevent ShootingRangeAcknowledge 0 setproperty StaticMeshActor312 bHidden false // green on setproperty StaticMeshActor315 bHidden true // green off sleep :WeaponsTraining07 sleep 0.2 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 sendevent ReloadMessage 0 sleep :WeaponsTraining08 sleep 0.2 ontrigger CARSecondaryFired gotolabel WeaponsTraining09 1 ontrigger CARSecondaryFiredAcknowledge gotolabel WeaponsTraining08x 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 setproperty StaticMeshActor312 bHidden true // green on setproperty StaticMeshActor315 bHidden false // green off sendevent ShootingRangeFree 0 sendevent CARPrimaryFiredTrigger 0 sendevent CARSecondaryFiredTrigger 0 sleep :WeaponsTraining08x sendevent ShootingRangeAcknowledge 0 setproperty StaticMeshActor312 bHidden false // green on setproperty StaticMeshActor315 bHidden true // green off sleep :WeaponsTraining09 sendevent ShootingRangeRed 0 ontrigger PlayerTookGLTrigger gotolabel WeaponsTraining10 1 dialogenable RaffTutBWeaponsTraining9 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining9 // *** You're catching on quick. Now, this next weapon isn't standard issue... *** sleep :WeaponsTraining10 sendevent CARSecondaryFiredTrigger 0 setproperty StaticMeshActor312 bHidden true // green on setproperty StaticMeshActor315 bHidden false // green off setproperty StaticMeshActor313 bHidden false // red on setproperty StaticMeshActor314 bHidden true // red off sendevent Range02Door 0 gotoactor PathNode26 directionalpatrol 1 gotoactor PatrolPoint1 directionalpatrol 0 :WeaponsTraining10Loop testactorinrange Player 384 gotolabel WeaponsTraining10x sleep 0.75 gotolabel WeaponsTraining10Loop :WeaponsTraining10x sendevent Range03Door 0 sendevent GLTrayDispatcher 0 setproperty weaponTutorialGrenadeLauncher0 bBlockNonZeroExtentTraces true // weapon dialogenable RaffTutBWeaponsTraining10 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining10 // *** There's no weapon more versatile and downright dangerous than the grenade launcher. *** sleep 0.2 setproperty StaticMeshActor310 bHidden true // red on setproperty StaticMeshActor309 bHidden false // red off sendevent ShootingRangeFree 0 ontrigger GLPrimaryFired gotolabel WeaponsTraining11 1 ontrigger GLPrimaryFiredAcknowledge gotolabel WeaponsTraining10y 1 sendevent GLPrimaryFiredTrigger 0 sleep :WeaponsTraining10y sendevent ShootingRangeAcknowledge 0 setproperty StaticMeshActor311 bHidden false // green on setproperty StaticMeshActor308 bHidden true // green off sleep //GLAltFire :WeaponsTraining11 dialogenable RaffTutBWeaponsTraining11 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining11 // *** You'll notice that the grenades explode on contact with anything. *** sleep 0.2 setproperty StaticMeshActor311 bHidden true // green on setproperty StaticMeshActor308 bHidden false // green off sendevent ShootingRangeFree 0 sendevent GLPrimaryFiredTrigger 0 ontrigger GLSecondaryFired gotolabel WeaponsTraining12 1 ontrigger GLSecondaryFiredAcknowledge gotolabel WeaponsTraining11x 1 sendevent GLSecondaryFiredTrigger 0 setproperty ammoGrenadeIncendiary0 bHidden false sendevent ShootingRangeGrenadeFlipper 0 sleep 1 sendevent GLMessage 0 sleep :WeaponsTraining11x sendevent ShootingRangeAcknowledge 0 setproperty StaticMeshActor311 bHidden false // green on setproperty StaticMeshActor308 bHidden true // green off directionalpatrol 1 gotoactor PathNode100 directionalpatrol 0 sleep :WeaponsTraining12 sendevent ShootingRangeRed 0 setproperty StaticMeshActor311 bHidden true // green on setproperty StaticMeshActor308 bHidden false // green off setproperty StaticMeshActor310 bHidden false // red on setproperty StaticMeshActor309 bHidden true // red off sleep 1 sendevent Range03Door 0 :WeaponsTraining12Loop sendevent ObstacleDoneLOSTrigger 0 ontrigger FinishObstacleCourse gotolabel WeaponsTraining13 sleep :WeaponsTraining13 sleep 0.2 sendevent TakeAwayWeaponsTrigger 0 dialogenable RaffTutBWeaponsTraining13 // ### enable topic ### dialoginitiate Player RaffTutBWeaponsTraining13 // *** You're a natural with this stuff, Dalton. Hey, I've got an idea. *** sleep 1 sendevent WeaponExitDoor 0 sendevent RaffObstacleScaler 0 sleep 1 destroy //======================================================================================================================== // Global calls //======================================================================================================================== :DisableAllTopics return