This is a sub-page of Hulk (Windows, Xbox, PlayStation 2, GameCube).
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There's many commented and so unused lines of code. Below you can see them and their locations. Also some additional dev comments can be found here.
Init.lua#
--function gfm_GetDifficulty()
-- return DIFFICULTY_NORMAL
--end
--function gfm_SetDifficulty()
--end
-- Set up combo feedback
-- eurostile extended bold
-- Explanation: up to '3' is BLANK, 3-5 is COMBO_1, etc.
-- sm_AddComboGrade( 3, "BLANK" )
-- sm_AddComboGrade( 5, "TBS_COMBO_1" ) -- ANGRY!
-- write( "get_level() returning " .. whichlevel .. "\n" )
-- if difficulty == nil then
-- write( "DIFFICULTY == nil !\n" )
-- else
-- write( "Difficulty was okay. Value of " .. difficulty .. "\n" )
-- end
-- write( "Name = " .. name .. " Template = " .. template .. "\n" )
--debug ("[OMGc] " .. name .. " says mm: " .. mm_chance .. " hr: " .. hr_chance)
--debug ("[OMGc] " .. name .. " new system: Major Health")
--debug ("[OMGc] " .. name .. " new system: Minor Health")
--debug ("[OMGc] " .. name .. " new system: Major Rage")
--debug ("[OMGc] " .. name .. " new system: Minor Rage")
-- sh_StoreGlobal( ind, val )
-- fmvm_PlayMovie( fmvWithPath, 2000 )
----
--
-- NOT CURRENTLY BEING USED!
-- I created this function when I thought that the occupation agent
-- invoked the path script *every* frame. In fact, it only calls the
-- path script when it reaches a way point. Oh well. At least we
-- used first-class functions for a brief moment.
-- --kmc
--
--
-- Generic function to call for paths.
-- Designers, you don't want to look at this. Only use it. :)
--
-- The second parameter (waypoint_function) is a function. The intent is that this
-- function gets called whenever we're at a waypoint. It takes "actor" (string) and way point number
-- as parameters, and doesn't have a return value.
--
-- Here's a sample function that you could pass, for a path with 3 way points:
--
-- function waypoint_function( actor, waypoint )
-- if waypoint == 0 then
-- write( "Actor <" .. actor .. "> has reached waypoint 0.\n" )
-- am_AdvanceWayPoint( actor )
--
-- elseif waypoint == 1 then
-- write( "Actor <" .. actor .. "> has reached waypoint 1.\n" )
-- am_AdvanceWayPoint( actor )
--
-- elseif waypoint == 2 then
-- write( "Actor <" .. actor .. "> has reached the end of the path.\n" )
-- am_Unleash( actor )
--
-- else
-- -- what the?! There are only 2 way points in this path... ?
-- error( "C1L2R2_spwnpat_u2: invalid path.\n" )
-- end
-- end
--
-- if npc_collectable_slider ~= 0 then
-- npc_collectable_assign_banner(name,template)
-- end
--
-- Controller button mapping initialization for the Keyboard
--
-- Default GAME buttons and axes are used by the frontend
-- Default SIM buttons and axes are used during gameplay
-- Game button maps
-- Format is: controller type,
-- controller button (i.e, function),
-- DirectInput button name,
-- input point number
--
-- A single game button (function) may have more than one input point (key mapped to
-- the function). The number of input points is not configurable via init.lua
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_A, "Enter", 0)
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_A, "Space", 1)
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_B, "Esc", 0)
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_Y, "Delete", 0)
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_BACK, "Esc", 0)
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_START, "Enter", 0)
--com_SetDefaultGameButtonMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_BUTTON_START, "Space", 1)
-- Game axis maps
-- Format is: controller type,
-- axis type,
-- axis index
-- input point number
-- DirectInput button name,
--
-- A single game axis has 3 input points.
-- The number of input points is not configurable via init.lua
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_PRIMARY, CONTROLLER_AXIS_INDEX_X, 0, "Right")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_PRIMARY, CONTROLLER_AXIS_INDEX_X, 2, "Left")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_PRIMARY, CONTROLLER_AXIS_INDEX_Y, 0, "Up")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_PRIMARY, CONTROLLER_AXIS_INDEX_Y, 2, "Down")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_SECONDARY, CONTROLLER_AXIS_INDEX_X, 0, "Num 6")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_SECONDARY, CONTROLLER_AXIS_INDEX_X, 2, "Num 4")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_SECONDARY, CONTROLLER_AXIS_INDEX_Y, 0, "Num 8")
--com_SetDefaultGameAxisMap(CONTROLLER_KEYBOARD, GAME_CONTROLLER_AXIS_SECONDARY, CONTROLLER_AXIS_INDEX_Y, 2, "Num 2")
-- Sim button maps
-- Format is: controller type,
-- controller button (i.e, function),
-- DirectInput button name,
-- input point number
--
-- A single game button (function) may have more than one input point (key mapped to
-- the function). The number of input points is not configurable via init.lua
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_PUNCH, "Num 4", 0)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_GAMMA, "Num 8", 0)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_ACTION, "Num 6", 0)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_JUMP, "Space", 0)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_JUMP, "Ctrl", 1)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_FREELOOK, "Right Shift", 0)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_FREELOOK, "Num Enter", 1)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_TARGET, "Num 0", 0)
--com_SetDefaultSimButtonMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_BUTTON_START, "Esc", 0)
-- Sim axis maps
-- Format is: controller type,
-- axis type,
-- axis index
-- input point number
-- DirectInput button name,
--
-- A single game axis has 3 input points.
-- The number of input points is not configurable via init.lua
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_MOVEMENT, CONTROLLER_AXIS_INDEX_X, 0, "D")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_MOVEMENT, CONTROLLER_AXIS_INDEX_X, 2, "A")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_MOVEMENT, CONTROLLER_AXIS_INDEX_Y, 0, "W")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_MOVEMENT, CONTROLLER_AXIS_INDEX_Y, 2, "S")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_CHANGETARGET, CONTROLLER_AXIS_INDEX_X, 0, "Right")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_CHANGETARGET, CONTROLLER_AXIS_INDEX_X, 2, "Left")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_CHANGETARGET, CONTROLLER_AXIS_INDEX_Y, 0, "Up")
--com_SetDefaultSimAxisMap(CONTROLLER_KEYBOARD, SIM_CONTROLLER_AXIS_CHANGETARGET, CONTROLLER_AXIS_INDEX_Y, 2, "Down")
-- pass in 1 to reset once only upon first launching the game
-- DO NOT pass in 0 unless you REALLY really want this done each time
-- init.lua is read
-- This actually sets the controller mappings to be the default mappings
-- Set Level Load Times
-- SetLevelLoadTime(ps2, xbox, gamecube, other) (Just kidding Katrina! :)
-- Tune this later
-- SetLevelLoadTime("C0L1", 12.9, 12.9, 12.9, 12.9)
-- SetLevelLoadTime("C1L1", 10.0, 10.0, 10.0, 10.0)
-- SetLevelLoadTime("C1L2", 13.1, 13.1, 13.1, 13.1)
-- SetLevelLoadTime("C1L3", 14.5, 14.5, 14.5, 14.5)
-- SetLevelLoadTime("C1L4", 14.7, 14.7, 14.7, 14.7)
-- SetLevelLoadTime("C1L5", 11.2, 11.2, 11.2, 11.2)
-- SetLevelLoadTime("C2L1", 11.3, 11.3, 11.3, 11.3)
-- SetLevelLoadTime("C2L2", 15.9, 15.9, 15.9, 15.9)
-- SetLevelLoadTime("C2L4", 14.5, 14.5, 14.5, 14.5)
-- SetLevelLoadTime("C2L5", 14.1, 14.1, 14.1, 14.1)
-- SetLevelLoadTime("C3L1", 12.6, 12.6, 12.6, 12.6)
-- SetLevelLoadTime("C3L2", 15.3, 15.3, 15.3, 15.3)
-- SetLevelLoadTime("C3L3", 13.8, 13.8, 13.8, 13.8)
-- SetLevelLoadTime("C3L4", 11.0, 11.0, 11.0, 11.0)
-- SetLevelLoadTime("C4L1", 12.0, 12.0, 12.0, 12.0)
-- SetLevelLoadTime("C4L2", 16.2, 16.2, 16.2, 16.2)
-- SetLevelLoadTime("C4L3", 12.9, 12.9, 12.9, 12.9)
-- SetLevelLoadTime("C4L4", 12.6, 12.6, 12.6, 12.6)
-- SetLevelLoadTime("C5L1", 12.3, 12.3, 12.3, 12.3)
-- SetLevelLoadTime("C5L2", 13.1, 13.1, 13.1, 13.1)
-- SetLevelLoadTime("C5L3", 13.1, 13.1, 13.1, 13.1)
-- SetLevelLoadTime("C5L4", 13.1, 13.1, 13.1, 13.1)
-- SetLevelLoadTime("C9L1", 12.8, 12.8, 12.8, 12.8)
-- SetLevelLoadTime("C9L2", 12.4, 12.4, 12.4, 12.4)
-- SetLevelLoadTime("C9L3", 12.1, 12.1, 12.1, 12.1)
-- SetLevelLoadTime("C9L4", 12.0, 12.0, 12.0, 12.0)
-- SetLevelLoadTime("C9L5", 14.2, 14.2, 14.2, 14.2)
-- spm_SetDestructionEffectName(class, materialEnum, effectName)
-- class: 0 == club, 1 == small, 2 == large, 3 == heavy
--spm_SetDestructionEffectName(0, -1, "hulk_knockdownground_fx_grp")
Art/Levels/C0L1 (INNER TORMENT)#
C0L1.lua#
--LoadP3DFile("art/levels/C0L1/C0L1.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C0L1/C0L1.rdl");
C0L1_path.lua#
-- am_SetPatrolParams(actor, 0.75, 0, 8)
-- [tinman] this was commented out, causing helicopters to have a tolerance of only 1.0
-- am_SetPatrolParams(actor, 0.75, 0, 8)
C0L1_scenario.lua#
--if team == "
-- [tinman] added this line, otherwise helicopters would have a tolerance of only 1.0
-- am_SetPatrolParams(name, 0.75, 0, 8.0);
--write ("Wave 2 Landing dialogue played\n")
--write ("Wave 4 Landing dialogue played\n")
--write ("Wave 5 Landing dialogue played\n")
--write ("Wave 6 Landing dialogue played\n")
--write ("Wave 7 Landing dialogue played\n")
--write ("Wave 8 Landing dialogue played\n")
--write ("Wave 9 Landing dialogue played\n")
--write ("Wave 10 Landing random dialogue played\n")
-- Killing SmartProps when in Avernus volume
--spm_SetYCheck( -2 )
--write ("Hulk initial Encounter music playing")
--write (" FMV helicopter created\n")
--am_SetActorOrientation("C0L1R1_u999_g1", 0)
--write ("Initial dialogue played - SolSolVeh_15\n")
--write ("Initial dialogue played - SolHulkCh1_049\n")
--- Hulk to roar in FMV
--if sh_GetNumber( "FMVDialogue" ) == 5 then
-- am_PlayFightNode( "hulk", "/globalBank/hulk/opening/rage_mode/rage_plain" )
-- sh_DoString("FMVDialogue = 6" )
--end
-- Kill FMV helicopter
--if tvm_IsActorInTriggerVolume("C0L1R1_u999_g1", "C0L1R1_tv_fmv_tr1") then
-- am_KillActorByName("C0L1R1_u999_g1")
-- tvm_DisableTriggerVolume ("C0L1R1_tv_fmv_tr1")
--end
-- Detecting first shocktroop
--if sh_GetNumber('shocktroopcheck') == 1 and sh_GetNumber('Disablevolume') == 0 then
-- DetectFirstShockTroop()
--end
--- Intro of Assaulters old (camera 1)
--cm_SetScriptCamBlending( int inType, int inBlendType, float inLength, int outType, int outBlendType, int outLength, bool ignoreDest )
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamStatic( 6.8, 288.8, -8.5, 1.7, -17.6, 0 )
-- cm_SwitchToScriptCameraAll( doZoom, doShake, doPan, doPitch, doFova, doTarget, float timeDilation )
-- cm_SwitchToScriptCameraP( doZoom, doShake, doPan, doPitch )
--cm_SwitchToScriptCamera(nil,nil, 1)
--- Intro of Assaulters (camera 1)
--cm_SetScriptCamBlending( int inType, int inBlendType, float inLength, int outType, int outBlendType, int outLength, bool ignoreDest )
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamStatic( 0.0, 16.8, -9.1, 1.6, -13.3, 0 )
-- cm_SwitchToScriptCameraAll( doZoom, doShake, doPan, doPitch, doFova, doTarget, float timeDilation )
-- cm_SwitchToScriptCameraP( doZoom, doShake, doPan, doPitch )
--cm_SwitchToScriptCamera(nil,nil, 1)
--- Intro of Assaulters (camera 1)
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--- Spawn from Heli Camera 1
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamStatic( 77, 102.6, 21.7, 5.1, 1.7, 0 )
--cm_SetScriptCamShake( .5, 3, .15, .15 )
--cm_SetScriptCamPan( 295, 420 )
--cm_SetScriptCamPanTiming( 1, 2.0 )
--- Intro of helicopters (camera 1)
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--- Show two Helicopters
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamShake( .5, 3, .15, .15 )
--cm_SetScriptCamPan( 295, 420 )
--cm_SetScriptCamPanTiming( 1, 2.0 )
-- Intro of Shocktrooper
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamStatic( -11.6, 247.3 , 29.5, 0.4, -1.8, 0 )
--cm_SetScriptCamShake( .5, 3, .15, .15 )
--cm_SetScriptCamPan( 295, 420 )
--cm_SetScriptCamPanTiming( 1, 2.0 )
-- Intro of Shocktrooper
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamStatic( -11.6, 247.3 , 29.5, 0.4, -1.8, 0 )
--cm_SetScriptCamShake( .5, 3, .15, .15 )
--cm_SetScriptCamPan( 295, 420 )
--cm_SetScriptCamPanTiming( 1, 2.0 )
--- Intro of Assaulter
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SwitchToScriptCamera( nil,nil, nil)
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--cm_SetScriptCamPan( -90, 90 )
--cm_SwitchToScriptCamera( nil,nil, nil)
--- Objects to throw
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--spm_SpawnSmartPropV( "C0L1R1_sp_largecrate2_101", l_crate2_l2_crate_ex, pos)
--spm_SpawnSmartPropV( "C0L1R1_sp_largecrate2_102", l_crate2_l2_crate_ex, pos)
--- Gass Pump Dramatic Camera
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--- Propane Tank Dramatic Camera
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
-- Helicopter g1 dies
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
-- Helicopter g2 dies
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--- Club Task Camera
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--- Illusion of first shocktroop
--if enemycount > 8 and illusion == nil then
-- illusion = 1
-- FreeEnemySlots(1, defaultexptime)
-- generate_wave("C0L1R1","u70","shocktroop","C0L1R1", 1)
-- am_PlayFightNode( "C0L1R1_u70_g1", "/globalBank/soldier/spawn_heli_rope" )
-- sh_DoString( "playcamera = 101" )
--end
--and sm_IsCharacterHurt()
--requiredAction = requiredAction + 1
--write ("required action = " .. requiredAction .. "\n")
--if am_IsFightNodePlaying('hulk', '/globalBank/hulk/opening/bare/hook_l/hook_l_charge/hook_l_release/hook_l_release_1') then
--changed by erich to Press BUTTON_USE to pick up and wield objects.
--debug("Press BUTTON_USE to pick up and wield objects.")
--hud_Message("TBS_C0L1_10")
--debug("You can PICK UP many objects\n in the environment.")
--hint changed by erich 13/3/2003
-- spm_SpawnSmartPropDirV( "Wave" .. waves .. "SP"..random(1,100000), propBaseName, pos, orient)
-- spm_SpawnSmartPropDirV( wm_GetUniqueName(), propBaseName, pos, orientation )
--print('spm_SpawnSmartPropV( "Task17Club", "club_pipe1_club_pipe1", t17prop, cluborient)')
--hud_Message("TBS_CHALLENGE1_Body1")
--hud_Message("TBS_CHPT_GEN_17")
--debug("Try to defeat as many enemies as possible.\n")
--changed to "Destroy." by erich 11/3/2003
--debug("Destroy.\n")
-- if sh_GetNumber("messagedelay") == 30 then
--hud_ClearMessages()
--nism_LetterBoxOn()
--hud_ShowOverlays(nil)
-- if sh_GetNumber("messagedelay") == 31 then
-- if spm_GetSmartPropState("C0L1_tank_1") == 8 and moretanksonce == 0 then
-- local pos = tvm_GetLocatorPosition( "C0L1R1_tankdrop_2" )
-- spm_SetSmartPropPosition("C0L1_tank_2",pos)
-- GeneratePropActor( "tank" , "C0L1_tank_2", "", "C0L1_tankpath")
-- local pos = tvm_GetLocatorPosition( "C0L1R1_tankdrop_3" )
-- spm_SetSmartPropPosition("C0L1_tank_3",pos)
-- GeneratePropActor( "tank" , "C0L1_tank_3", "", "C0L1_tankpath")
-- moretanksonce = 1
-- sh_DoString("playcamera = 666.666")
-- end
-- if spm_GetSmartPropState("C0L1_tank_1") == 9 and spm_GetSmartPropState("C0L1_tank_2") == 9 and spm_GetSmartPropState("C0L1_tank_3") == 9 then
-- sh_DoString("messagedelay = 32")
-- end
-- end
--if sh_GetNumber("messagedelay") == 30
--and sh_GetNumber('successwait') == 1 then
--OMIT hud_Message("You can strike airborne enemies. \nTry pressing BUTTON_ATTACK, hold BUTTON_ATTACK, \nthen strike the enemy as they fall.")
--OMIT hud_Message("Pressing BUTTON_ATTACK and then using \nthe BUTTON_GAMMA will produce different moves.")
--OMIT hud_Message("You can do multiple attacks\n from a jump. Try BUTTON_JUMP, BUTTON_ATTACK.")
--OMIT hud_Message("If you hold BUTTON_GAMMA you can charge \nup your Sonic Clap. A charged sonic \nclap is more effective, but expends some RAGE.")
--OMIT hud_Message("Use the RIGHT_STICK to re-target if required.")
--sh_DoString( "playcamera = 1" )
--if enemycount == 2 and appearance1 == 0 then
-- appearance1 = 1
-- sh_DoString( "playcamera = 2" )
--end
--if enemycount == 6 and appearance2 == 0 then
-- appearance2 = 1
-- sh_DoString("playcamera = 102" )
--end
--if enemycount == 13 and appearance3 == 0 then
-- appearance3 = 1
-- sh_DoString("playcamera = 103" )
--end
--if (spm_GetSmartPropState("C0L1R1_sp_propanetank_2") > 2 or spm_GetSmartPropState("C0L1R1_sp_propanetank_1") > 2)
--and tvm_IsActorInTriggerVolume( "C0L1R1_u9_g1", "C0L1R1_tv_tr2" )
--and helicopterappearance3 == 0 then
-- helicopterappearance3 = 1
-- spm_SetSmartPropState("C0L1R1_u9_g1", 2)
--end
--if spm_GetSmartPropState("C0L1R1_u9_g1") > 1 and heliappearance1 == 0 then
-- heliappearance1 = 1
-- sh_DoString( "playcamera = 902" )
--end
--if spm_GetSmartPropState("C0L1R1_u9_g2") > 1 and heliappearance2 == 0 then
-- heliappearance2 = 1
-- sh_DoString( "playcamera = 903" )
--end
-- if seconds >= 240 then
-- gameplaying = 0
-- write("--4 MINUTE HARD LIMIT\n")
-- end
--fmvm_SetRumbleEvent(4.00, 30,30,4.65)
--sm_SetMissionState( MISSION_SUCCESS )
Art/Levels/C1L1 (DESPERATE MEASURES)#
C1L1_lua#
--LoadP3DFile("art/levels/C1L1/C1L1.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C1L1/C1L1.rdl");
C1L1_path.lua#
--am_PlayFightNode( actor, "/globalBank/banner/mission_fail/surrender/surrender" )
C1L1_scenario.lua#
-- Wait_PlayMovieNoFadeIn( "SC1_3" )
--cm_SetScriptCamPan( 286.6, 194 )
--cm_SetScriptCamPanTiming( 3, 3 )
--cm_SetScriptCamPanEaseInOut( 1, 1 )
--cm_SetScriptCamPanBias( 1 )
--cm_SetScriptCamBlending( 2, 3, 1.0, nil )
--cm_SetScriptCamZoom( 0, 12 )
--cm_SetScriptCamZoomTiming( 1, 2 )
--if sm_GetCheckpoint() < 2 then
--sm_SetCheckpoint (2)
--end
--char_SetNPCParameter("C1L1R4_u1_g1", "SightFOV", 120)
--findplayer_wave ("C1L1R4", "u1", 1)
--snd_PlayUserDialogue( "BanGame014a" )
--snd_PlayUserDialogue( "BanGame008a" )
--spm_SetSmartPropState("C1L1R4_Security_Camera_2_1",1)
--spm_SetSmartPropState("C1L1R4_Security_Camera_2_2",1)
--write ("x: " .. pos.x .. "y: " ..pos.y .. "z: " .. pos.z .. "\n")
--tvm_EnableTriggerVolume ("C1L1R7_tv_elevator")
C1L1_tv.lua#
-- hud_Message("TBS_PUZZLE_MATCH_FAILED")
--snd_PlayActorDialogue( "SolBanCh1_069", "C1L1R5_u1_g1")
Art/Levels/C1L2 (BETRAYAL)#
C1L2.lua#
--LoadP3DFile("art/levels/C1L2/C1L2.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C1L2/C1L2.rdl");
C1L2_scenario.lua#
--spm_SetSmartPropStaticArea("C1L2_debris_5", 2)
--spm_SetSmartPropStaticArea("C1L2_debris_6", 2)
--spm_SetSmartPropStaticArea("C1L2_debris_9", 6)
--spm_SetSmartPropStaticArea("C1L2_debris_12", 7)
--spm_SetSmartPropStaticArea("C1L2_debris_13", 8)
--spm_SetSmartPropStaticArea("C1L2_debris_16", 9)
--spm_SetSmartPropStaticArea("C1L2_debris_19", 10)
--snd_TriggerMusic( "Hulk_Enter_Level_C1L2" )
--spm_SetSmartPropState("C1L2R8_sp_H_nt_WindowPane_2",3)
--total_spawns[roomprefix] = total_spawns[roomprefix] + generate_wave_pathed ( "C1L2R4", "u2", assornotass(), roomprefix,1,1)
--hud_Message("TBS_CHPT_GEN_24")
--total_spawns[roomprefix] = total_spawns[roomprefix] + generate_wave_door(roomprefix,"u4",assornotass(),roomprefix, 2,"C1L2R17_door_1",total_spawns[roomprefix])
Art/Levels/C1L3 (BENEATH THE CITY)#
C1L3.lua#
--LoadP3DFile("art/levels/C1L3/C1L3.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C1L3/C1L3.rdl");
C1L3_scenario.lua#
--spm_SetSmartPropState ( "C1L3R8_door_1", 3 )
--spm_SetSmartPropState ( "C1L3R9_door_1", 3 )
--snd_TriggerMusic( "Hulk_Enter_Level_C1L3" )
--cm_SetScriptCamPitchEaseInOut( 1, 0 )
--cm_SetScriptCamPitchBias( 1 )
-- cm_SetScriptCamShake( 0, 2, higher number higher waves, lower number - more vibration)
--cm_SetScriptCamBlending(2,4,1,1,1,1,1)
--cm_SetScriptCamStatic( 9, 152, 19, -3, -70, 0 )
--cm_SetScriptCamShot( 85, 3, nil )
--cm_SetScriptCamZoom( 5, 1 )
--cm_SetScriptCamZoomTiming( 0, 3 )
--cm_SetScriptCamZoomEaseInOut( 1, 1 )
--cm_SetScriptCamZoomBias( .8 )
--cm_SetScriptCamFova( 90, 85 )
--cm_SetScriptCamFovaTiming( 0, 3 )
--cm_SetScriptCamFovaEaseInOut( 1, 1 )
--cm_SetScriptCamFovaBias( .8 )
--cm_SwitchToScriptCameraAll( 1, nil, nil, nil, 1, nil, .9 )
--cm_SetScriptCamPanEaseInOut( 1, 1 )
--cm_SetScriptCamPanBias( .8 )
--cm_SetScriptCamStatic( 10.0, 241.9, 51.7, 1.7, 275.2, 4 )
-- hud_Message("TBS_C1L3_02")
-- if spm_GetSmartPropState("C1L3R4_medgate_2") ~= 6 then
-- if am_FindActorIndex("C1L3R4_u2_g1") == -1 then
-- total_spawns[roomprefix] = total_spawns[roomprefix] + generate_solo ( roomprefix, "u2", "gamma_dog", roomprefix, 1)
-- end
-- if am_FindActorIndex("C1L3R4_u2_g2") == -1 then
-- total_spawns[roomprefix] = total_spawns[roomprefix] + generate_solo ( roomprefix, "u2", "gamma_dog", roomprefix, 2)
-- end
-- end
-- if spm_GetSmartPropState("C1L3R9_door_1") == 6 and sm_GetCheckpoint() < 2 then
-- sm_SetCheckpoint (2)
-- checkpointsetstates()
-- ctm_UnloadCharacterTemplate("ravage")
-- wsm_RemoveFromInventorySection("ravage_color.bmp", "level")
-- wsm_RemoveFromInventorySection("ravage_head", "level")
-- wsm_RemoveFromInventorySection("ravage_body", "level")
-- wsm_RemoveFromInventorySection("ravage_skeleton", "level")
-- wsm_RemoveFromInventorySection("ravage_shadow", "level")
-- wsm_RemoveFromInventorySection("ravage", "level")
-- hud_Message("TBS_PUNCHBACK")
-- end
--am_PlayFightNode( name, "/globalBank/soldier/gethit/force_on_ground" )
--total_spawns[roomprefix] = total_spawns[roomprefix] + generate_wave(roomprefix,"u2","assaulter",roomprefix, 2)
--wave_defend_location("C1L3R10_defend_1",roomprefix,"u2",4,6,60)
--total_spawns[roomprefix] = total_spawns[roomprefix] + generate_wave_pathed(roomprefix,"u5","shocktroop",roomprefix, 2,1)
--snd_PlayUserDialogue( "GHulkDes_08" )
C1L3_soak.lua#
-- spm_SetIndestructable( "C1L3R13_door_1", nil )
-- spm_SetSmartPropState("C1L3R13_door_1",2)
-- spm_SetSmartPropState("C1L3R14_boom",3)
Art/Levels/C1L4 (END OF THE LINE)#
C1L4.lua#
--LoadP3DFile("art/levels/C1L4/C1L4.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C1L4/C1L4.rdl");
C1L4_eg.lua#
Oh, looks like Half-Life could be spawned on this level already...
----
-- Spawn Halflife (C1L4R8)
----
--function C1L4R8_eg_HalfLife()
-- local name = "half_life"
-- local template = "half_life"
-- local locator = "C1L4R8_eg_half_life"
-- local leashed = nil
-- local team = "global"
-- local path = "none"
-- GenerateActor( template, locator, team, path, leashed, name )
--end
-- End Game
C1L4_path.lua#
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
--timeelapsed = 0
-- if message <30 then
-- message = message + 1
-- end
-- if message > 29 then
-- write ( actor .. " says I am on " .. waypoint .. " of " .. total_waypoints .. " and spawnnow : " .. spawnnow .."\n")
-- write ("---heliwait: "..heliwait.."\n")
-- write ("---helimove: "..helimove.."\n")
-- message = 0
-- end
--if message <30 then
-- message = message + 1
--end
--if message > 29 then
-- write ( actor .. " says I am on " .. waypoint .. " of " .. total_waypoints .. " and spawnnow : " .. spawnnow .."\n")
-- write ("---heliwait: "..heliwait.."\n")
-- write ("---helimove: "..helimove.."\n")
-- message = 0
--end
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
--timeelapsed = 0
--write ("--- rm1 heli on SPWNPAT\n")
--write ("--- rm1 heli will be on SPWN - enemies \n")
--write ("--- rm1 heli on SPWN - enemies\n")
--write ("--- rm1 heli will be on PATROLPATH\n")
--function C1L4R4_spwn_u9_g1 (actor)
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
-- am_SetPatrolParams(actor, 1.0, 0, 8.0)
-- helicopterspawn ( actor, "C1L4R4_patrolpat_u9_g1" )
-- am_SetPatrolParams(actor, 1.0, 0, 8.0)
--end
--write ("--- "..actor.." is on C1L4R8_spwnpat_u91_g1\n")
--write ("--- "..actor.." is on C1L4R8_spwn_u91_g1\n")
C1L4_tv.lua#
--write ("-- "..actor.." health in pit is "..newhealth.."\n")
C1L4_scenario.lua#
--function runawaysoldiername ()
-- local runawaysoldierlist = {}
-- local runawaysoldiernumbers = 0
-- for i = 0, (am_GetEnemyCount()-1) do
-- runawayname = am_GetEnemyName( i )
-- if not am_IsActorUsingTemplate (runawayname, "gamma_dog") then
-- runawaysoldiernumbers = runawaysoldiernumbers + 1
-- runawaysoldierlist[runawaysoldiernumbers] = runawayname
-- end
-- end
-- if runawaysoldiernumbers == 0 then
-- return "none"
-- else
-- pickone = random (1,runawaysoldiernumbers)
-- return runawaysoldierlist[pickone]
-- end
--snd_TriggerMusic( "Hulk_Enter_Level_C1L4" )
--musicstate = 1 - breathing room
--musicstate = 2 - combat
--if am_GetEnemyCount() < 5 and am_GetEnemyCount() > 2 and musicstate ~= 1 then
-- snd_TriggerMusic( "Hulk_Winning" )
-- musicstate = 1
--cm_SetScriptCamStatic(pitch, heading, x-coord, y-coord, z-coord, distance)
--if playcamera == 8 then
-- playmission = 0
--end
--sh_DoString("playcamera = 1.3")
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
--write ("Wharf Door coming down\n")
--write ("-- shockershielders entry "..beer.."\n")
--write ("u2 defending defend 1\n")
--total_spawns[roomprefix] = total_spawns[roomprefix] + generate_wave_pathed(roomprefix,"u5","shockshielder",roomprefix, 1,1)
--wave_defend_location ("C1L4R1_defend_1", roomprefix, "u5",1, 2, 10)
--write ("u5 defending defend 1\n")
--write ("\n R1U9 Helicopter Reinforcements coming \n")
--wave_defend_location ("C1L4R1_defend_0", roomprefix, "u6",3, 2, 3)
--write ("-- shockershielders needed "..shockshieldersneeded.."\n")
--write ("-- ec: "..am_GetEnemyCount().."\n")
--write ("-- shockershielders existing "..npctype.."\n")
--write ("-- rm2tenguys needed "..rm2tenguys.."\n")
-- wave_defend_location ( locator, prefix, unit, number, minrange, maxrange )
--write ("waves "..waves.."\n")
--if rm1waves > 2 and rm1waves < 5 then
--if sh_GetNumber ("rm4npcdoor1") == 2 then
--end
--if spm_GetSmartPropState("C1L4R1_sp_train_2") > 2 then
--end
--write ("Testing1 "..name.."\n")
--write (name.." shockshielder defending"..rm1defend.."\n")
--write ("room 2 init\n")
--write ("-- shockershielders existing "..npctype.."\n")
--write ("-- shockershielders needed "..shockshieldersneeded.."\n")
--if shockshieldersneeded > 0 then
--end
--dia_shockshielder ( shieldername ())
--write ("-- testing math: 10 - " .. shockshieldersneeded .. " - " .. am_GetEnemyCount() .. " = " .. rm2tenguys .."\n")
--FreeEnemySlots(4, defaultexptime)
--FreeEnemySlots(3, defaultexptime)
--if total_spawns[roomprefix] > 15 then
-- rm3waves = 2
--end
--if rm4waves == 3 then
-- if (am_GetEnemyCount() < 7) then
-- rm4helispawn = 2
-- if (am_FindActorIndex("C1L4R4_u9_g1") == -1) then
-- generate_solo_pathed (roomprefix, "u9", "blackhawk", "helicopter", 1,1)
-- -- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
-- am_SetPatrolParams("C1L4R4_u9_g1", 1.0, 0, 8.0)
-- else
-- am_SetActorPath ("C1L4R4_u9_g1", "C1L4R4_spwn_u9_g1")
-- end
-- end
--end
--rm4waves = 3
--if am_GetEnemyCount() < 6 then
--FreeEnemySlots(6, defaultexptime)
--if total_spawns[roomprefix] >19 and total_spawns[roomprefix] < 30 then
-- rmhelicopter = 3
--end
--end
--rm5dia_soldier_respawn ()
--total_spawns[roomprefix] = total_spawns[roomprefix] +generate_wave_heli (roomprefix, "u3", "shocktroop", roomprefix, 1,"C1L4R5_u9_g1", 0)
--rm5random = random (1,2)
--total_spawns[roomprefix] = total_spawns[roomprefix] + generate_wave(roomprefix,"u5","assaulter",roomprefix, rm5random)
--generate_solo_pathed (roomprefix, "u9", "blackhawk", "helicopter", 1,1)
-- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
--am_SetPatrolParams( "C1L4R6_u9_g1", 1.0, 0, 8.0)
---write ("---- rm6npcdoor2 is 1\n")
--findplayer_wave(roomprefix, "u7", 4)
--findplayer_wave(roomprefix, "u8", 4)
--generate_solo_pathed (roomprefix, "u91", "blackhawk", "helicopter", 1,1)
--write ("--- Rm8 Blackhawk has been generated\n")
--write ("----- C1L4R7_u9_g1 set to be killed\n")
-- Create heli
--if am_FindActorIndex("C1L4R8_u91_g1") == -1 then
-- generate_solo_pathed (roomprefix, "u91", "blackhawk", "helicopter", 1,1)
-- -- am_SetPatrolParams(actor, speed, arrive (1 = stop at every waypoint), tolerance)
-- am_SetPatrolParams( "C1L4R8_u91_g1", 1.0, 0, 8.0)
-- write ("--- Rm8 Blackhawk being respawned \n")
--end
--write ("-- shockershielders existing "..npctype.."\n")
--write ("-- shockershielders needed "..shockshieldersneeded.."\n")
--write ("-- rm8tenguys needed "..rm8tenguys.."\n")
--rm8waves = rm8waves + 1
--if am_GetEnemyCount() < 4 and rm8arrowon == nil then
--write ("Heli C1L4R8_u9_g1 killed\n")
--playmission = 0
--write ("tv Rm8_camera disabled\n")
--write ("Heli C1L4R7_u9_g1 killed\n")
--if rm8waves == 1 or rm8waves == 3 then
--write ("-- shockershielders existing "..npctype.."\n")
--write ("-- shockershielders needed "..shockshieldersneeded.."\n")
--write ("\n R8U9 Helicopter Reinforcements coming \n")
--end
--write (name.." shockshielder defending defend1\n")
--write ("Rm5 Runwaytrain moving\n")
--write ( "Rm5 Runaway Train: " .. fieldpos .. "\n")
--write ("fieldpos "..fieldpos.."\n")
--if fieldpos == 45 then
-- sh_DoString( "playcamera = 5.1" )
--end
-- if am_GetEnemyCount() > 10 then
-- am_FreeEnemySlots ( 1, -1 )
-- end
Art/Levels/C1L5 (A DIFFERENT BREED)#
C1L5.lua#
--LoadP3DFile("art/levels/C1L5/C1L5.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C1L5/C1L5.rdl");
C1L5_scenario.lua#
----
-- Funky camera stuff
----
-- cm_SetScriptCamStatic ( float pitch, float heading, float x, float y, float z, float distance )
-- cm_SetScriptCamStaticV ( float pitch, float heading, Vector pos, float distance )
-- cm_SetScriptCamShot ( float fova, float duration, bool userControl )
-- Note: fova doesn't do anything right now
-- cm_SetScriptCamZoom ( float startDistance, float endDistance )
-- cm_SetScriptCamShake ( float startTime, float duration, float amplitude, float frequency)
--cm_SetScriptCamPan ( float startHeading, float endHeading )
-- cm_SwitchToScriptCamera ( bool doZoom, bool doShake, bool doPan )
-- cm_SwitchToScriptCameraTD ( bool doZoom, bool doShake, bool doPan, float timeDialation )
-- cm_IsScriptCamPlaying()
-- cm_SetScriptCamPanTiming ( float startTime, float duration )
-- cm_SetScriptCamZoomTiming ( float startTime, float duration )
-- cm_SetScriptCamBlending( int type, int blendType, float length, bool ignoreDest )
-- cm_SetScriptCamBlending( 1, 1, 1.0, true )
-- type:
-- 1 - CUT (default)
-- 2 - BLEND
-- 3 - FADE FROM BLACK
-- 4 - CROSSFADE
--
-- If the type is set to anything other than CUT, the blendType parameter becomes valid:
-- 1 - LINEAR (default)
-- 2 - EASE IN
-- 3 - EASE OUT
-- 4 - EASE IN AND OUT
-- cm_SwitchToScriptCameraTD( 1, 1, nil, 0.7 )
-- KMC_NB: hard-coded position from the game. To not need a vector.
-- pitch, heading, x, y, z, distance
-- cm_SetScriptCamStatic( -12.8, 22.1, 222.4, -31.6, 68.6, 0 )
-- hud_Message ("TBS_C1BOSS_01")
--fmvm_SetRumbleEvent(11.1, 40, 40, 0.1)
--fmvm_SetRumbleEvent(11.4, 100, 100, 0.2)
-- There's no concept of "continue" in a boss fight.
--if sm_SetContinueCount then
-- sm_SetContinueCount( 0 )
--end
-- FAULKNER: COMMENT OUT THESE LINES!
-- am_SetActorControllerIndex( "half_life", 4 )
----
-- MAIN LOOP
------------------ ------------------------------
--am_SetDefendLocation( "half_life" , "centre" , 5,64 )
--kmc if halflife_stage == 1 and am_GetCharacterHealth( "half_life" ) <= (am_GetCharacterMaxHealth( "half_life" )/2) then
--BUG 5690 am_SetActorControllerIndex( "hulk", 4 )
Art/Levels/C2L1 (INFILTRATION)#
C2L1.lua#
--LoadP3DFile("art/levels/C2L1/C2L1.p3d", "level", 0);
-- Loaded directly by the simdb::Load() LoadRaddleFile("art/levels/C2L1/C2L1.rdl");
C2L1_path.lua#
--function C2L1_helipath_2 ( actor )
-- helispotpath ( actor, "C2L1_u1_heli1", "C2L1_helispot_2", "C2L1_helipath_3")
--end
--function C2L1_helipath_3 ( actor )
-- helispotpath ( actor, "C2L1_u1_heli1", "C2L1_helispot_3", "C2L1_helipath_4")
--end
--function C2L1_helipath_4 ( actor )
-- helispotpath ( actor, "C2L1_u1_heli1", "C2L1_helispot_4", "C2L1_helipath_1")
--end
C2L1_tv.lua#
-- hud_Message("TBS_PUZZLE_MATCH_FAILED")
-- tvm_EnableTriggerVolume ("C2L1R7_tv_fail")
-- tvm_EnableTriggerVolume ("C2L1R7_tv_fail2")
--generate_wave_pathed_banner ("C2L1R6", "u2", "alpha_guard", "room1alpha", 1,0)
--function C2L1R4_tv_searchdia_OnEnter( actor )
-- snd_PlayActorDialogue ( dialogue, actor )
-- print ("radiochatter")
--end
--Wait_PlayNIS( "c2l1_nis_01" )
C2L1_scenario.lua#
--am_UpdateKnownPlayerPos( name )
--hud_Message( "TBS_C2L1_08" )
--Wait (4)
--spm_SetSmartPropState("C2L1_fence_1", 2)
--WaitForScriptCamera()
--cm_SetScriptCamStatic( -10.1, 327.7,60.9, 0.7, 111.2, 0 )
--cm_SetScriptCamShot( 85, 3, nil )
--cm_SetScriptCamBlending(1,1,1,1,1,1,1)
--cm_SetScriptCamZoom( .9, 0 )
--cm_SetScriptCamZoomTiming( 0, 3 )
--cm_SetScriptCamZoomEaseInOut( 1, 1 )
--cm_SetScriptCamZoomBias( .8 )
--cm_SetScriptCamFova( 90, 80 )
--cm_SetScriptCamFovaTiming( 0, 3 )
--cm_SetScriptCamFovaEaseInOut( 1, 1 )
--cm_SetScriptCamFovaBias( .8 )
--cm_SwitchToScriptCameraAll( 1, nil, nil, nil, 1, nil, 1 )
--spm_SetSmartPropState("C2L1_fence_2", 2)
--WaitForScriptCamera()
--Wait (1)
--snd_PlayUserDialogue( "BanGame033a" )
--generate_wave_pathed_banner("C2L1R5", "u9", "alpha_guard", "flush", 1,0)
--am_SetActorPath ("C2L1R5_u1_g1", "C2L1R5_path_sw")
--am_SetActorPath ("C2L1R5_u1_g2", "C2L1R5_path_se")
--cm_SetScriptCamStatic( 4.7, 146.0, -19.1, 1.7, -10.0, 0 )
--cm_SetScriptCamShot( 85, .3, nil )
--cm_SetScriptCamBlending(3,1,1,2,4,3,1)
--sm_StartTimer( 120, "startagain=1" )
--spm_SetSmartPropState("C2L1R5_levergen_banner", 1)
--spm_SetSmartPropState("C2L1R5_C2L2_generator", 1)
--spm_SetSmartPropState("C2L1R4_levergen_banner", 1)
--spm_SetSmartPropState("C2L1R4_C2L2_generator", 1)
--spm_SetSmartPropState("C2L1R5_C2L1_door", 4)
--am_SetAlertStatus( "C2L1R2_u1_g4", 0 )
--snd_TriggerMusic( "Banner_Dog_Stealth1" )
--generate_wave_pathed_banner ("C2L1R3", "u1", "alpha_guard", "room2alpha", 1,0)
--snd_PlayUserDialogue( "BanGame034a" ) comment doesn't exist
--generate_wave_pathed_banner ("C2L1R3", "u1", "alpha_guard", "loner", 1,0)
--cm_SetCameraDisabled("C2L1_CAM_3RD_GEN_Shape1")
--cm_SetCameraDisabled("C2L1_CAM_3RD_GEN_Shape2")
---cm_SetCameraEnabled("C2L1_CAM_3RD_GEN_SWITCH_Shape1")
--sh_DoString("generatordownb = 1")
--Carrion ( "C2L1R5", "u1", "1" )
--Carrion ( "C2L1R5", "u1", "2" )
--Carrion ( "C2L1R5", "u1", "3" )
--Carrion ( "C2L1R5", "u1", "4" )
--sm_StartTimer( 120, "generatordowna=1" )
--am_KillTeam ("C2L1R5")
-- snd_PlayUserDialogue( "BanGame031" ) comment doesn't exist
--snd_PlayUserDialogue( "BanGame185a" )
--snd_PlayUserDialogue( "BanGame014a" )
--sm_StartTimer( 10, "puzzle2=1" )