245 lines
5.6 KiB
Plaintext
245 lines
5.6 KiB
Plaintext
/**
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* Exile Mod
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* www.exilemod.com
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* © 2015 Exile Mod Team
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*
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* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
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*/
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private ["_objectStorage", "_staticObjectTemplates"];
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/*
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// Preload camery settings
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waitUntil { preloadCamera [29549.7,1508.77,189.029] };
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// Remember what we have instanciated, so we can clean up a bit
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_objectStorage = [];
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// Static objects for the scene
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_staticObjectTemplates =
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[
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["Land_Pier_F",[29566.7,1512.72,186.76],182.273,0,0,false],
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["Land_Pier_wall_F",[29566.6,1560.03,186.705],1.36361,0,0,false],
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["Land_Pier_Box_F",[29539.6,1550.11,192.115],0,0,0,false],
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["Land_Pier_F",[29596.6,1533.61,186.95],91.8181,0,0,false],
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["Land_Bunker_F",[29580.4,1509.79,189.09],95.4545,0,0,false],
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["Land_MilOffices_V1_F",[29600.1,1534.35,189.543],90.909,0,0,false],
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["Land_Pier_Box_F",[29591.6,1507.34,200.259],95.0001,0,0,false],
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["Land_Pier_F",[29562.8,1502.29,186.759],2.27276,0,0,false],
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["Land_Airport_Tower_F",[29540.2,1549.9,192.079],0,0,0,false],
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["Land_JetEngineStarter_01_F",[29579.3,1496.5,189.031],18.6364,0,0,false],
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["Land_Radar_F",[29598.7,1561.89,191.255],8.18185,0,0,false],
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["Exile_Sign_TraderCity",[29546.8,1517.4,189.039],272,0,0,false],
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["Land_TTowerBig_1_F",[29592,1507.42,201.014],3.18181,0,0,false],
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["Submarine_01_F",[29524.1,1476.42,176.398],147.273,0,0,false],
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["C_Boat_Civil_04_F",[29562.7,1535.25,179.236],271.364,0,0,false]
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];
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{
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private ["_staticObject"];
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_staticObject = (_x select 0) createVehicleLocal [0,0,0];
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_staticObject setDir (_x select 2);
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_staticObject setPosATL (_x select 1);
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_staticObject enableSimulation false;
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_objectStorage pushBack _staticObject;
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}
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forEach _staticObjectTemplates;
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// Create the chopper and close all doors
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_chopper = "O_Heli_Transport_04_covered_F" createVehicleLocal [0,0,0];
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_chopper setDir 326.364;
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_chopper setPosATL [29549.7,1508.77,189.029];
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_chopper enableSimulation true;
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_chopper animateDoor ['Door_1_source', 0, true];
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_chopper animateDoor ['Door_2_source', 0, true];
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_chopper animateDoor ['Door_3_source', 0, true];
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_chopper animateDoor ['Door_4_source', 0, true];
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_chopper animateDoor ['Door_5_source', 0, true];
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_chopper animateDoor ['Door_6_source', 0, true];
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_objectStorage pushBack _chopper;
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// Prisoner 1
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_prisoner01 =
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[
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"Exile_Cutscene_Prisoner01",
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"AfricanHead_01",
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["Acts_AidlPsitMstpSsurWnonDnon01"],
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[29552.5,1510.03,189.027],
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341.323
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _prisoner01;
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// Prisoner 2
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_prisoner02 =
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[
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"Exile_Cutscene_Prisoner02",
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"WhiteHead_03",
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["InBaseMoves_HandsBehindBack1"],
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[29550.4,1509.77,189.026],
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45.1028
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _prisoner02;
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// Pilot, just statnding there
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_pilot =
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[
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"Exile_Cutscene_Pilot",
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"PersianHead_A3_02",
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["passendger_flatground_1_Idle_Unarmed"],
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[29549.5,1512.48,189.031],
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82.2734
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _pilot;
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// Boss, treating us
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_boss =
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[
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"Exile_Cutscene_Police01",
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"GreekHead_A3_08",
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["Acts_Abuse_abusing"],
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[29556.3,1513.86,189.033],
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88.0126
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _boss;
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// Guard 1
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_police01 =
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[
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"Exile_Cutscene_Police02",
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"GreekHead_A3_08",
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["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"],
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[29549.4,1518,189.04],
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139.341
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _police01;
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// Guard 2
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_police02 =
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[
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"Exile_Cutscene_Police01",
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"GreekHead_A3_08",
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["InBaseMoves_patrolling1"],
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[29555.1,1516.7,189.038],
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205.865
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _police02;
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// And our small player fale
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_player =
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[
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"Exile_Cutscene_Player",
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"WhiteHead_01",
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["Acts_Abuse_abuser"],
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[29556.3,1513.86,189.033],
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88.0126
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]
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call ExileClient_object_trader_create;
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_objectStorage pushBack _player;
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_player allowDamage false; // It can bleed thou
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*/
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// End the loading screen
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endLoadingScreen;
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/*
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// Fade in sound
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3 fadeSound 1;
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cutText ["", "BLACK IN", 3];
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// GOGO ! :)
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_camera = "camera" camCreate (_player modelToWorld [0, 0, 10]);
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_camera camSetTarget _player;
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_camera cameraEffect ["EXTERNAL", "BACK TOP"];
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_camera camSetRelPos [0, 0.7, 1.5];
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_camera camCommand "inertia on";
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_camera camCommit 1;
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uiSleep 1;
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_boss say ["ExileIntro01", 5];
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uiSleep 3;
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_boss say ["ExileIntro02", 5];
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uiSleep 5;
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[300] call BIS_fnc_bloodEffect;
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_player setdamage 0.5;
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_player setBleedingRemaining 3;
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_player say ["ExileIntro10", 5];
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uiSleep 1;
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_boss say ["ExileIntro03", 5];
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uiSleep 3;
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_boss say ["ExileIntro04", 5];
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uisleep 6;
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_boss say ["ExileIntro05", 5];
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uisleep 5;
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_boss say ["ExileIntro07", 5];
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_chopper engineOn true;
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uisleep 3;
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_boss say ["ExileIntro08", 5];
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_chopper animateDoor ['Door_1_source', 1, false];
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_chopper animateDoor ['Door_2_source', 1, false];
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uiSleep 10;
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_boss say ["ExileIntro09", 5];
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// Open chopper doors
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_chopper animateDoor ['Door_3_source', 1, false];
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_chopper animateDoor ['Door_4_source', 1, false];
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_chopper animateDoor ['Door_5_source', 1, false];
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_chopper animateDoor ['Door_6_source', 1, false];
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uisleep 15;
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// Fade out sound and screen to black/silent
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5 fadeSound 0;
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titleText ["", "BLACK OUT", 5];
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// Cleanup after 5 seconds
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uiSleep 5;
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_camera cameraEffect ["terminate","back"];
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camDestroy _camera;
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{
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deleteVehicle _x;
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}
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forEach _objectStorage;
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*/
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ExileClientIntroIsPlaying = false;
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true |