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scriptName HeadChopBlockHookupSCRIPT extends ObjectReference
{This script hooks up the two people in the head chop block furniture and makes them play the chop animation together.}
import utility
import Debug
ObjectReference executionerActor
ObjectReference executioneeActor
ObjectReference executionGuardActor
GlobalVariable Property MQ15_SC4_ChopHeadFailsave Auto
Idle property animIdle auto
{This is the idle that the executionee will play when everything is ready.}
Idle property playerAnimIdle auto
{This is the idle that the player will play when everything is ready.}
Keyword property executionerKeyword auto
{The keyword that designates the executioner from the soon to be dead.}
Keyword property executionGuardKeyword auto
{The keyword that designates the executioner from the soon to be dead.}
;*****************************************
auto STATE readyToChop
Event OnActivate( ObjectReference akActionRef )
If MQ15_SC4_ChopHeadFailsave.GetValueInt() == 1
; debug.trace(self + " OnActivate: " + akActionRef)
if ( akActionRef.HasKeyword( executionerKeyword ) )
; debug.trace(self+ "The executioner is in place: " + akActionRef )
executionerActor = akActionRef
elseif ( akActionRef.HasKeyword( executionGuardKeyword ) )
; debug.trace(self+ "The execution guard is in place: " + akActionRef )
executionGuardActor = akActionRef
elseif (akActionRef == Game.GetPlayer())
;Make sure the player can't look around during the execution
; debug.trace(self+ "The victim is in place: " + akActionRef )
executioneeActor = akActionRef
else
; debug.trace(self+ "The victim is in place: " + akActionRef )
executioneeActor = akActionRef
endif
;if it's ready, then do the chop!
if ( executioneeActor != none && executionerActor != none )
; if ( executioneeActor != none && executionGuardActor != none && executionerActor != none )
gotoState("chopping")
; debug.trace(self+ "Both in place, ready to chop" )
RegisterForSingleUpdate(0.5)
endif
EndIf
endEvent
endState
STATE chopping
; do nothing for now
endState
Event OnUpdate()
; debug.trace(self + " OnUpdate")
;if it's ready, then do the chop!
if ( executioneeActor != none && executionerActor != none )
; debug.trace(self+ "CHOPPING START" )
wait(0.5)
;set up the relationship
if ( !executioneeActor.AddDependentAnimatedObjectReference( executionerActor ) || !executioneeActor.AddDependentAnimatedObjectReference( executionGuardActor ) )
Notification( "dependence broken." )
endif
;play the idle and wait..
Actor myExecutionee = executioneeActor as Actor
Actor myExecutioner = executionerActor as Actor
; do NOT kill the player!
if myExecutionee == Game.GetPlayer()
If (!myExecutioner.PlayIdle( playerAnimIdle) )
; debug.trace(self+ "executioner play idle failed" )
EndIf
if ( !myExecutionee.PlayIdle( playerAnimIdle ) )
; debug.trace(self+ "player play idle failed" )
endif
wait(5)
else
if ( !myExecutionee.PlayIdle( animIdle ) )
; debug.trace(self+ " play idle failed" )
endif
wait(2)
endif
;Now clean up. Set the executionee to NULL, since he's no longer needed...
executioneeActor.RemoveDependentAnimatedObjectReference( executionerActor )
executioneeActor.RemoveDependentAnimatedObjectReference( executionGuardActor )
executioneeActor = none
gotoState("readyToChop")
; debug.trace(self+ "CHOPPING END" )
endif
endEvent