Eddoursul
f2150e94ef
- Cross-runtime build, tested on SE and AE - Intergrated Flat Map Markers and Stay At The System Page - Added tons of sanity checks - Automatically overrides bFreebiesSeen, bInvalidateOlderFiles, and bModManagerMenuEnabled INI values
291 lines
8.7 KiB
Plaintext
291 lines
8.7 KiB
Plaintext
Scriptname _00E_MQP01_Functions extends Quest
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Import Utility
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function SetUpScene()
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Game.FadeOutGame(false, true, 0.5, 0.5)
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FadeToBlackHoldIMOD.Apply()
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PlayerREF.SetScale(0.85)
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TimeScale.SetValue(0.1)
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GameHour.SetValue(18.5)
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Game.ForceFirstPerson()
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Game.DisablePlayerControls(false, true, true, false, true, false, false)
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FadeToBlackBackImod.Apply()
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FadeToBlackHoldIMOD.Remove()
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MQP01_DreamDoorREF.BlockActivation(True)
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Wait(5.0)
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Game.EnablePlayerControls()
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if EnderalFunctions.GetNewGameCount() > 1
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Game.QuitToMainMenu()
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Debug.MessageBox("Due to an engine bug, new game should not be started after quitting to the main menu. Please, restart Enderal first.")
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return
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endif
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Game.DisablePlayerControls(false, true, true, false, true, false, false)
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Wait(1.0)
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_00E_MQP01_Thoughts01.ShowAsHelpMessage("Empty", 5, 1, 1)
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EndFunction
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Function UnlockDoor()
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MQP01_DreamDoorREF.Lock(False)
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MQP01_DreamDoorREF.BlockActivation(False)
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EndFunction
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Function UnblockDoor()
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MQP01_DreamDoorREF.BlockActivation(False)
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EndFunction
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Function ArriveInHouse()
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_00E_MQP01_InfantLaughing.Play(PlayerREF)
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TimeScale.SetValue(450)
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RegisterForSingleUpdate(1)
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EndFunction
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Function SC01_FatherFailsave()
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Game.DisablePlayerControls()
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if MQP01_FatherREF.GetDistance(MQP01_SC1_FatherArriveMarker) >= 75
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MQP01_FatherREF.MoveTo(MQP01_SC1_FatherArriveMarker)
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EndIf
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EndFunction
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Function StartFatherWhistleScene()
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Game.DisablePlayerControls()
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MQP01_FatherREF.MoveTo(MQP01_SC1_FatherStartWalkingMarker)
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MQP01_SC1_FatherArrivesInKitchen.ForceStart()
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EndFunction
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Function StopMusic()
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_00E_SilenceTransitionHighPriority.Add()
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EndFunction
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Function StartFatherAccuseScene()
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if PlayerREF.GetDistance(MQP01_SC01_PlayerWalkMarker) >= 55
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PlayerREF.TranslateToRef(MQP01_SC01_PlayerWalkMarker, 50, 50)
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EndIf
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AudioCategoryAMBr.SetVolume(__Config_MuteAmbienceVolume)
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AudioCategoryAMB.SetVolume(__Config_MuteAmbienceVolume)
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AudioCategorySFX.SetVolume(__Config_MuteAmbienceVolume)
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; SE: Disabled sound volume manipulation, we don't know user's setup and don't want to deafen them
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;AudioCategoryMUS.SetVolume(3.25)
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;AudioCategoryVOCGeneral.SetVolume(7.5)
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_00E_Music_Special_Dreams.Remove()
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_00E_SilenceTransitionHighPriority.Remove()
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_00E_Music_Special_MQP01_BuildUp.Add()
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FireSound = FXFireEmbers02LP.Play(PlayerREF)
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MQP01_SC2_EmbersEffect01.Enable()
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MQP01_SC2_FatherAccusesThePlayer.ForceStart()
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EndFunction
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Function StartFire()
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Game.ShakeCamera()
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ExplosionToDisable00 = MQP01_SC2_ExplosionSpawnMarker.PlaceAtMe(_00E_HarmlessFireExplosion, 1)
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ExplosionToDisable01 = MQP01_FatherREF.PlaceAtMe(_00E_MQP01_IntenseFire, 1)
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MAGFireBallExpImod.Apply()
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MQP01_SC2_FireREF03.EnableNoWait()
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MQP01_SC2_FireREF04.EnableNoWait()
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MAGDestructionFireStormExplosionM.Play(PlayerREF)
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Wait(0.5)
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Game.ShakeCamera(afStrength = 0.7)
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MQP01_SC2_FireREF05.EnableNoWait()
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MQP01_SC2_FireREF06.EnableNoWait()
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MAGDestructionFireballExplosionM.Play(PlayerREF)
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FireFXShader.Play(MQP01_FatherRef)
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FireFXShader.Play(MQP01_SC02_Elk)
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Wait(0.5)
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BFXFireImod.Apply()
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MAGFirebolt03Fire.Play(PlayerREF)
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Game.ShakeCamera(afStrength = 0.1)
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MQP01_SC2_FireREF01.EnableNoWait()
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MQP01_SC2_FireREF02.EnableNoWait()
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_00E_MAGFXFireOilIgniteLow.Play(PlayerREF)
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MQP01_SC2_SmokeREF01.EnableNoWait()
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MQP01_SC2_EmbersEffect02.EnableNoWait()
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EndFunction
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Function FatherStartFeeding()
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_00E_MQP01_DevourElkM.Play(PlayerREF)
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MQP01_FatherREF.SetAnimationVariableBool("bAnimationDriven", true)
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Debug.SendAnimationEvent(MQP01_FatherREF, "IdleCannibalFeedCrouching")
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EndFunction
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Function CrashDownEverything()
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(0.5)
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MQP01_SC02_Elk.PlayImpactEffect(BloodSprayImpactSetRed )
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Wait(5.9)
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PlayerREF.TranslateToRef(MQP01_SC2_PlayerCameraTran, 1000.0, 1000.0)
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EndFunction
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Function PlayIntroAndMovePlayerToShip()
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AudioCategoryAMB.Mute()
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AudioCategoryMAG.Mute()
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AudioCategorySFX.Mute()
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MQP01_SC2_FatherAccusesThePlayer.Stop()
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_00E_SilenceAbruptHighPriority.Remove()
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PlayerREF.SetScale(1)
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Sound.StopInstance(FireSound)
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BFXFireImod.Remove()
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Wait(7.8)
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If _00E_AchievementsEnabled.GetValueInt() == 1
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Game.UnlockAchievement("END_COMPLETE_MQP01_01")
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EndIf
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If _00E_VideoSkip.GetValueInt() == 0
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Game.PlayBink("EnderalIntro.bik", true, true, true, true)
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EndIf
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wait(0.2)
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;AudioCategoryVOCGeneral.SetVolume(1)
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;AudioCategoryMUS.SetVolume(0.7)
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AudioCategoryAMBr.SetVolume(1)
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AudioCategoryAMB.SetVolume(1)
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AudioCategorySFX.SetVolume(1)
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MQP02.SetStage(5)
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AudioCategoryAMB.UnMute()
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AudioCategoryMAG.UnMute()
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AudioCategorySFX.UnMute()
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_00E_SilenceAbruptHighPriority.Remove()
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_00E_Music_Special_Dreams.Remove()
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ExplosionToDisable00.delete()
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ExplosionToDisable01.delete()
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EndFunction
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnUpdate()
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If (GameHour.GetValue() <= 22)
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RegisterForSingleUpdate(0.5)
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Else
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Timescale.SetValue(0.1)
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EndIf
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EndEvent
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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int iVOCGeneralValue
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int FireSound
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ObjectReference ExplosionToDisable00
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ObjectReference ExplosionToDisable01
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float Property __Config_MuteAmbienceVolume = 0.75 Auto
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{At which level should the ambience sound be played? (0.5 -> 50% of normal loudness)}
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_00E_QuestFunctions Property Levelsystem Auto
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MusicType Property _00E_Music_Special_Dreams Auto
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MusicType Property _00E_SilenceAbruptHighPriority Auto
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MusicType Property _00E_Music_Special_MQP01_BuildUp Auto
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MusicType Property _00E_SilenceTransitionHighPriority Auto
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Explosion Property _00E_HarmlessFireExplosion Auto
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SoundCategory Property AudioCategoryVOCGeneral Auto
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SoundCategory Property AudioCategoryAMB Auto
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SoundCategory Property AudioCategoryMAG Auto
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SoundCategory Property AudioCategorySFX Auto
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SoundCategory Property AudioCategoryMUS Auto
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SoundCategory Property AudioCategoryAMBr Auto
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Actor Property PlayerREF Auto
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Actor Property MQP01_FatherRef Auto
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Scene Property MQP01_SC1_FatherArrivesInKitchen Auto
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Scene Property MQP01_SC2_FatherAccusesThePlayer Auto
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Message Property _00E_MQP01_Thoughts01 Auto
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Sound Property _00E_MAGFXFireOilIgniteLow Auto
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Sound Property _00E_MQP01_InfantLaughing Auto
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Sound Property FXFireEmbers02LP Auto
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Sound Property MAGDestructionFireStormExplosionM Auto
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Sound Property MAGDestructionFireballExplosionM Auto
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Sound Property MAGFirebolt03Fire Auto
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Sound Property _00E_MQP01_DevourElkM Auto
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ImpactDataSet Property BloodSprayImpactSetRed Auto
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EffectShader Property FireFXShader Auto
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Light Property _00E_MQP01_IntenseFire Auto
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ObjectReference Property MQP01_SC1_FatherStartWalkingMarker Auto
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ObjectReference Property MQP01_SC2_EmbersEffect01 Auto
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ObjectReference Property MQP01_SC2_EmbersEffect02 Auto
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ObjectReference Property MQP01_SC2_SmokeREF01 Auto
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ObjectReference Property MQP01_SC2_FireREF01 Auto
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ObjectReference Property MQP01_SC2_FireREF02 Auto
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ObjectReference Property MQP01_SC2_FireREF03 Auto
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ObjectReference Property MQP01_SC2_FireREF04 Auto
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ObjectReference Property MQP01_SC2_FireREF05 Auto
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ObjectReference Property MQP01_SC2_FireREF06 Auto
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ObjectReference Property MQP01_SC2_ExplosionSpawnMarker Auto
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ObjectReference Property MQP01_SC2_PlayerCameraTran Auto
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ObjectReference Property MQP01_DreamDoorREF Auto
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ObjectReference Property MQP01_SC02_Elk Auto
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ObjectReference Property MQP01_SC1_FatherArriveMarker Auto
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ObjectReference Property MQP01_SC01_PlayerWalkMarker Auto
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Quest Property MQP02 Auto
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GlobalVariable Property Timescale Auto
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GlobalVariable Property GameHour Auto
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GlobalVariable Property _00E_VideoSkip Auto
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GlobalVariable Property _00E_AchievementsEnabled Auto
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ImageSpaceModifier Property FadeToBlackHoldIMOD Auto
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ImageSpaceModifier Property FadeToBlackBackImod Auto
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ImageSpaceModifier Property MAGFireBallExpImod Auto
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ImageSpaceModifier Property BFXFireImod Auto |