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Full Version: ANOTHER THREAD GOD: Cinimatics
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Hello peoples

I have just played Justine and it now has me thinking because when you start off you're on the bed and then you look around and all the stuff happens how did they do that? (I honestly don't think anybody knows but one of you peoples in the powerful world of this forum could know Big Grin)

-(overcurious) X4anco
Spoiler below!

////////////////////////////////////////////
// INTRO EVENT WITH MONSTER AND ROOM EXAMINE

// Intro setup
void IntroSetup(bool bIntroActive)
{
if(bIntroActive)
{
FadeOut(0.0f);
SetPlayerRunSpeedMul(0.0f);
SetPlayerMoveSpeedMul(0.0f);
SetPlayerLookSpeedMul(0.03f);
SetPlayerCrouching(true);
SetPlayerCrouchDisabled(true);
SetPlayerJumpDisabled(true);
SetInventoryDisabled(true);
MovePlayerHeadPos(0.5f, -0.3f, 0.0f, 1.0f, 0.1f);
StartPlayerLookAt("AreaIntroLook_1", 10.0f, 10.0f, "");

AddTimer("TimerEIntro", 2.0f, "TimerEIntro");
}

else
{
SetEntityActive("enemy_suitor_1", false);
}
}

// Patrol route for enemy when waking up
void Enemy1Patrol()
{
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_39", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_38", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_18", 0.0f, "");
}

// Intro sequence
void TimerEIntro(string &in asTimer)
{
string sEvent = asTimer; //Do not edit, sets timer loop function name.
AddLocalVarInt(sEvent, 1); //Do not edit, steps through timer loop events.
bool bPauseAtStep = false; //Do not edit, to pause or end the timer loop at specified step.

float fEventSpeed = 1.0f; //Set to preferred default time for the timer loop.

// Player wakes up on bed, hears enemy, looks briefly at enemy, passes out and falls out of bed
// wakes up and gets up and game begins
switch(GetLocalVarInt(sEvent))
{
case 1:
PlayGuiSound("justine_wake2.ogg", 1.0f);
FadeIn(4.0f);
StartPlayerLookAt("AreaIntroLook_2", 0.05f, 0.05f, "");
FadePlayerRollTo(-45, 0.8, 8);
fEventSpeed = 2.0f;
break;

case 2:
StartPlayerLookAt("AreaIntroLook_2", 0.2f, 0.2f, "");
Enemy1Patrol();
fEventSpeed = 2.0f;
break;

case 3:
PlayGuiSound("justine_faint.ogg", 0.7f);
FadeOut(3.0f);
break;

case 4:
FadeIn(6.0f);
SetPlayerLookSpeedMul(0.06f);
StartPlayerLookAt("enemy_suitor_1", 0.4f, 0.4f, "");
break;

case 5:
FadeOut(8.0f);
PlayGuiSound("justine_rapid_breaths.ogg", 0.8f);
fEventSpeed = 4.0f;
break;

case 6:
StartPlayerLookAt("AreaIntroLook_4", 0.2f, 0.2f, "");
FadePlayerRollTo(0, 0.8, 4);
fEventSpeed = 3.0f;
break;

case 7:
FadeIn(4.0f);
SetPlayerLookSpeedMul(0.1f);
StartPlayerLookAt("AreaIntroLook_3", 0.6f, 0.6f, "");
FadePlayerRollTo(30, 15, 30);
PlayGuiSound("player_female_climb.snt", 1.0f);
PlayGuiSound("justine_breath1.ogg", 0.7f);
fEventSpeed = 1.5f;
break;

case 8:
FadeIn(3.0f);
StartPlayerLookAt("AreaIntroLook_5", 0.5f, 0.5f, "");
SetRadialBlurStartDist(0.3f);
FadeRadialBlurTo(0.1f, 0.1f);
FadePlayerRollTo(0, 5, 10);
SetPlayerCrouching(false);
MovePlayerHeadPos(-1.0f, -0.3f, 0.0f, 1.0f, 0.1f);
PlayGuiSound("justine_breath2.ogg", 0.6f);
fEventSpeed = 1.5f;
break;

case 9:
StartPlayerLookAt("AreaIntroLook_2", 2, 2, "");
SetPlayerCrouching(true);
PlayGuiSound("player_female_climb.snt", 1.0f);
FadeOut(3.0f);
break;

case 10:
StartPlayerLookAt("AreaIntroLook_1", 0.5f, 0.5f, "");
MovePlayerHeadPos(0, -0.3f, 0.0f, 1.0f, 0.1f);
PlayGuiSound("justine_faint.ogg", 1.0f);
PlayGuiSound("player_stand.snt", 1);
PlayGuiSound("step_sneak_female_dirt4.ogg", 0.8);
AddTimer("extra", 1.0f, "TimerExtraSound");
fEventSpeed = 4.0f;
break;

case 11:
TeleportPlayer("PlayerStartArea_2");
StartPlayerLookAt("AreaIntroLook_3", 10, 10, "");
break;

case 12:
SetRadialBlurStartDist(0.1f);
FadeIn(4.0f);
PlayGuiSound("justine_wake1.ogg", 0.8f);
fEventSpeed = 4.0f;
break;

case 13:
FadeRadialBlurTo(0, 0.01f);
FadePlayerRollTo(-45, 0.8, 8);
StartPlayerLookAt("AreaIntroLook_2", 0.1f, 0.1f, "");
fEventSpeed = 3.0f;
break;

case 14:
SetPlayerMoveSpeedMul(0.1f);
SetPlayerLookSpeedMul(0.1f);
FadePlayerRollTo(0, 0.4, 4);
MovePlayerHeadPos(0.5, -0.3f, 0.0f, 1.0f, 0.1f);
PlayGuiSound("step_sneak_female_dirt.snt", 1);
PlayGuiSound("player_female_climb.snt", 1.0f);
break;

case 15:
SetPlayerMoveSpeedMul(0.2f);
SetPlayerLookSpeedMul(0.3f);
MovePlayerHeadPos(-0.5, -0.3f, 0.0f, 1.0f, 0.1f);
PlayGuiSound("justine_breath3.ogg", 0.6f);
PlayGuiSound("step_sneak_female_dirt.snt", 1);
SetPlayerCrouching(false);
break;

case 16:
SetPlayerMoveSpeedMul(0.4f);
SetPlayerLookSpeedMul(0.5f);
StartPlayerLookAt("AreaIntroLook_4", 1.2f, 1.2f, "");
PlayGuiSound("step_sneak_female_dirt.snt", 1);
PlayGuiSound("player_female_climb.snt", 1.0f);
MovePlayerHeadPos(0, 0, 0.0f, 0.5f, 0.1f);
break;

case 17:
PlayGuiSound("justine_breath1.ogg", 0.8f);
SetPlayerMoveSpeedMul(0.6f);
SetPlayerLookSpeedMul(0.8f);
FadePlayerRollTo(0, 2, 8);
break;

case 18:
SetPlayerMoveSpeedMul(0.8f);
SetPlayerLookSpeedMul(1.0f);
SetPlayerCrouchDisabled(false);
SetPlayerJumpDisabled(false);
SetInventoryDisabled(false);
AddTimer("more", 0.1f, "TimerDoBlurPounding");
StopPlayerLookAt();
break;

//////////
//End timer when no more steps in the event found.
default:
bPauseAtStep = true;
break;
}

if(!bPauseAtStep)
AddTimer(sEvent, fEventSpeed, sEvent);
}

void TimerExtraSound(string &in asTimer)
{
PlayGuiSound("player_bodyfall.snt", 0.5f);
}

void TimerDoBlurPounding(string &in asTimer)
{
if(asTimer == "more")
{
SetRadialBlurStartDist(0.7f);
FadeRadialBlurTo(0.2f, 0.1f);
AddTimer("less", 2, "TimerDoBlurPounding");
}
else
{
FadeRadialBlurTo(0.01f, 0.04f);
AddTimer("more", 5, "TimerDoBlurPounding");
}
}
//////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////


Honestly, just look at the scripts from Justine..
GOD that is long Smile but thx
(05-29-2011, 12:20 PM)X4anco Wrote: [ -> ]GOD that is long

Thats what she said...
(05-29-2011, 04:39 PM)Simpanra Wrote: [ -> ]
(05-29-2011, 12:20 PM)X4anco Wrote: [ -> ]GOD that is long

Thats what she said...

Lool Big GrinBig GrinBig GrinBig Grin
^_^ hehehehehe