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| == Hidden image? == | | == Hidden image? == |
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| While I was in theatre exploring “Data Hive” a few mounths ago, I found what appeared to be a hidden image of the Prophet of Truth. Has anyone else seen this or just me? [[User talk:EliteJohnson|EliteJohnson]] 17:11, September 11, 2010 (UTC) | | While I was in theatre exploring “Data Hive” a few mounths ago, I found what appeared to be a hidden image of the Prophet of Truth. Has anyone else seen this or just me? [[User talk:EliteJohnson|EliteJohnson]] 17:11, September 11, 2010 (UTC) |
| :where? do you ahve a pic?--[[User:Ender the Xenocide|<font color="Green">Ender the Xenocide]]</font> 15:14, 3 December 2010 (EST) | | :where? do you ahve a pic?--[[File:1221751884 I-animated-this-for-you.gif|20px]][[User:Ender the Xenocide|<font color="Green">Ender the Xenocide]]</font>[[File:1221751884 I-animated-this-for-you.gif|20px]] 15:14, 3 December 2010 (EST) |
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| As soon as I get round to it I'll get a picture. [[User talk:EliteJohnson|EliteJohnson]] 23:13, January 12, 2011 (UTC) | | As soon as I get round to it I'll get a picture. [[User talk:EliteJohnson|EliteJohnson]] 23:13, January 12, 2011 (UTC) |
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| == Cop Betrayal Scripts ==
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| Heavily abridged and omitting proper syntax. Notes in green are a combination of my own and paraphrased Bungie comments. - [[User talk:XScruffyDaSasquatchx|xScruffyDaSasquatchx]] 16:49, March 30, 2024<br>
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| From "H3ODSTEK\data\levels\atlas\L200\scripts\L200_main.hsc":<br>
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| Line 273 <code>(sleep_until (volume_test_players tv_lb_08) 1)</code> <font color="Green">//when player reaches this point:</font><br>
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| Line 281 <code>(ai_place sq_lb_cop)</code> <font color="Green">//the cop's squad is spawned, which is a squad size of 1 only containing him</font><br>
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| Line 282 <code>(ai_cannot_die gr_cop_01 TRUE)</code> <font color="Green">//cop is invincible</font><br>
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| Line 283 <code>(set cop sq_lb_cop/actor)</code> <font color="Green">//force actor variant (specific appearance and voice)</font><br>
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| Line 589 <code>(sleep_until (volume_test_players tv_ld_01) 1)</code> <font color="Green">//when player reaches this point:</font><br>
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| Line 599 <code>(wake sc_ld_arg_cop_logic_two)</code><br>
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| Line 657 <code>(script dormant sc_ld_arg_cop_logic_two</code> <font color="Green">//second part of checking cop logic and which dialog to play</font><br>
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| Line 659 <code>(if (> (h100_arg_completed_short) 28)</code> <font color="Green">//check audio log progress</font><br>
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| From "H3ODSTEK\data\levels\atlas\L200\scripts\L200_mission_dialog.hsc":<br>
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| Line 906 <code>(global boolean g_cop_dead FALSE)</code> <font color="Green">//cop is not dead</font><br>
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| Line 908 <code>(script dormant md_040_cop_dying</code> <font color="Green">//kill cop...</font><br>
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| Line 911 <code>(<= (h100_arg_completed_short) 28)</code> <font color="Green">//...if audio log progress is less than or equal to 28</font><br>
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| Lines 927 - 962 <font color="Green">//scripts for bugger sequence</font><br>
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| Line 965 <code>(set g_cop_dead TRUE)</code> <font color="Green">//cop is dead</font><br>
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| Line 1070 <code>(global boolean g_cop_reveal FALSE)</code> <font color="Green">//cop has not revealed motive</font><br>
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| Lines 1072 - 1141 <font color="Green">//scripts for reveal sequence</font><br>
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| Line 1137 <code>(set g_cop_reveal TRUE)</code> <font color="Green">//cop has revealed motive</font><br>
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| Line 1154 <code>(script dormant md_050_cop_angry_one</code> <font color="Green">//warn player</font><br>
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| Line 1156 <code>(sleep_until (volume_test_players tv_md_050_cop_angry_one))</code> <font color="Green">//check if player is too close</font><br>
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| Line 1186 <code>(global boolean g_cop_turns FALSE)</code> <font color="Green">//cop has not turned</font><br>
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| Line 1188 <code>(script dormant md_050_cop_angry_two</code> <font color="Green">//warn player again</font><br>
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| Line 1190 <code>(sleep_until (volume_test_players tv_md_050_cop_angry_two))</code> <font color="Green">//check if player has not left</font><br>
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| Line 1216 <code>(set g_cop_turns TRUE)</code> <font color="Green">//cop has turned</font><br>
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| Line 1224 <code>(script dormant md_050_cop_reveal_agenda</code> <font color="Green">//turn cop hostile script</font><br>
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| Line 1228 <code>(volume_test_players tv_md_050_cop_angry_one)</code> <font color="Green">//player is too close</font><br>
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| Line 1229 <code>(= g_cop_turns TRUE)</code> <font color="Green">//check cop has turned</font><br>
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| Line 1272 <code>(ai_allegiance_remove human player)</code> <font color="Green">//human npcs are now hostile to players</font><br>
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| Line 1273 <code>(ai_allegiance_remove player human)</code><br>
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| Line 1276 <code>(ai_cannot_die gr_cop_01 FALSE)</code> <font color="Green">//cop is not invincible</font><br>
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| Line 1282 <code>(script dormant md_050_virgil_cop_dead</code> <font color="Green">//end turn cop hostile script</font><br>
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| Line 1283 <code>(sleep_until (= (ai_living_count gr_cop_01) 0))</code> <font color="Green">//check cop is dead</font><br>
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| Line 1289 <code>(ai_allegiance human player)</code> <font color="Green">//re-setting allegiances</font><br>
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| Line 1290 <code>(ai_allegiance player human)</code><br>
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