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DOOM 420: Natural Selection | Wrath | SCRIPTS

Aug 27th, 2016
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  1. #Library "music" //The library name, this should be limited to eight characters
  2. #include "zcommon.acs"
  3.  
  4.  
  5. Script 1 OPEN
  6. {
  7.     //FadeTo(0,0,0, 1.0, 0.0); // http://zdoom.org/wiki/FadeTo
  8.     //SetHudSize(800, 600, 0); // http://zdoom.org/wiki/SetHudSize
  9.     //SetFont("cred_br2");
  10.     //HudMessageBold(s:"a"; HUDMSG_FADEINOUT, 999, 0, 400.0, 300.0, 999.0, 2.0, 2.0);
  11.  
  12. ACS_Execute(222, 0, 1, 221);    // Execute script that allows terminating the cutscene early
  13.                                // The 2 is THIS script's number
  14.                               // The 3 is the script to execute when this one is terminated early
  15. //SetMusic("",0,0);
  16.  
  17.     Thing_Activate(100);
  18. ChangeCamera(100, 0, 0); // was 28, 0, 0
  19.  
  20. //SetHudSize(800, 600, 0);
  21.  
  22. //ConsoleCommand("r_drawplayersprites 0");
  23. //ConsoleCommand("screenblocks 12");
  24. //ConsoleCommand("crosshair 0");
  25. //ConsoleCommand("show_messages 0");
  26.  
  27. //SetPlayerProperty(1 , 1, PROP_FROZEN);
  28.     SetPlayerProperty(1, 1, PROP_TOTALLYFROZEN); // http://remilia.zdoom.org/wiki/SetPlayerProperty
  29.     Delay(35);
  30.  
  31. SetFont("DBIGFONT");
  32.  
  33. /*
  34. HudMessage(s:"When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, Come.",
  35. s:"\n ",
  36. s:"\n I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hades was following with him.",
  37. s:"\n ",
  38. s:"\n Authority was given to them over a fourth of the earth, to kill with sword and with famine and with pestilence ",
  39. s:"\n ",
  40. s:"\n and by the wild beasts of the earth.",
  41. s:"\n ",
  42. s:"\n - Revelation 6:7-8"; // —
  43. */
  44.  
  45. HudMessage(s:"Go to Mars they said, make easy money they said; so I went to Mars to guard some eggheads and earn some credits.",
  46. s:"\n ",
  47. s:"\n Then Hell ascended. Death got off his fat ass and came right for us. Who saw that coming; our own units coming back at us.",
  48. s:"\n ",
  49. s:"\n Far too many missions and lost comrades later; orders haven't been coming in for what, weeks...months?",
  50. s:"\n ",
  51. s:"\n Is there anyone else left alive? Its up to me search the UAC Labs for any survivors and supplies.",
  52. s:"\n ",
  53. s:"\n SAME SHIT, DIFFERENT DAY"; // SSDD // WWSD?
  54.  
  55. HUDMSG_TYPEON, 35, CR_WHITE, 1.5, 0.5, 5.0, 0.05, 2.0);
  56.     Delay(30*35);
  57.  
  58. //ConsoleCommand("r_drawplayersprites 1");
  59. //ConsoleCommand("screenblocks 12");
  60. //ConsoleCommand("crosshair 1");
  61. //ConsoleCommand("show_messages 1");
  62.  
  63. ChangeCamera(0, 0, 0);
  64. //SetPlayerProperty(1, 0, PROP_FROZEN);
  65.     SetPlayerProperty(1, 0, PROP_TOTALLYFROZEN);
  66.  
  67. ACS_Terminate(222, 0);
  68. }
  69.  
  70.  
  71. // HUD MESSAGES
  72. // http://zdoom.org/wiki/HudMessage
  73.  
  74. Script 47 (VOID)
  75. {
  76.     SetFont("DBIGFONT");
  77.     HudMessagebold(s:"UAC Alumni"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  78. //  HudMessagebold(s:"UAC Alumni"; HUDMSG_FADEINOUT, 2, CR_RED, 550.0, 500.0, 5.0, 3.0, 3.0); // Name
  79. //  HudMessagebold(s:"UAC Alumni"; HUDMSG_FADEINOUT, 2, CR_BLACK, 550.0, 500.0, 5.0, 3.0, 3.0); // Name
  80. }
  81.  
  82. Script 48 (VOID)
  83. {
  84.     SetFont("DBIGFONT");
  85.     HudMessagebold(s:"Blood Fountain"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  86. }
  87.  
  88. Script 49 (VOID)
  89. {
  90.     SetFont("DBIGFONT");
  91.     HudMessagebold(s:"House of Pain"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  92. }
  93.  
  94. Script 50 (VOID)
  95. {
  96.     SetFont("DBIGFONT");
  97.     HudMessagebold(s:"Losing Control"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  98. }
  99.  
  100. Script 51 (VOID)
  101. {
  102.     SetFont("DBIGFONT");
  103.     HudMessagebold(s:"Hellgate"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  104. }
  105.  
  106. Script 52 (VOID)
  107. {
  108.     SetFont("DBIGFONT");
  109.     HudMessagebold(s:"Lathe of Heaven"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  110. }
  111.  
  112. Script 53 (VOID)
  113. {
  114.     SetFont("DBIGFONT");
  115.     HudMessagebold(s:"UAC Storage: Site A"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  116. }
  117.  
  118. Script 54 (VOID)
  119. {
  120.     SetFont("DBIGFONT");
  121.     HudMessagebold(s:"UAC Storage: Site B"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  122. }
  123.  
  124. Script 55 (VOID)
  125. {
  126.     SetFont("DBIGFONT");
  127.     HudMessagebold(s:"UAC Storage: Site C"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  128. }
  129.  
  130. Script 56 (VOID)
  131. {
  132.     SetFont("DBIGFONT");
  133.     HudMessagebold(s:"UAC Storage: Site D"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  134. }
  135.  
  136. Script 57 (VOID)
  137. {
  138.     SetFont("DBIGFONT");
  139.     HudMessagebold(s:"UAC Storage: Site E"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  140. }
  141.  
  142. Script 58 (VOID)
  143. {
  144.     SetFont("DBIGFONT");
  145.     HudMessagebold(s:"The Head"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  146. }
  147.  
  148. Script 59 (VOID)
  149. {
  150.     SetFont("DBIGFONT");
  151.     HudMessagebold(s:"Demonic Outhouse"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  152. }
  153.  
  154. Script 60 (VOID)
  155. {
  156.     SetFont("DBIGFONT");
  157.     HudMessagebold(s:"Bilge Pump"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  158. }
  159.  
  160. Script 61 (VOID)
  161. {
  162.     SetFont("DBIGFONT");
  163.     HudMessagebold(s:"Nazis, I hate these guys"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  164. //  HudMessagebold(s:"It's Quiet...Too Quiet..."; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  165. }
  166.  
  167. Script 62 (VOID)
  168. {
  169.     SetFont("DBIGFONT");
  170.     HudMessagebold(s:"Pentagrammon"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  171.     // Visual Incantations
  172.     SectorSound("Voices/SiVisMan1", 127); // SVPPBM1.ogg // Volume is 0 - 127
  173.     // http://zdoom.org/wiki/SectorSound
  174.  
  175.     //  AmbientSound("Voices/SiVisMan1", 127); // WORLD SOUND
  176.     // http://zdoom.org/wiki/AmbientSound
  177. }
  178.  
  179. Script 63 (VOID)
  180. {
  181.     SetFont("DBIGFONT");
  182.     HudMessagebold(s:"Lord of Fire"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  183. }
  184.  
  185. Script 64 (VOID)
  186. {
  187.     SetFont("DBIGFONT");
  188.     HudMessagebold(s:"My Struggle"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  189. }
  190.  
  191. Script 65 (VOID)
  192. {
  193.     SetFont("DBIGFONT");
  194.     HudMessagebold(s:"You know you done fucked up, don't you?"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  195. }
  196.  
  197. Script 66 (VOID)
  198. {
  199.     SetFont("DBIGFONT");
  200.     HudMessagebold(s:"Throne of Satan"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  201. }
  202.  
  203. Script 67 (VOID)
  204. {
  205.     SetFont("DBIGFONT");
  206.     HudMessagebold(s:"Plains of Pain"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  207. }
  208.  
  209. Script 68 (VOID)
  210. {
  211.     SetFont("DBIGFONT");
  212.     HudMessagebold(s:"Video Games are inherently violent & females are there for no other purpose then..."; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  213.     // Ashrieka Sarkreepian
  214. }
  215.  
  216. Script 69 (VOID)
  217. {
  218.     SetFont("DBIGFONT");
  219.     HudMessagebold(s:"Rise of the Feminazi"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  220. }
  221.  
  222. Script 70 (VOID)
  223. {
  224.     SetFont("DBIGFONT");
  225.     HudMessagebold(s:"Waste Management & Recycling Facility"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  226. }
  227.  
  228. Script 71 (VOID)
  229. {
  230.     SetFont("DBIGFONT");
  231.     HudMessagebold(s:"Sector Thirteen"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0); // 13 looked too much like an uppercase "B"
  232. }
  233.  
  234. Script 72 (VOID)
  235. {
  236.     SetFont("DBIGFONT");
  237.     HudMessagebold(s:"UAC Storage: Site F"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  238. }
  239.  
  240. Script 73 (VOID)
  241. {
  242.     SetFont("DBIGFONT");
  243.     HudMessagebold(s:"This goddamn place smells like a coffin!"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  244. }
  245.  
  246.  
  247. // Cleanup after a prematurely terminated script 2
  248. Script 221 (VOID)
  249. {
  250.     //place everything that the cutscene at script 2 should be at the end of it
  251.     //set any vars at the value they should all have
  252.     //set any player property back to what they should be
  253.     SetPlayerProperty(1,0,PROP_TOTALLYFROZEN); // http://remilia.zdoom.org/wiki/SetPlayerProperty
  254.     //SetPlayerProperty (1, 0, 0); // the player can move
  255.     //SetFont("bigfont");
  256.     SetFont("DBIGFONT");
  257.         SetHudSize(0, 0, 0); // http://zdoom.org/wiki/SetHudSize
  258.     HudMessage(s:"Cutscene Skipped";
  259.     HUDMSG_FADEINOUT,35,CR_WHITE,0.5,0.9,15.0,2.0,2.0);
  260.     Autosave();
  261.     ChangeCamera (0, 0, 0);
  262. }
  263.  
  264. // This script sits in a loop waiting for +use to be pressed
  265. // If +use was held down, it will be ignored until it is released and repressed
  266. // It takes the cutscene's script number as a parameter, so you can reuse it for any number of cutscenes
  267. // It also takes as parameter a script to cleanup after an incomplete cutscene
  268. Script 222 (int ScriptNum, int SkipScript)
  269. {
  270.         SetFont("DBIGFONT");
  271.     //SetFont("SMALLFONT");
  272.     HudMessage(s:"\cj Press the \cg use key \cj to skip this scene"; HUDMSG_PLAIN, 10, 1, 350.0, 400.0, 0);
  273.  
  274.     While (!(GetPlayerInput(0, INPUT_BUTTONS) & BT_USE) || (GetPlayerInput(0, INPUT_OLDBUTTONS) & BT_USE))
  275.     {
  276.         Delay(1);
  277.     }
  278.     ACS_Terminate(1,0);
  279.     ACS_Execute(221,0);
  280. }
  281.  
  282.  
  283. // HUD LOG MESSAGE
  284. // http://zdoom.org/wiki/Log
  285. // http://zdoom.org/wiki/Classes:PowerDamage
  286.  
  287. //Double Damage
  288. Script 665 (VOID)
  289. {
  290.     LocalAmbientSound("pickups/quad", 127); //Plays a sound at full volume that is only heard by the activator
  291.     Log(s:"You've been granted Double Damage!");
  292.     Print(s:"You've been granted Double Damage!");
  293.     SetFont("DBIGFONT");
  294.     HudMessagebold(s:"You've been granted Double Damage!"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  295.     GiveInventory("DoubleSphere", 1);
  296.   //GiveInventory("PowerDoubleDamage", 1);
  297.  
  298.     Delay(20 * 35); // was Delay(25 * 35);
  299.  
  300.   //AmbientSound("items/quadwearingoff", 127);
  301.     Log(s:"Double Damage is running out...");
  302.     SetFont("DBIGFONT");
  303.     HudMessagebold(s:"Double Damage is running out..."; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  304.  
  305.     Delay(5 * 35);
  306.  
  307.   //AmbientSound("items/quadgone", 127);
  308.     TakeInventory("DoubleSphere", 1);
  309.   //TakeInventory("PowerDoubleDamage", 1);
  310. }
  311.  
  312. // Quad Damage
  313. Script 666 (VOID)
  314. {
  315.     LocalAmbientSound("pickups/quad", 127); //Plays a sound at full volume that is only heard by the activator
  316.     Log(s:"You've been granted Quad Damage!");
  317.     Print(s:"You've been granted Quad Damage!");
  318.     SetFont("DBIGFONT");
  319.     HudMessagebold(s:"You've been granted Quad Damage!"; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  320.     GiveInventory("QuadSphere", 1);
  321.   //GiveInventory("PowerQuadDamage", 1);
  322.  
  323.     Delay(20 * 35); // was Delay(25 * 35);
  324.  
  325.   //AmbientSound("items/quadwearingoff", 127);
  326.     Log(s:"Quad Damage is running out...");
  327.     SetFont("DBIGFONT");
  328.     HudMessagebold(s:"Quad Damage is running out..."; HUDMSG_PLAIN, 0, CR_DARKGREEN, 0.5, 0.8, 5.0);
  329.  
  330.     Delay(5 * 35);
  331.  
  332.   //AmbientSound("items/quadgone", 127);
  333.     TakeInventory("QuadSphere", 1);
  334.   //TakeInventory("PowerQuadDamage", 1);
  335. }
  336.  
  337.  
  338. // MUSIC CONTROL
  339. /*
  340. int MusicDoom[28] = {"MUSIC01","MUSIC02","MUSIC03","MUSIC04","MUSIC05","MUSIC06","MUSIC07","MUSIC08","MUSIC09","MUSIC10","MUSIC11","MUSIC12","MUSIC13","MUSIC14","MUSIC15","MUSIC16","MUSIC17","MUSIC18","MUSIC19","MUSIC20","MUSIC21","MUSIC22","MUSIC23","MUSIC24","MUSIC25","MUSIC26","MUSIC27","MUSIC28"};
  341. int tracksi = 0; // tracks index
  342.  
  343. Script 702 ENTER //(void)
  344. {
  345.   Print(s:"Music track index is " , d: tracksi);
  346.   SetMusic(MusicDoom[tracksi]);
  347. //SetMusic(MusicDoom[random(0,27)]);
  348.   Delay (3);
  349.   tracksi += 1;
  350.   if(tracksi >= 28) tracksi = 0;
  351. }
  352. */
  353. // OLD
  354.  
  355. //int MusicDoom[28] = {"MUSIC01","MUSIC02","MUSIC03","MUSIC04","MUSIC05","MUSIC06","MUSIC07","MUSIC08","MUSIC09","MUSIC10","MUSIC11","MUSIC12","MUSIC13","MUSIC14","MUSIC15","MUSIC16","MUSIC17","MUSIC18","MUSIC19","MUSIC20","MUSIC21","MUSIC22","MUSIC23","MUSIC24","MUSIC25","MUSIC26","MUSIC27","MUSIC28"};
  356. //int MusicDoom[28] = {"D_E1M1","D_E1M2","D_E1M3","D_E1M4","D_E1M5","D_E1M6","D_E1M7","D_E1M8","D_E1M9","D_E2M1","D_E2M2","D_E2M3","D_E2M4","D_E2M5","D_E2M6","D_E2M7","D_E2M8","D_E2M9","D_E3M1","D_E3M2","D_E3M3","D_E3M4","D_E3M5","D_E3M6","D_E3M7","D_E3M8","D_E3M9","D_INTRO"};
  357. int MusicDoom[28] = {"D_RUNNIN","D_STALKS","D_COUNTD","D_BETWEE","D_DOOM","D_THE_DA","D_SHAWN","D_DDTBLU","D_IN_CIT","D_DEAD","D_STLKS2","D_THEDA2","D_DOOM2","D_DDTBL2","D_RUNNI2","D_DEAD2","D_STLKS3","D_ROMERO","D_SHAWN2","D_MESSAG","D_COUNT2","D_DDTBL3","D_AMPIE","D_THEDA3","D_ADRIAN","D_MESSG2","D_ROMER2","D_TENSE"};
  358. //Start music
  359. Script 998 ENTER
  360. {setMusic(MusicDoom[random(0,27)]);}
  361.  
  362.  
  363. // Randomly switch music
  364. Script 999 (VOID) NET
  365. {setMusic(MusicDoom[random(0,27)]);}
  366.  
  367.  
  368. // http://zdoom.org/wiki/A_quick_beginner%27s_guide_to_ACS
  369. // http://www.doomworld.com/vb/doom-editing/71011-udmf-acs-for-random-music-help/
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