BEGIN OnTriggerLeave Playerif VMS08.bEnableBombdisableplayercontrols 0 1 ;no fuc..ng wait now!EnableFastTravel 0set VMS08.nBombCountdown to 1set VMS08.nBombSeconds to 60disablemarkfordeleteendifEND
and now the countdown:
begin GameModeif bLearnedAboutTower == 0 ;dont run this script until player is on quest. bLearnedAboutTower is set in convo with Boyd, but Obsidian forgot to set it in convo with Sterling. Idiiiiots!returnendifif bMonorailDefused ;stop bomb countdownreturnendifif nBombCountdown == -1returnendifif nBombCountdownif nBombSeconds > 0showmessage MonorailBombCountdown nBombSecondsset nBombSeconds to nBombSeconds - 5 ;quest delay is 5 sec at this pointelseset nBombCountdown to -1SetQuestDelay vms08 60set VMS08TrainExitTriggerREF.nEntrances to 3 ;BOOM!player.moveto VMS08TrainExitTriggerREF ;BAMM!endifreturnendifif bCurtisInTower == 0 && bPlayerKilledCurtis == 0 && GameHour > 0.5 && GameHour < 2 ;i am gonna evp Curtis until he reaches the damn tower! quest delay is 20 sec at this point. low-level processing doesnt work properly so Curtis needs a kick in the ass to evp properly. MUST run in quest script, object scripts dont run properly if player is not in the same cellCaptainCurtisREF.evpendifEND
VMS08TrainExitTriggerREF is the trigger in front of the monorail. Doesn't have a name in vanilla game. It triggers when it registers 3 onTriggerEnter events, So the script above sets the number to 3, then warps the player right onto the trigger. The quest delay is also reset in VMS08TrainExitTriggerSCRIPT and VMS08BombVentSCRIPT (the bomb defuse script), fasttravel and player controls are re-enabled there as well to account for all possibilities (bomb defused, player too late, whatever).
Here he comes!:
http://i467.photobucket.com/albums/rr40/WRFan/ScreenShot150.jpg
You can't see me, but I can see YOU!
The detection and ambush dialogs are running thru VMcCarranCurtisSCRIPT (Curtis's own script) and VMS08CurtisAmbushTriggerSCRIPT.
VMcCarranCurtisSCRIPT, modified by me:
BEGIN GameModeif VMS08.bLearnedAboutTower == 0 ;return, if not on questreturnendifif getincell CampMCTermInt02 ;return, if not on the way to control towerreturnendifif VMS08.bPlayerInTower && VMS08.bCurtisInTower == 0 ;it's better if he doesn't enter the tower if player stands on the trigger insideevp ;he runs back to editor locationreturnendifif GetDetected player == 0 ;return, if player undetectedreturnendifif bFinalTalk == 0 && VMS08.bCurtisInTower && VMS08.bAmbushTriggered == 0 ;trigger hostility if player detected inside the towerset bFinalTalk to 1addscriptpackage VMS08CurtisDialogue ;stipid player! this package no longer runs directly on Curtis, instead added on the flyreturnendifif VMS08.bDetectionDialoguePlayed == 0 ;trigger detection dialog if player detected sneaking around OUTSIDE the control towerset VMS08.bDetectionDialoguePlayed to 1 ;reset to 0 at the beginning of VMcCarranCurtisPatrol packageaddscriptpackage VMS08CurtisDialoguereturnendifEND
Listening in:
http://i467.photobucket.com/albums/rr40/WRFan/ScreenShot153-1.jpg
Here's the script that triggers the radio transmission (VMcCarranControlTowerTriggerSCRIPT), some alterations by me, but mostly same as in vanilla game:
BEGIN OnTriggerEnter Player ;trigger is right at the entrance to the control towerset VMS08.bPlayerInTower to 1if bDoOncereturnendifif VMS08.bCurtisInTower && VMS08.bCurtisAmbush == 0 && CaptainCurtisREF.getdetected player == 0 && player.issneakingset bDoOnce to 1SetQuestDelay vms08 5disableplayercontrols ;re-enabled when radio transmission is overCaptainCurtisREF.SayTo CaptainCurtisREF VMS08CurtisRadio1 1 0 ;start radio transmissionendifEND
Ruuuuuuuun!:
http://i467.photobucket.com/albums/rr40/WRFan/ScreenShot154.jpg
