#include "in_g_cutscene" int ValidCharacterForPrelude(); void main() { object oWPPC_GSM = GetWaypointByTag("WP_GSM_Ambush"); object oPC = GetLocalObject(GetModule(),"cutsceneviewer"); //object oFan = GetLocalObject(GetModule(),"barrow"); // Start cutscene GestaltStartCutscene (oPC,"cs_gsm",TRUE,TRUE,TRUE,TRUE,2); if (!GetIsPC(oPC)) return; int DoOnce = GetLocalInt(oPC, GetTag(OBJECT_SELF)); if (DoOnce==TRUE) return; float fFace = GetFacing(oPC); // GestaltFace (0.0, oPC, 0.0,2,oFan); GestaltActionMove (0.0, oPC, oWPPC_GSM,FALSE,0.0,40.0); GestaltSpeak(0.5, oPC, "There's not much sense in going back to Lankhmar, since the gates are shut."); GestaltSpeak(5.0, oPC, "You will have to find another way into the city.."); GestaltSpeak(10.0, oPC, "The landfall adjacent to the marsh road and within close proximity to Lankhmar is marshlike but something less than swamp"); GestaltSpeak(20.0, oPC, "The road itself and most of the surrounding ground is quite solid, although well covered by tall, marshy grass and shrubs."); GestaltSpeak(30.0, oPC, "You really hope that you don't encounter any Liches.."); GestaltSpeak(40.0, oPC, "Wait! What's this? Ambush! To Arms!"); // DelayCommand(68.0, SetWeather(GetModule(), WEATHER_RAIN)); // GestaltSpeak(77.0, oPC, "…Wait.. Is that a cave?"); //GestaltCameraMove(0.0, fFace + 270.0, 10.0, 150.0, 78.0, fFace + 180.0,15.0,30.0,30.0, oPC); GestaltCameraSetup (0.0, oPC, 300.0, 20.0, 150.0); // 270.0,20.0,20.0 GestaltCameraSmooth (0.0, 0.0, -4.0, 0.0, 0.0, 0.0, 8.0, 5.0, 30.0, oPC); // 270.0,10.0,40.0 GestaltCameraSmooth (10.0, 0.0, 0.0, 8.0, 18.0, 0.0, -8.0, 5.0, 30.0, oPC); // 315.0,10.0,40.0 GestaltCameraSmooth (30.0, 18.0, 0.0, -8.0, 0.0, 0.0, 0.0, 5.0, 30.0, oPC); // 360.0,10.0,20.0 GestaltStopCutscene (41.0, oPC); DestroyObject(OBJECT_SELF); }