Тема: Support Lua Engine
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Старый 03.03.2013, 13:38   #16
Konctantin
RuDB Dev
 
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Регистрация: 01.02.2010
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По умолчанию

Возможно у этой темы будет продолжение. Поскольку в кеше клиента появились скрипты сценариев (SceneScript.adt).
Код:
REPLACE INTO scene_script VALUES ('ruRU', 9422, 'Silvermoon 5.1: zto - One Last Grasp - Init', '----------------------
-- Helper Functions --
----------------------

function refugeeStance( actor )
	local emoteArray = { 
		Animations.Sleep;
		Animations.Stand;
		Animations.SitGround;
		Animations.KneelLoop;
	}
	local emoteSomething = emoteArray[math.random(#emoteArray)]
	PlayLoopingSplitBodyAnim( actor, emoteSomething )
end

-------------------------
--Scene Points & Paths --
-------------------------
refugeeSpawnPoint = 4923
refugeeSpawnerPoint = 4924

------------
-- Spells --
------------
teleportSpell = 51347

--------------
--Characters--
--------------

refugee1CreatureID = 68613
refugee2CreatureID = 68766
refugee3CreatureID = 68978
silvermoonGuardCreatureID = 51796
--divineBellModelID = \"WORLD\\EXPANSION04\\DOODADS\\MOGU\\Mogu_DivineBell.M2\"
portalModelID = \"World\\Generic\\ActiveDoodads\\SpellPortals\\MagePortal_Dalaran.mdx\"
tableModelID = \"WORLD\\EXPANSION01\\DOODADS\\GENERIC\\BLOODELF\\BENCHES\\BE_Bench01.m2\"
bunnyCreatureID = 62026

lorthemarCreatureID = 68084
halduronCreatureID = 16801
aethasCreatureID = 30116
rommathCreatureID = 16800


--refugeesA = SpawnActorsAtPoints ( refugee1CreatureID, 4923, 1, true )
--guards = SpawnActorsAtPoints ( silvermoonGuardCreatureID, 4925, 1, true )
--refugeesC = SpawnActorsAtPoints ( refugee3CreatureID, 4926, 1, true )
--divineBell = SpawnModelActor ( divineBellModelID, 9833.22, -7267.85, 26.1817, 191.906, 2, true)
portals = SpawnModelActorsAtPoints ( portalModelID, 4924, 1, true )

lorthemar = SmoothPhaseSpawnActor (lorthemarCreatureID, 9820.831055, -7261.232910, 26.175354, 226, 1, true)
halduron = SmoothPhaseSpawnActor (halduronCreatureID, 9817.772461, -7256.824707, 26.178864, 267, 1, true)
aethas = SmoothPhaseSpawnActor (aethasCreatureID, 9815.26, -7267.02, 26.2364, 46.459, 1, true)
rommath = SmoothPhaseSpawnActor (rommathCreatureID, 9815.26, -7267.02, 26.2364, 46.459, 1, true)

table = SpawnModelActor (tableModelID, 9820.66, -7255.25, 26.1533, 214.301, 1, false)

splashBunny = SpawnActor(bunnyCreatureID, 9827.83, -7248.18, 27.1063, 216.325, 1, false)

FadeOut(aethas, 0)
FadeOut(rommath, 0)

--[[Random emotes for refugees
for i=1, #refugeesA do
	refugeeStance( refugeesA[i] )
end

--Set emotes for guards
for i=1, #guards do
	PlayLoopingSplitBodyAnim( guards[i], Animations.Ready1H )
end

--Set Emotes for other Random refugees
for i=1, #refugeesC do
	refugeeStance( refugeesC[i] )
end
]]--

SendTrigger(\"Smooth Phase Complete\")

--------------
--Cue Action--
--------------

Wait(1)
lorthemar:BroadcastTextStereo(BroadcastType.Yell, 69642) -- VO Line 1
PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalkExclamation )
Wait(2)
--lorthemar:WaitBroadcastSoundComplete()
Wait(.5)

aethas:BroadcastTextStereo(BroadcastType.Say, 69643) -- VO Line 2
PlayOneShotSplitBodyAnim( aethas, Animations.EmoteTalk )
Wait(7)
--aethas:WaitBroadcastSoundComplete()
Wait(.5)

lorthemar:BroadcastTextStereo(BroadcastType.Say, 69644) -- VO Line 3
PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalkQuestion )
Wait(5)
--lorthemar:WaitBroadcastSoundComplete()
Wait(.5)

aethas:BroadcastTextStereo(BroadcastType.Say, 69645) -- VO Line 4 - \"Proudmoore, she\'s blah blah blah\"
aethas:PlayOneShotAnimKit( 1530 )
Wait(2)
aethas:PlayOneShotAnimKit( 1530 )
--aethas:WaitBroadcastSoundComplete()
Wait(6)
Wait(1)

--Angry lorthemar
lorthemar:BroadcastTextStereo(BroadcastType.Say, 69646) -- VO Line 5 - Table Flipper
SendTrigger(\"lorthemar - pace\")
PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalk )
Wait(2)
PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalk )
Wait(5)
SendTrigger(\"lorthemar - cross to table\")
--lorthemar:WaitBroadcastSoundComplete()
Wait(3)
Wait(1)

lorthemar:BroadcastTextStereo(BroadcastType.Say, 69647) -- VO Line 6 - \"When will they learn!\"
Wait(6)
', 0, 9435);
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