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- kmyquest.MQ101EnableLayer = InputEnableLayer.Create()
- kmyquest.MQ101EnableLayer.DisablePlayerControls(abLooking=True, abCamSwitch=True, abSneaking = True)
- kmyquest.MQ101EnableLayer.EnableSprinting(False)
- ;disable Z-Key
- kmyquest.MQ101EnableLayer.EnableZKey(False)
- ;Store actors for optimization
- Actor PlayerREF = Game.GetPlayer()
- Actor SpouseMaleREF = Alias_SpouseMale.GetActorRef()
- Actor SpouseFemaleREF = Alias_SpouseFemale.GetActorRef()
- ;set charGen skeletons
- PlayerREF.SetHasCharGenSkeleton()
- SpouseFemaleREF.SetHasCharGenSkeleton()
- ;precache the face gen data
- Game.PrecacheCharGen()
- ; move the player so that New Game button puts him in the right place
- PlayerREF.MoveTo(TestStartMarker)
- ; setup spouse
- ;SpouseMaleREF.Disable()
- Alias_ActiveSpouse.ForceRefTo(SpouseFemaleREF)
- ; Force a short wait so the fade out request isn't made while the loading menu is up
- ; (which would cause it to be bashed when the loading menu goes away and tells the
- ; fade menu to fade in)
- ;debug.trace(self + "Wait 0.1 seconds")
- Utility.Wait(0.1)
- ;debug.trace(self + "Finish waiting. Fade the game in.")
- ; play the opening BINK
- Game.PlayBink( "IntroDummy.bk2", abInterruptible=true, abIsNewGameBink=false )
- ;Play our dummy bik file.Passing abIsNewGameBink as false so we get a black screen.
- ;black screen for presentation i guess
- FOC_GameInitImod.Apply()
- ;have to do this after starting a new game. otherwise the fade menu overlaps the dialog box.
- Game.FadeOutGame(False, False, 0.1, 0.01)
- ;Ask player which game they want to load into at the start.
- int ibutton = FOC_GameInit.Show()
- If (ibutton == 0)
- Game.PrecacheCharGenClear()
- kmyquest.MQ101EnableLayer.Delete()
- ; move the player so that New Game button puts him in the right place
- Game.GetPlayer().MoveTo(TestStartMarker)
- ;precache the face gen data
- ;Game.PrecacheCharGen()
- ;play my bink!
- Game.PlayBink( "Intro_Cascadia.bk2", abInterruptible=true, abIsNewGameBink=true )
- ;remove all player gear
- PlayerREF.RemoveAllItems()
- ;default clothes for intro in retail
- PlayerREF.AddItem(ClothesMaCready, absilent=True)
- PlayerREF.EquipItem(ClothesMaCready, absilent=True)
- ;Get camera set up for hero gen.
- ;Game.ForceThirdPerson()
- ;Utility.Wait(1)
- ;Game.GetPlayer().PlayIdle(ElevatorFaceCamera)
- ;removing black imagespace mod
- FOC_GameInitImod.Remove()
- ;waiting
- Utility.Wait(0.1)
- ;Fade in.
- Game.FadeOutGame(False, False, 3.0, 2.0)
- ;call our main quest to start and stop this one.
- CAS_FOCMQ101.Start()
- Stop()
- ;start retail game.
- ElseIf (ibutton == 1)
- PlayerREF.MoveTo(pMQ101PlayerStartMarker01)
- ;play retail video
- Game.PlayBink( "Intro.bk2", abInterruptible=true, abIsNewGameBink=true )
- ;Remove black imagespacemod
- FOC_GameInitImod.Remove()
- ; remove all the player's stuff
- PlayerREF.RemoveAllItems()
- ; give the player the right starting gear
- PlayerREF.AddItem(CharGenPlayerClothes, absilent=True)
- PlayerREF.EquipItem(CharGenPlayerClothes, absilent=True)
- PlayerREF.AddItem(pArmor_WeddingRing, absilent=true)
- PlayerREF.EquipItem(pArmor_WeddingRing, absilent=true)
- ;put player in sink
- Alias_FaceGenSink.GetRef().Activate(PlayerREF, abDefaultProcessingOnly=True)
- ;set weather - this must be done after the load
- ;PrewarPlayerHouseInteriorWeather.ForceActive(True)
- ;turn off ambient particles
- Weather.EnableAmbientParticles(False)
- ;disable SSR, Godrays, and Directional Lighting as they're not needed for FaceGen
- ;we need to call this function every second or else the failsafe will turn it off
- Game.ForceDisableSSRGodraysDirLight(True, True, True)
- kmyquest.StartTimer(1.0, 50)
- ;FX
- CharGenCameraImod.Apply()
- CharGenSinkSoundFXEnableMarker.Enable()
- ; give the load a second to get the player in the furniture
- Utility.Wait(1.0)
- CharGenMirrorImod.Apply()
- ;additional sound FX as we load in
- AMBIntChargenPlayerHouseBathroomSpotMirrorWipe.Play(PlayerREF)
- ; fade the game in
- Game.FadeOutGame(False, False, 1.0, 2.0)
- EndIf
- Utility.Wait(0.1)
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