//Generated by BehavEd

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "scepter_cam", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "scepter_cam", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
camera ( ZOOM, 87, 0 );

//  Slowly zoom out
//
camera ( ZOOM, 64, 14000 );

wait ( $2000$ );

affect ( "scepter_lady", FLUSH )
{
	sound ( CHAN_VOICE_GLOBAL, "sound/cin/level1-scepter.wav" );
}

//  Value to be changed
wait ( $12000$ );

camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 3000 );
wait ( $4000$ );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "level2_start1", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "level2_start1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 3000 );
wait ( $3000$ );

wait ( $8000$ );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "level2_start2", ORIGIN)$, 4000 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "level2_start2", ANGLES)$, < 0.000 0.000 0.000 >, 4000 );
wait ( $4000$ );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "level2_start3", ORIGIN)$, 4500 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "level2_start3", ANGLES)$, < 0.000 0.000 0.000 >, 4500 );
wait ( $4500$ );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "level2_start4", ORIGIN)$, 4500 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "level2_start4", ANGLES)$, < 0.000 0.000 0.000 >, 4500 );
wait ( $4500$ );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "level2_start5", ORIGIN)$, 5000 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "level2_start5", ANGLES)$, < 0.000 0.000 0.000 >, 5000 );
wait ( $7000$ );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 3000 );
wait ( $3000$ );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 0 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );

affect ( "scepter_lady", FLUSH )
{
    	set ( "SET_INVISIBLE", "TRUE" );
	set ( "SET_FORCE_PUSH_LEVEL", "0" );
	set ( "SET_FORCE_PULL_LEVEL", "0" );
	set ( "SET_FORCE_JUMP_LEVEL", "0" );
	set ( "SET_FORCE_SPEED_LEVEL", "0" );
	set ( "SET_SABER_THROW", "0" );
	set ( "SET_SABER_DEFENSE", "0" );
	set ( "SET_SABER_OFFENSE", "0" );
	set ( "SET_FORCE_SIGHT_LEVEL", "0" );
	set ( "SET_FORCE_ABSORB_LEVEL", "0" );
	set ( "SET_FORCE_HEAL_LEVEL", "0" );
	set ( "SET_FORCE_MINDTRICK_LEVEL", "0" );
	set ( "SET_FORCE_PROTECT_LEVEL", "0" );
	set ( "SET_FORCE_DRAIN_LEVEL", "0" );
	set ( "SET_FORCE_LIGHTNING_LEVEL", "0" );
	set ( "SET_FORCE_GRIP_LEVEL", "0" );
	set ( "SET_FORCE_RAGE_LEVEL", "0" );
	set ( "SET_WEAPON", "WP_NONE" );
}

set ( "SET_OBJECTIVE_SHOW", "T3_RIFT_OBJ1" );
set ( "SET_OBJECTIVE_SHOW", "T2_WEDGE_OBJ12" );
set ( "SET_OBJECTIVE_SUCCEEDED", "T2_WEDGE_OBJ12" );
set ( "SET_OBJECTIVE_SUCCEEDED", "T3_RIFT_OBJ1" );
set ( "SET_OBJECTIVE_SHOW", "T3_RIFT_OBJ2" );
set ( "SET_OBJECTIVE_SHOW", "T1_DANGER_OBJ3" );
