cod4-sdk/raw/maps/airlift_anim.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_anim;
#using_animtree("generic_human");
main()
{
anims();
dialogue();
}
anims()
{
level.scr_anim[ "frnd" ][ "spin" ] = %combatwalk_F_spin;
level.scr_anim[ "drone" ][ "pilot_idle" ][ 0 ] = %helicopter_pilot1_idle;
level.scr_anim[ "drone" ][ "pilot_idle" ][ 1 ] = %helicopter_pilot1_twitch_clickpannel;
level.scr_anim[ "drone" ][ "pilot_idle" ][ 2 ] = %helicopter_pilot1_twitch_lookback;
level.scr_anim[ "drone" ][ "pilot_idle" ][ 3 ] = %helicopter_pilot1_twitch_lookoutside;
level.scr_anim[ "drone" ][ "copilot_idle" ][ 0 ] = %helicopter_pilot2_idle;
level.scr_anim[ "drone" ][ "copilot_idle" ][ 1 ] = %helicopter_pilot2_twitch_clickpannel;
level.scr_anim[ "drone" ][ "copilot_idle" ][ 2 ] = %helicopter_pilot2_twitch_radio;
level.scr_anim[ "drone" ][ "copilot_idle" ][ 3 ] = %helicopter_pilot2_twitch_lookoutside;
/*-----------------------
TEMP SEAKNIGHT LOADS/UNLOADS
-------------------------*/
level.scr_anim[ "generic" ][ "ch46_load_1" ] = %ch46_load_1;
level.scr_anim[ "generic" ][ "ch46_load_2" ] = %ch46_load_2;
level.scr_anim[ "generic" ][ "ch46_load_3" ] = %ch46_load_3;
level.scr_anim[ "generic" ][ "ch46_load_4" ] = %ch46_load_4;
level.scr_anim[ "generic" ][ "ch46_unload_1" ] = %ch46_unload_1;
level.scr_anim[ "generic" ][ "ch46_unload_2" ] = %ch46_unload_2;
level.scr_anim[ "generic" ][ "ch46_unload_3" ] = %ch46_unload_3;
level.scr_anim[ "generic" ][ "ch46_unload_4" ] = %ch46_unload_4;
level.scr_anim[ "generic" ][ "ch46_unload_idle" ][0] = %exposed_crouch_idle_alert_v1;
//level.scr_anim[ "generic" ][ "ch46_unload_idle" ][0] = %exposed_crouch_idle_alert_v2;
//level.scr_anim[ "generic" ][ "ch46_unload_idle" ][0] = %crouch_exposed_idleB;
/*-----------------------
RPG SEQUENCE
-------------------------*/
level.scr_anim[ "frnd" ][ "AT4_fire_start" ] = %launchfacility_a_at4_fire;
level.scr_anim[ "frnd" ][ "AT4_fire" ] = %launchfacility_a_at4_fire;
level.scr_anim[ "frnd" ][ "AT4_idle" ][0] = %corner_standr_alert_idle;
/*-----------------------
RPG SEQUENCE 2
-------------------------*/
level.scr_anim[ "frnd" ][ "RPG_conceal_idle_start" ] = %RPG_conceal_idle;
level.scr_anim[ "frnd" ][ "RPG_conceal_idle" ][0] = %RPG_conceal_idle;
level.scr_anim[ "frnd" ][ "RPG_conceal_2_standR" ] = %RPG_conceal_2_standR;
level.scr_anim[ "frnd" ][ "RPG_stand_idle" ][0] = %RPG_stand_idle;
level.scr_anim[ "frnd" ][ "RPG_stand_fire" ] = %RPG_stand_fire;
level.scr_anim[ "frnd" ][ "RPG_standR_2_conceal" ] = %RPG_standR_2_conceal;
level.scr_anim[ "frnd" ][ "AT4_fire_short_start" ] = %launchfacility_a_at4_short;
level.scr_anim[ "frnd" ][ "AT4_fire_short" ] = %launchfacility_a_at4_short;
level.scr_anim[ "frnd" ][ "AT4_idle_short" ][0] = %corner_standr_alert_idle;
/*-----------------------
SEAKNIGHT CREWCHIEF
-------------------------*/
level.scr_anim[ "frnd" ][ "crewchief_idle" ][0] = %airlift_crewchief_idle;
level.scr_anim[ "frnd" ][ "crewchief_getin" ][0] = %airlift_crewchief_getin;
level.scr_anim[ "frnd" ][ "crewchief_getin_lookback" ][0] = %airlift_crewchief_getin_lookback;
level.scr_anim[ "frnd" ][ "crewchief_getin_quick" ][0] = %airlift_crewchief_getin_quick;
level.scr_anim[ "frnd" ][ "crewchief_getout" ][0] = %airlift_crewchief_getout;
level.scr_anim[ "frnd" ][ "crewchief_gun_idle" ][0] = %airlift_crewchief_gun_idle;
level.scr_anim[ "frnd" ][ "crewchief_gun_shoot" ][0] = %airlift_crewchief_gun_shoot;
level.scr_anim[ "frnd" ][ "crewchief_gun_getin" ][0] = %airlift_crewchief_gun_getin;
level.scr_anim[ "frnd" ][ "crewchief_sucked_out" ] = %airlift_crewchief_sucked_out;
level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout" ] = %airlift_crewchief_stepout;
level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout_fire" ] = %airlift_crewchief_stepout_fire;
level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout_fire_2_idle" ] = %airlift_crewchief_stepout_fire_2_idle;
level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout_idle" ][0] = %airlift_crewchief_stepout_idle;
/*-----------------------
WOUNDED PILOT
-------------------------*/
level.scr_anim[ "frnd" ][ "wounded_pullout" ] = %airlift_pilot_getout;
level.scr_anim[ "frnd" ][ "wounded_cockpit_shoot" ][ 0 ] = %airlift_pilot_shooting;
level.scr_anim[ "frnd" ][ "wounded_cockpit_wave_over" ] = %airlift_pilot_seeyou;
level.scr_anim[ "frnd" ][ "wounded_cockpit_idle" ][ 0 ] = %airlift_pilot_idle;
level.scr_anim[ "frnd" ][ "wounded_putdown" ] = %airlift_pilot_putdown;
/*-----------------------
DEAD PILOT
-------------------------*/
level.scr_anim[ "frnd" ][ "deadpilot_idle" ][ 0 ] = %airlift_copilot_dead;
}
dialogue()
{
/*-----------------------
DIALOGUE
-------------------------*/
//Male Helicopter Pilot
//In formation. Approaching objective. 30 seconds.
level.scr_radio[ "airlift_mhp_information" ] = "airlift_mhp_information";
//HQ Radio Voice
//All callsigns this is Overlook. We're seeing enemy armor in the palm grove west of the river.
level.scr_radio[ "airlift_hqr_allcallsigns" ] = "airlift_hqr_allcallsigns";
//Female Helicopter Pilot
//Outlaw, this is Deadly. We'll take out the big targets, mop up any troublemakers with the Mark 19.
level.scr_radio[ "airlift_fhp_bigtargets" ] = "airlift_fhp_bigtargets";
//Male Helicopter Pilot
//Taking fire.
level.scr_radio[ "airlift_mhp_takingfire" ] = "airlift_mhp_takingfire";
//Male Helicopter Pilot
//RPGs on the rooftops.
level.scr_radio[ "airlift_mhp_rpgrooftops" ] = "airlift_mhp_rpgrooftops";
//Male Helicopter Pilot
//Hostiles with RPGs.
level.scr_radio[ "airlift_mhp_hostilesrpgs" ] = "airlift_mhp_hostilesrpgs";
//Male Helicopter Pilot
//More ground infantry, watch it
level.scr_radio[ "airlift_mhp_groundinfantry" ] = "airlift_mhp_groundinfantry";
//Male Helicopter Pilot
//We've got RPG's on the rooftops.
level.scr_radio[ "airlift_mhp_wevegotrpgs" ] = "airlift_mhp_wevegotrpgs";
//Male Helicopter Pilot
//Light armor. Take it out, Jackson
level.scr_radio[ "airlift_mhp_lightarmor" ] = "airlift_mhp_lightarmor";
//Male Helicopter Pilot
//Anti-air battery, rooftop.
level.scr_radio[ "airlift_mhp_antiairrooftop" ] = "airlift_mhp_antiairrooftop";
//Male Helicopter Pilot
//Anti-air on the ground
level.scr_radio[ "airlift_mhp_antiairground" ] = "airlift_mhp_antiairground";
//Male Helicopter Pilot
//Command this is Outlaw Two-Five. Infantry is making a run for it. We are clear to land.
level.scr_radio[ "airlift_mhp_makingarun" ] = "airlift_mhp_makingarun";
//HQ Radio Voice
//Uh...Roger that. Ok. Bachelor Two-Seven, let's get those Abrams to the front.
level.scr_radio[ "airlift_hqr_getabramsfront" ] = "airlift_hqr_getabramsfront";
//Helicopter Crew Chief
//Down the ramp! Move out! Go! Go! Go!
level.scr_sound[ "airlift_hcc_downramp" ] = "airlift_hcc_downramp";
//HQ Radio Voice
//Outlaw, this is command, unload half your chalk here and take the rest 2 clicks west. We need you to evac an advance team pinned down in the city.
level.scr_radio[ "airlift_hqr_2clickswest" ] = "airlift_hqr_2clickswest";
//HQ Radio Voice
//Roger that command. Outlaw 2-5 is en route
level.scr_radio[ "airlift_hqr_enroute" ] = "airlift_hqr_enroute";
//Female Helicopter Pilot
//Outlaw this is Deadly. Returning to base to refit and refuel. You<6F>re on your own for now 2-5.
level.scr_radio[ "airlift_fhp_refitandrefuel" ] = "airlift_fhp_refitandrefuel";
//HQ Radio Voice
//Advance team is pinned down in a hot area. They're popping blue smoke to indicate position.
level.scr_radio[ "airlift_hqr_bluesmoke" ] = "airlift_hqr_bluesmoke";
//Male Helicopter Pilot
//Roger we have a visual. Outlaw 2-5 out.
level.scr_radio[ "airlift_mhp_havevisual" ] = "airlift_mhp_havevisual";
//Helicopter Crew Chief
//Move! Move! Heads up! Let's go!
level.scr_sound[ "frnd" ][ "airlift_hcc_letsgo" ] = "airlift_hcc_letsgo";
//Lt. Vasquez
//Marines, listen up! One of our forward recon teams has gotten pinned down and needs our help!
level.scr_radio[ "airlift_vsq_forwardrecon" ] = "airlift_vsq_forwardrecon";
//Lt. Vasquez
//These guys lasered eleven anti-aircraft positions last night for the pre-invasion bombing. If anyone deserves a ticket outta here, it's them! HR1
level.scr_radio[ "airlift_vsq_desevresaticket" ] = "airlift_vsq_desevresaticket";
//Lt. Vasquez
//We're gonna land, and then fight our way to their position. Once we've linked up with them, we'll escort them back to the Sea Knight! HR1
level.scr_radio[ "airlift_vsq_escortback" ] = "airlift_vsq_escortback";
//Lt. Vasquez
//Watch for friendlies near the colored smoke! Let's get our boys evac'ed and get the hell out of here! HR1
level.scr_radio[ "airlift_vsq_watchcoloredsmoke" ] = "airlift_vsq_watchcoloredsmoke";
//Lt. Vasquez
//Watch for friendlies near the green smoke on the second floor! Let's get our boys outta there! Move! HR1
level.scr_radio[ "airlift_vsq_greensmoke" ] = "airlift_vsq_greensmoke";
//Marine 1
//Mortar fire! Incoming!
level.scr_sound[ "frnd" ][ "airlift_gm1_firebalcony" ] = "airlift_gm1_firebalcony";
//Male Helicopter Pilot
//LZ is too hot. We'll circle back in 3 minutes.
level.scr_radio[ "airlift_mhp_lztoohot" ] = "airlift_mhp_lztoohot";
//Marine 1
//Hold your fire! Hold your fire! Friendlies up on the second floor! I repeat, we're up on the second floor! HR1
level.scr_radio[ "airlift_gm1_holdyourfire" ] = "airlift_gm1_holdyourfire";
//Marine 2
//Put some fire on that balcony!
level.scr_sound[ "frnd" ][ "airlift_gm2_firebalcony" ] = "airlift_gm2_firebalcony";
//Marine 3
//Reinforcements! Fastroping to the east!
level.scr_sound[ "frnd" ][ "airlift_gm3_reinforcements" ] = "airlift_gm3_reinforcements";
//Marine 4
//So you're our ride out of here?
level.scr_sound[ "frnd" ][ "airlift_gm4_reinforcements" ] = "airlift_gm4_reinforcements";
//Lt. Vasquez
//We're it, Captain. Let's move out before they regroup.
level.scr_radio[ "airlift_vsq_moveout" ] = "airlift_vsq_moveout";
//Lt. Vasquez
//We're it, Captain. Let's move out before they regroup.
level.scr_sound[ "frnd" ][ "airlift_vsq_wereit" ] = "airlift_vsq_wereit";
//Female Helicopter Pilot
//Outlaw this is Deadly. Refueled and fully loaded. You guys miss me?
level.scr_radio[ "airlift_fhp_missme" ] = "airlift_fhp_missme";
//Marine 3
//Hell yeah!
level.scr_sound[ "frnd" ][ "airlift_gm3_hellyeah" ] = "airlift_gm3_hellyeah";
//Lt. Vasquez
//Move out! Let's go let's go!
level.scr_sound[ "frnd" ][ "airlift_vsq_letsgo" ] = "airlift_vsq_letsgo";
//Lt. Vasquez
//Get to the LZ! Let's move!
level.scr_radio[ "airlift_vsq_gettolz" ] = "airlift_vsq_gettolz";
//Lt. Vasquez
//Get to the LZ! Let's move!
level.scr_radio[ "airlift_vsq_gettolz2" ] = "airlift_vsq_gettolz2";
//Helicopter Crew Chief
//Move it! We've gotta be wheels up in 10 seconds! Move!
level.scr_sound[ "frnd" ][ "airlift_hcc_wheelsup" ] = "airlift_hcc_wheelsup";
//Helicopter Crew Chief
//Jackson! Get back on the Mark 19!
level.scr_sound[ "frnd" ][ "airlift_hcc_backonmark19" ] = "airlift_hcc_backonmark19";
//Marine 4
//Thanks for the lift!
level.scr_radio[ "airlift_gm4_hellyeah" ] = "airlift_gm4_hellyeah";
//HQ Radio Voice
//Outlaw, be advised, we have a situation here, over.
level.scr_radio[ "airlift_hqr_situation" ] = "airlift_hqr_situation";
//Male Helicopter Pilot
//Go ahead Command, over.
level.scr_radio[ "airlift_mhp_goahead" ] = "airlift_mhp_goahead";
//HQ Radio Voice
//Seal Team Six has located a possible nuclear device at Al-Asad's palace to the west. NEST teams are on the way. Until the device is verified safe, all forces are to fall back to the east, over.
level.scr_radio[ "airlift_hqr_nestteams" ] = "airlift_hqr_nestteams";
//Seal Team Six has located a possible nuclear device at Al-Asad's palace to the west. NEST teams are on the way. Until the device is verified safe, all forces are to fall back to the east, over.
level.scr_radio[ "airlift_hqr_nestteams" ] = "airlift_hqr_nestteams";
//Male Helicopter Pilot
//What's the minimum safe distance over?
level.scr_radio[ "airlift_mhp_safedistance" ] = "airlift_mhp_safedistance";
//What's the minimum safe distance over?
level.scr_radio[ "airlift_mhp_safedistance" ] = "airlift_mhp_safedistance";
//HQ Radio Voice
//Minimum safe distance is ten miles. Get your asses outta there now! Out!
level.scr_radio[ "airlift_hqr_outtathere" ] = "airlift_hqr_outtathere";
//Minimum safe distance is ten miles. Get your asses outta there now! Out!
level.scr_radio[ "airlift_hqr_outtathere" ] = "airlift_hqr_outtathere";
//Male Helicopter Pilot
//Deadly this is Outlaw. Al-Asad's got a nuke. We're buggin' out. Lead the way.
level.scr_radio[ "airlift_mhp_leadtheway" ] = "airlift_mhp_leadtheway";
//Deadly this is Outlaw. Al-Asad's got a nuke. We're buggin' out. Lead the way.
level.scr_radio[ "airlift_mhp_leadtheway" ] = "airlift_mhp_leadtheway";
//Female Helicopter Pilot
//Roger that. Let's get outta (KABOOM helicopter is hit)
level.scr_radio[ "airlift_fhp_getoutta" ] = "airlift_fhp_getoutta";
//Female Helicopter Pilot
//We're hit we're hit!! I've lost the tail rotor!
level.scr_radio[ "airlift_fhp_werehit" ] = "airlift_fhp_werehit";
//Female Helicopter Pilot
//Mayday mayday, this is Deadly, going in hard!
level.scr_radio[ "airlift_fhp_mayday" ] = "airlift_fhp_mayday";
//Female Helicopter Pilot
//We're going down.
level.scr_radio[ "airlift_fhp_goingdown" ] = "airlift_fhp_goingdown";
//Female Helicopter Pilot
//***Keating hang on - ! (static)
level.scr_radio[ "airlift_fhp_hangon" ] = "airlift_fhp_hangon";
//Keating hang on - ! (static)
level.scr_radio[ "airlift_fhp_hangon" ] = "airlift_fhp_hangon";
//Male Helicopter Pilot
//We have a Cobra down. I repeat, we have a Cobra down.
level.scr_radio[ "airlift_mhp_cobradown" ] = "airlift_mhp_cobradown";
//Male Helicopter Pilot
//Deadly this Outlaw Two-Five, do you copy?
level.scr_radio[ "airlift_mhp_doyoucopy" ] = "airlift_mhp_doyoucopy";
//Male Helicopter Pilot
//Deadly this Outlaw Two-Five, come in, over!
level.scr_radio[ "airlift_mhp_comein" ] = "airlift_mhp_comein";
//Male Helicopter Pilot
//Command, I have a visual on the crash site. I see small arms fire coming from the cockpit. Request permission to initiate search and rescue.
level.scr_radio[ "airlift_mhp_smallarmsfire" ] = "airlift_mhp_smallarmsfire";
//Copy Two-Five, be advised, you will NOT be at a safe distance in the event that nuke goes off. Do you understand?
level.scr_radio[ "airlift_hqr_notsafe" ] = "airlift_hqr_notsafe";
//Male Helicopter Pilot
//Roger that. We know what we're getting into.
level.scr_radio[ "airlift_mhp_weknow" ] = "airlift_mhp_weknow";
//HQ Radio Voice
//All right Two-Five, it's your call. Retrieve that pilot if you can. Out.
level.scr_radio[ "airlift_hqr_youcall" ] = "airlift_hqr_youcall";
//Male Helicopter Pilot
//Deadly do you copy? What's your status, over?
level.scr_radio[ "airlift_mhp_youstatus" ] = "airlift_mhp_youstatus";
//Female Helicopter Pilot
//(cough) I'm here!...(coughing, firing) Keating is KIA!!! Hostiles moving in fast!! (gunfire gunfire) I could sure use some help down here!! (gunfire)
level.scr_radio[ "airlift_fhp_usesomehelp" ] = "airlift_fhp_usesomehelp";
//Male Helicopter Pilot
//Hold on, we're coming to ya.
level.scr_radio[ "airlift_mhp_werecoming" ] = "airlift_mhp_werecoming";
//Be advised Two-Five, hostiles advancing parallel southwest of your position towards the crash site.
level.scr_radio[ "airlift_hqr_hostilesadvancing" ] = "airlift_hqr_hostilesadvancing";
//Lt. Vasquez
//We got 90 seconds Jackson! Get the pilot! NO ONE gets left behind! HR1
level.scr_radio[ "airlift_vsq_90sec" ] = "airlift_vsq_90sec";
//HQ Radio Voice
//Outlaw Two-Five, hundreds of enemy troops are bearing down on the crash site! Estimate your position WILL be overrun in 90 seconds! HQ
level.scr_radio[ "airlift_hqr_willbeoverrun" ] = "airlift_hqr_willbeoverrun";
//Lt. Vasquez
//We<57>ve got hostiles converging on the crash site! Move!
level.scr_radio[ "airlift_vsq_crashsite" ] = "airlift_vsq_crashsite";
//Lt. Vasquez
//Jackson! Pull her out of there and get back to the LZ! Do it!
level.scr_sound[ "frnd" ][ "airlift_vsq_pullherout" ] = "airlift_vsq_pullherout";
//Lt. Vasquez
//Jackson! We're running out of time! Get her out of there! We'll cover you! Move!
level.scr_sound[ "frnd" ][ "airlift_vsq_getherout" ] = "airlift_vsq_getherout";
//Lt. Vasquez
//Jackson! Get the pilot! Get the pilot! Hurry!!
level.scr_sound[ "frnd" ][ "airlift_gm2_getpilot" ] = "airlift_gm2_getpilot";
//Lt. Vasquez
//Jackson! Get the pilot back outta that helo! Move!!!
level.scr_sound[ "frnd" ][ "airlift_gm2_outofhelo" ] = "airlift_gm2_outofhelo";
//Lt. Vasquez
//Sgt. Jackson! Grab the pilot, we'll hold 'em off!!
level.scr_sound[ "frnd" ][ "airlift_gm2_holdemoff" ] = "airlift_gm2_holdemoff";
//Lt. Vasquez
//Pull that pilot out of the cockpit while we cover you, Jackson! Move it!
level.scr_sound[ "frnd" ][ "airlift_gm2_coveryou" ] = "airlift_gm2_coveryou";
//Lt. Vasquez
//Get that pilot outta there! Move!!! HR1
level.scr_radio[ "airlift_vsq_getpilot" ] = "airlift_vsq_getpilot";
//Lt. Vasquez
//Jackson, pull the pilot outta the cockpit! Now!! HR1
level.scr_radio[ "airlift_vsq_outtacockpit" ] = "airlift_vsq_outtacockpit";
//Lt. Vasquez
//We're running outta time! Get the pilot back to the Sea Knight! Hurry! HR1
level.scr_radio[ "airlift_vsq_backtoseaknight" ] = "airlift_vsq_backtoseaknight";
//Lt. Vasquez
//Get to the seaknight! We<57>ll hold down these corners. Go!
level.scr_sound[ "frnd" ][ "airlift_vsq_holddown" ] = "airlift_vsq_holddown";
//Lt. Vasquez
//*****I'm gonna scuttle the Cobra! Get clear!
level.scr_sound[ "frnd" ][ "airlift_vsq_scuttlecobra" ] = "airlift_vsq_scuttlecobra";
//Lt. Vasquez
//Go! Go!
level.scr_radio[ "airlift_vsq_gogo" ] = "airlift_vsq_gogo";
//Male Helicopter Pilot
//Lt. Vasquez, this is Outlaw Two-Five, now would be a good time to get the hell outta here over.
level.scr_radio[ "airlift_mhp_goodtime" ] = "airlift_mhp_goodtime";
//Male Helicopter Pilot
//Lt. Vasquez, this is Outlaw Two-Five, now would be a good time to get the hell outta here over.
//Lt. Vasquez
//Roger that we're on our way!
level.scr_radio[ "airlift_vsq_onourway" ] = "airlift_vsq_onourway";
//HQ Radio Voice
//Outlaw this is Command. We have a probable nuclear threat in the capital. Proceed to the minimum safe distance until the all clear is given by the NEST team.
level.scr_radio[ "airlift_hqr_nuclearthreat" ] = "airlift_hqr_nuclearthreat";
//Male Helicopter Pilot
//Ladies and gentlemen this is your Captain speaking. We're in for some chop! Hang on! Jake gimme max power.
level.scr_radio[ "airlift_mhp_inforchop" ] = "airlift_mhp_inforchop";
//Co Pilot
//Roger that.
level.scr_radio[ "airlift_cop_rogerthat" ] = "airlift_cop_rogerthat";
//HQ Radio Voice
//All U.S. forces, be advised, we have a confirmed nuclear threat in the city. NEST teams are on site and attempting to disarm. I repeat, we have a confirmed nu-(BOOM)
level.scr_radio[ "airlift_hqr_confirmed" ] = "airlift_hqr_confirmed";
//Lt. Vasquez
//Everyone hang onnnn!!!
level.scr_radio[ "airlift_vsq_hangon" ] = "airlift_vsq_hangon";
//Female pilot
//sounds of pain
level.scr_sound[ "airlift_fhp_pains" ] = "airlift_fhp_pains";
player_carry();
tank_crush_anims();
seaknight_anims();
statue_anims();
}
#using_animtree( "player" );
player_carry()
{
//animations that will be played by the player (actually played by an invisible model the player is linked to)
//animname will be "player_carry"
level.scr_anim[ "player_carry" ][ "wounded_pullout" ] = %airlift_player_getout;
level.scr_anim[ "player_carry" ][ "wounded_putdown" ] = %airlift_player_putdown;
//the animtree to use with the invisible model with animname "player_carry"
level.scr_animtree[ "player_carry" ] = #animtree;
//the invisible model with the animname "player_carry" that the anims will be played on
level.scr_model[ "player_carry" ] = "viewhands_player_usmc";
}
#using_animtree( "vehicles" );
tank_crush_anims()
{
level.scr_animtree[ "tank_crush" ] = #animtree;
level.scr_anim[ "sedan" ][ "tank_crush" ] = %sedan_tankcrush_side;
level.scr_anim[ "tank" ][ "tank_crush" ] = %tank_tankcrush_side;
level.scr_sound[ "tank_crush" ] = "airlift_tank_crush_car";
}
#using_animtree( "vehicles" );
seaknight_anims()
{
level.scr_anim[ "seaknight" ][ "idle" ][ 0 ] = %sniper_escape_ch46_idle;
level.scr_anim[ "seaknight" ][ "landing" ] = %sniper_escape_ch46_land;
level.scr_anim[ "seaknight" ][ "take_off" ] = %sniper_escape_ch46_take_off;
level.scr_anim[ "seaknight" ][ "rotors" ] = %sniper_escape_ch46_rotors;
level.scr_anim[ "seaknight" ][ "turret_settle_anim" ] = %ch46_turret_idle;
level.scr_anim[ "seaknight" ][ "turret_fire_anim" ] = %ch46_turret_fire;
level.scr_anim[ "seaknight" ][ "doors_open" ] = %ch46_doors_open;
level.scr_animtree[ "seaknight" ] = #animtree;
}
#using_animtree( "vehicles" );
seaknight_turret_anim_init()
{
self useanimtree( #animtree );
self setanim( %ch46_turret_idle );
self setanim( %ch46_doors_close );
}
#using_animtree( "vehicles" );
seaknight_turret_anim()
{
self endon ( "death" );
self endon ( "turret_fire" );
self useanimtree( #animtree );
self setanimknobrestart( %ch46_turret_fire, 1, 0, 1 );
}
#using_animtree( "vehicles" );
seaknight_open_doors()
{
self useanimtree( #animtree );
self playsound ( "seaknight_door_open" );
self setanimknobrestart( %ch46_doors_open, 1, 0, 1 );
//self thread maps\_vehicle_aianim::setanimrestart_once( %ch46_doors_open, false );
}
#using_animtree( "vehicles" );
seaknight_close_doors()
{
self useanimtree( #animtree );
self playsound ( "seaknight_door_close" );
self setanimknobrestart( %ch46_doors_close, 1, 0, 1 );
//self thread maps\_vehicle_aianim::setanimrestart_once( %ch46_doors_close, false );
}
#using_animtree( "animated_props" );
statue_anims()
{
level.scr_animtree[ "statue" ] = #animtree;
level.scr_anim[ "statue" ][ "statue_collapse" ] = %me_statue_destroy_base_01;
}