cod4-sdk/raw/maps/bog_a_anim.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_anim;
#include maps\_utility;
#using_animtree("generic_human");
main()
{
level.scr_model[ "tank_draw" ] = "vehicle_m1a1_abrams_drawing";
precachemodel( getmodel( "tank_draw" ) );
level.scr_anim[ "paulsen" ][ "melee" ] = %bog_melee_R_defend;
level.scr_sound[ "paulsen" ][ "melee" ] = "bog_scn_melee_struggle";
level.scr_sound[ "paulsen" ][ "melee_sound_stop" ] = "bog_scn_melee_struggle_end";
level.scr_anim[ "paulsen" ][ "back_death1" ] = %bog_melee_R_backdeath1; // gets back up off the ground
level.scr_anim[ "paulsen" ][ "back_death2" ] = %bog_melee_R_backdeath2;
level.scr_anim[ "paulsen" ][ "stand_death" ] = %bog_melee_R_standdeath;
addNotetrack_customFunction( "paulsen", "fire", maps\bog_a_code::paulsen_end_fire, "stand_death" );
addNotetrack_customFunction( "paulsen", "end standdeath", maps\bog_a_code::paulsen_end_standDeath );
addNotetrack_customFunction( "paulsen", "start backdeath1", maps\bog_a_code::paulsen_start_backDeath1 );
addNotetrack_customFunction( "paulsen", "start backdeath2", maps\bog_a_code::paulsen_start_backDeath2 );
level.scr_anim[ "price" ][ "tank_is_stuck" ] = %bog_a_start_briefing;
// Alpha Company's tank is stuck half a click north of here, let's go let's go!
addNotetrack_sound( "price", "dialog", "tank_is_stuck", "bog_vsq_halfaclick" );
// addNotetrack_flag( "price", "ambush", "alley_first_shot", "javelin_briefing" );
thread saw_ac_unit();
level.scr_anim[ "saw" ][ "setup" ] = %bog_a_saw_setup;
level.scr_anim[ "saw" ][ "fire_loop" ][ 0 ]= %bog_a_saw_fire;
addNotetrack_customFunction( "saw", "kick", maps\bog_a::kick_ac_unit );
level.scr_anim[ "emslie" ][ "melee" ] = %bog_melee_R_attack;
level.scr_anim[ "emslie" ][ "melee_done" ] = %pistol_stand_switch;
level.scr_anim[ "emslie" ][ "death" ] = %exposed_death_groin;
level.scr_anim[ "generic" ][ "spin" ] = %combatwalk_F_spin;
level.scr_anim[ "price" ][ "wait_approach" ] = %bog_price_wait_idle_approach;
level.scr_anim[ "price" ][ "wait_idle" ][ 0 ] = %bog_price_wait_idle;
level.scr_anim[ "price" ][ "wave1" ] = %bog_price_wait_wave_A;
level.scr_anim[ "price" ][ "wave2" ] = %bog_price_wait_wave_B;
// level.scr_anim[ "price" ][ "javelin_briefing" ] = %bog_javelin_dialogue_briefing;
// level.scr_anim[ "price" ][ "javelin_briefing_idle" ][ 0 ] = %bog_javelin_dialogue_briefingidle;
// UAV recon<6F>s spotted enemy APCs headed this way!
// Private West, get on the roof and hit <20>em with the Javelin!
// addNotetrack_dialogue( "price", "dialog", "javelin_briefing", "bog_pri_hitemwithjavelin" );
level.scr_sound[ "price" ][ "javelin_briefing" ] = "bog_vsq_hitemwithjavelin";
// level.scr_anim[ "price" ][ "javelin_take" ] = %bog_javelin_dialogue_takejavelin;
level.scr_anim[ "javelin_guy" ][ "hangout_arrival" ] = %bog_a_javelin_jog_2_idle;
level.scr_anim[ "javelin_guy" ][ "hangout_idle" ][ 0 ] = %bog_a_javelin_idle;
level.scr_anim[ "javelin_guy" ][ "run" ] = %bog_a_javelin_jog;
level.scr_anim[ "javelin_guy" ][ "death" ] = %bog_a_javelin_death; //exposed_crouch_death_fetal;
level.scr_anim[ "generic" ][ "sprint" ] = %sprint1_loop;
level.scr_anim[ "price" ][ "sprint" ] = %sprint1_loop;
// right away s--"
level.scr_sound[ "javelin_guy" ][ "right_away" ] = "bog_gm2_rightaways_alt";
// jackson! Pick up the Javelin! Get to the second floor and take out those APCs!!
level.scr_sound[ "price" ][ "get_jav" ] = "bog_a_vsq_takeouttanks";
// jackson! Pick up the Javelin and get to the second floor!! Move!!!
level.scr_sound[ "price" ][ "jav_reminder_1" ] = "bog_vsq_javelinsecondfloormove";
// jackson! Get to the second floor and take out those APCs!
level.scr_sound[ "price" ][ "jav_reminder_2" ] = "bog_vsq_jacksonpickupjavelin";
/*
level.scr_anim[ "third_floor_right_guy" ][ "door_breach" ] = %explosivebreach_v1_detcord;
level.scr_anim[ "third_floor_right_guy" ][ "door_breach_idle" ][0] = %explosivebreach_v1_detcord_idle;
level.scr_anim[ "third_floor_left_guy" ][ "door_breach" ] = %explosivebreach_v1_stackL;
level.scr_anim[ "third_floor_left_guy" ][ "door_breach_idle" ][0] = %explosivebreach_v1_stackL_idle;
*/
level.scr_anim[ "second_floor_right_guy" ][ "door_breach_setup" ] = %shotgunbreach_v1_shoot_hinge;
level.scr_anim[ "second_floor_right_guy" ][ "door_breach_setup_idle" ][0] = %shotgunbreach_v1_shoot_hinge_idle;
level.scr_anim[ "second_floor_right_guy" ][ "door_breach_idle" ][0] = %shotgunbreach_v1_shoot_hinge_ready_idle;
level.scr_anim[ "second_floor_right_guy" ][ "door_breach" ] = %shotgunbreach_v1_shoot_hinge_runin;
level.scr_anim[ "second_floor_left_guy" ][ "door_breach_setup" ] = %shotgunbreach_v1_stackB;
level.scr_anim[ "second_floor_left_guy" ][ "door_breach_setup_idle" ][0] = %shotgunbreach_v1_stackB_idle;
level.scr_anim[ "second_floor_left_guy" ][ "door_breach_idle" ][0] = %shotgunbreach_v1_stackB_ready_idle;
level.scr_anim[ "second_floor_left_guy" ][ "door_breach" ] = %shotgunbreach_v1_stackB_runin;
level.scr_anim[ "fence_guy1" ][ "fence_cut" ] = %icbm_fence_cutting_guy1;
level.scr_anim[ "fence_guy2" ][ "fence_cut" ] = %icbm_fence_cutting_guy2;
addNotetrack_attach( "fence_guy1", "can_in_hand", "com_spray_can01", "tag_inhand", "fence_cut" );
precacheModel( "com_spray_can01" );
//addNotetrack_detach( animname, notetrack, model, tag, anime )
addNotetrack_detach( "fence_guy1", "can_out_hand", "com_spray_can01", "tag_inhand", "fence_cut" );
//addNotetrack_animSound( animname, anime, notetrack, soundalias )
addNotetrack_animSound( "fence_guy1", "fence_cut", "scn_icbm_fence_cut", "scn_bog_a_fence_cut" );
addNotetrack_animSound( "fence_guy1", "fence_cut", "scn_icbm_fence_pull", "scn_bog_a_fence_pull" );
//addNotetrack_customFunction( animname, notetrack, function, anime )
addNotetrack_customFunction( "fence_guy1", "can_start_spray", ::spraycan_fx, "fence_cut" );
addNotetrack_customFunction( "fence_guy1", "can_stop_spray", ::spraycan_fx_stop, "fence_cut" );
/*
- shotgunbreach_v1_shoot_hinge_ready_idle
- shotgunbreach_v1_shoot_hinge_runin
- shotgunbreach_v1_stackB_ready_idle
- shotgunbreach_v1_stackB_runin
- shotgunbreach_v1_shotgun_ready_idle
- shotgunbreach_v1_shotgun_runin
*/
// move it! move it!
level.scr_sound[ "generic" ][ "move_it" ] = "bog_gm2_moveit";
// Clear! Keep moving up!
level.scr_sound[ "generic" ][ "keep_moving_up" ] = "bog_gm3_clearkeepmoving";
// Ambush!
level.scr_sound[ "generic" ][ "ambush1" ] = "bog_gm2_ambush1";
// Ambush!
level.scr_sound[ "generic" ][ "ambush2" ] = "bog_gm2_ambush2";
// Contact left!
level.scr_sound[ "guy_two" ][ "contact_left" ] = "bog_gm2_contactleft";
// Contact right! Switch to night vision now!
level.scr_sound[ "price" ][ "switch_to_night_vision" ] = "bog_vsq_contactright";
// Contact right! Contact right!
level.scr_sound[ "generic" ][ "contact_right" ] = "bog_gm1_contactright";
// Get suppression fire on that building! We have to move forward!
level.scr_sound[ "price" ][ "suppress_building" ] = "bog_vsq_suppressionbuilding";
// Keep moving forward!
level.scr_sound[ "price" ][ "keep_moving" ] = "bog_vsq_keepforward";
// Alpha, let<65>s take the stairs and hit their flank! Bravo, give us covering fire!
level.scr_sound[ "price" ][ "take_the_stairs" ] = "bog_vsq_alphatakestairs";
// Let<65>s go jackson, follow me!
level.scr_sound[ "price" ][ "follow_me" ] = "bog_vsq_letsgojackson";
// Come on jackson, move it!
level.scr_sound[ "price" ][ "move_it" ] = "bog_vsq_comeonjackson";
// jackson! This way!
level.scr_sound[ "price" ][ "this_way" ] = "bog_vsq_jacksonthisway";
// jackson, you and Roycewicz head upstairs. We<57>ll cover this entrance. Go!
level.scr_sound[ "price" ][ "head_upstairs" ] = "bog_vsq_jacksonheadupstairs";
// Hit their flank with their machine gun!
level.scr_sound[ "price" ][ "hit_their_flank" ] = "bog_vsq_hittheirflank";
// jackson, use their machine gun!
level.scr_sound[ "price" ][ "use_their_gun" ] = "bog_vsq_usemachinegun";
// Cut <20>em down!! Shoot <20>em through the wall!!!
level.scr_sound[ "price" ][ "shoot_through_wall" ] = "bog_vsq_cutemdown";
// Good job!
level.scr_sound[ "price" ][ "good_job" ] = "bog_vsq_goodjob";
// All right let<65>s move out!
level.scr_sound[ "price" ][ "move_out" ] = "bog_vsq_letsmoveout";
// Squad! This way! Let's go!! We'll flank them from the right!
level.scr_sound[ "price" ][ "flank_right" ] = "bog_vsq_squadthisway";
// jackson! Paulsen! Secure the upper floors! We'll give you covering fire! Move!!!
level.scr_sound[ "price" ][ "secure_the_upper_floors" ] = "bog_vsq_gowithsgtpaulsen";
// Clear!
level.scr_sound[ "second_floor_left_guy" ][ "clear" ] = "bog_gm1_clear";
// Clear!
level.scr_sound[ "second_floor_right_guy" ][ "clear" ] = "bog_gm2_clear1";
// Clear!
level.scr_sound[ "third_floor_left_guy" ][ "clear" ] = "bog_gm2_clear2";
// Clear!
level.scr_sound[ "third_floor_right_guy" ][ "clear" ] = "bog_gm2_clear3";
// There's more holed upon the next floor! Keep moving!!
level.scr_sound[ "guy_one" ][ "more_holed_up" ] = "bog_gm1_moreholedup";
// Second squad coming back down the stairs, hold your fire!
level.scr_sound[ "guy_three" ][ "coming_back_down" ] = "bog_gm3_secondsquad";
// Roger that!
level.scr_sound[ "price" ][ "roger_that" ] = "bog_gm2_rogerthat";
// Roger that, we're working on it! Out!
level.scr_sound[ "price" ][ "working_on_it" ] = "bog_vsq_workingonit";
// Three coming out!
level.scr_sound[ "second_floor_left_guy" ][ "three_coming_out" ] = "bog_gm1_threecomin";
// Squad regroup!
level.scr_sound[ "price" ][ "squad_regroup" ] = "bog_vsq_squadregroup";
// Contact on the overpass!
level.scr_sound[ "guy_one" ][ "contact_overpass" ] = "bog_gm1_contactoverpass";
// jackson, Rusedski, get on the roof! Go!
level.scr_sound[ "price" ][ "get_on_the_roof" ] = "bog_vsq_skigettoroof";
// jackson! I've got the Javelin! Let's go!
level.scr_sound[ "guy_two" ][ "got_the_javelin" ] = "bog_gm2_ivegotjavelin";
// jackson! Pick up the Javelin so you can take out those tanks!
level.scr_sound[ "price" ][ "pickup_hint_1" ] = "bog_a_vsq_takeouttanks";
// jackson! Pick up the Javelin, NOW!
level.scr_sound[ "price" ][ "pickup_hint_2" ] = "bog_a_vsq_pickupjavnow";
// jackson! Pick up the Javelin!
level.scr_sound[ "price" ][ "pickup_hint_3" ] = "bog_a_vsq_pickupjav";
// jackson! Get to the second floor and take out those tanks!
level.scr_sound[ "price" ][ "second_floor_hint_1" ] = "bog_a_vsq_secondfloor";
// Hit those targets at the far end of the bridge! Hurry!
level.scr_sound[ "price" ][ "second_floor_hint_2" ] = "bog_gm1_vehiclesbridge";
// Right away s--
level.scr_sound[ "price" ][ "right_away_s" ] = "bog_gm2_rightaways";
// We're on the second floor! Watch your fire!
level.scr_sound[ "price" ][ "watch_your_fire" ] = "bog_pls_onsecondfloor";
// Gah!
level.scr_sound[ "paulsen" ][ "gah" ] = "bog_pls_gah";
// Shoot him! Shoot him!
level.scr_sound[ "paulsen" ][ "shoot_him" ] = "bog_pls_shoothim";
// Thanks jackson
level.scr_sound[ "paulsen" ][ "thanks_jackson" ] = "bog_pls_thanksjackson";
// Sir! There's a ton of them out there!!
level.scr_sound[ "saw" ][ "ton_of_them" ] = "bog_ems_tonofem";
// Shut up and keep them pinned down!
level.scr_sound[ "price" ][ "shut_up" ] = "bog_vsq_shutup";
// Roger that! Suppressing fire!
level.scr_sound[ "saw" ][ "suppressing_fire" ] = "bog_ems_suppressingfire";
// ************************************************************************************
// RADIO
// ************************************************************************************
// Shifting fire!
level.scr_radio[ "shifting_fire" ] = "bog_gm2_shiftingfire";
// Be advised, more enemy troops are converging on the tank. Recommend you get there ASAP!
level.scr_radio[ "get_there_asap" ] = "bog_hqr_moreenemytroops";
// We're coming in from the south, hold your fire!
level.scr_radio[ "coming_from_south" ] = "bog_vsq_cominginfromsouth";
// Switching off night vision
level.scr_radio[ "switch_off_nightvision" ] = "bog_gm1_offnightvision";
// Roger that! We could really use your help for taking out the enemy mortarsin the buildings to the west!
level.scr_radio[ "could_use_help" ] = "bog_gm3_rogerthat";
// Hit those targets at the far end of the bridge, hurry!
level.scr_sound[ "generic" ][ "hit_vehicles" ] = "bog_gm2_hitvehicles";
// Backblast area clear! Fire!
level.scr_sound[ "generic" ][ "backblast_clear" ] = "bog_gm2_backblastclear";
// Target destroyed!
level.scr_sound[ "generic" ][ "hit_target_1" ] = "bog_gm2_targetdestroyed";
// Nice one!
level.scr_sound[ "generic" ][ "hit_target_2" ] = "bog_gm2_niceone";
// Good shot man!
level.scr_sound[ "generic" ][ "hit_target_3" ] = "bog_gm2_goodshotman";
// Ok that<61>s the last of <20>em.
level.scr_sound[ "generic" ][ "hit_target_4" ] = "bog_gm2_lastofem";
// Bravo Six we<77>re taking heavy fire on our position north of the overpass! Where the hell are you?!
level.scr_radio[ "where_are_you" ] = "bog_gm3_bravosix";
// We<57>re almost there! Hang on!
level.scr_sound[ "price" ][ "almost_there" ] = "bog_vsq_almostthere";
// The tank<6E>s on the other side of that overpass! Come on - let<65>s get back to the squad!
level.scr_sound[ "generic" ][ "other_side" ] = "bog_gm2_tanksotherside";
// This way let<65>s go!
level.scr_sound[ "price" ][ "this_way" ] = "bog_vsq_thiswayletsgo";
door_setup();
animated_model_setup();
script_models();
}
#using_animtree( "ac" );
saw_ac_unit()
{
level.scr_anim[ "ac" ][ "setup" ] = %bog_a_ac_falldown;
level.scr_animtree[ "ac" ] = #animtree;
// level.scr_model[ "door" ] = "com_door_01_handleright";
// precachemodel( level.scr_model[ "door" ] );
}
/*
bog_plt_seeanyoneleft
bog_gm1_letsgo
bog_gm1_oorah
bog_gm2_jacksonletsgo
bog_gm2_oorah
bog_gm3_rpg
bog_gm3_clear
bog_gm3_allclear
bog_gm3_bravosix
bog_gm3_oorah
bog_hqr_enemyaircraft
bog_hqr_goodworkout
bog_plt_standby
bog_plt_positiveid
bog_cop_negative
bog_plt_alltargetsdestroyed
bog_pri_sweepthearea
bog_pri_keepeyeopen
bog_pri_keepofftank
bog_pri_antiaircraftguntakeout
bog_pri_vampiresixfour
bog_pri_lzissecure
bog_pri_regroupattank
bog_pri_donthavemuchtime
bog_pri_allrightmoveout
*/
// level.scr_anim[ "right_guy" ][ "wave" ] = %cqb_stand_wave_go_v1;
// level.scr_anim[ "miller" ][ "door_hang" ] = %shotgunbreach_v1_stackB_idle;
//level.scr_anim[ "miller" ][ "door_hang_idle" ][0] = %shotgunbreach_v1_stackB_idle;
/*
level.scr_sound[ "black" ][ "save_m1a1" ] = "bog_co_save_m1a1";
level.scr_sound[ "black" ][ "off_the_street" ] = "bog_co_off_the_street";
level.scr_sound[ "black" ][ "bang_doors" ] = "bog_co_bang_some_doors";
level.scr_sound[ "black" ][ "night_vision" ] = "bog_co_night_vision";
level.scr_sound[ "black" ][ "go_around_back" ] = "bog_co_go_around_back";
level.scr_sound[ "black" ][ "emslie" ] = "bog_co_emslie";
*/
// level.scr_sound[ "miller" ][ "no_shot" ] = "bog_miller_cant_get_a_shot";
// level.scr_sound[ "emslie" ][ "yes_sir" ] = "bog_emslie_yes_sir";
// level.scr_radio[ "rooftop_movement" ] = "bog_cobra_rooftop_movement";
// level.scr_radio[ "in_persuit" ] = "bog_cobra_in_pursuit";
// level.scr_radio[ "permission_granted" ] = "bog_hq_permission_granted";
#using_animtree ("animated_props");
animated_model_setup()
{
level.anim_prop_models[ "foliage_tree_palm_bushy_2" ][ "still" ] = %palmtree_bushy2_still;
level.anim_prop_models[ "foliage_tree_palm_bushy_2" ][ "strong" ] = %palmtree_bushy2_sway;
level.anim_prop_models[ "foliage_tree_palm_bushy_1" ][ "still" ] = %palmtree_bushy1_still;
level.anim_prop_models[ "foliage_tree_palm_bushy_1" ][ "strong" ] = %palmtree_bushy1_sway;
}
#using_animtree( "door" );
door_setup()
{
// level.scr_anim[ "door" ][ "door_breach" ] = %shotgunbreach_v1_shoot_hinge_door;
level.scr_anim[ "door" ][ "door_breach" ] = %shotgunbreach_door_immediate;
// level.scr_anim[ "door" ][ "door_breach" ] = %explosivebreach_v1_door;
level.scr_animtree[ "door" ] = #animtree;
level.scr_model[ "door" ] = "com_door_01_handleleft2";
// level.scr_model[ "door" ] = "com_door_01_handleleft";
precachemodel( level.scr_model[ "door" ] );
}
#using_animtree( "script_model" );
script_models()
{
level.scr_animtree[ "fence" ] = #animtree;
level.scr_anim[ "fence" ][ "fence_cut" ] = %icbm_fence_cutting_guy1_fence;
level.scr_model[ "fence" ] = "icbm_fence_cut";
precacheModel( getmodel( "fence" ) );
}
spraycan_fx( guy )
{
level endon( "stop_spray_fx" );
level endon( "death" );
while ( true )
{
playfxontag( getfx( "freezespray" ), guy, "tag_spraycan_fx" );
wait .1;
}
}
spraycan_fx_stop( empty )
{
level notify( "stop_spray_fx" );
}