267 lines
13 KiB
Text
267 lines
13 KiB
Text
|
#include maps\_anim;
|
||
|
#using_animtree("generic_human");
|
||
|
|
||
|
main()
|
||
|
{
|
||
|
anims();
|
||
|
run_anims();
|
||
|
dialogue();
|
||
|
}
|
||
|
|
||
|
anims()
|
||
|
{
|
||
|
// Crash
|
||
|
level.scr_anim[ "price" ][ "hunted_opening_price" ] = %hunted_opening_price;
|
||
|
addNotetrack_dialogue( "price", "dialog" ,"hunted_opening_price", "hunted_pri_onepiece" );
|
||
|
addNotetrack_dialogue( "price", "dialog" ,"hunted_opening_price", "hunted_pri_getup" );
|
||
|
addNotetrack_dialogue( "price", "dialog" ,"hunted_opening_price", "hunted_pri_comeonsearchparties" );
|
||
|
|
||
|
level.scr_anim[ "dead_guy" ][ "hunted_dying" ] = %hunted_dying_deadguy;
|
||
|
level.scr_anim[ "dead_guy" ][ "hunted_dying_endidle" ][0] = %hunted_dying_deadguy_endidle;
|
||
|
level.scr_anim[ "steve" ][ "hunted_dying" ] = %hunted_dying_soldier;
|
||
|
|
||
|
// Dirt path
|
||
|
level.scr_anim[ "price" ][ "hunted_wave_chat" ] = %hunted_wave_chat;
|
||
|
addNotetrack_dialogue( "price", "dialog" ,"hunted_wave_chat", "hunted_pri_underbridge" );
|
||
|
level.scr_anim[ "charlie" ][ "hunted_wave_chat" ] = %hunted_spotter_wave_chat;
|
||
|
addNotetrack_dialogue( "charlie", "dialog" ,"hunted_wave_chat", "hunted_sas2_vehiclesnorth" );
|
||
|
level.scr_anim[ "charlie" ][ "hunted_spotter_idle" ][0] = %hunted_spotter_idle;
|
||
|
level.scr_anim[ "charlie" ][ "hunted_spotter_idle" ][1] = %hunted_spotter_twitch;
|
||
|
|
||
|
// Tunnel
|
||
|
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_runin" ] = %hunted_tunnel_guy1_runin;
|
||
|
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_idle" ][0] = %hunted_tunnel_guy1_idle;
|
||
|
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_lookup" ] = %hunted_tunnel_guy1_lookup;
|
||
|
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_runout" ] = %hunted_tunnel_guy1_runout;
|
||
|
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_runin" ] = %hunted_tunnel_guy2_runin;
|
||
|
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_idle" ][0] = %hunted_tunnel_guy2_idle;
|
||
|
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_runout" ] = %hunted_tunnel_guy2_runout;
|
||
|
level.scr_sound[ "price" ][ "hunted_tunnel_guy2_runout" ] = "hunted_pri_letsmove";
|
||
|
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_runout_interrupt" ] = %hunted_tunnel_guy2_runout;
|
||
|
|
||
|
// Barn and small farm
|
||
|
level.scr_anim[ "price" ][ "hunted_open_barndoor" ] = %hunted_open_barndoor;
|
||
|
level.scr_sound[ "price" ][ "hunted_open_barndoor" ] = "hunted_pri_holdup";
|
||
|
level.scr_anim[ "price" ][ "hunted_open_barndoor_stop" ] = %hunted_open_barndoor_stop;
|
||
|
level.scr_anim[ "price" ][ "hunted_open_barndoor_idle" ][0] = %hunted_open_barndoor_idle;
|
||
|
level.scr_anim[ "price" ][ "hunted_open_barndoor_nodialogue" ] = %hunted_open_barndoor;
|
||
|
|
||
|
level.scr_anim[ "mark" ][ "door_kick_in" ] = %doorkick_2_cqbwalk;
|
||
|
|
||
|
level.scr_anim[ "leader" ][ "hunted_farmsequence" ] = %hunted_farmsequence_leader;
|
||
|
level.scr_anim[ "farmer" ][ "hunted_farmsequence" ] = %hunted_farmsequence_farmer;
|
||
|
level.scr_anim[ "thug" ][ "hunted_farmsequence" ] = %hunted_farmsequence_brute1;
|
||
|
level.scr_anim[ "thug2" ][ "hunted_farmsequence" ] = %hunted_farmsequence_brute2;
|
||
|
|
||
|
level.scr_anim[ "farmer" ][ "farmer_deathpose" ][0] = %hunted_farmsequence_farmer_deathpose;
|
||
|
|
||
|
level.scr_anim[ "farmer" ][ "farmer_altending" ] = %hunted_farmsequence_farmer_altending;
|
||
|
|
||
|
level.scr_anim[ "farmer" ][ "hack_idle" ][0] = %hunted_pronehide_idle_v3;
|
||
|
|
||
|
addNotetrack_dialogue( "leader", "dialog" ,"hunted_farmsequence", "hunted_ru1_dontplaystupid" );
|
||
|
addNotetrack_dialogue( "leader", "dialog" ,"hunted_farmsequence", "hunted_ru1_hidingsoldiers" );
|
||
|
addNotetrack_dialogue( "leader", "dialog" ,"hunted_farmsequence", "hunted_ru1_forgetit" );
|
||
|
|
||
|
addNotetrack_dialogue( "farmer", "dialog" ,"hunted_farmsequence", "hunted_ruf_whatsgoingon" );
|
||
|
addNotetrack_dialogue( "farmer", "dialog" ,"hunted_farmsequence", "hunted_ruf_hidingwho" );
|
||
|
addNotetrack_dialogue( "farmer", "dialog" ,"hunted_farmsequence", "hunted_ruf_british" );
|
||
|
|
||
|
// Field
|
||
|
level.scr_anim[ "price" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v1;
|
||
|
level.scr_anim[ "price" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v1;
|
||
|
level.scr_anim[ "price" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v1;
|
||
|
level.scr_anim[ "mark" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v1;
|
||
|
level.scr_anim[ "mark" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v1;
|
||
|
level.scr_anim[ "mark" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v1;
|
||
|
level.scr_anim[ "steve" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v2;
|
||
|
level.scr_anim[ "steve" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v2;
|
||
|
level.scr_anim[ "steve" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v2;
|
||
|
level.scr_anim[ "charlie" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v3;
|
||
|
level.scr_anim[ "charlie" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v3;
|
||
|
level.scr_anim[ "charlie" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v3;
|
||
|
|
||
|
level.scr_anim[ "mark" ][ "hunted_open_basement_door_kick" ] = %hunted_open_basement_door_kick;
|
||
|
|
||
|
// Basement
|
||
|
level.scr_anim[ "price" ][ "hunted_basement_door_block" ] = %hunted_basement_door_block;
|
||
|
|
||
|
// creek
|
||
|
level.scr_anim[ "price" ][ "hunted_open_creek_gate_stop" ] = %hunted_open_barndoor_stop;
|
||
|
level.scr_anim[ "price" ][ "hunted_open_creek_gate" ] = %hunted_open_barndoor;
|
||
|
|
||
|
level.scr_anim[ "guard1" ][ "roadblock_sequence" ] = %hunted_roadblock_guy1_sequence;
|
||
|
level.scr_anim[ "guard1" ][ "roadblock_startidle" ][0] = %hunted_roadblock_guy1_startidle;
|
||
|
level.scr_anim[ "guard2" ][ "roadblock_sequence" ] = %hunted_roadblock_guy2_sequence;
|
||
|
level.scr_anim[ "guard2" ][ "roadblock_startidle" ][0] = %hunted_roadblock_guy2_startidle;
|
||
|
|
||
|
// greenhouse
|
||
|
level.scr_anim[ "price" ][ "hunted_open_big_barn_gate_stop" ] = %hunted_open_barndoor_stop;
|
||
|
level.scr_anim[ "price" ][ "hunted_open_big_barn_gate" ] = %hunted_open_barndoor;
|
||
|
|
||
|
// ac130
|
||
|
level.scr_anim[ "mark" ][ "hunted_celebrate" ] = %hunted_celebrate;
|
||
|
level.scr_sound[ "mark" ][ "hunted_celebrate" ] = "hunted_uk2_outrageous";
|
||
|
|
||
|
level.scr_anim[ "steve" ][ "hunted_celebrate" ] = %hunted_celebrate_v2;
|
||
|
|
||
|
level.scr_anim[ "charlie" ][ "hunted_celebrate" ] = %hunted_celebrate_v3;
|
||
|
|
||
|
level.scr_anim[ "dead_guy" ][ "death1" ] = %exposed_death_nerve;
|
||
|
level.scr_anim[ "dead_guy" ][ "death2" ] = %exposed_death_falltoknees;
|
||
|
level.scr_anim[ "dead_guy" ][ "death3" ] = %exposed_death_headtwist;
|
||
|
level.scr_anim[ "dead_guy" ][ "death4" ] = %exposed_crouch_death_twist;
|
||
|
level.scr_anim[ "dead_guy" ][ "death5" ] = %exposed_crouch_death_fetal;
|
||
|
level.scr_animtree[ "dead_guy" ] = #animtree;
|
||
|
|
||
|
}
|
||
|
|
||
|
run_anims()
|
||
|
{
|
||
|
level.scr_anim[ "price" ][ "path_slow" ] = %huntedrun_1_idle;
|
||
|
level.scr_anim[ "price" ][ "path_slow_left" ] = %huntedrun_1_look_left;
|
||
|
level.scr_anim[ "price" ][ "path_slow_right" ] = %huntedrun_1_look_right;
|
||
|
level.scr_anim[ "price" ][ "sprint" ] = %sprint1_loop;
|
||
|
|
||
|
level.scr_anim[ "mark" ][ "path_slow" ] = %huntedrun_1_idle;
|
||
|
level.scr_anim[ "mark" ][ "sprint" ] = %sprint1_loop;
|
||
|
|
||
|
level.scr_anim[ "steve" ][ "path_slow" ] = %huntedrun_2;
|
||
|
level.scr_anim[ "steve" ][ "sprint" ] = %sprint1_loop;
|
||
|
|
||
|
level.scr_anim[ "charlie" ][ "path_slow" ] = %huntedrun_1_idle;
|
||
|
level.scr_anim[ "charlie" ][ "sprint" ] = %sprint1_loop;
|
||
|
|
||
|
level.scr_anim[ "thug" ][ "walk_slow" ] = %huntedrun_2;
|
||
|
|
||
|
level.scr_anim[ "farmer" ][ "walk" ] = %huntedrun_1_idle;
|
||
|
|
||
|
level.scr_anim[ "guard1" ][ "patrolwalk" ] = %active_patrolwalk_v1;
|
||
|
level.scr_anim[ "guard2" ][ "patrolwalk" ] = %active_patrolwalk_v2;
|
||
|
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_1" ] = %active_patrolwalk_v1;
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_2" ] = %active_patrolwalk_v2;
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_3" ] = %active_patrolwalk_v3;
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_4" ] = %active_patrolwalk_v4;
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_5" ] = %active_patrolwalk_v5;
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_pause" ] = %active_patrolwalk_pause;
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_turn" ] = %active_patrolwalk_turn_180;
|
||
|
|
||
|
level.scr_anim[ "axis" ][ "patrolwalk_nolight" ] = %huntedrun_1_idle;
|
||
|
|
||
|
level.scr_anim[ "axis" ][ "dazed_0" ] = %hunted_dazed_walk_A_zombie;
|
||
|
level.scr_anim[ "axis" ][ "dazed_1" ] = %hunted_dazed_walk_A_zombie;
|
||
|
level.scr_anim[ "axis" ][ "dazed_2" ] = %hunted_dazed_walk_B_blind;
|
||
|
level.scr_anim[ "axis" ][ "dazed_3" ] = %hunted_dazed_walk_B_blind;
|
||
|
level.scr_anim[ "axis" ][ "dazed_4" ] = %hunted_dazed_walk_C_limp;
|
||
|
}
|
||
|
|
||
|
dialogue()
|
||
|
{
|
||
|
// crash
|
||
|
level.scr_sound[ "price" ][ "youallright" ] = "hunted_pri_youallright";
|
||
|
level.scr_sound[ "price" ][ "casualtyreport" ] = "hunted_pri_casualtyreport";
|
||
|
level.scr_sound[ "mark" ][ "bothpilotsdead" ] = "hunted_uk2_bothpilotsdead";
|
||
|
level.scr_sound[ "price" ][ "bugger" ] = "hunted_pri_bugger";
|
||
|
level.scr_sound[ "price" ][ "extractionpoint" ] = "hunted_pri_extractionpoint";
|
||
|
|
||
|
level.scr_radio[ "hunted_price_ac130_inbound" ] = "hunted_price_ac130_inbound";
|
||
|
level.scr_sound[ "price" ][ "hunted_pri_copy" ] = "hunted_pri_copy";
|
||
|
level.scr_sound[ "mark" ][ "hunted_uk2_ac130" ] = "hunted_uk2_ac130";
|
||
|
|
||
|
// path
|
||
|
level.scr_sound[ "price" ][ "lowprofile" ] = "hunted_pri_lowprofile";
|
||
|
|
||
|
// barn
|
||
|
level.scr_sound[ "price" ][ "killoldman" ] = "hunted_pri_killoldman";
|
||
|
level.scr_sound[ "price" ][ "keepmoving" ] = "hunted_pri_keepmoving";
|
||
|
level.scr_sound[ "mark" ][ "areaclear" ] = "hunted_uk2_areaclear";
|
||
|
|
||
|
level.scr_sound[ "price" ][ "holdfire" ] = "hunted_pri_holdfire";
|
||
|
|
||
|
level.scr_sound[ "generic" ][ "hunted_ru1_isadump" ] = "hunted_ru1_isadump";
|
||
|
level.scr_sound[ "generic" ][ "laugh1" ] = "hunted_ru1_laugh";
|
||
|
level.scr_sound[ "generic" ][ "laugh2" ] = "hunted_ru2_laugh";
|
||
|
|
||
|
// field
|
||
|
level.scr_sound[ "price" ][ "hitdeck" ] = "hunted_pri_hitdeck";
|
||
|
|
||
|
level.scr_sound[ "generic" ][ "bythehouse" ] = "hunted_ru1_bythehouse";
|
||
|
|
||
|
level.scr_sound[ "price" ][ "staydown" ] = "hunted_pri_staydown";
|
||
|
level.scr_sound[ "price" ][ "helismoving" ] = "hunted_pri_helismoving";
|
||
|
level.scr_sound[ "price" ][ "ontous" ] = "hunted_pri_ontous";
|
||
|
|
||
|
level.scr_sound[ "price" ][ "returnfire2" ] = "hunted_pri_returnfire2";
|
||
|
|
||
|
level.scr_sound[ "price" ][ "basementdooropen2" ] = "hunted_pri_basementdooropen2";
|
||
|
|
||
|
level.scr_sound[ "price" ][ "getinhouse" ] = "hunted_pri_getinhouse";
|
||
|
level.scr_sound[ "price" ][ "whatwaitingfor" ] = "hunted_pri_whatwaitingfor";
|
||
|
level.scr_sound[ "price" ][ "getinbasement" ] = "hunted_pri_getinbasement";
|
||
|
|
||
|
level.scr_sound[ "mark" ][ "contact6oclock" ] = "hunted_uk2_contact6oclock";
|
||
|
level.scr_sound[ "mark" ][ "imonit" ] = "hunted_uk2_imonit";
|
||
|
level.scr_sound[ "mark" ][ "doorsopen" ] = "hunted_uk2_doorsopen";
|
||
|
|
||
|
// basement
|
||
|
level.scr_sound[ "price" ][ "takepoint" ] = "hunted_pri_takepoint";
|
||
|
level.scr_sound[ "mark" ][ "warn_flashbang" ] = "hunted_uk2_flashbang";
|
||
|
|
||
|
// farm
|
||
|
level.scr_sound[ "charlie" ][ "tooquiet" ] = "hunted_sas2_tooquiet";
|
||
|
level.scr_sound[ "mark" ][ "regrouping" ] = "hunted_uk2_regrouping";
|
||
|
level.scr_sound[ "price" ][ "staysharp" ] = "hunted_pri_staysharp";
|
||
|
// hunted_sas2_tooquiet
|
||
|
|
||
|
// creek
|
||
|
level.scr_sound[ "mark" ][ "helicoptersback" ] = "hunted_uk2_helicoptersback";
|
||
|
level.scr_sound[ "price" ][ "keepitthatway" ] = "hunted_pri_keepitthatway";
|
||
|
level.scr_sound[ "price" ][ "presson" ] = "hunted_pri_presson";
|
||
|
level.scr_sound[ "price" ][ "sentriesatbridge" ] = "hunted_pri_sentriesatbridge";
|
||
|
level.scr_sound[ "price" ][ "outofspotlight" ] = "hunted_pri_outofspotlight";
|
||
|
level.scr_sound[ "price" ][ "staylow" ] = "hunted_pri_staylow";
|
||
|
level.scr_sound[ "price" ][ "moveit" ] = "hunted_pri_moveit";
|
||
|
level.scr_sound[ "price" ][ "endoffield" ] = "hunted_pri_endoffield";
|
||
|
level.scr_sound[ "price" ][ "watchhelicopter" ] = "hunted_pri_watchhelicopter";
|
||
|
|
||
|
level.scr_sound[ "mark" ][ "hunted_uk2_werecompromised" ] = "hunted_uk2_werecompromised";
|
||
|
|
||
|
// russian dialogue
|
||
|
level.scr_sound[ "generic" ][ "hunted_ru2_bythecreek" ] = "hunted_ru2_bythecreek";
|
||
|
level.scr_sound[ "generic" ][ "hunted_ru1_inthefield" ] = "hunted_ru1_inthefield";
|
||
|
level.scr_sound[ "generic" ][ "hunted_ru4_outonfield" ] = "hunted_ru4_outonfield";
|
||
|
|
||
|
// greenhouse
|
||
|
level.scr_sound[ "price" ][ "anotherpass" ] = "hunted_pri_anotherpass";
|
||
|
level.scr_sound[ "mark" ][ "missilesinbarn" ] = "hunted_uk2_missilesinbarn";
|
||
|
level.scr_sound[ "price" ][ "takeoutchopper" ] = "hunted_pri_takeoutchopper";
|
||
|
|
||
|
level.scr_sound[ "mark" ][ "hunted_uk2_poppingflares" ] = "hunted_uk2_poppingflares";
|
||
|
level.scr_sound[ "mark" ][ "hunted_uk2_fireagain" ] = "hunted_uk2_fireagain";
|
||
|
|
||
|
level.scr_sound[ "mark" ][ "niceshooting" ] = "hunted_uk2_niceshooting";
|
||
|
level.scr_sound[ "price" ][ "everyoneonme" ] = "hunted_pri_everyoneonme";
|
||
|
|
||
|
// ac130
|
||
|
level.scr_sound[ "mark" ][ "bringingintanks" ] = "hunted_uk2_bringingintanks";
|
||
|
level.scr_sound[ "price" ][ "blockedpath" ] = "hunted_pri_blockedpath";
|
||
|
level.scr_radio[ "requestfire" ] = "hunted_hqr_requestfire";
|
||
|
// level.scr_sound[ "mark" ][ "airsupport" ] = "hunted_uk2_airsupport";
|
||
|
|
||
|
level.scr_radio[ "usesomehelp" ] = "hunted_acc_usesomehelp";
|
||
|
level.scr_sound[ "price" ][ "100metres" ] = "hunted_pri_100metres";
|
||
|
level.scr_radio[ "comindown" ] = "hunted_acc_comindown";
|
||
|
|
||
|
level.scr_radio[ "getmovin" ] = "hunted_acc_getmovin";
|
||
|
level.scr_sound[ "price" ][ "comeonletsgo" ] = "hunted_pri_comeonletsgo";
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
// These lines are not needed as the crash drowns out any dialogue when they would play.
|
||
|
hunted_hp1_maydaymayday
|
||
|
hunted_hp1_goingdown
|
||
|
|
||
|
*/
|