432 lines
12 KiB
Text
432 lines
12 KiB
Text
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include maps\_stealth_logic;
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#include maps\icbm_code;
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#include maps\_debug;
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dialog_intro()
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{
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flag_wait( "landed" );
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wait 1;
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level.price anim_single_queue( level.price, "regrouponme" );
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wait 6;
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//Where's Griggs?
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level.price anim_single_queue( level.price, "wheresgriggs" );
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wait .5;
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//No idea sir.
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level.gaz anim_single_queue( level.gaz, "noidea" );
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wait 1;
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level.player playsound ( "icbm_hqr_gettingabortcodes" );
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wait 6;
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//We're on our way. Bravo Six out. Let's go.
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level.price anim_single_queue( level.price, "wereonourway" );
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//thread music_tension_loop( "music_endon_start_rescue", "icbm_stealth_movement_music", 56 );
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flag_set( "intro_dialog_done" );
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}
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/*
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dialog_intro_old()
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{
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flag_wait( "landed" );
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wait 1;
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level.price anim_single_queue( level.price, "regrouponme" );
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wait 3;
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// iprintlnbold( "Price - Haggerty, you see where Griggs landed?" );
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level.price anim_single_queue( level.price, "grigsby_landed" );
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wait .5;
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// iprintlnbold( "Marine1 - Yeah, over by the buildings to the east. You think they got him? " );
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level.gaz anim_single_queue( level.gaz, "bybuildingseast" );
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wait 1;
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// iprintlnbold( "Price - We're about to find out. Haggerty, take point" );
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level.price anim_single_queue( level.price, "abouttofindout" );
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thread music_tension_loop( "music_endon_start_rescue", "icbm_combat_tension_music", 55 );
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wait 1;
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// iprintlnbold( "Marine1 - You got it sir" );
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level.gaz anim_single_queue( level.gaz, "yougotit" );
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flag_set( "intro_dialog_done" );
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}
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*/
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dialog_price_finds_griggs()
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{
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// iprintlnbold( "Grigsby - Bout damn time... I was starting to think you guys were gonna leave me behind" );
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level.griggs anim_single_queue( level.griggs, "leavemebehind" );
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wait 0.5;
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// iprintlnbold( "Price - Yeah, that was the plan, but your ass had all the C4. );
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level.price anim_single_queue( level.price, "firstthought" );
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}
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dialog_griggs_is_good()
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{
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// Price - you all right?
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level.price anim_single_queue( level.price, "youallright" );
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// iprintlnbold( "Grigsby - Yeah I'm good to go." );
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level.griggs anim_single_queue( level.griggs, "goodtogo" );
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wait 1;
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// Price - Got Grigsby
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level.price anim_single_queue( level.price, "gotgriggs" );
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}
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dialog_check_houses()
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{
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level.price anim_single_queue( level.price, "griggsinhouses" );
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wait 1;
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// iprintlnbold( "Price - Looks like we've got an entry point through that basement door. We'll work room to room from there" );
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level.price anim_single_queue( level.price, "keepitquiet" );
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flag_set( "music_endon_start_rescue" );
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thread music_tension_loop( "music_endon_tower_collapse", "icbm_launch_tension_music", 103 );
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level.ambient_track ["amb_day_intensity0"] = "ambient_icbm_ext0";
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}
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dialog_ambush_finished()
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{
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guy = get_a_generic_friendly();
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//blues = get_force_color_guys( "allies", "b" );
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guy anim_single_queue( guy, "tangodown" );
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wait 1;
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// iprintlnbold( "Price - move out" );
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level.price anim_single_queue( level.price, "move" );
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//wait 3;
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//truck_radio = getent( "truck_radio", "targetname" );
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//truck_radio play_sound_in_space( "icbm_ru1_unit4report", truck_radio.origin );
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}
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dialog_post_knife_kill()
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{
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trigger_wait( "gaz_floor_clear", "targetname" );
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if ( !flag ( "house1_cleared" ) )
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level.gaz anim_single_queue( level.gaz, "roomclear" );
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wait 2;
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if ( !flag ( "house1_cleared" ) )
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level.gaz anim_single_queue( level.gaz, "floorsclear" );
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}
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dialog_proceed_upstairs()
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{
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//Gaz: Floor clear. Proceed upstairs.
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level.gaz anim_single_queue( level.gaz, "proceedupstairs" );
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}
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dialog_rescue_breach()
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{
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// level.price anim_single_queue( level.price, "thisisplace" );
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level.player playsound( "icbm_pri_thisisplace" );
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wait 3;
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// level.price anim_single_queue( level.price, "readytobreach" );
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level.player playsound( "icbm_pri_readytobreach" );
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}
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tower_nag()
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{
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level endon( "tower_destroyed" );
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if ( flag ( "tower_destroyed" ) )
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return;
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while ( 1 )
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{
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wait 30;
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// iprintlnbold( "Price - Jackson DO IT!" );
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level.price anim_single_queue( level.price, "doit" );
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}
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}
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fence1_nag()
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{
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level endon( "cut_fence1" );
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while ( 1 )
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{
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wait 50;
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// iprintlnbold( "Price - Regroup! Regroup on my position!" );
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level.price anim_single_queue( level.price, "jacksonregroup" );
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}
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}
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dialog_rescue()
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{
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wait 2;
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level.gaz anim_single_queue( level.gaz, "allclear" );
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//level.buddies[ 1 ] anim_single_queue( level.buddies[ 1 ], "building2secured" );
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wait 1;
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level.price anim_single_queue( level.price, "cutloose" );
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wait 1;
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objective_string( 2, &"ICBM_UNTIE_GRIGGS" );
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wait 3;
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dialog_price_finds_griggs();
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wait 1;
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flag_wait( "griggs_loose" );
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dialog_griggs_is_good();
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}
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dialog_grigs_guys_jibjab()
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{
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level endon( "breach_started" );
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level endon( "player_shooting_interogators" );
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level.ru1 anim_single_queue( level.ru1, "whereothers" );
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wait 1;
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level.griggs anim_single_queue( level.griggs, "grg_678452056" );
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wait 1;
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level.ru1 anim_single_queue( level.ru1, "tovarisch" );
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wait 1;
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level.ru1 anim_single_queue( level.ru1, "howmany" );
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wait 1;
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level.griggs anim_single_queue( level.griggs, "grg_678" );
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level.ru1 anim_single_queue( level.ru1, "whoisofficer" );
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//wait 2;
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flag_set ( "get_yer_ass" );
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level.griggs anim_single_queue( level.griggs, "blowme" );
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wait 2;
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level.ru1 anim_single_queue( level.ru1, "whereshacksaw" );
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wait 1;
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level.ru1 anim_single_queue( level.ru1, "youhadit" );
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wait 0.5;
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level.ru1 anim_single_queue( level.ru1, "ifihad" );
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}
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dialog_enemy_vehicle()
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{
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self waittill ( "trigger" );
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wait 3;
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flag_wait( "intro_dialog_done" );
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// iprintlnbold( "Marine1 - Contact front. Enemy vehicle." );
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if ( !flag ( "truckguys dead" ) )
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level.gaz anim_single_queue( level.gaz, "enemyvehicle" );
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// iprintlnbold( "Price - I see 'em. Spread out!" );
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// level.price anim_single_queue( level.price, "abouttofindout" );
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flag_set ( "truck_spotted" );
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}
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dialog_blow_up_tower()
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{
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tower_dialog = getent ( "tower_dialog", "targetname" );
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if ( isdefined ( tower_dialog ) )
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tower_dialog waittill ( "trigger" );
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// Price - lets go
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wait 0.5;
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level.price anim_single_queue( level.price, "blowuptower" );
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}
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dialog_contacts_in_the_woods()
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{
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//self is bad guy
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while ( ( distance ( level.player.origin, self.origin ) ) > 2000 )
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{
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wait 1;
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if ( ! isalive ( self ) )
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break;
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}
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if ( flag ( "contacts_in_the_woods" ) )
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return;
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flag_set ( "contacts_in_the_woods" );
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guy = get_a_generic_friendly();
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if ( isalive ( guy ) )
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guy anim_single_queue( guy, "insight" );
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}
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dialog_jackson_do_it()
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{
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level endon ( "tower_destroyed" );
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tower = getent( "tower", "targetname" );
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allies = getaiarray( "allies" );
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allies[ allies.size ] = level.player;
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for ( i = 0; i < allies.size; i++ )
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{
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if ( ! isalive ( allies [ i ] ) )
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continue;
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while ( distance ( allies[ i ].origin, tower.origin ) < 460 )
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wait .5;
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}
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level.price anim_single_queue( level.price, "doit" );
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level thread tower_nag();
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}
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dialog_tango_down()
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{
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self waittill ( "death", killer );
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if ( !isdefined( killer ) )
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return;
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if ( killer == level.player )
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return;
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if (!isdefined ( killer.animname ) )
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return;
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if ( level.tango_down_dialog )
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{
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if ( randomint ( 2 ) > 0 )
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return; //dont play dialog half the time if not the first time
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}
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dialog_enemy_kills( killer );
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level.tango_down_dialog = true;
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}
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dialog_enemy_kills( killer )
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{
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/*
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i=0;
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dialog = [];
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "UK_pri_inform_killfirm_generic_s";
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dialog[ dialog.size ].speaker = price;
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "UK_0_inform_killfirm_generic_s";
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dialog[ dialog.size ].speaker = generic;
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "UK_1_inform_killfirm_generic_s";
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dialog[ dialog.size ].speaker = generic;
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "UK_2_inform_killfirm_generic_s";
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dialog[ dialog.size ].speaker = gaz;
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "UK_3_inform_killfirm_generic_s";
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dialog[ dialog.size ].speaker = gaz;
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "icbm_sas2_neutralized";
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dialog[ dialog.size ].speaker = gaz;
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dialog[ dialog.size ] = spawnstruct();
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dialog[ dialog.size ].sound = "icbm_sas2_tangodown";
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dialog[ dialog.size ].speaker = gaz;
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dialog = array_randomize( dialog );
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*/
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dialog[ "price" ] = "UK_pri_inform_killfirm_generic_s";
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dialog[ "generic" ] = "UK_0_inform_killfirm_generic_s";
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dialog[ "gaz" ] = "UK_2_inform_killfirm_generic_s";
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//killer anim_single_queue( killer, create_anim_entry );
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killer playsound ( dialog[ killer.animname ] );
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}
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dialog_get_fence_open()
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{
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// iprintlnbold( "Price - Grigsby, Haggerty chop the fence" );
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level.price anim_single_queue( level.price, "getfenceopen" );
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musicStop( 10 );
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}
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dialog_enemy_helicopters()
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{
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trigger = getent( "move_to_oldbase01", "targetname" );
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assertex( isDefined( trigger ), "move_to_oldbase01 trigger not found" );
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trigger waittill( "trigger" );
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trigger trigger_off();
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// iprintlnbold( "Marine1 - Enemy helicopters!" );
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level.gaz anim_single_queue( level.gaz, "enemyhelicopters" );
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wait 1;
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level.griggs anim_single_queue( level.griggs, "getbusy2" );
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}
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dialog_trucks_with_shooters()
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{
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trigger = getent( "move_to_oldbase02", "targetname" );
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assertex( isDefined( trigger ), "move_to_oldbase02 trigger not found" );
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trigger waittill( "trigger" );
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trigger trigger_off();
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// iprintlnbold( "Marine4 - Team One, this is Team Two. Three trucks packed with shooters are headed your way." );
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level.price anim_single_queue( level.price, "truckswithshooters" );
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wait 0.5;
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// iprintlnbold( "Price - Copy. We're entering the old base now. Standby." );
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level.price anim_single_queue( level.price, "approachingbase" );
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}
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dialog_rpgs_on_rooftops()
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{
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trigger_wait( "rpgs_on_roof_top", "targetname" );
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wait 4;
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level.gaz anim_single_queue( level.gaz, "rpgsonrooftop" );
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//level.gaz playsound ( "icbm_sas1_rpgsonrooftop" );
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}
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dialog_rpgs_on_rooftops2()
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{
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trigger_wait( "rpgs_on_roof_top2", "targetname" );
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level.gaz anim_single_queue( level.gaz, "rpgsonrooftop2" );
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//level.gaz playsound ( "icbm_sas2_rpgsonrooftops" );
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}
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dialog_choppers_dropping()
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{
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trigger_wait( "chopper_dialog1", "targetname" );
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level.gaz anim_single_queue( level.gaz, "choppersinbound" );
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wait 6;
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level.price anim_single_queue( level.price, "droppingin" );
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//trigger_wait( "chopper_dialog2", "targetname" );//not used
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}
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dialog_first_fight_clear_and_move()
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{
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level endon ( "second_fight_started" );
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flag_wait( "first_fight_clear" );
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wait 2;
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//Gaz: All Clear
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level.gaz anim_single_queue( level.gaz, "allclear" );
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wait .3;
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activate_trigger_with_targetname( "first_fight_clear_nodes" );
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//level.gaz custom_battlechatter( "move_generic" );
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autosave_by_name( "all_clear" );
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}
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dialog_second_fight_clear_and_move()
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{
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level endon ( "third_fight_started" );
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flag_wait ( "second_fight_cleared" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
//Gaz: All Clear
|
||
|
level.gaz anim_single_queue( level.gaz, "allclear" );
|
||
|
wait .3;
|
||
|
activate_trigger_with_targetname( "second_fight_friendly_nodes" );
|
||
|
//level.gaz custom_battlechatter( "move_generic" );
|
||
|
autosave_by_name( "all_clear" );
|
||
|
}
|