cod4-sdk/raw/maps/village_defend_anim.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_anim;
#using_animtree("generic_human");
main()
{
dialogue();
run_anims();
}
dialogue()
{
//******* SOUTHERN HILL ********
//"Ignore that load of bollocks. Their counterattack is imminent. Spread out and cover the southern approach."
level.scr_sound[ "price" ][ "spreadout" ] = "villagedef_pri_counterattackimminent";
//"Bell tower here. Two enemy squads forming up to the south."
level.scr_radio[ "belltowerhere" ] = "villagedef_sas1_belltowerhere";
//"Sir, they're slowly coming up the hill. Just say when."
level.scr_radio[ "justsaywhen" ] = "villagedef_sas2_justsaywhen";
//"Do it."
level.scr_radio[ "doit" ] = "villagedef_pri_doit";
//"Ka-boom."
level.scr_radio[ "kaboom" ] = "villagedef_sas2_kaboom";
//"OOOPEN FIRRRRRRE!!!!"
level.scr_sound[ "price" ][ "openfire" ] = "villagedef_pri_openfire";
//"Target down."
level.scr_radio[ "targetdown" ] = "villagedef_sas3_targetdown";
//"Got him."
level.scr_radio[ "gothim" ] = "villagedef_sas3_gothim";
//"Target eliminated."
level.scr_radio[ "targeteliminated" ] = "villagedef_sas3_targeteliminated";
//"Goodbye."
level.scr_radio[ "goodbye" ] = "villagedef_sas3_goodbye";
//"Sir, Ivan's bringin' in a recreational vehicle<6C>"
level.scr_radio[ "recreationalvehicle" ] = "villagedef_sas2_rv";
//"Take it out."
level.scr_radio[ "takeitout" ] = "villagedef_pri_takeitout";
//"With pleasure sir. Firing Javelin."
level.scr_radio[ "firingjavelin" ] = "villagedef_sas2_firingjavelin";
//"Nice shot mate."
level.scr_radio[ "niceshotmate" ] = "villagedef_sas3_niceshot";
//"Blast, I can't get a lock on the other one. Someone else'll have to do it."
level.scr_radio[ "blastnolock" ] = "villagedef_sas2_cantgetlock";
//"Squad, hold your ground, they think we're a larger force than we really are."
level.scr_radio[ "largerforce" ] = "villagedef_pri_holdground";
//"Copy."
level.scr_radio[ "copy" ] = "villagedef_sas3_copy";
//"They're putting up smokescreens. Mac - you see anything?"
level.scr_radio[ "smokescreensmac" ] = "villagedef_sas2_smokescreens";
//"Not much movement on the road. They might be moving to our west."
level.scr_radio[ "notmuchmovement" ] = "villagedef_sas4_toourwest";
//"They're targeting our position with mortars. It's time to fall back."
level.scr_radio[ "targetingour" ] = "villagedef_gaz_fallback";
//******* MINIGUN ********
//"Right. Soap, get to the minigun and cover the western flank. Go."
level.scr_radio[ "minigunflank" ] = "villagedef_pri_coverwestflank";
//"Soap, get to the minigun! Move! It's attached to the crashed helicopter."
level.scr_radio[ "miniguncrashed" ] = "villagedef_pri_gettominigun";
//"Soap, I need you to operate the minigun! Get your arse moving!"
level.scr_radio[ "minigunarse" ] = "villagedef_pri_arsemoving";
//"Two, falling back."
level.scr_radio[ "twofallingback" ] = "villagedef_sas2_fallingback";
//"Three, on the move."
level.scr_radio[ "threeonthemove" ] = "villagedef_sas3_onmove";
//"Three here. Two's in the far eastern building. We've got the eastern road locked down."
level.scr_radio[ "easternroadlocked" ] = "villagedef_sas3_roadlocked";
//"Soap. Keep the minigun spooled up. Fire in bursts, 30 seconds max."
level.scr_radio[ "spooledup" ] = "villagedef_pri_fireinbursts";
//Soap, get inside the crashed helicopter and use the minigun!
level.scr_sound[ "gaz" ][ "gazuseminigun" ] = "villagedef_gaz_usethminigun";
//Soap. The minigun is inside the crashed helicopter.
level.scr_radio[ "priceminiguninheli" ] = "villagedef_pri_insidecrashed";
//Get on the minigun in the helicopter. Move!
level.scr_radio[ "priceminiguninhelimove" ] = "villagedef_pri_getonminigunheli";
//Soap, the minigun's online. It's in the crashed helicopter.
level.scr_radio[ "gazminigunonline" ] = "villagedef_gaz_minigunsonline";
//"Here they come lads!"
level.scr_radio[ "heretheycome" ] = "villagedef_pri_heretheycome";
//"We've got a problem here...heads up!"
level.scr_radio[ "headsup" ] = "villagedef_sas2_headsup";
//"Bloody hell, that's a lot of helis innit?"
level.scr_radio[ "lotofhelis" ] = "villagedef_sas3_lotofhelis";
//******* DETONATORS ********
//"Soap, fall back to the tavern and man the detonators."
level.scr_radio[ "tavern" ] = "villagedef_pri_backtotavern";
//"The rest of us will keep them busy from the next defensive line. Everyone move!"
level.scr_radio[ "nextdefensiveline" ] = "villagedef_pri_defensiveline";
//PRICE: Soap! Fall back to the next phase line! You're going to get overrun!
level.scr_radio[ "detfallbackremind3" ] = "villagedef_pri_getoverrun";
//GAZ: Soap! Use the detonators! There's four of them in the tavern! Move!
level.scr_radio[ "detuseremind1" ] = "villagedef_gaz_fourintavern";
//GAZ: The detonators are on the second floor of the tavern! Check your compass and move! We'll try to hold them off!
level.scr_radio[ "detuseremind2" ] = "villagedef_gaz_checkcompass";
//GAZ: Soap! We're falling back to the next phase line! Let's go! Let's go! You're gonna be left behind!!
level.scr_radio[ "detfallbackremind1" ] = "villagedef_gaz_nextphaseline";
//GAZ: Let's gooo!!! Fall back now!!!
level.scr_radio[ "detfallbackremind2" ] = "villagedef_gaz_fallbacknow";
//GAZ: Soaap!!! Get off the miniguun! We're faalling baack!
level.scr_radio[ "detminigunfallbackremind1" ] = "villagedef_gaz_getoffminigun";
//GAZ: Forget the minigun! We've go to go! NOW!
level.scr_radio[ "detminigunfallbackremind2" ] = "villagedef_gaz_forgetminigun";
//******* FALL BACK TO FARM *********
//PRICE: "Fall back to the farm at the top of the hill. Let's go. Now."
level.scr_radio[ "fallbacktofarm1" ] = "villagedef_pri_topofthehill";
//PRICE: "Soap! You wanna be left behind? Fall back to the farm. Move!"
level.scr_radio[ "fallbacktofarm2" ] = "villagedef_pri_wannabeleft";
//GAZ: "Soap! They're going to overrun your position! Fall back now!"
level.scr_radio[ "tavernoverrunsoon" ] = "villagedef_gaz_overrunyourpos";
//GAZ: "Head for the farm to the north! Go! Go! Go!"
level.scr_sound[ "gaz" ][ "fallbacktofarm3" ] = "villagedef_gaz_headfforfarm";
//GAZ: "FALL BAAACK!!! FAALLL BAACK!!!"
level.scr_sound[ "gaz" ][ "fallbackgeneric" ] = "villagedef_gaz_fallbackfallback";
//******* TANK ARRIVAL *********
//"We have enemy tanks approaching from the north! (sounds of fighting for a second) Bloody hell I'm hit! Arrrgh - (static)"
level.scr_radio[ "enemytanksnorth" ] = "villagedef_sas4_imhit";
//"Mac's in trouble! Soap! Get to the barn at the northern end of the village and stop those tanks! Use the Javelins in the barn!"
level.scr_radio[ "gettothebarn" ] = "villagedef_pri_stoptanks";
//******* JAVELIN NAGS *********
//PRICE: "Soap, get the Javelin from the barn and take out those tanks!"
level.scr_sound[ "price" ][ "javelinorder1" ] = "villagedef_pri_getjavelinbarn";
//GAZ: "Soap! The Javelin's in the barn! Move! Move!"
level.scr_radio[ "javelinorder2" ] = "villagedef_gaz_javelinsinbarn";
//GAZ: "Take 'em out with the Javelin! Hurry!"
level.scr_sound[ "gaz" ][ "javelinorder3" ] = "villagedef_gaz_javelinhurry";
//******* CLOSE AIR SUPPORT *********
//"Bravo Six, this is Falcon One standing by to provide close air support. Gimme a target over."
level.scr_radio[ "casready" ] = "villagedef_fpp_standingby";
//"Roger that, we're coming in hot."
level.scr_radio[ "airstrikewarning" ] = "villagedef_fpp_airstrike";
//"Roger, standby for airstrike."
level.scr_radio[ "airstrikewarning" ] = "villagedef_fpp_airstrike";
//"Target confirmed. Standby for airstrike."
level.scr_radio[ "airstrikewarning" ] = "villagedef_fpp_airstrike";
//******* THE LZ *********
//MHP: Bravo Six, this is Gryphon Two-Seven. We've just crossed into Azerbaijani airspace. E.T.A. is four minutes. Be ready for pickup. *MISSING*
level.scr_radio[ "etafourminutes" ] = "villagedef_hp2_beready";
//MHP: Bravo Six, The LZ is too hot! We cannot land at the farm! I repeat, we CANNOT land at the farm! We're picking up SAM sites all over these mountains!
level.scr_radio[ "pickingupSAMs" ] = "villagedef_hp2_samsites";
//GAZ: That's just great!! Where the hell are they gonna land now?
level.scr_sound[ "gaz" ][ "thatsjustgreat" ] = "villagedef_gaz_justgreat";
//MHP: "Bravo Six, we're getting' a lot of enemy radar signatures, we'll try to land closer to the bottom of the hill to avoid a lock-on."
level.scr_radio[ "lzbottomhill" ] = "villagedef_hp2_enemyradar";
//PRICE: They can't land on the high ground without getting shot down! We've got to get to the bottom of the hill!
level.scr_radio[ "cantlandhigh" ] = "villagedef_pri_cantlandhigh";
//GAZ: Is he takin' the piss? We just busted our arses to get to this LZ and now they want us to go all the way back down?!
level.scr_radio[ "takingthepiss" ] = "villagedef_gaz_takinthepiss";
//PRICE: Forget it Gaz! We've got to get to the new LZ at the bottom of the hill! Now! Soap! Take point! Go!
level.scr_radio[ "thenewlz" ] = "villagedef_pri_forgetitgaz";
//MHP: Bravo Six, be advised, we're gonna come in low from the south across the river. Recommend you haul ass to LZ Foxtrot at the base of the hill. Out.
level.scr_radio[ "lzfoxtrot" ] = "villagedef_hp2_acrossriver";
//******* GET TO THE CHOPPAH *********
//"Copy Two-Seven! Everyone - head for the landing zone! It's our last chance! Move!"
level.scr_radio[ "headlandingzone" ] = "villagedef_pri_lastchance";
//PRICE: "Get to the bottom of the hill!!! Move move!!!" *MISSING*
level.scr_radio[ "bottomofthehill" ] = "villagedef_pri_gettobottom";
//GAZ: "We're gonna get left behind! We've got to get to the landing zone!"
level.scr_radio[ "gettolandingzone" ] = "villagedef_gaz_gonnagetleft";
//PRICE: "We've got to break through their lines to reach the LZ! Keep pushing downhill!"
level.scr_radio[ "breakthroughtolz" ] = "villagedef_pri_breakthru";
//GAZ: Let's go! Let's go! Get down the hill!!
level.scr_radio[ "getdownthehill" ] = "villagedef_gaz_getdownthehill";
//GAZ: Get to the LZ! Go! Go!
level.scr_radio[ "gettothelzgogo" ] = "villagedef_gaz_gettolzgo";
//******* PILOT NAGGING *********
//Bravo Six, be advised we are almost there but we're low on fuel. You guys have three minutes before we have to leave without you, over.
level.scr_radio[ "almosttherethree" ] = "villagedef_hp2_3minutes";
//You got two minutes, over!
level.scr_radio[ "twominutesleft" ] = "villagedef_hp2_2minutes";
//PRICE: Copy that, we're on our way!
level.scr_radio[ "copywereonourway" ] = "villagedef_pri_copythat";
//"Ninety seconds to dustoff."
level.scr_radio[ "ninetysecondsleft" ] = "villagedef_hp2_ninetysecs";
//"One minute to bingo fuel."
level.scr_radio[ "oneminutebingo" ] = "villagedef_hp2_1mintobingo";
//"Thirty seconds."
level.scr_radio[ "thirtyseconds" ] = "villagedef_hp2_30seconds";
//"Ok we're outta here."
level.scr_radio[ "outtahere" ] = "villagedef_hp2_outtahere";
//"Baseplate this is Gryphon Two-Seven. We got 'em and we're comin' home. Out."
level.scr_radio[ "cominhome" ] = "villagedef_hp2_cominhome";
//******* LEAVING ON A HELICOPTER *********
//"Heard you guys needed a ride outta here!"
level.scr_sound[ "griggs" ][ "needaride" ] = "villagedef_grg_needaride";
//"Get on board! Move! Move!!"
level.scr_sound[ "griggs" ][ "getonboard" ] = "villagedef_grg_getonboard";
//"Let's go! Let's go!"
level.scr_sound[ "griggs" ][ "griggsletsgo" ] = "villagedef_grg_letsgo";
//"All right we're all aboard!!! Go! Go!"
level.scr_sound[ "griggs" ][ "wereallaboard" ] = "villagedef_grg_wereallaboard";
//******* UNUSED *********
//MHP: "Bravo Six, we'll try to land in the fields at the northern end of the village."
//level.scr_radio[ "lzfields" ] = "villagedef_hp2_landinfields";
//HCC: Taking fire! Taking fire! *MISSING*
//level.scr_radio[ "takingfire" ] = "villagedef_hcc_takingfire";
//HCC: We're goin down! We're goin- (BOOM) *MISSING*
//level.scr_radio[ "weregoingdown" ] = "villagedef_hcc_goindown";
//MHP: This is Gryphon Two Five, we just lost our wingman. *MISSING*
//level.scr_radio[ "lostwingman" ] = "villagedef_hp2_lostwingman";
//MHP: "Bravo Six, this is Gryphon Two-Seven. We've just crossed into Azerbaijani airspace. E.T.A. is six minutes. Be ready for pickup."
//level.scr_radio[ "etasixminutes" ] = "villagedef_hp2_etasixmins";
//This is Gryphon Two-Seven. We're almost at bingo fuel. We gotta leave in one minute.
//level.scr_radio[ "bingofueloneminute" ] = "villagedef_hp2_1minute";
//You're cuttin' it close Bravo Six! I can give you two more minutes, over!
//level.scr_radio[ "twominutesleft" ] = "villagedef_hp2_cuttinitclose";
//"Bravo Six, be advised we are almost there but we're low on fuel. You guys have three minutes before we have to leave without you."
//level.scr_radio[ "threeminutesleft" ] = "villagedef_hp2_lowonfuel";
//"Spread out. Don't stay in one spot too long and don't forget about the detonators at the windows. There's at least one in each building tied to a specific killzone."
//level.scr_radio[ "detonators" ] = "villagedef_pri_spreadout";
//"And one more thing - don't forget about the Mark-19. It's on the wall beneath the water tower."
//level.scr_radio[ "mark19" ] = "villagedef_pri_onthewall";
//"Enemy attack helicopter! Get to cover!!!"
//level.scr_radio[ "enemyattackhelo" ] = "villagedef_pri_attackheli";
//"Soap! Grab a Stinger missile and take it down!!!"
//level.scr_radio[ "grabstinger" ] = "villagedef_pri_takeitdown";
//"Attack helicopter moving in!!! Take cover!!!"
//level.scr_radio[ "attackhelomoving" ] = "villagedef_pri_takecover";
//"I've got him. Taking the shot!"
//level.scr_radio[ "takingtheshot" ] = "villagedef_sas2_ivegothim";
//"Enemy helicopter inbound! Take it out!"
//level.scr_radio[ "heloinbound" ] = "villagedef_pri_heliinbound";
//"Ah!!!! I'm hit!!! Bloody hell I'm hit!"
//level.scr_radio[ "bloodyhellimhit" ] = "villagedef_sas2_imhim";
//"We've got a man down! He's still alive! He's activated his transponder!"
//level.scr_radio[ "transponder" ] = "villagedef_sas3_mandown";
//"Soap! Gaz! Try to get him back! We'll defend the helicopter and buy you some time!"
//level.scr_radio[ "buyyoutime" ] = "villagedef_pri_gettohim";
//"You're cuttin' it close Bravo Six! I can give you two more minutes, over!"
//level.scr_radio[ "cuttingclose" ] = "null";
//"You've got two minutes, go!"
//level.scr_radio[ "twominutesgo" ] = "null";
//"Bravo Six, we're gonna try and touch down at the eastern tip of the village."
//level.scr_radio[ "lzeast" ] = "villagedef_hp2_touchdown";
//"Two minutes people! We're already takin' some fire."
//level.scr_radio[ "twominutesleft" ] = "villagedef_hp2_twomins";
//You're cuttin' it close Bravo Six! I can give you two more minutes, over!
//"This is Gryphon Two-Seven. We're at bingo fuel. We gotta leave in one minute."
//level.scr_radio[ "bingofueloneminute" ] = "villagedef_hp2_bingofuel";
//This is Gryphon Two-Five. Change of plans Bravo Six. Get your team to the bottom of the hill. We'll rendezvous with you at the low ground. You've got four minutes. *MISSING*
//level.scr_radio[ "changeofplans" ] = "villagedef_hp2_lowground";
//"Forget about me! You won't make it back in time! Just go!"
//level.scr_radio[ "forgetaboutme" ] = "villagedef_sas2_justgo";
//GAZ: Are we ever glad to see you! *MISSING*
//level.scr_radio[ "gladtoseeyou" ] = "null";
//GAZ: Engaging!!! *MISSING*
//level.scr_sound[ "gaz" ][ "gettothelzgogo" ] = "null";
//"Soap, they're already in the graveyard! Get on that bloody gun!"
//level.scr_radio[ "graveyard" ] = "villagedef_pri_ingraveyard";
//"Negative. Wait - oh shit! Harris get ouuuuutt- (BOOM)"
//level.scr_radio[ "negativewait" ] = "villagedef_sas1_negativewait";
//"Shite! Parker and Harris are dead."
//level.scr_radio[ "parkerharrisdead" ] = "villagedef_sas2_parkerandharrisdead";
//PRICE: Comin' through!! Comin' through!!! *MISSING*
//level.scr_sound[ "price" ][ "pricecominthrough" ] = "villagedef_pri_cominthru";
//GAZ: Coming through! Coming through!! *MISSING*
//level.scr_sound[ "gaz" ][ "gazcominthrough" ] = "villagedef_gaz_cominthru";
//"Any vehicles?"
//level.scr_sound[ "price" ][ "anyvehicles" ] = "villagedef_pri_anyvehicles";
//"Grrrrraaaahhh!!!! Aaagh!"
//level.scr_sound[ "woundedguy" ][ "painscreams" ] = "villagedef_sas2_agh";
//"I owe you one mate. Thanks for comin' back for me."
//level.scr_sound[ "woundedguy" ][ "oweyouone" ] = "villagedef_sas2_oweyouone";
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;
script_models();
player_boarding();
seaknight_anims();
}
run_anims()
{
level.scr_anim[ "axis" ][ "patrolwalk_1" ] = %patrol_bored_patrolwalk; //active_patrolwalk_v1
level.scr_anim[ "axis" ][ "patrolwalk_2" ] = %patrol_bored_patrolwalk; //active_patrolwalk_v2
level.scr_anim[ "axis" ][ "patrolwalk_3" ] = %patrol_bored_patrolwalk; //active_patrolwalk_v3
level.scr_anim[ "axis" ][ "patrolwalk_4" ] = %patrol_bored_patrolwalk; //active_patrolwalk_v4
level.scr_anim[ "axis" ][ "patrolwalk_5" ] = %patrol_bored_patrolwalk; //active_patrolwalk_v5
level.scr_anim[ "axis" ][ "patrolwalk_pause" ] = %patrol_bored_react_walkstop; //active_patrolwalk_pause
}
player_boarding()
{
level.scr_anim[ "player_carry" ][ "village_player_getin" ] = %village_player_getin;
level.scr_animtree[ "player_carry" ] = #animtree;
level.scr_model[ "player_carry" ] = "viewhands_player_sas_woodland";
}
#using_animtree( "script_model" );
script_models()
{
level.scr_anim[ "minigun" ][ "spin_idle" ][ 0 ] = %minigun_spin_idle;
level.scr_anim[ "minigun" ][ "spin_loop" ][ 0 ] = %minigun_spin_loop;
level.scr_anim[ "minigun" ][ "spin" ] = %minigun_spin_loop;
level.scr_anim[ "minigun" ][ "spin_start" ] = %minigun_spin_start;
level.scr_animtree[ "minigun" ] = #animtree;
level.scr_model[ "minigun" ] = "weapon_minigun";
}
/*
#using_animtree( "player" );
player_boarding()
{
//level.scr_anim[ "player_carry" ][ "wounded_seaknight_putdown" ] = %airlift_player_putdown;
}
*/
#using_animtree( "vehicles" );
seaknight_anims()
{
level.scr_anim[ "generic" ][ "ch46_doors_open" ] = %ch46_doors_open;
}