457 lines
19 KiB
Text
457 lines
19 KiB
Text
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#include maps\_anim;
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#using_animtree("generic_human");
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main()
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{
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dialogue();
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run_anims();
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}
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dialogue()
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{
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//******* SOUTHERN HILL ********
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//"Ignore that load of bollocks. Their counterattack is imminent. Spread out and cover the southern approach."
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level.scr_sound[ "price" ][ "spreadout" ] = "villagedef_pri_counterattackimminent";
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//"Bell tower here. Two enemy squads forming up to the south."
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level.scr_radio[ "belltowerhere" ] = "villagedef_sas1_belltowerhere";
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//"Sir, they're slowly coming up the hill. Just say when."
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level.scr_radio[ "justsaywhen" ] = "villagedef_sas2_justsaywhen";
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//"Do it."
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level.scr_radio[ "doit" ] = "villagedef_pri_doit";
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//"Ka-boom."
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level.scr_radio[ "kaboom" ] = "villagedef_sas2_kaboom";
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//"OOOPEN FIRRRRRRE!!!!"
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level.scr_sound[ "price" ][ "openfire" ] = "villagedef_pri_openfire";
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//"Target down."
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level.scr_radio[ "targetdown" ] = "villagedef_sas3_targetdown";
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//"Got him."
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level.scr_radio[ "gothim" ] = "villagedef_sas3_gothim";
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//"Target eliminated."
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level.scr_radio[ "targeteliminated" ] = "villagedef_sas3_targeteliminated";
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//"Goodbye."
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level.scr_radio[ "goodbye" ] = "villagedef_sas3_goodbye";
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//"Sir, Ivan's bringin' in a recreational vehicle<6C>"
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level.scr_radio[ "recreationalvehicle" ] = "villagedef_sas2_rv";
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//"Take it out."
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level.scr_radio[ "takeitout" ] = "villagedef_pri_takeitout";
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//"With pleasure sir. Firing Javelin."
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level.scr_radio[ "firingjavelin" ] = "villagedef_sas2_firingjavelin";
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//"Nice shot mate."
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level.scr_radio[ "niceshotmate" ] = "villagedef_sas3_niceshot";
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//"Blast, I can't get a lock on the other one. Someone else'll have to do it."
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level.scr_radio[ "blastnolock" ] = "villagedef_sas2_cantgetlock";
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//"Squad, hold your ground, they think we're a larger force than we really are."
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level.scr_radio[ "largerforce" ] = "villagedef_pri_holdground";
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//"Copy."
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level.scr_radio[ "copy" ] = "villagedef_sas3_copy";
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//"They're putting up smokescreens. Mac - you see anything?"
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level.scr_radio[ "smokescreensmac" ] = "villagedef_sas2_smokescreens";
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//"Not much movement on the road. They might be moving to our west."
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level.scr_radio[ "notmuchmovement" ] = "villagedef_sas4_toourwest";
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//"They're targeting our position with mortars. It's time to fall back."
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level.scr_radio[ "targetingour" ] = "villagedef_gaz_fallback";
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//******* MINIGUN ********
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//"Right. Soap, get to the minigun and cover the western flank. Go."
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level.scr_radio[ "minigunflank" ] = "villagedef_pri_coverwestflank";
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//"Soap, get to the minigun! Move! It's attached to the crashed helicopter."
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level.scr_radio[ "miniguncrashed" ] = "villagedef_pri_gettominigun";
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//"Soap, I need you to operate the minigun! Get your arse moving!"
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level.scr_radio[ "minigunarse" ] = "villagedef_pri_arsemoving";
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//"Two, falling back."
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level.scr_radio[ "twofallingback" ] = "villagedef_sas2_fallingback";
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//"Three, on the move."
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level.scr_radio[ "threeonthemove" ] = "villagedef_sas3_onmove";
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//"Three here. Two's in the far eastern building. We've got the eastern road locked down."
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level.scr_radio[ "easternroadlocked" ] = "villagedef_sas3_roadlocked";
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//"Soap. Keep the minigun spooled up. Fire in bursts, 30 seconds max."
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level.scr_radio[ "spooledup" ] = "villagedef_pri_fireinbursts";
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//Soap, get inside the crashed helicopter and use the minigun!
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level.scr_sound[ "gaz" ][ "gazuseminigun" ] = "villagedef_gaz_usethminigun";
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//Soap. The minigun is inside the crashed helicopter.
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level.scr_radio[ "priceminiguninheli" ] = "villagedef_pri_insidecrashed";
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//Get on the minigun in the helicopter. Move!
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level.scr_radio[ "priceminiguninhelimove" ] = "villagedef_pri_getonminigunheli";
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//Soap, the minigun's online. It's in the crashed helicopter.
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level.scr_radio[ "gazminigunonline" ] = "villagedef_gaz_minigunsonline";
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//"Here they come lads!"
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level.scr_radio[ "heretheycome" ] = "villagedef_pri_heretheycome";
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//"We've got a problem here...heads up!"
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level.scr_radio[ "headsup" ] = "villagedef_sas2_headsup";
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//"Bloody hell, that's a lot of helis innit?"
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level.scr_radio[ "lotofhelis" ] = "villagedef_sas3_lotofhelis";
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//******* DETONATORS ********
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//"Soap, fall back to the tavern and man the detonators."
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level.scr_radio[ "tavern" ] = "villagedef_pri_backtotavern";
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//"The rest of us will keep them busy from the next defensive line. Everyone move!"
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level.scr_radio[ "nextdefensiveline" ] = "villagedef_pri_defensiveline";
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//PRICE: Soap! Fall back to the next phase line! You're going to get overrun!
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level.scr_radio[ "detfallbackremind3" ] = "villagedef_pri_getoverrun";
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//GAZ: Soap! Use the detonators! There's four of them in the tavern! Move!
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level.scr_radio[ "detuseremind1" ] = "villagedef_gaz_fourintavern";
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//GAZ: The detonators are on the second floor of the tavern! Check your compass and move! We'll try to hold them off!
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level.scr_radio[ "detuseremind2" ] = "villagedef_gaz_checkcompass";
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//GAZ: Soap! We're falling back to the next phase line! Let's go! Let's go! You're gonna be left behind!!
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level.scr_radio[ "detfallbackremind1" ] = "villagedef_gaz_nextphaseline";
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//GAZ: Let's gooo!!! Fall back now!!!
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level.scr_radio[ "detfallbackremind2" ] = "villagedef_gaz_fallbacknow";
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//GAZ: Soaap!!! Get off the miniguun! We're faalling baack!
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level.scr_radio[ "detminigunfallbackremind1" ] = "villagedef_gaz_getoffminigun";
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//GAZ: Forget the minigun! We've go to go! NOW!
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level.scr_radio[ "detminigunfallbackremind2" ] = "villagedef_gaz_forgetminigun";
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//******* FALL BACK TO FARM *********
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//PRICE: "Fall back to the farm at the top of the hill. Let's go. Now."
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level.scr_radio[ "fallbacktofarm1" ] = "villagedef_pri_topofthehill";
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//PRICE: "Soap! You wanna be left behind? Fall back to the farm. Move!"
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level.scr_radio[ "fallbacktofarm2" ] = "villagedef_pri_wannabeleft";
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//GAZ: "Soap! They're going to overrun your position! Fall back now!"
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level.scr_radio[ "tavernoverrunsoon" ] = "villagedef_gaz_overrunyourpos";
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//GAZ: "Head for the farm to the north! Go! Go! Go!"
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level.scr_sound[ "gaz" ][ "fallbacktofarm3" ] = "villagedef_gaz_headfforfarm";
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//GAZ: "FALL BAAACK!!! FAALLL BAACK!!!"
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level.scr_sound[ "gaz" ][ "fallbackgeneric" ] = "villagedef_gaz_fallbackfallback";
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//******* TANK ARRIVAL *********
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//"We have enemy tanks approaching from the north! (sounds of fighting for a second) Bloody hell I'm hit! Arrrgh - (static)"
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level.scr_radio[ "enemytanksnorth" ] = "villagedef_sas4_imhit";
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//"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!"
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level.scr_radio[ "gettothebarn" ] = "villagedef_pri_stoptanks";
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//******* JAVELIN NAGS *********
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//PRICE: "Soap, get the Javelin from the barn and take out those tanks!"
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level.scr_sound[ "price" ][ "javelinorder1" ] = "villagedef_pri_getjavelinbarn";
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//GAZ: "Soap! The Javelin's in the barn! Move! Move!"
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level.scr_radio[ "javelinorder2" ] = "villagedef_gaz_javelinsinbarn";
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//GAZ: "Take 'em out with the Javelin! Hurry!"
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level.scr_sound[ "gaz" ][ "javelinorder3" ] = "villagedef_gaz_javelinhurry";
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//******* CLOSE AIR SUPPORT *********
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//"Bravo Six, this is Falcon One standing by to provide close air support. Gimme a target over."
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level.scr_radio[ "casready" ] = "villagedef_fpp_standingby";
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//"Roger that, we're coming in hot."
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level.scr_radio[ "airstrikewarning" ] = "villagedef_fpp_airstrike";
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//"Roger, standby for airstrike."
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level.scr_radio[ "airstrikewarning" ] = "villagedef_fpp_airstrike";
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//"Target confirmed. Standby for airstrike."
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level.scr_radio[ "airstrikewarning" ] = "villagedef_fpp_airstrike";
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//******* THE LZ *********
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//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*
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level.scr_radio[ "etafourminutes" ] = "villagedef_hp2_beready";
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//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!
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level.scr_radio[ "pickingupSAMs" ] = "villagedef_hp2_samsites";
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//GAZ: That's just great!! Where the hell are they gonna land now?
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level.scr_sound[ "gaz" ][ "thatsjustgreat" ] = "villagedef_gaz_justgreat";
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//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."
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level.scr_radio[ "lzbottomhill" ] = "villagedef_hp2_enemyradar";
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//PRICE: They can't land on the high ground without getting shot down! We've got to get to the bottom of the hill!
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level.scr_radio[ "cantlandhigh" ] = "villagedef_pri_cantlandhigh";
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//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?!
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level.scr_radio[ "takingthepiss" ] = "villagedef_gaz_takinthepiss";
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//PRICE: Forget it Gaz! We've got to get to the new LZ at the bottom of the hill! Now! Soap! Take point! Go!
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level.scr_radio[ "thenewlz" ] = "villagedef_pri_forgetitgaz";
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//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.
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level.scr_radio[ "lzfoxtrot" ] = "villagedef_hp2_acrossriver";
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//******* GET TO THE CHOPPAH *********
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//"Copy Two-Seven! Everyone - head for the landing zone! It's our last chance! Move!"
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level.scr_radio[ "headlandingzone" ] = "villagedef_pri_lastchance";
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//PRICE: "Get to the bottom of the hill!!! Move move!!!" *MISSING*
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level.scr_radio[ "bottomofthehill" ] = "villagedef_pri_gettobottom";
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//GAZ: "We're gonna get left behind! We've got to get to the landing zone!"
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level.scr_radio[ "gettolandingzone" ] = "villagedef_gaz_gonnagetleft";
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//PRICE: "We've got to break through their lines to reach the LZ! Keep pushing downhill!"
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level.scr_radio[ "breakthroughtolz" ] = "villagedef_pri_breakthru";
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//GAZ: Let's go! Let's go! Get down the hill!!
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level.scr_radio[ "getdownthehill" ] = "villagedef_gaz_getdownthehill";
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//GAZ: Get to the LZ! Go! Go!
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level.scr_radio[ "gettothelzgogo" ] = "villagedef_gaz_gettolzgo";
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//******* PILOT NAGGING *********
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//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.
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level.scr_radio[ "almosttherethree" ] = "villagedef_hp2_3minutes";
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//You got two minutes, over!
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level.scr_radio[ "twominutesleft" ] = "villagedef_hp2_2minutes";
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//PRICE: Copy that, we're on our way!
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level.scr_radio[ "copywereonourway" ] = "villagedef_pri_copythat";
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//"Ninety seconds to dustoff."
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level.scr_radio[ "ninetysecondsleft" ] = "villagedef_hp2_ninetysecs";
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//"One minute to bingo fuel."
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level.scr_radio[ "oneminutebingo" ] = "villagedef_hp2_1mintobingo";
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//"Thirty seconds."
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level.scr_radio[ "thirtyseconds" ] = "villagedef_hp2_30seconds";
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//"Ok we're outta here."
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level.scr_radio[ "outtahere" ] = "villagedef_hp2_outtahere";
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//"Baseplate this is Gryphon Two-Seven. We got 'em and we're comin' home. Out."
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level.scr_radio[ "cominhome" ] = "villagedef_hp2_cominhome";
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//******* LEAVING ON A HELICOPTER *********
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//"Heard you guys needed a ride outta here!"
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level.scr_sound[ "griggs" ][ "needaride" ] = "villagedef_grg_needaride";
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//"Get on board! Move! Move!!"
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level.scr_sound[ "griggs" ][ "getonboard" ] = "villagedef_grg_getonboard";
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//"Let's go! Let's go!"
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level.scr_sound[ "griggs" ][ "griggsletsgo" ] = "villagedef_grg_letsgo";
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//"All right we're all aboard!!! Go! Go!"
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level.scr_sound[ "griggs" ][ "wereallaboard" ] = "villagedef_grg_wereallaboard";
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//******* UNUSED *********
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//MHP: "Bravo Six, we'll try to land in the fields at the northern end of the village."
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//level.scr_radio[ "lzfields" ] = "villagedef_hp2_landinfields";
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//HCC: Taking fire! Taking fire! *MISSING*
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//level.scr_radio[ "takingfire" ] = "villagedef_hcc_takingfire";
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//HCC: We're goin down! We're goin- (BOOM) *MISSING*
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//level.scr_radio[ "weregoingdown" ] = "villagedef_hcc_goindown";
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//MHP: This is Gryphon Two Five, we just lost our wingman. *MISSING*
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//level.scr_radio[ "lostwingman" ] = "villagedef_hp2_lostwingman";
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//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."
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//level.scr_radio[ "etasixminutes" ] = "villagedef_hp2_etasixmins";
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//This is Gryphon Two-Seven. We're almost at bingo fuel. We gotta leave in one minute.
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//level.scr_radio[ "bingofueloneminute" ] = "villagedef_hp2_1minute";
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//You're cuttin' it close Bravo Six! I can give you two more minutes, over!
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//level.scr_radio[ "twominutesleft" ] = "villagedef_hp2_cuttinitclose";
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//"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."
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//level.scr_radio[ "threeminutesleft" ] = "villagedef_hp2_lowonfuel";
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//"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."
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//level.scr_radio[ "detonators" ] = "villagedef_pri_spreadout";
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//"And one more thing - don't forget about the Mark-19. It's on the wall beneath the water tower."
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|
//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;
|
|||
|
}
|