195 lines
9.2 KiB
Text
195 lines
9.2 KiB
Text
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle_aianim;
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#include maps\armada;
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#using_animtree ("generic_human");
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anim_main()
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{
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//only second guy kills
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//addNotetrack_customFunction( "generic", "fire", ::kill_during_breach, "detcord_stack_leftbreach_01" );
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addNotetrack_customFunction( "generic", "fire", ::kill_during_breach, "detcord_stack_leftbreach_02" );
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level.scr_anim[ "generic" ][ "jog" ] = %combat_jog;
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level.scr_anim[ "generic" ][ "walk" ] = %patrol_bored_patrolwalk;
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level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
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// quiet door open
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level.scr_anim[ "price" ][ "hunted_open_barndoor" ] = %hunted_open_barndoor;
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level.scr_anim[ "price" ][ "hunted_open_barndoor_stop" ] = %hunted_open_barndoor_stop;
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level.scr_anim[ "price" ][ "hunted_open_barndoor_idle" ][0] = %hunted_open_barndoor_idle;
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animated_model_setup();
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level.scr_anim[ "razorwire_guy" ][ "razor_setup" ] = %armada_wire_setup_guy;
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level.scr_anim[ "barbed_wire_long" ][ "razor_setup" ] = %armada_wire_setup_wire;
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level.scr_anim[ "razorwire_guy" ][ "razor_idle" ] = %armada_wire_setup_guy_startidle;
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level.scr_anim[ "barbed_wire_long" ][ "razor_idle" ] = %armada_wire_setup_wire_startidle;
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level.scr_anim[ "razorwire_guy" ][ "razor_endidle" ] = %armada_wire_setup_guy;
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level.scr_anim[ "barbed_wire_long" ][ "razor_endidle" ] = %armada_wire_setup_wire_endidle;
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level.scr_animtree[ "barbed_wire_long" ] = #animtree;
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level.scr_anim[ "griggs" ][ "enter" ] = %armada_grigs_enter;
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addNotetrack_dialogue( "griggs", "dialog", "enter", "armada_grg_scoreone" );
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level.scr_anim[ "griggs" ][ "end_idle" ][0] = %armada_grigs_music_idle;
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level.scr_anim[ "final_breacher_shotgun" ][ "react" ] = %armada_Left_Guy_react;
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level.scr_anim[ "final_breacher_right" ][ "react" ] = %armada_Right_Guy_react;
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level.scr_anim[ "price" ][ "finish" ] = %armada_sarge_end;
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addNotetrack_dialogue( "price", "dialog", "finish", "armada_vsq_rogercommand" );
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addNotetrack_dialogue( "price", "dialog", "finish", "armada_vsq_rallyup" );
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level.scr_anim[ "price" ][ "enter" ] = %armada_sarge_enter;
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addNotetrack_dialogue( "price", "dialog", "enter", "armada_vsq_griggsmusic" );
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addNotetrack_dialogue( "price", "dialog", "enter", "armada_vsq_recording" );
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// DIALOG
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level.scr_sound[ "price" ][ "targetbuilding" ] = "armada_vsq_targetbuilding";//Target building in sight.
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level.scr_sound[ "price" ][ "throwflash" ] = "armada_vsq_throwflash";//Jackson, throw a flashbang!
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level.scr_sound[ "griggs" ][ "watchsix" ] = "armada_grg_watchsix";//Watch your six Devil Dog.
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level.scr_sound[ "price" ][ "allcallsigns" ] = "armada_vsq_allcallsigns"; //All callsigns, check the bodies. We need a positive ID on Al-Asad.
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level.scr_sound[ "generic" ][ "negid" ] = "armada_gm1_negid"; //Negative ID over here sir.
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level.scr_sound[ "generic" ][ "nosign" ] = "armada_gm2_nosign"; //No sign of Al-Asad here sir.
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level.scr_sound[ "generic" ][ "oorah1" ] = "armada_gm2_oorah"; //Oo-rah<61>
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level.scr_sound[ "generic" ][ "oorah2" ] = "armada_gm3_oorah"; //Ooo-rah<61>
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level.scr_sound[ "generic" ][ "armada_gm1_clear" ] = "armada_gm1_clear";
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level.scr_sound[ "generic" ][ "armada_gm2_clear" ] = "armada_gm2_clear";
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level.scr_sound[ "generic" ][ "armada_gm3_roomclear" ] = "armada_gm3_roomclear";
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level.scr_sound[ "generic" ][ "armada_gm2_nothere" ] = "armada_gm2_nothere";
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level.scr_sound[ "generic" ][ "armada_gm1_onaloop" ] = "armada_gm1_onaloop";
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level.scr_sound[ "price" ][ "jacksonpoint" ] = "armada_vsq_jacksonpoint";//jackson take point
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level.scr_sound[ "price" ][ "stand_down" ] = "armada_vsq_donthavealasad";
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level.scr_sound[ "price" ][ "roger_hq" ] = "armada_vsq_rogerthat";
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level.scr_sound[ "price" ][ "heads_up" ] = "armada_vsq_halfclickeast";
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level.scr_sound[ "price" ][ "move_out" ] = "armada_vsq_moveout"; //We're gonna move out on foot, and take down the package there. Move out.
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level.scr_sound[ "generic" ][ "tvstation" ] = "armada_gm1_tvstation";
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level.scr_sound[ "price" ][ "get_into_pos" ] = "armada_vsq_getintoposition"; //Good, get in position to breach.
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level.scr_sound[ "price" ][ "do_it" ] = "armada_vsq_doit"; //Do it!
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level.scr_sound[ "generic" ][ "breaching_breaching" ] = "armada_gm1_breachingbreaching"; //Breaching breaching!
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level.scr_sound[ "price" ][ "room_clear" ] = "armada_vsq_roomclear"; //Room clear! Move up! Al-Asad should be on the second floor!
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level.scr_sound[ "generic" ][ "goesourboys" ] = "armada_gm1_goesourboys"; //there goes our boys!
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level.scr_sound[ "griggs" ][ "hold_fire" ] = "armada_grg_holdfire"; //Hold your fire! Friendlies coming out!
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level.scr_sound[ "griggs" ][ "no_sign" ] = "armada_grg_nosign"; //No sign of Al-Asad sir.
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level.scr_sound[ "price" ][ "fall_in" ] = "armada_vsq_fallin"; //All right. Fall in Marines. Stay frosty.
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level.scr_sound[ "griggs" ][ "I_hear_him" ] = "armada_grg_ihearhim"; //I think he's in there. I hear him.
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level.scr_sound[ "griggs" ][ "score_one" ] = "armada_grg_scoreone"; //Yeah<61>(snicker). Score one for mil-i-ta-ry intelligence!
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level.scr_sound[ "price" ][ "grigs_music" ] = "armada_vsq_griggsmusic"; //Griggs... music.
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level.scr_sound[ "griggs" ][ "roger_that" ] = "armada_grg_rogerMS"; //Roger that Master Sergeant!
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level.scr_sound[ "price" ][ "recording" ] = "armada_vsq_recording"; //Command this is Red Dog. TV station secure. No sign of Al-Asad. The broadcast is a recording, over.
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level.scr_sound[ "griggs" ][ "yeahhh" ] = "armada_grg_yeahoorah"; //Yeahhhh. Oooo-rahhh<68>
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level.scr_sound[ "price" ][ "roger_command" ] = "armada_vsq_rogercommand"; //Roger that Command. Out.
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level.scr_sound[ "price" ][ "new_assign" ] = "armada_vsq_rallyup"; //Marines! Rally up! We got a new assignment. Get your gear, and get ready to move out! Let's go!
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}
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// nate
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guy_snipe( guy, pos )
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{
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animpos = anim_pos( self, pos );
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guy endon( "newanim" );
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self endon( "death" );
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guy endon( "death" );
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self notify ("ropeidleend");
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if( pos == 2 )
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{
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animontag( guy, animpos.sittag, %armada_blackhawk_sniper_idle );
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}
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thread guy_idle( guy, pos );
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}
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#using_animtree ("animated_props");
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animated_model_setup()
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{
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level.anim_prop_models["foliage_tree_palm_tall_3"]["still"] = %palmtree_tall3_still;
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level.anim_prop_models["foliage_tree_palm_tall_3"]["strong"] = %palmtree_tall3_sway;
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level.anim_prop_models["foliage_tree_palm_med_2"]["still"] = %palmtree_med2_still;
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level.anim_prop_models["foliage_tree_palm_med_2"]["strong"] = %palmtree_med2_sway;
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level.anim_prop_models["foliage_tree_palm_bushy_1"]["still"] = %palmtree_bushy1_still;
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level.anim_prop_models["foliage_tree_palm_bushy_1"]["strong"] = %palmtree_bushy1_sway;
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level.anim_prop_models["foliage_tree_palm_bushy_2"]["still"] = %palmtree_bushy2_still;
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level.anim_prop_models["foliage_tree_palm_bushy_2"]["strong"] = %palmtree_bushy2_sway;
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level.anim_prop_models["foliage_tree_palm_tall_2"]["still"] = %palmtree_tall2_still;
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level.anim_prop_models["foliage_tree_palm_tall_2"]["strong"] = %palmtree_tall2_sway;
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level.anim_prop_models["foliage_tree_palm_bushy_3"]["still"] = %palmtree_bushy3_still;
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level.anim_prop_models["foliage_tree_palm_bushy_3"]["strong"] = %palmtree_bushy3_sway;
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level.anim_prop_models["foliage_tree_palm_med_1"]["still"] = %palmtree_med1_still;
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level.anim_prop_models["foliage_tree_palm_med_1"]["strong"] = %palmtree_med1_sway;
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level.anim_prop_models["foliage_tree_palm_tall_1"]["still"] = %palmtree_tall1_still;
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level.anim_prop_models["foliage_tree_palm_tall_1"]["strong"] = %palmtree_tall1_sway;
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}
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#using_animtree ("vehicles");
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player_heli_ropeanimoverride()
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{
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// oh no, I've gone and made the fastrope very difficult to simply override animations so I'm overriding the whole damn thing for the ride in on armada - Nate.
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tag = "TAG_FastRope_RI";
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model = "rope_test_ri";
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snipeanim = %armada_blackhawk_sniper_idle_fastrope80;
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idleanim = %armada_blackhawk_sniper_idle_loop_fastrope80;
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dropanim = %armada_blackhawk_sniper_drop_fastrope80;
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array = [];
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array[ "TAG_FastRope_RI" ] = spawnstruct();
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self.attach_model_override = array; // gets rid of blackhawks standard fastrope stuff for this rig
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rope = spawn("script_model", level.player.origin);
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rope setmodel (model);
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rope linkto (self, tag, (0,0,0),(0,0,0));
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rope useanimtree (#animtree);
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// flag_wait ("snipefromheli");
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//self notify ("groupedanimevent","snipe"); //tells the ai to snipe.
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//maps\_vehicle_aianim::animontag( rope, tag, snipeanim );
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thread player_heli_ropeanimoverride_idle( rope, tag, idleanim );
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self waittill ("unload");
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level.player thread play_loop_sound_on_entity("fastrope_loop_plr");
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thread maps\_vehicle_aianim::animontag( rope, tag, dropanim );
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wait getanimlength( dropanim ) - .2;
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level.player stop_loop_sound_on_entity("fastrope_loop_plr");
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rope unlink();
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level.player thread play_sound_on_entity("fastrope_end_plr");
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wait 10;
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rope delete(); // possibly do something to delete when the player is not looking at it.
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}
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player_heli_ropeanimoverride_idle( guy, tag, animation )
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{
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self endon ("unload");
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while(1)
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maps\_vehicle_aianim::animontag( guy, tag, animation );
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}
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