499 lines
26 KiB
Text
499 lines
26 KiB
Text
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#include maps\_anim;
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#include maps\_props;
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main()
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{
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add_smoking_notetracks( "generic" );
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add_cellphone_notetracks( "generic" );
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anims();
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dialog();
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patrol();
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dog();
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script_models();
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}
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#using_animtree( "script_model" );
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script_models()
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{
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level.scr_anim[ "chair" ][ "sleep_react" ] = %parabolic_guard_sleeper_react_chair;
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level.scr_animtree[ "chair" ] = #animtree;
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level.scr_model[ "chair" ] = "com_folding_chair";
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}
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#using_animtree("generic_human");
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anims()
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{
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//GENERIC
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level.scr_anim[ "generic" ][ "pronehide_dive" ] = %hunted_dive_2_pronehide_v1;
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level.scr_anim[ "generic" ][ "pronehide_idle" ][0] = %hunted_pronehide_idle_v1;
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level.scr_anim[ "generic" ][ "pronehide_idle_frame" ] = %hunted_pronehide_idle_v1;
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level.scr_anim[ "generic" ][ "prone_2_run_roll" ] = %hunted_pronehide_2_stand_v1;
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level.scr_anim[ "generic" ][ "moveout_cqb" ] = %CQB_stand_signal_move_out;
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level.scr_anim[ "generic" ][ "moveup_cqb" ] = %CQB_stand_signal_move_up;
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level.scr_anim[ "generic" ][ "stop_cqb" ] = %CQB_stand_signal_stop;
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level.scr_anim[ "generic" ][ "onme_cqb" ] = %CQB_stand_wave_on_me;
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level.scr_anim[ "generic" ][ "moveout_exposed" ] = %stand_exposed_wave_move_out;
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level.scr_anim[ "generic" ][ "moveup_exposed" ] = %stand_exposed_wave_move_up;
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level.scr_anim[ "generic" ][ "stop_exposed" ] = %stand_exposed_wave_halt;
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level.scr_anim[ "generic" ][ "stop2_exposed" ] = %stand_exposed_wave_halt_v2;
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level.scr_anim[ "generic" ][ "onme_exposed" ] = %stand_exposed_wave_on_me;
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level.scr_anim[ "generic" ][ "onme2_exposed" ] = %stand_exposed_wave_on_me_v2;
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level.scr_anim[ "generic" ][ "enemy_exposed" ] = %stand_exposed_wave_target_spotted;
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level.scr_anim[ "generic" ][ "down_exposed" ] = %stand_exposed_wave_down;
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level.scr_anim[ "generic" ][ "go_exposed" ] = %stand_exposed_wave_go;
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level.scr_anim[ "generic" ][ "moveout_cornerR" ] = %CornerStndR_alert_signal_move_out;
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level.scr_anim[ "generic" ][ "stop_cornerR" ] = %CornerStndR_alert_signal_stopStay_down;
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level.scr_anim[ "generic" ][ "onme_cornerR" ] = %CornerStndR_alert_signal_on_me;
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level.scr_anim[ "generic" ][ "enemy_cornerR" ] = %CornerStndR_alert_signal_enemy_spotted;
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level.scr_anim[ "generic" ][ "alert2look_cornerR" ] = %corner_standr_alert_2_look;
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level.scr_anim[ "generic" ][ "look_idle_cornerR" ][0] = %corner_standR_look_idle;
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level.scr_anim[ "generic" ][ "look2alert_cornerR" ] = %corner_standR_look_2_alert;
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level.scr_anim[ "generic" ][ "look_up_stand" ] = %coverstand_look_moveup;
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level.scr_anim[ "generic" ][ "look_idle_stand" ][0] = %coverstand_look_idle;
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level.scr_anim[ "generic" ][ "look_down_stand" ] = %coverstand_look_movedown;
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level.scr_anim[ "generic" ][ "alert2look_cornerL" ] = %corner_standl_alert_2_look;
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level.scr_anim[ "generic" ][ "look_idle_cornerL" ][0] = %corner_standl_look_idle;
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level.scr_anim[ "generic" ][ "look2alert_cornerL" ] = %corner_standl_look_2_alert;
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level.scr_anim[ "generic" ][ "coverstand_hide_2_aim" ] = %coverstand_hide_2_aim;
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level.scr_anim[ "generic" ][ "cornerstandL_hide_2_aim" ] = %corner_standL_trans_alert_2_A;
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level.scr_anim[ "generic" ][ "cornerstandR_hide_2_aim" ] = %corner_standR_trans_alert_2_A;
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level.scr_anim[ "generic" ][ "cornercrouchL_hide_2_aim" ] = %CornerCrL_trans_alert_2_A;
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level.scr_anim[ "generic" ][ "cornercrouchR_hide_2_aim" ] = %CornerCrR_trans_alert_2_A;
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level.scr_anim[ "generic" ][ "stand_aim" ][0] = %stand_aim_straight;
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level.scr_anim[ "generic" ][ "stand_aim_add" ] = %exposed_idle_alert_v1;
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level.scr_anim[ "generic" ][ "crouch_aim" ][0] = %crouch_aim_straight;
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level.scr_anim[ "generic" ][ "crouch_aim_add" ] = %exposed_crouch_idle_alert_v1;
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level.scr_anim[ "generic" ][ "flash_cornerL" ] = %corner_standL_grenade_B;
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level.scr_anim[ "generic" ][ "flash_cornerR" ] = %corner_standR_grenade_B;
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level.scr_anim[ "generic" ][ "sprint" ] = %sprint1_loop;
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level.scr_anim[ "generic" ][ "crawl_loop" ] = %prone_crawl;
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level.scr_anim[ "generic" ][ "prone_idle" ] = %prone_aim_idle;
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level.scr_anim[ "generic" ][ "stand2prone" ] = %stand_2_prone;
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level.scr_anim[ "generic" ][ "prone2stand" ] = %prone_2_stand;
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level.scr_anim[ "generic" ][ "run_2_stop" ] = %run_2_stand_F_6;
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level.scr_anim[ "generic" ][ "combat_idle" ][0] = %stand_aim_straight; //casual_stand_idle
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level.scr_anim[ "generic" ][ "stand2run" ] = %stand_2_run_F_2;
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//INTRO
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level.scr_anim[ "price" ][ "scoutsniper_opening_price" ] = %scout_sniper_price_prone_opening;
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// level.scr_anim[ "price" ][ "wave" ] = %scout_sniper_price_wave;
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// level.scr_anim[ "price" ][ "wave_idle" ] = %scout_sniper_price_wave_idle;
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level.scr_anim[ "generic" ][ "cellphone_idle" ][0] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "smoke_idle" ][0] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "lean_smoke_idle" ][0] = %parabolic_leaning_guy_smoking_idle;
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level.scr_anim[ "generic" ][ "lean_smoke_idle" ][1] = %parabolic_leaning_guy_smoking_twitch;
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level.scr_anim[ "generic" ][ "coffee_idle" ][0] = %parabolic_guard_sleeper_idle;
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level.scr_anim[ "generic" ][ "sleep_idle" ][0] = %parabolic_guard_sleeper_idle;
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level.scr_anim[ "generic" ][ "cellphone_reach" ] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "smoke_reach" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "lean_smoke_reach" ] = %parabolic_leaning_guy_smoking_idle;
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level.scr_anim[ "generic" ][ "coffee_reach" ] = %parabolic_guard_sleeper_idle;
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level.scr_anim[ "generic" ][ "sleep_reach" ] = %parabolic_guard_sleeper_idle;
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level.scr_anim[ "generic" ][ "cellphone_react" ] = %patrol_bored_react_look_retreat;
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level.scr_anim[ "generic" ][ "smoke_react" ] = %patrol_bored_react_look_advance;
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level.scr_anim[ "generic" ][ "lean_smoke_react" ] = %patrol_bored_react_walkstop_short;
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level.scr_anim[ "generic" ][ "coffee_react" ] = %parabolic_guard_sleeper_react;
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level.scr_anim[ "generic" ][ "sleep_react" ] = %parabolic_guard_sleeper_react;
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//CHURCH
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level.scr_anim[ "generic" ][ "open_door_slow" ] = %hunted_open_barndoor;
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level.scr_anim[ "generic" ][ "open_door_slow_stop" ] = %hunted_open_barndoor_stop;
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level.scr_anim[ "generic" ][ "open_door_kick" ] = %doorkick_2_cqbwalk;
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level.scr_anim[ "generic" ][ "cqb_look_around" ] = %combatwalk_f_spin;
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level.scr_anim[ "generic" ][ "ladder_slide" ] = %scout_sniper_ladder_slide;
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//GRAVEYARD
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level.scr_anim[ "generic" ][ "corner_crouch" ] = %cornercrr_stand_2_alert;
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level.scr_anim[ "generic" ][ "corner_idle" ][0] = %cornercrr_alert_idle;
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level.scr_anim[ "generic" ][ "corner_stand" ] = %cornercrr_alert_2_stand;
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//CARGO
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level.scr_anim[ "generic" ][ "cargo_attack_1" ] = %melee_B_attack;
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addNotetrack_customFunction( "generic", "melee", maps\scoutsniper_code::melee_kill, "cargo_attack_1" );
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level.scr_anim[ "generic" ][ "cargo_defend_1" ] = %melee_B_defend;
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addNotetrack_customFunction( "generic", "no death", maps\scoutsniper_code::rag_doll_death, "cargo_defend_1" );
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addNotetrack_customFunction( "generic", "end", maps\scoutsniper_code::kill_self, "cargo_defend_1" );
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level.scr_anim[ "generic" ][ "cargo_attack_2" ] = %melee_L_attack;
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addNotetrack_customFunction( "generic", "melee", maps\scoutsniper_code::melee_kill, "cargo_attack_2" );
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level.scr_anim[ "generic" ][ "cargo_defend_2" ] = %melee_L_defend;
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addNotetrack_customFunction( "generic", "no death", maps\scoutsniper_code::rag_doll_death, "cargo_defend_2" );
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addNotetrack_customFunction( "generic", "end", maps\scoutsniper_code::kill_self, "cargo_defend_2" );
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//DASH
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level.scr_anim[ "generic" ][ "bm21_unload1" ] = %bm21_guy4_climbout;
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level.scr_anim[ "generic" ][ "bm21_unload2" ] = %bm21_guy8_climbout;
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level.scr_anim[ "generic" ][ "balcony_death" ] = %scout_sniper_balcony_death;
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addNotetrack_customFunction( "generic", "start_ragdoll", maps\scoutsniper_code::rag_doll, "balcony_death" );
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level.scr_anim[ "generic" ][ "deadguy_throw1" ] = %scout_sniper_bodydump_deadguy_throw1;
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addNotetrack_customFunction( "generic", "body_splash", maps\scoutsniper_code::body_splash, "deadguy_throw1" );
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level.scr_anim[ "generic" ][ "deadguy_throw2" ] = %scout_sniper_bodydump_deadguy_throw2;
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addNotetrack_customFunction( "generic", "body_splash", maps\scoutsniper_code::body_splash, "deadguy_throw2" );
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level.scr_anim[ "generic" ][ "bodydump_guy1" ] = %scout_sniper_bodydump_guy1;
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level.scr_anim[ "generic" ][ "bodydump_guy2" ] = %scout_sniper_bodydump_guy2;
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}
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dialog()
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{
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//SPOTTED
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//We're spotted! Take cover!
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level.scr_radio[ "scoutsniper_mcm_spotted" ] = "scoutsniper_mcm_spotted";
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//Dogs in the tall grass!
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level.scr_radio[ "scoutsniper_mcm_dogsingrass" ] = "scoutsniper_mcm_dogsingrass";
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//SPOTTED LIVE
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//What the bloody hell was that? You trying to get us killed? Move up...and don't do that again.
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level.scr_radio[ "scoutsniper_mcm_getuskilled" ] = "scoutsniper_mcm_getuskilled";
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//The word stealth doesn't mean anything to you does it? Move up.
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level.scr_radio[ "scoutsniper_mcm_thewordstealth" ] = "scoutsniper_mcm_thewordstealth";
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//All right, now you're just showin' off. Lets go.
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level.scr_radio[ "scoutsniper_mcm_showinoff" ] = "scoutsniper_mcm_showinoff";
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//EVENTS
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//They've found a body. There's no quiet way out of this one. Your move.
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level.scr_radio[ "scoutsniper_mcm_goloud" ] = "scoutsniper_mcm_goloud";
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//He can call for help all he likes, good thing there's no one left.
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level.scr_radio[ "scoutsniper_mcm_nooneleft" ] = "scoutsniper_mcm_nooneleft";
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//Just wait...let them move on...
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level.scr_radio[ "scoutsniper_mcm_letthemmove" ] = "scoutsniper_mcm_letthemmove";
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//Patience...Don't do anything stupid.
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level.scr_radio[ "scoutsniper_mcm_anythingstupid" ] = "scoutsniper_mcm_anythingstupid";
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//Don't move...They're not onto us...yet.
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level.scr_radio[ "scoutsniper_mcm_notontous" ] = "scoutsniper_mcm_notontous";
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//ENEMY
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//Contact.
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level.scr_radio[ "scoutsniper_mcm_contact" ] = "scoutsniper_mcm_contact";
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//Target approaching from the north.
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level.scr_radio[ "scoutsniper_mcm_targetnorth" ] = "scoutsniper_mcm_targetnorth";
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//Target approaching from the south.
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level.scr_radio[ "scoutsniper_mcm_targetsouth" ] = "scoutsniper_mcm_targetsouth";
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//Target approaching from the east.
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level.scr_radio[ "scoutsniper_mcm_targeteast" ] = "scoutsniper_mcm_targeteast";
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//Target approaching from the west.
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level.scr_radio[ "scoutsniper_mcm_targetwest" ] = "scoutsniper_mcm_targetwest";
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//STOP
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//standby
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level.scr_radio[ "scoutsniper_mcm_standby" ] = "scoutsniper_mcm_standby";
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//Wait.
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level.scr_radio[ "scoutsniper_mcm_wait" ] = "scoutsniper_mcm_wait";
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//wait here!!!
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level.scr_radio[ "scoutsniper_mcm_waithere" ] = "scoutsniper_mcm_waithere";
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//wait here
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level.scr_radio[ "scoutsniper_mcm_waithere2" ] = "scoutsniper_mcm_waithere2";
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//stay back
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level.scr_radio[ "scoutsniper_mcm_stayback" ] = "scoutsniper_mcm_stayback";
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//get down! now!
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level.scr_radio[ "scoutsniper_mcm_getdown" ] = "scoutsniper_mcm_getdown";
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//Get down.
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level.scr_radio[ "scoutsniper_mcm_getdown2" ] = "scoutsniper_mcm_getdown2";
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//stop
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level.scr_radio[ "scoutsniper_mcm_stop" ] = "scoutsniper_mcm_stop";
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//hold
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level.scr_radio[ "scoutsniper_mcm_hold" ] = "scoutsniper_mcm_hold";
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//hold up
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level.scr_radio[ "scoutsniper_mcm_holdup" ] = "scoutsniper_mcm_holdup";
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//Hold fast.
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level.scr_radio[ "scoutsniper_mcm_holdfast" ] = "scoutsniper_mcm_holdfast";
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//dont move
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level.scr_radio[ "scoutsniper_mcm_dontmove" ] = "scoutsniper_mcm_dontmove";
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//Stay low.
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level.scr_radio[ "scoutsniper_mcm_staylow2" ] = "scoutsniper_mcm_staylow2";
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//Keep a low profile.
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level.scr_radio[ "scoutsniper_mcm_lowprofile" ] = "scoutsniper_mcm_lowprofile";
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//Stay in the shadows.
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level.scr_radio[ "scoutsniper_mcm_inshadows" ] = "scoutsniper_mcm_inshadows";
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//Shhh.
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level.scr_radio[ "scoutsniper_mcm_shhh" ] = "scoutsniper_mcm_shhh";
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//Stay hidden.
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level.scr_radio[ "scoutsniper_mcm_stayhidden" ] = "scoutsniper_mcm_stayhidden";
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//CLEAR
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//Area clear.
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level.scr_radio[ "scoutsniper_mcm_areaclear" ] = "scoutsniper_mcm_areaclear";
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//The coast is clear.
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level.scr_radio[ "scoutsniper_mcm_coastclear" ] = "scoutsniper_mcm_coastclear";
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//Forward area clear.
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level.scr_radio[ "scoutsniper_mcm_forwardclear" ] = "scoutsniper_mcm_forwardclear";
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//Clear right.
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level.scr_radio[ "scoutsniper_mcm_clearright" ] = "scoutsniper_mcm_clearright";
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//Clear left.
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level.scr_radio[ "scoutsniper_mcm_clearleft" ] = "scoutsniper_mcm_clearleft";
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//GO
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//Move.
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level.scr_radio[ "scoutsniper_mcm_move" ] = "scoutsniper_mcm_move";
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//Move up.
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level.scr_radio[ "scoutsniper_mcm_moveout" ] = "scoutsniper_mcm_moveout";
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//Move out
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level.scr_radio[ "scoutsniper_mcm_moveup" ] = "scoutsniper_mcm_moveup";
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//ok go
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level.scr_radio[ "scoutsniper_mcm_okgo" ] = "scoutsniper_mcm_okgo";
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//go
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level.scr_radio[ "scoutsniper_mcm_go" ] = "scoutsniper_mcm_go";
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//Let's go.
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level.scr_radio[ "scoutsniper_mcm_letsgo2" ] = "scoutsniper_mcm_letsgo2";
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//this way lets go
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level.scr_radio[ "scoutsniper_mcm_letsgo" ] = "scoutsniper_mcm_letsgo";
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//Ready? Go!
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level.scr_radio[ "scoutsniper_mcm_readygo" ] = "scoutsniper_mcm_readygo";
|
|||
|
//On me.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_onme" ] = "scoutsniper_mcm_onme";
|
|||
|
//Follow me.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_followme2" ] = "scoutsniper_mcm_followme2";
|
|||
|
//ok lets move, nice and slow
|
|||
|
level.scr_radio[ "scoutsniper_mcm_niceandslow" ] = "scoutsniper_mcm_niceandslow";
|
|||
|
|
|||
|
//KILLS
|
|||
|
//He's down.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_hesdown" ] = "scoutsniper_mcm_hesdown";
|
|||
|
//got him
|
|||
|
level.scr_radio[ "scoutsniper_mcm_gothim" ] = "scoutsniper_mcm_gothim";
|
|||
|
//Good night.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_goodnight" ] = "scoutsniper_mcm_goodnight";
|
|||
|
//target eliminated
|
|||
|
level.scr_radio[ "scoutsniper_mcm_targetelim" ] = "scoutsniper_mcm_targetelim";
|
|||
|
//tango down
|
|||
|
level.scr_radio[ "scoutsniper_mcm_tangodown" ] = "scoutsniper_mcm_tangodown";
|
|||
|
//Beautiful.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_beautiful" ] = "scoutsniper_mcm_beautiful";
|
|||
|
//topped him
|
|||
|
level.scr_radio[ "scoutsniper_mcm_toppedhim" ] = "scoutsniper_mcm_toppedhim";
|
|||
|
|
|||
|
//INTRO
|
|||
|
//theres too much radiation, we'll have to go around
|
|||
|
level.scr_radio[ "scoutsniper_mcm_radiation" ] = "scoutsniper_mcm_radiation";
|
|||
|
//Follow me, and keep low.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_followme" ] = "scoutsniper_mcm_followme";
|
|||
|
//keep an eye on your dosimeter, if you're exposed too long you're dead
|
|||
|
level.scr_radio[ "scoutsniper_mcm_dosimeter" ] = "scoutsniper_mcm_dosimeter";
|
|||
|
//Careful<75>there's pockets of radiation all over this area. If you absorb too much, you're a dead man.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_deadman" ] = "scoutsniper_mcm_deadman";
|
|||
|
//Are you daft? Stay out of the radioactive areas.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_youdaft" ] = "scoutsniper_mcm_youdaft";
|
|||
|
|
|||
|
//Contact. Enemy patrol dead ahead.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_deadahead" ] = "scoutsniper_mcm_deadahead";
|
|||
|
//Stay low and move slowly, we'll be impossible to spot in our ghillie suits.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_staylow" ] = "scoutsniper_mcm_staylow";
|
|||
|
//Take one out when the other's not looking.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_notlooking" ] = "scoutsniper_mcm_notlooking";
|
|||
|
//There's more cover if we go around.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_goaround" ] = "scoutsniper_mcm_goaround";
|
|||
|
//Four tangos inside.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_4tangos" ] = "scoutsniper_mcm_4tangos";
|
|||
|
//Don't even think about it<69>
|
|||
|
level.scr_radio[ "scoutsniper_mcm_donteven" ] = "scoutsniper_mcm_donteven";
|
|||
|
//Wait there. Tango by the car.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_tangobycar" ] = "scoutsniper_mcm_tangobycar";
|
|||
|
//Take him out quietly, or just let him pass. Your call.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_yourcall" ] = "scoutsniper_mcm_yourcall";
|
|||
|
//He's going back inside.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_backinside" ] = "scoutsniper_mcm_backinside";
|
|||
|
|
|||
|
//CHURCH
|
|||
|
//We've got a lookout in the church tower<65>
|
|||
|
level.scr_radio[ "scoutsniper_mcm_churchtower" ] = "scoutsniper_mcm_churchtower";
|
|||
|
//...and a patrol coming from the north.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_patrolnorth" ] = "scoutsniper_mcm_patrolnorth";
|
|||
|
//Nice shot. But there's still a patrol coming from the north.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_niceshot" ] = "scoutsniper_mcm_niceshot";
|
|||
|
//Let's move up for a better view.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_betterview" ] = "scoutsniper_mcm_betterview";
|
|||
|
//Do you have a shot on the lookout?
|
|||
|
level.scr_radio[ "scoutsniper_mcm_haveashot" ] = "scoutsniper_mcm_haveashot";
|
|||
|
//He's in the tower.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_inthetower" ] = "scoutsniper_mcm_inthetower";
|
|||
|
//The other tower. // wrong tower // square tower
|
|||
|
level.scr_radio[ "scoutsniper_mcm_wrongtower" ] = "scoutsniper_mcm_wrongtower";
|
|||
|
//Bloody hell, the lookout's gonna see the body.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_seethebody" ] = "scoutsniper_mcm_seethebody";
|
|||
|
//I guess he can't see the body from there. Whooh, that was a close one.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_closeone" ] = "scoutsniper_mcm_closeone";
|
|||
|
//The patrol won't be back for a while, here's our chance.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_ourchance" ] = "scoutsniper_mcm_ourchance";
|
|||
|
//Get ready to move. Wait for the spotter to turn around.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_turnaround" ] = "scoutsniper_mcm_turnaround";
|
|||
|
|
|||
|
//GRAVE
|
|||
|
//you hear that?
|
|||
|
level.scr_radio[ "scoutsniper_mcm_hearthat" ] = "scoutsniper_mcm_hearthat";
|
|||
|
//Enemy helicopter, get down!
|
|||
|
level.scr_radio[ "scoutsniper_mcm_enemyheli" ] = "scoutsniper_mcm_enemyheli";
|
|||
|
//He's circling back around. Don't...move.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_circlingback" ] = "scoutsniper_mcm_circlingback";
|
|||
|
|
|||
|
//FIELD
|
|||
|
//Easy lad... There<72>s too many of them, let them go. Keep a low profile and hold your fire.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_holdyourfire" ] = "scoutsniper_mcm_holdyourfire";
|
|||
|
//Try to anticipate their paths.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_anticipatepaths" ] = "scoutsniper_mcm_anticipatepaths";
|
|||
|
//If you have to maneuver, do it slow and steady, no quick movements.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_slowandsteady" ] = "scoutsniper_mcm_slowandsteady";
|
|||
|
|
|||
|
|
|||
|
//POND
|
|||
|
//Looks like they<65>ve already eliminated the men they couldn<64>t buy out.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_buyout" ] = "scoutsniper_mcm_buyout";
|
|||
|
//Taking 'em out without alerting the rest isn't going to be easy...
|
|||
|
level.scr_radio[ "scoutsniper_mcm_withoutalerting" ] = "scoutsniper_mcm_withoutalerting";
|
|||
|
//...But then again, neither is sneaking past them.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_sneakingpast" ] = "scoutsniper_mcm_sneakingpast";
|
|||
|
//Your call.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_yourcall2" ] = "scoutsniper_mcm_yourcall2";
|
|||
|
//Don't fire on the two by the truck.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_dontfire" ] = "scoutsniper_mcm_dontfire";
|
|||
|
//We'll have to take 'em out at the same time.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_sametime" ] = "scoutsniper_mcm_sametime";
|
|||
|
//Wait for me to get into position.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_waitforme" ] = "scoutsniper_mcm_waitforme";
|
|||
|
//wait for me
|
|||
|
level.scr_radio[ "scoutsniper_mcm_waitforme2" ] = "scoutsniper_mcm_waitforme2";
|
|||
|
//I'm in position - take the shot when you're ready.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_whenyoureready" ] = "scoutsniper_mcm_whenyoureready";
|
|||
|
//Hold your fire. I'm moving to a new position.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_holdyourfiremoving" ] = "scoutsniper_mcm_holdyourfiremoving";
|
|||
|
//In position.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_inposition" ] = "scoutsniper_mcm_inposition";
|
|||
|
level.scr_radio[ "scoutsniper_mcm_ateam" ] = "scoutsniper_mcm_ateam";
|
|||
|
|
|||
|
|
|||
|
//CARGO
|
|||
|
//Wait a moment, and observe the situation
|
|||
|
level.scr_radio[ "scoutsniper_mcm_observe" ] = "scoutsniper_mcm_observe";
|
|||
|
//Are you insane?
|
|||
|
level.scr_radio[ "scoutsniper_mcm_youinsane" ] = "scoutsniper_mcm_youinsane";
|
|||
|
//I'll say one thing, you certainly got the minerals.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_gotminerals" ] = "scoutsniper_mcm_gotminerals";
|
|||
|
//Oi, Suzy!
|
|||
|
level.scr_radio[ "scoutsniper_mcm_oisuzy" ] = "scoutsniper_mcm_oisuzy";
|
|||
|
//Patrol coming this way, stay back.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_patrolthisway" ] = "scoutsniper_mcm_patrolthisway";
|
|||
|
//We should wait a bit, let's see if the patroller makes another pass<73>
|
|||
|
level.scr_radio[ "scoutsniper_mcm_anotherpass" ] = "scoutsniper_mcm_anotherpass";
|
|||
|
//That's how it's done, lets go.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_howitsdone" ] = "scoutsniper_mcm_howitsdone";
|
|||
|
//Stay low, he's mine.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_hesmine" ] = "scoutsniper_mcm_hesmine";
|
|||
|
|
|||
|
//DASH
|
|||
|
//hooooold....
|
|||
|
level.scr_radio[ "scoutsniper_mcm_hoooold" ] = "scoutsniper_mcm_hoooold";
|
|||
|
//It's a bloody convention out there. Get ready to move on my signal. Stay right behind me.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_mysignal" ] = "scoutsniper_mcm_mysignal";
|
|||
|
//Standby. Standby... Go!
|
|||
|
level.scr_radio[ "scoutsniper_mcm_standbygo" ] = "scoutsniper_mcm_standbygo";
|
|||
|
//Get ready to move. Stick with me.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_stickwithme" ] = "scoutsniper_mcm_stickwithme";
|
|||
|
//There's a truck coming...we'll use it as cover, keep moving.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_useascover" ] = "scoutsniper_mcm_useascover";
|
|||
|
//Just wait here a moment. When they leave, crawl out and stay low.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_crawlout" ] = "scoutsniper_mcm_crawlout";
|
|||
|
//Sniper. Fire escape, 4th floor, dead ahead.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_sniperahead" ] = "scoutsniper_mcm_sniperahead";
|
|||
|
//Take him out, or he'll give away our position
|
|||
|
level.scr_radio[ "scoutsniper_mcm_giveaway" ] = "scoutsniper_mcm_giveaway";
|
|||
|
//Do you see the sniper? 4th floor, fire escape. (nags)
|
|||
|
level.scr_radio[ "scoutsniper_mcm_topbalcony" ] = "scoutsniper_mcm_topbalcony";
|
|||
|
level.scr_radio[ "scoutsniper_mcm_noonesaw" ] = "scoutsniper_mcm_noonesaw";
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//TOWN
|
|||
|
//Look at this place... Fifty thousand people used to live in this city.
|
|||
|
//Now it's a ghost town... I've never seen anything like it.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_ghosttown" ] = "scoutsniper_mcm_ghosttown";
|
|||
|
//Don't let your guard down. We're not there yet.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_notthereyet" ] = "scoutsniper_mcm_notthereyet";
|
|||
|
|
|||
|
//DOGS
|
|||
|
//That doesn't sound good<6F>
|
|||
|
level.scr_radio[ "scoutsniper_mcm_soundgood" ] = "scoutsniper_mcm_soundgood";
|
|||
|
//Whew, that was close.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_whew" ] = "scoutsniper_mcm_whew";
|
|||
|
//Leave it alone. It's a wild dog.
|
|||
|
level.scr_radio[ "scoutsniper_mcm_wilddog" ] = "scoutsniper_mcm_wilddog";
|
|||
|
level.scr_radio[ "scoutsniper_mcm_pooch" ] = "scoutsniper_mcm_pooch";
|
|||
|
level.scr_radio[ "scoutsniper_mcm_noneed" ] = "scoutsniper_mcm_noneed";
|
|||
|
|
|||
|
|
|||
|
//END
|
|||
|
//There's the hotel. We should be able to observe the exchange from the top floor up there. Let's move.
|
|||
|
|
|||
|
level.scr_radio[ "scoutsniper_mcm_thereshotel" ] = "scoutsniper_mcm_thereshotel";
|
|||
|
}
|
|||
|
|
|||
|
patrol()
|
|||
|
{
|
|||
|
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "patrol_jog" ] = %patrol_jog;
|
|||
|
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
|
|||
|
level.scr_anim[ "generic" ][ "patrol_jog_turn180" ] = %patrol_jog_360;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "stealth_jog" ] = %patrol_jog;
|
|||
|
level.scr_anim[ "generic" ][ "stealth_walk" ] = %patrol_bored_patrolwalk;
|
|||
|
|
|||
|
/*
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_0" ] = %exposed_idle_reactA;
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_1" ] = %exposed_idle_reactB;
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_2" ] = %exposed_idle_twitch;
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_3" ] = %exposed_idle_twitch_v4;
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_4" ] = %run_pain_stumble;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ] = %exposed_idle_twitch_v4;//patrol_bored_2_combat_alarm_short;
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %exposed_idle_twitch_v4;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "_stealth_behavior_heard_scream" ] = %exposed_idle_twitch_v4;
|
|||
|
*/
|
|||
|
}
|
|||
|
|
|||
|
#using_animtree("dog");
|
|||
|
dog()
|
|||
|
{
|
|||
|
level.scr_anim[ "generic" ][ "dog_idle" ][0] = %german_shepherd_attackidle;
|
|||
|
level.scr_anim[ "generic" ][ "dog_eating" ][0] = %german_shepherd_eating;
|
|||
|
level.scr_anim[ "generic" ][ "dog_eating_single" ] = %german_shepherd_eating;
|
|||
|
level.scr_anim[ "generic" ][ "dog_growling" ][0] = %german_shepherd_attackidle_growl;
|
|||
|
|
|||
|
level.scr_anim[ "generic" ][ "dog_barking" ][0] = %german_shepherd_attackidle_growl;
|
|||
|
level.scr_anim[ "generic" ][ "dog_barking" ][1] = %german_shepherd_attackidle_bark;
|
|||
|
level.scr_anim[ "generic" ][ "dog_barking" ][2] = %german_shepherd_attackidle_bark;
|
|||
|
level.scr_anim[ "generic" ][ "dog_barking" ][3] = %german_shepherd_attackidle_bark;
|
|||
|
}
|