176 lines
7.5 KiB
Text
176 lines
7.5 KiB
Text
|
#include maps\_anim;
|
|||
|
#using_animtree("generic_human");
|
|||
|
|
|||
|
main()
|
|||
|
{
|
|||
|
level.scr_anim[ "price" ][ "tank_talk" ] = %bog_a_tank_dialogue;
|
|||
|
level.scr_anim[ "left_guy" ][ "tank_talk" ] = %bog_a_tank_dialogue_guyL;
|
|||
|
level.scr_anim[ "right_guy" ][ "tank_talk" ] = %bog_a_tank_dialogue_guyR;
|
|||
|
|
|||
|
level.scr_anim[ "price" ][ "tank_talk_idle" ][ 0 ] = %bog_a_tank_dialogue_idle;
|
|||
|
level.scr_anim[ "left_guy" ][ "tank_talk_idle" ][ 0 ] = %bog_a_tank_dialogue_guyL_idle;
|
|||
|
level.scr_anim[ "right_guy" ][ "tank_talk_idle" ][ 0 ] = %bog_a_tank_dialogue_guyR_idle;
|
|||
|
|
|||
|
//Listen up. We don<6F>t have much time to get this tank outta here.
|
|||
|
//We<57>ll take up defensive positions around the bog here, here, and here, and buy
|
|||
|
//the engineers some time to get the tank moving. Oorah?
|
|||
|
// level.scr_sound[ "price" ][ "tank_talk" ] = "bog_vsq_donthavemuchtime";
|
|||
|
|
|||
|
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_listenup" );
|
|||
|
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_donthavemuchtime" );
|
|||
|
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_defensivepositions" );
|
|||
|
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_oorah" );
|
|||
|
|
|||
|
|
|||
|
// Alpha Six what's your status over?
|
|||
|
level.scr_radio[ "alphasixstatus" ] = "bog_a_vsq_alphasixstatus";
|
|||
|
|
|||
|
//All right let<65>s move out! Secure the southern approach, move!
|
|||
|
level.scr_sound[ "price" ][ "letsmoveout" ] = "bog_a_vsq_letsmoveout";
|
|||
|
|
|||
|
//Two Charlie, Bravo Six! Requesting air support for fire mission, over!
|
|||
|
level.scr_sound[ "price" ][ "twocharliebravosix" ] = "bog_a_vsq_twocharliebravosix";
|
|||
|
|
|||
|
// Carver! Find that ZPU and take it out so we can get some air support! Lopez! Gaines! Cover him!
|
|||
|
level.scr_sound[ "price" ][ "jacksonfindzpu" ] = "bog_a_vsq_Jacksonfindzpu";
|
|||
|
|
|||
|
//Roger that!
|
|||
|
level.scr_sound[ "marine" ][ "rogerthat" ] = "bog_a_gm1_rogerthat";
|
|||
|
|
|||
|
//Carver, plant the C4 on the gun, move!
|
|||
|
level.scr_sound[ "marine" ][ "plantc4" ] = "bog_gm1_plantc4";
|
|||
|
|
|||
|
//Good job, let's get to a safe distance!
|
|||
|
level.scr_sound[ "marine" ][ "goodjob" ] = "bog_gm1_goodjob";
|
|||
|
|
|||
|
//We're good to go! Carver - do it!
|
|||
|
level.scr_sound[ "marine" ][ "jacksondoit" ] = "bog_gm1_Jacksondoit";
|
|||
|
|
|||
|
//Vampire Six-Four! Fire mission at grid 238165! We<57>re lightin<69> up the target!! Confirm!
|
|||
|
level.scr_sound[ "price" ][ "vampiresixfour" ] = "bog_vsq_vampiresixfour";
|
|||
|
|
|||
|
//Command, LZ is secure. Bring in the engineers and let<65>s get this tank moving.
|
|||
|
level.scr_sound[ "price" ][ "lzissecure" ] = "bog_vsq_lzissecure";
|
|||
|
|
|||
|
//Squad, regroup at the tank, let<65>s go!
|
|||
|
level.scr_sound[ "left_guy" ][ "regroupattank" ] = "bog_blk_regroupattank";
|
|||
|
//level.scr_radio[ "regroupattank" ] = "bog_blk_regroupattank";
|
|||
|
|
|||
|
//Listen up. We don<6F>t have much time to get this tank outta here.
|
|||
|
//We<57>ll take up defensive positions around the bog here, here, and here, and buy
|
|||
|
//the engineers some time to get the tank moving. Oorah?
|
|||
|
level.scr_sound[ "price" ][ "donthavemuchtime" ] = "bog_vsq_donthavemuchtime";
|
|||
|
|
|||
|
//Listen up.
|
|||
|
level.scr_sound[ "price" ][ "listen_up" ] = "bog_vsq_listenup";
|
|||
|
|
|||
|
//we don't have much time to get this tank outta here
|
|||
|
level.scr_sound[ "price" ][ "dont_have_much_time" ] = "bog_vsq_donthavemuchtime";
|
|||
|
|
|||
|
//we'll take up defensive positions around the bog here, here, and here, and buy the engineers some time to get the tank moving.
|
|||
|
level.scr_sound[ "price" ][ "defensive_positions" ] = "bog_vsq_defensivepositions";
|
|||
|
|
|||
|
//oorah
|
|||
|
level.scr_sound[ "price" ][ "oorah" ] = "bog_vsq_oorah";
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//Oorah.
|
|||
|
level.scr_sound[ "gm1" ][ "oorah" ] = "bog_gm1_oorah";
|
|||
|
|
|||
|
//Oorah.
|
|||
|
level.scr_sound[ "gm2" ][ "oorah" ] = "bog_gm2_oorah";
|
|||
|
|
|||
|
//Oorah.
|
|||
|
level.scr_sound[ "gm3" ][ "oorah" ] = "bog_gm3_oorah";
|
|||
|
|
|||
|
//All right, move out!
|
|||
|
level.scr_sound[ "price" ][ "allrightmoveout" ] = "bog_vsq_allrightmoveout";
|
|||
|
|
|||
|
// ************************************************************************************
|
|||
|
// RADIO
|
|||
|
// ************************************************************************************
|
|||
|
|
|||
|
// We're still surrounded sir! There's just the four of us left but the tank's still ok Over!
|
|||
|
level.scr_radio[ "stillsurrounded" ] = "bog_a_gm1_stillsurrounded";
|
|||
|
|
|||
|
// Contacts to the east and more flanking to the south! Hold the perimeter!!!
|
|||
|
level.scr_radio[ "contactseast" ] = "bog_a_vsq_contactseast";
|
|||
|
|
|||
|
// They're movin' in with detpacks! Don't let 'em get close to the tank!
|
|||
|
level.scr_radio[ "movingindetpacks" ] = "bog_a_vsq_movingindetpacks";
|
|||
|
|
|||
|
// Be advised, our main gun is offline but we still have the co-ax machine gun, out.
|
|||
|
level.scr_radio[ "maingunsoffline" ] = "bog_tcm_maingunsoffline";
|
|||
|
|
|||
|
// Carver this is Price. We're in danger of being overrun. Pull back to the tank now!
|
|||
|
level.scr_radio[ "dangeroverrun" ] = "bog_a_vsq_dangeroverrun";
|
|||
|
|
|||
|
// Carver this is Price! You tryin' to go AWOL? Pull back to the tank, now!
|
|||
|
level.scr_radio[ "jacksonawol" ] = "bog_a_vsq_Jacksonawol";
|
|||
|
|
|||
|
// Carver this is Price. Fall back to the tank, that's an order.
|
|||
|
level.scr_radio[ "fallbacktank" ] = "bog_a_vsq_fallbacktank";
|
|||
|
|
|||
|
// Bravo Six, be advised, more hostiles assembling to the west of your position over.
|
|||
|
level.scr_radio[ "morewest" ] = "bog_a_hqr_morewest";
|
|||
|
|
|||
|
// All right let<65>s move out! Secure the western approach, move!
|
|||
|
level.scr_radio[ "securewest" ] = "bog_a_vsq_securewest";
|
|||
|
|
|||
|
// Uh, negative Bravo Six, there's an enemy ZPU to the south of your position.
|
|||
|
// Until you take it out, we can NOT risk sending in any more choppers over.
|
|||
|
level.scr_radio[ "negativebravo" ] = "bog_a_hqr_negativebravo";
|
|||
|
|
|||
|
// Carver, I've got air support on the way but they need our exact location.
|
|||
|
// Plant the IR beacon and get their attention. Out.
|
|||
|
level.scr_radio[ "plantbeacon" ] = "bog_a_vsq_plantbeacon";
|
|||
|
|
|||
|
//They've got that building buttoned up! We need to call in the air support!! Jackson! Plant the IR beacon!!
|
|||
|
level.scr_radio[ "buttonedup" ] = "bog_a_vsq_buttonedup";
|
|||
|
|
|||
|
//Where - is - the - air suppooort???!
|
|||
|
level.scr_radio[ "whereistheairsupport" ] = "bog_gm1_airsupport";
|
|||
|
|
|||
|
//We can't take that building without some air support! Jackson! Plant the beacon!!!
|
|||
|
level.scr_radio[ "canttakebuilding" ] = "bog_gm2_plantbeacon";
|
|||
|
|
|||
|
//Those machine guns are rippin' us apart! Jackson! Plant the IR beacon and get those choppers over here! Now!
|
|||
|
level.scr_radio[ "rippingusapart" ] = "bog_a_vsq_rippingusapart";
|
|||
|
|
|||
|
// Standby.
|
|||
|
level.scr_radio[ "standby" ] = "bog_plt_standby";
|
|||
|
|
|||
|
// Ok, positive ID on your sparkle. We<57>re comin<69> in hot from the northeast.
|
|||
|
level.scr_radio[ "cominhot" ] = "bog_plt_cominhot";
|
|||
|
|
|||
|
//Uh, two, you see anyone left down there?
|
|||
|
level.scr_radio[ "seeanyoneleft" ] = "bog_cop_negative";
|
|||
|
|
|||
|
//Negative, we got <20>em.
|
|||
|
level.scr_radio[ "negative" ] = "bog_plt_seeanyoneleft";
|
|||
|
|
|||
|
//Roger that. All targets destroyed and we<77>re outta here. Good luck boys. Out.
|
|||
|
level.scr_radio[ "alltargetsdestroyed" ] = "bog_plt_alltargetsdestroyed";
|
|||
|
|
|||
|
//Roger that. They<65>re on the way. Good work. Out.
|
|||
|
level.scr_radio[ "goodworkout" ] = "bog_hqr_goodworkout";
|
|||
|
|
|||
|
//Price on headset
|
|||
|
//bog_radio_dialogue
|
|||
|
|
|||
|
//Price next to tank standing idle
|
|||
|
//bog_a_tank_dialogue_idle
|
|||
|
|
|||
|
//Price talking
|
|||
|
//bog_a_tank_dialogue
|
|||
|
|
|||
|
//Friendly stepping out of the way as player approaches
|
|||
|
//bog_a_tank_dialogue_guyL
|
|||
|
//bog_a_tank_dialogue_guyL_idle
|
|||
|
|
|||
|
//Friendly stepping out of the way as player approaches
|
|||
|
//bog_a_tank_dialogue_guyR
|
|||
|
//bog_a_tank_dialogue_guyR_idle
|
|||
|
}
|