#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’t have much time to get this tank outta here. //We’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’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’re lightin’ up the target!! Confirm! level.scr_sound[ "price" ][ "vampiresixfour" ] = "bog_vsq_vampiresixfour"; //Command, LZ is secure. Bring in the engineers and let’s get this tank moving. level.scr_sound[ "price" ][ "lzissecure" ] = "bog_vsq_lzissecure"; //Squad, regroup at the tank, let’s go! level.scr_sound[ "left_guy" ][ "regroupattank" ] = "bog_blk_regroupattank"; //level.scr_radio[ "regroupattank" ] = "bog_blk_regroupattank"; //Listen up. We don’t have much time to get this tank outta here. //We’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’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’re comin’ 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 ‘em. level.scr_radio[ "negative" ] = "bog_plt_seeanyoneleft"; //Roger that. All targets destroyed and we’re outta here. Good luck boys. Out. level.scr_radio[ "alltargetsdestroyed" ] = "bog_plt_alltargetsdestroyed"; //Roger that. They’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 }