796 lines
No EOL
25 KiB
Text
796 lines
No EOL
25 KiB
Text
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_ac130;
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#include maps\ac130_code;
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main()
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{
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if ( getdvar( "credits_load" ) == "1" )
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{
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thread maps\ac130_credits::credits_main();
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return;
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}
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if ( getdvar( "ac130_gameplay_enabled") == "" )
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setdvar( "ac130_gameplay_enabled", "1" );
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setExpFog( 1000, 17300, 0/255, 0/255, 0/255, 0 );
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setsaveddvar( "scr_dof_enable", "0" );
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precacheLevelStuff();
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flag_init( "mission_failed" );
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flag_init( "hijacked_vehicles_stopped" );
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flag_init( "friendlies_loading_vehicles" );
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flag_init( "choppers_inbound" );
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flag_init( "friendlies_moving_to_choppers" );
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flag_init( "ignore_friendly_move_commands" );
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flag_init( "friendlies_in_choppers" );
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flag_init( "choppers_flew_away" );
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level.hintPrintDuration = 5.0;
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level.minimumFriendlyCount = 3;
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level.minimumAutosaveFriendlyCount = 5;
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add_start( "church", ::start_church, &"STARTS_CHURCH" );
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add_start( "field", ::start_field, &"STARTS_FIELD" );
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add_start( "hijack", ::start_hijack, &"STARTS_HIJACK" );
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add_start( "junkyard", ::start_junkyard, &"STARTS_JUNKYARD" );
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default_start( ::start_start );
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scriptCalls();
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wait 10;
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objective_add( 1, "current", &"AC130_OBJECTIVE_SUPPORT_FRIENDLIES", ( 0, 0, 0 ) );
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}
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start_start()
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{
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level waittill( "introscreen_almost_complete" );
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spawn_friendlies( "friends_start" );
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thread dialog_opening();
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thread gameplay_start();
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}
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start_church()
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{
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spawn_friendlies( "friends_church" );
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level.ac130.origin = getent( "ac130_waypoint_fight1", "targetname" ).origin;
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flag_set( "clear_to_engage" );
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flag_set( "allow_context_sensative_dialog" );
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thread dialog_cleared_to_engage();
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thread gameplay_chuch();
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}
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start_field()
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{
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spawn_friendlies( "friends_field1" );
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level.ac130.origin = getent( "ac130_waypoint_field1", "targetname" ).origin;
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flag_set( "clear_to_engage" );
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flag_set( "allow_context_sensative_dialog" );
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thread gameplay_fields();
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}
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start_hijack()
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{
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spawn_friendlies( "friends_hijack" );
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level.ac130.origin = getent( "ac130_waypoint_hijack", "targetname" ).origin;
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flag_set( "clear_to_engage" );
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flag_set( "allow_context_sensative_dialog" );
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wait 0.05;
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thread gameplay_hijack();
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}
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start_junkyard()
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{
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spawn_friendlies( "friends_junkyard" );
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level.ac130.origin = getent( "ac130_waypoint_junkyard1", "targetname" ).origin;
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flag_set( "clear_to_engage" );
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flag_set( "allow_context_sensative_dialog" );
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wait 0.05;
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thread gameplay_junkyard1();
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}
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gameplay_start()
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{
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move_friendlies( "friendly_location_01" );
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thread movePlaneToWaypoint( "ac130_waypoint_fight1" );
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wait 27;
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thread gameplay_chuch();
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}
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gameplay_chuch()
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{
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thread autosaveFriendlyCountCheck( "church" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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resetPlayerKillCount();
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spawn_vehicle( "first_truck_spawn_trigger" );
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wait 5;
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spawn_enemies( "first_truck_reinforcement_spawn_trigger" );
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wait 5;
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spawn_enemies( "first_shack_spawner_trigger" );
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spawn_enemies( "church_spawner_trigger" );
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spawn_enemies( "church_spawner_trigger2" );
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spawn_enemies( "house1_spawner_trigger" );
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wait 25;
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move_friendlies( "friendly_location_02" );
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waitForPlayerKillCount( 7 );
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wait 15;
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}
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thread movePlaneToWaypoint( "ac130_waypoint_fight2" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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resetPlayerKillCount();
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stop_enemies( "first_shack_spawner_trigger" );
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spawn_enemies( "house2_spawner_trigger" );
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wait 10;
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waitForPlayerKillCount( 5 );
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stop_enemies( "church_spawner_trigger2" );
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}
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move_friendlies( "friendly_location_03" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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wait 12;
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stop_enemies( "church_spawner_trigger" );
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}
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move_friendlies( "friendly_location_04" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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spawn_vehicle( "long_road_truck_spawn_trigger" );
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wait 12;
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stop_enemies( "house1_spawner_trigger" );
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stop_enemies( "house2_spawner_trigger" );
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}
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thread gameplay_fields();
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}
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gameplay_fields()
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{
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thread dialog_passing_church();
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thread autosaveFriendlyCountCheck( "fields" );
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thread movePlaneToWaypoint( "ac130_waypoint_field1" );
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move_friendlies( "friendly_location_05" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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resetPlayerKillCount();
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wait 8;
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spawn_enemies( "field1_spawner_trigger" );
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wait 8;
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spawn_vehicle( "field1_truck_spawn_trigger" );
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wait 20;
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waitForPlayerKillCount( 10 );
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stop_enemies( "field1_spawner_trigger" );
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waittill_dead( getEnemiesInZone( "volume_field1" ), undefined, 30 );
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}
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thread gameplay_hijack();
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}
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#using_animtree( "vehicles" );
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gameplay_hijack()
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{
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thread ac130_move_in();
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thread movePlaneToWaypoint( "ac130_waypoint_hijack" );
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move_friendlies( "friendly_location_06" );
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wait 10;
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thread autosaveFriendlyCountCheck( "hijack" );
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vehGroup = [];
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vehGroup[ 0 ] = [];
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vehGroup[ 1 ] = [];
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 5 );
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level.getaway_vehicle_1 = getent( "getaway_vehicle_1", "targetname" );
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if ( !isdefined( level.getaway_vehicle_1 ) )
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level.getaway_vehicle_1 = maps\_vehicle::waittill_vehiclespawn( "getaway_vehicle_1" );
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level.getaway_vehicle_2 = getent( "getaway_vehicle_2", "targetname" );
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if ( !isdefined( level.getaway_vehicle_2 ) )
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level.getaway_vehicle_2 = maps\_vehicle::waittill_vehiclespawn( "getaway_vehicle_2" );
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level.getaway_vehicle_1 thread friendly_fire_vehicle_thread();
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level.getaway_vehicle_2 thread friendly_fire_vehicle_thread();
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thread civilian_car_riders_spawn_and_idle();
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thread dialog_hijack();
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//-------------------------------------------
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// stop the vehicles at the hijack roadbloack
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//-------------------------------------------
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getVehicleNode( "vehicle_hijack_start_stop", "script_noteworthy" ) waittill( "trigger" );
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level.getaway_vehicle_1 setSpeed( 0, 10 );
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level.getaway_vehicle_2 setSpeed( 0, 10 );
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flag_set( "hijacked_vehicles_stopped" );
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wait 3;
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//------------------------------------------------------------------
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// cars are stopped - create 2 groups of friendlies to hijack 2 cars
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//------------------------------------------------------------------
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wait 2;
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for( i = 0 ; i < level.friendlies.size ; i++ )
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{
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if ( !isdefined( level.friendlies[ i ] ) )
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continue;
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if ( !isalive( level.friendlies[ i ] ) )
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continue;
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if ( vehGroup[ 0 ].size < 4 )
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vehGroup[ 0 ][ vehGroup[ 0 ].size ] = level.friendlies[ i ];
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else if ( vehGroup[ 1 ].size < 4 )
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vehGroup[ 1 ][ vehGroup[ 1 ].size ] = level.friendlies[ i ];
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else
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assertMsg( "Tried to load more than 8 friendlies into two vehicles." );
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}
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// there should at least be one vehicle since mission is failed if there is less than 3 AI alive
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assert( vehGroup[ 0 ].size > 0 );
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// Asign animnames
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for( p = 0 ; p < 2 ; p++ )
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{
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for( i = 0 ; i < vehGroup[ p ].size ; i++ )
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{
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if ( p == 0 )
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{
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switch( i )
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{
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case 0:
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vehGroup[ p ][ i ].animname = "hijacker_car1_guy1";
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vehGroup[ p ][ i ].sitTag = "tag_driver";
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break;
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case 1:
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vehGroup[ p ][ i ].animname = "hijacker_car1_guy2";
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vehGroup[ p ][ i ].sitTag = "tag_passenger";
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break;
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case 2:
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vehGroup[ p ][ i ].animname = "hijacker_car1_guy3";
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vehGroup[ p ][ i ].sitTag = "tag_guy0";
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break;
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case 3:
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vehGroup[ p ][ i ].animname = "hijacker_car1_guy4";
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vehGroup[ p ][ i ].sitTag = "tag_guy1";
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break;
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}
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}
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else
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{
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switch( i )
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{
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case 0:
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vehGroup[ p ][ i ].animname = "hijacker_car2_guy1";
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vehGroup[ p ][ i ].sitTag = "tag_driver";
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break;
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case 1:
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vehGroup[ p ][ i ].animname = "hijacker_car2_guy2";
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vehGroup[ p ][ i ].sitTag = "tag_passenger";
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break;
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case 2:
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vehGroup[ p ][ i ].animname = "hijacker_car2_guy3";
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vehGroup[ p ][ i ].sitTag = "tag_guy0";
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break;
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case 3:
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vehGroup[ p ][ i ].animname = "hijacker_car2_guy4";
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vehGroup[ p ][ i ].sitTag = "tag_guy1";
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break;
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}
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}
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}
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}
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//------------------------------------------------------------------------
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// Get friendlies into animation position, then play the hijack animations
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//------------------------------------------------------------------------
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thread do_hijack( level.getaway_vehicle_1, vehGroup[ 0 ], %ac130_carjack_door_1a, %ac130_carjack_door_others );
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thread do_hijack( level.getaway_vehicle_2, vehGroup[ 1 ], %ac130_carjack_door_1b, %ac130_carjack_door_others );
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flag_set( "friendlies_loading_vehicles" );
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level.getaway_vehicle_1 thread mission_fail_vehicle_death();
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level.getaway_vehicle_2 thread mission_fail_vehicle_death();
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}
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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if ( vehGroup[ 1 ].size > 0 )
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waittill_multiple_ents( level.getaway_vehicle_1, "hijack_done", level.getaway_vehicle_2, "hijack_done" );
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else
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waittill_multiple_ents( level.getaway_vehicle_1, "hijack_done" );
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}
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thread dialog_ambush();
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wait 17.0;
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thread gameplay_ambush();
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thread ac130_move_out();
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wait 17.0;
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//-------------------------------------------
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// Cars continue path with friendlies in them
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//-------------------------------------------
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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level.getaway_vehicle_1 resumeSpeed( 5 );
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wait 1.3;
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level.getaway_vehicle_2 resumeSpeed( 5 );
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}
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}
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gameplay_ambush()
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{
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thread movePlaneToWaypoint( "ac130_waypoint_ambush" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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wait 5;
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spawn_vehicle( "ambush_truck1_spawn_trigger" );
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spawn_enemies( "ambush_rooftop_spawn_trigger" );
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wait 5;
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spawn_enemies( "ambush_rpg_spawn_trigger1" );
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spawn_enemies( "ambush_rpg_spawn_trigger4" );
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wait 5;
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}
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thread ac130_move_in();
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thread autosaveFriendlyCountCheck( "ambush" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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spawn_enemies( "ambush_rpg_spawn_trigger3" );
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wait 5;
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spawn_enemies( "ambush_rpg_spawn_trigger2" );
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wait 20;
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spawn_vehicle( "ambush_bmp_spawn_trigger" );
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wait 32;
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}
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thread movePlaneToWaypoint( "ac130_waypoint_junkyard1" );
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//-------------------------------------------
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// stop the vehicles at the hijack roadbloack
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//-------------------------------------------
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getVehicleNode( "stop_at_junkyard", "script_noteworthy" ) waittill( "trigger" );
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thread dialog_junkyard1();
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level.getaway_vehicle_2 setSpeed( 0, 10 );
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wait 1;
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level.getaway_vehicle_1 setSpeed( 0, 10 );
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wait 3;
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level.getaway_vehicle_1 notify( "getout" );
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level.getaway_vehicle_2 notify( "getout" );
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level notify( "getaway_vehicles_unloaded" );
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waittillframeend;
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thread gameplay_junkyard1();
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}
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gameplay_junkyard1()
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{
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thread movePlaneToWaypoint( "ac130_waypoint_junkyard1" );
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//----------------------------------
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// move friendlies to their position
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//----------------------------------
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move_friendlies( "friendly_location_07" );
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wait 5;
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thread autosaveFriendlyCountCheck( "junkyard" );
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//--------------------------------
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// Spawn groups of enemies to kill
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//--------------------------------
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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resetPlayerKillCount();
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array_thread( getaiarray( "axis" ), ::self_delete );
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spawn_enemies( "junkyard_spawn_trigger1" );
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wait 3;
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spawn_enemies( "junkyard_spawn_trigger4" );
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wait 5;
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spawn_enemies( "junkyard_spawn_trigger2" );
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wait 10;
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spawn_enemies( "junkyard_spawn_trigger5" );
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wait 15;
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spawn_enemies( "junkyard_spawn_trigger3" );
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wait 45;
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waitForPlayerKillCount( 12 );
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}
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thread gameplay_junkyard2();
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}
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gameplay_junkyard2()
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{
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thread dialog_junkyard2();
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stop_enemies( "junkyard_spawn_trigger1" );
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stop_enemies( "junkyard_spawn_trigger2" );
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stop_enemies( "junkyard_spawn_trigger3" );
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thread movePlaneToWaypoint( "ac130_waypoint_junkyard2" );
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move_friendlies( "friendly_location_08" );
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thread autosaveFriendlyCountCheck( "junkyard2" );
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if ( getdvar( "ac130_gameplay_enabled") == "1" )
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{
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resetPlayerKillCount();
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spawn_enemies( "junkyard2_spawn_trigger1" );
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spawn_vehicle( "junkyard_truck2_spawn_trigger" );
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wait 10;
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spawn_vehicle( "junkyard_truck1_spawn_trigger" );
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wait 10;
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waitForPlayerKillCount( 5 );
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stop_enemies( "junkyard_spawn_trigger4" );
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stop_enemies( "junkyard_spawn_trigger5" );
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}
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// here come the blackhawks
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flag_set( "choppers_inbound" );
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//array_thread( getentarray( "landnode", "script_noteworthy" ), ::blackhawk_land );
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spawn_vehicle( "blackhawks_spawn_trigger" );
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//------------------
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// Temp end of level
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//------------------
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flag_wait( "choppers_flew_away" );
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missionEnd( true );
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}
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friendly_health_init()
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{
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assert( isdefined( self ) );
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assert( isalive( self ) );
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assert( isAI( self ) );
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self thread magic_bullet_shield();
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// old veteran only stuff never really got tested so it didn't make it in :(
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/*
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skill = getdifficulty();
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switch( skill )
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{
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case "gimp":
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case "easy":
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case "medium":
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case "hard":
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case "difficult":
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self thread magic_bullet_shield();
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break;
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case "fu":
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self.health = 2000;
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break;
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}
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*/
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}
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clear_to_engage( fDelay )
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{
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if ( isdefined( fDelay ) )
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wait fDelay;
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flag_set( "clear_to_engage" );
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array_thread( getAIArray(), ::dontShoot, false );
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}
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dontShoot( qTrue )
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{
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if ( qTrue )
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{
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self.ignoreme = true;
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self.ignoreall = true;
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}
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else
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{
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self.ignoreme = false;
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self.ignoreall = false;
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}
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}
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dialog_opening()
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{
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||
if (getdvar("ac130_enabled") == "0")
|
||
return;
|
||
|
||
array_thread( getAIArray(), ::dontShoot, true );
|
||
|
||
wait 2;
|
||
|
||
// Wildfire, we are moving up the road towards a town to the east. Confirm you have a visual on us.
|
||
playSoundOverRadio( level.scr_sound["price"]["ac130_pri_towntoeast"], true );
|
||
wait 1;
|
||
|
||
// Got eyes on friendlies!
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_eyesonfriendlies"], true );
|
||
wait 1;
|
||
|
||
// Crew, do not fire on any target marked by a strobe, those are friendlies.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_nofirestrobe"], true );
|
||
wait 0.5;
|
||
|
||
hintPrint( &"SCRIPT_PLATFORM_AC130_HINT_TOGGLE_THERMAL" );
|
||
|
||
if ( !flag( "player_changed_weapons" ) )
|
||
hintPrint( &"AC130_HINT_CYCLE_WEAPONS" );
|
||
|
||
thread dialog_church_spotted();
|
||
}
|
||
|
||
dialog_church_spotted()
|
||
{
|
||
// Uh, TV, confirm you see the church in the town.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_confirmchurch"], true );
|
||
wait 1;
|
||
|
||
// We see it, start the clock.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_weseeit"], true );
|
||
level notify( "start_clock" );
|
||
wait 1;
|
||
|
||
// Roger that we're there, start talking.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_rogerwerethere"], true );
|
||
wait 0.5;
|
||
|
||
// You are not authorized to level the church. Do not fire directly on the church.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_notauthorizedchurch"], true );
|
||
|
||
thread dialog_cleared_to_engage();
|
||
}
|
||
|
||
dialog_cleared_to_engage()
|
||
{
|
||
if ( getdvar( "ac130_alternate_controls" ) == "1" )
|
||
hintPrint( &"SCRIPT_PLATFORM_AC130_HINT_ZOOM_AND_FIRE" );
|
||
|
||
// Got a vehicle moving now!
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_vehiclemovingnow"], true );
|
||
wait 1;
|
||
|
||
// One of the vehicles is moving right now.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_onevehiclemoving"], true );
|
||
wait 1;
|
||
|
||
// Personnel coming out of the church.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_personnelchurch"], true );
|
||
wait 1;
|
||
|
||
// We have armed personnel approaching from the church, request permission to engage.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_armedpersonnelchurch"], true );
|
||
wait 1;
|
||
|
||
thread clear_to_engage( 1.5 );
|
||
|
||
// Copy. You are cleared to engage the moving vehicle, and any personnel around you see.
|
||
playSoundOverRadio( level.scr_sound["pilot"]["ac130_plt_cleartoengage"], true );
|
||
wait 1;
|
||
|
||
flag_set( "allow_context_sensative_dialog" );
|
||
|
||
// Affirmative. Crew you are cleared to engage but do not fire on the church.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_cleartoengage"], true );
|
||
}
|
||
|
||
dialog_passing_church()
|
||
{
|
||
flag_clear( "allow_context_sensative_dialog" );
|
||
|
||
// Wildfire, this is Bravo Six, be advised, we're passing a large church and continuing towards the main highway! Keep up the fire! Bravo Six out!
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_passingchurch"], true );
|
||
|
||
// Roger that. Engage anything without a flashing strobe light. Those are all hostiles.
|
||
playSoundOverRadio( level.scr_sound["plt"]["ac130_plt_woutstrobe"], true );
|
||
|
||
flag_set( "allow_context_sensative_dialog" );
|
||
}
|
||
|
||
dialog_hijack()
|
||
{
|
||
flag_clear( "allow_context_sensative_dialog" );
|
||
|
||
// We got a moving vehicle here.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_movingvehicle"], true );
|
||
|
||
// Negative negative. Do not engage, I repeat do not engage any vehicles on the main highway.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_donoengage"], true );
|
||
|
||
// Wildfire, we're going to commandeer civilian transports on the main highway. Cover us!
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_coverus"], true );
|
||
|
||
// Crew, do not engage any vehicles traveling on the highway, those are civilians.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_civilianvehicles"], true );
|
||
|
||
flag_wait( "hijacked_vehicles_stopped" );
|
||
|
||
// Ground units are acquiring alternate transport at this time. Do not engage any vehicles on the highway unless cleared to do so.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_alttransport"], true );
|
||
|
||
// I bet that guy<75>s pissed! That<61>s a nice truck!
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_nicetruck"], true );
|
||
|
||
// Nah, hehe, he<68>s scared shitless.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_nahscared"], true );
|
||
|
||
// Wildfire, we<77>re marking the vehicles! Confirm you see the beacons!
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_confirmyousee"], true );
|
||
|
||
// Roger, we see the beacons. Crew, do not fire on the vehicles marked with the flashing beacons. I repeat, do NOT fire on the vehicles with the flashing beacons, those are friendlies.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_seebeacons"], true );
|
||
|
||
flag_set( "allow_context_sensative_dialog" );
|
||
}
|
||
|
||
dialog_ambush()
|
||
{
|
||
flag_clear( "allow_context_sensative_dialog" );
|
||
|
||
// Heads up. Hostile forces are setting up ambush points along the curved road.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_ambushroad"], true );
|
||
|
||
// Uh, navigation, which one's the curved road over?
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_whichcurved"], true );
|
||
|
||
// Fire control, do you see the water tower, over?
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_seewatertower"], true );
|
||
|
||
// TV, confirm you see the water tower.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_confirmyousee"], true );
|
||
|
||
// Are you talking about the uh, water tower near the intersection?
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_nearintersection"], true );
|
||
|
||
// Roger, that's the one.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_thatstheone"], true );
|
||
|
||
// And next to that water tower is a curved road, do you see that?
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_doyouseethat"], true );
|
||
|
||
// Roger that.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_rogerthat"], true );
|
||
|
||
// Track that road into the next village. You should be able to see another water tower in the village further down that road.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_trackthatroad"], true );
|
||
|
||
// Uh, we're having a bit of trouble acquiring the village. How far up the road is it?
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_howfar"], true );
|
||
|
||
// Approximately<6C>uh, hang on<6F>
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_uhhangon"], true );
|
||
|
||
// It's about 600 metres along the curved road, going away from the highway.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_600meters"], true );
|
||
|
||
// Roger that.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_rogerthat"], true );
|
||
|
||
//We're banking towards the village. Stand by to engage ground targets.
|
||
playSoundOverRadio( level.scr_sound["plt"]["ac130_plt_bankingtovillage"], true );
|
||
|
||
// We got hostiles setting up along the curved road.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_hostilescurved"], true );
|
||
|
||
// Hostiles preparing to ambush along the curved road. They're partially concealed by the trees.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_partiallyconcealed"], true );
|
||
|
||
// Whoa, someone just fired an RPG!
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_firedrpg"], true );
|
||
|
||
// Roger that. Crew, go ahead and take out everything in that village.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_takeout"], true );
|
||
|
||
// Armored vehicle right there! Right there, coming out of the barn.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_outofbarn"], true );
|
||
|
||
// Targets in the village are confirmed as hostile. Cleared to engage. Smoke 'em.
|
||
playSoundOverRadio( level.scr_sound["plt"]["ac130_plt_smokem"], true );
|
||
|
||
// Wildfire, we're under attack. We could use some help here.
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_underattack"], true );
|
||
|
||
// Crew, track those smoke trails and take 'em out at the source. Clear a path for our guys.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_smoketrails"], true );
|
||
|
||
// Personnel on the roof of that U-shaped building.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_ushaped"], true );
|
||
|
||
// Uh, U-shaped building?
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_ushaped"], true );
|
||
|
||
// Roger, it's the one with the square structure on the roof. It's the one with a flat roof.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_flatroof"], true );
|
||
|
||
flag_set( "allow_context_sensative_dialog" );
|
||
}
|
||
|
||
dialog_junkyard1()
|
||
{
|
||
flag_clear( "allow_context_sensative_dialog" );
|
||
|
||
// Wildfie, we're approaching the LZ at the junkyard and leaving the vehicles.
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_junkyard"], true );
|
||
|
||
// Roger that Bravo Six. Crew, friendlies are leaving the vehicles and moving on foot towards the LZ. Do not fire on any personnel marked by a flashing strobe.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_flashingstrobe"], true );
|
||
|
||
// Affirmative. Keep watching for those strobe lights. Those are friendlies.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_watchstrobe"], true );
|
||
|
||
// Enemy personnel in the junkyard.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_enemyjunkyard"], true );
|
||
|
||
// Crew, go ahead and smoke <20>em.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_smokeem"], true );
|
||
|
||
// Man these guys are goin' to town!
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_gointotown"], true );
|
||
|
||
flag_set( "allow_context_sensative_dialog" );
|
||
}
|
||
|
||
dialog_junkyard2()
|
||
{
|
||
flag_clear( "allow_context_sensative_dialog" );
|
||
|
||
// Wildfire, we've reached the LZ, but we're taking fire from all sides!! Request fire support on all sides of the LZ, danger close!!!
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_fireallsides"], true );
|
||
|
||
// Enemy personnel closing on the LZ from multiple sides. Danger close. Recommend you stick to the 25 millimeter in the vicinity of the LZ.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_dangerclose"], true );
|
||
|
||
flag_set( "allow_context_sensative_dialog" );
|
||
flag_wait( "choppers_inbound" );
|
||
flag_clear( "allow_context_sensative_dialog" );
|
||
|
||
// Crew, be advised, friendly helicopters entering the area. Watch your fire.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_friendliesentering"], true );
|
||
|
||
// Copy.
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_copy"], true );
|
||
|
||
flag_wait( "friendlies_moving_to_choppers" );
|
||
|
||
// Wildfire, we've moving towards the helicopters now. Thanks for the assist. Bravo Six out.
|
||
playSoundOverRadio( level.scr_sound["pri"]["ac130_pri_thanksforassist"], true );
|
||
|
||
// Hehe, this is gonna be one helluva highlight reel.
|
||
playSoundOverRadio( level.scr_sound["fco"]["ac130_fco_highlightreel"], true );
|
||
|
||
// I heard that!
|
||
playSoundOverRadio( level.scr_sound["tvo"]["ac130_tvo_heardthat"], true );
|
||
|
||
flag_wait( "friendlies_in_choppers" );
|
||
|
||
// Crew, VIP is secure and in custody. Good job everyone.
|
||
playSoundOverRadio( level.scr_sound["nav"]["ac130_nav_vipsecure"], true );
|
||
|
||
// Roger that. Returning to base.
|
||
playSoundOverRadio( level.scr_sound["plt"]["ac130_plt_returningbase"], true );
|
||
} |