397 lines
No EOL
23 KiB
Text
397 lines
No EOL
23 KiB
Text
#include maps\_utility;
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main()
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{
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//Crew standby, do not engage, do not engage, just monitor. Do not engage the moving targets.
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level.scr_sound["fco"]["ac130_fco_donotengage"] = "ac130_fco_donotengage";
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//Wildfire, we are moving up the road towards a town to the east. Confirm you have a visual on us.
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level.scr_sound["price"]["ac130_pri_towntoeast"] = "ac130_pri_towntoeast";
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//Got eyes on friendlies!
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level.scr_sound["tvo"]["ac130_tvo_eyesonfriendlies"] = "ac130_tvo_eyesonfriendlies";
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//Crew, do not fire on any target marked by a strobe, those are friendlies.
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level.scr_sound["fco"]["ac130_fco_nofirestrobe"] = "ac130_fco_nofirestrobe";
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//-------------------------------------------------------------------------------------------------
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//Uh, TV, confirm you see the church in the town.
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level.scr_sound["nav"]["ac130_nav_confirmchurch"] = "ac130_nav_confirmchurch";
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//We see it, start the clock.
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level.scr_sound["tvo"]["ac130_tvo_weseeit"] = "ac130_tvo_weseeit";
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//Roger that we're there, start talking.
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level.scr_sound["fco"]["ac130_fco_rogerwerethere"] = "ac130_fco_rogerwerethere";
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//You are not authorized to level the church. Do not fire directly on the church.
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level.scr_sound["nav"]["ac130_nav_notauthorizedchurch"] = "ac130_nav_notauthorizedchurch";
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//-------------------------------------------------------------------------------------------------
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//Got a vehicle moving now!
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level.scr_sound["tvo"]["ac130_tvo_vehiclemovingnow"] = "ac130_tvo_vehiclemovingnow";
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//One of the vehicles is moving right now.
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level.scr_sound["fco"]["ac130_fco_onevehiclemoving"] = "ac130_fco_onevehiclemoving";
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//Personnel coming out of the church.
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level.scr_sound["tvo"]["ac130_tvo_personnelchurch"] = "ac130_tvo_personnelchurch";
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//We have armed personnel approaching from the church, request permission to engage.
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level.scr_sound["fco"]["ac130_fco_armedpersonnelchurch"]= "ac130_fco_armedpersonnelchurch";
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//Copy. You are cleared to engage the moving vehicle, and any personnel around you see.
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level.scr_sound["pilot"]["ac130_plt_cleartoengage"] = "ac130_plt_cleartoengage";
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//Affirmative. Crew you are cleared to engage but do not fire on the church.
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level.scr_sound["fco"]["ac130_fco_cleartoengage"] = "ac130_fco_cleartoengage";
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//-------------------------------------------------------------------------------------------------
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//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!
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level.scr_sound["pri"]["ac130_pri_passingchurch"] = "ac130_pri_passingchurch";
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//Roger that. Engage anything without a flashing strobe light. Those are all hostiles.
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level.scr_sound["plt"]["ac130_plt_woutstrobe"] = "ac130_plt_woutstrobe";
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//We're banking towards the village. Stand by to engage ground targets.
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level.scr_sound["plt"]["ac130_plt_bankingtovillage"] = "ac130_plt_bankingtovillage";
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// Targets in the village are confirmed as hostile. Cleared to engage. Smoke 'em.
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level.scr_sound["plt"]["ac130_plt_smokem"] = "ac130_plt_smokem";
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//-------------------------------------------------------------------------------------------------
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// We got a moving vehicle here.
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level.scr_sound["fco"]["ac130_fco_movingvehicle"] = "ac130_fco_movingvehicle";
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// Negative negative. Do not engage, I repeat do not engage any vehicles on the main highway.
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level.scr_sound["fco"]["ac130_fco_donoengage"] = "ac130_fco_donoengage";
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//Crew, do not engage any vehicles traveling on the highway, those are civilians.
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level.scr_sound["fco"]["ac130_fco_civilianvehicles"] = "ac130_fco_civilianvehicles";
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//Ground units are acquiring alternate transport at this time. Do not engage any vehicles on the highway unless cleared to do so.
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level.scr_sound["fco"]["ac130_fco_alttransport"] = "ac130_fco_alttransport";
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//I bet that guy<75>s pissed! That<61>s a nice truck!
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level.scr_sound["tvo"]["ac130_tvo_nicetruck"] = "ac130_tvo_nicetruck";
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//Nah, hehe, he<68>s scared shitless.
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level.scr_sound["fco"]["ac130_fco_nahscared"] = "ac130_fco_nahscared";
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//Wildfire, we<77>re marking the vehicles! Confirm you see the beacons!
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level.scr_sound["pri"]["ac130_pri_confirmyousee"] = "ac130_pri_confirmyousee";
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//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.
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level.scr_sound["fco"]["ac130_fco_seebeacons"] = "ac130_fco_seebeacons";
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//Wildfire, we're going to commandeer civilian transports on the main highway. Cover us!
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level.scr_sound["pri"]["ac130_pri_coverus"] = "ac130_pri_coverus";
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//-------------------------------------------------------------------------------------------------
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//Heads up. Hostile forces are setting up ambush points along the curved road.
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level.scr_sound["nav"]["ac130_nav_ambushroad"] = "ac130_nav_ambushroad";
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//Uh, navigation, which one's the curved road over?
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level.scr_sound["fco"]["ac130_fco_whichcurved"] = "ac130_fco_whichcurved";
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//Fire control, do you see the water tower, over?
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level.scr_sound["nav"]["ac130_nav_seewatertower"] = "ac130_nav_seewatertower";
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//TV, confirm you see the water tower.
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level.scr_sound["fco"]["ac130_fco_confirmyousee"] = "ac130_fco_confirmyousee";
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//Are you talking about the uh, water tower near the intersection?
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level.scr_sound["tvo"]["ac130_tvo_nearintersection"] = "ac130_tvo_nearintersection";
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//Roger, that's the one.
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level.scr_sound["nav"]["ac130_nav_thatstheone"] = "ac130_nav_thatstheone";
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//And next to that water tower is a curved road, do you see that?
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level.scr_sound["nav"]["ac130_nav_doyouseethat"] = "ac130_nav_doyouseethat";
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//Roger that.
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level.scr_sound["fco"]["ac130_fco_rogerthat"] = "ac130_fco_rogerthat";
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//Track that road into the next village. You should be able to see another water tower in the village further down that road.
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level.scr_sound["nav"]["ac130_nav_trackthatroad"] = "ac130_nav_trackthatroad";
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//Uh, we're having a bit of trouble acquiring the village. How far up the road is it?
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level.scr_sound["fco"]["ac130_fco_howfar"] = "ac130_fco_howfar";
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//Approximately<6C>uh, hang on<6F>
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level.scr_sound["nav"]["ac130_nav_uhhangon"] = "ac130_nav_uhhangon";
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//It's about 2 klicks metres along the curved road, going away from the highway.
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level.scr_sound["nav"]["ac130_nav_600meters"] = "ac130_nav_2klicks";
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//Roger that.
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level.scr_sound["tvo"]["ac130_tvo_rogerthat"] = "ac130_tvo_rogerthat";
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//We got hostiles setting up along the curved road.
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level.scr_sound["tvo"]["ac130_tvo_hostilescurved"] = "ac130_tvo_hostilescurved";
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//Hostiles preparing to ambush along the curved road. They're partially concealed by the trees.
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level.scr_sound["fco"]["ac130_fco_partiallyconcealed"] = "ac130_fco_partiallyconcealed";
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//Request permission to engage targets in the village.
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level.scr_sound["fco"]["ac130_fco_requestpermission"] = "ac130_fco_requestpermission";
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//Roger that. Crew, go ahead and take out everything in that village.
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level.scr_sound["fco"]["ac130_fco_takeout"] = "ac130_fco_takeout";
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//Got an armored vehicle moving out of the barn!
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level.scr_sound["tvo"]["ac130_tvo_armoredvehicle"] = "ac130_tvo_armoredvehicle";
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//Uh, we got small groups taking up positions along the edge of the curved road. Cleared to engage those as well?
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level.scr_sound["fco"]["ac130_fco_smallgroups"] = "ac130_fco_smallgroups";
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//Whoa, someone just fired an RPG!
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level.scr_sound["tvo"]["ac130_tvo_firedrpg"] = "ac130_tvo_firedrpg";
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//Wildfire, we're under attack. We could use some help here.
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level.scr_sound["pri"]["ac130_pri_underattack"] = "ac130_pri_underattack";
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//Crew, track those smoke trails and take 'em out at the source. Clear a path for our guys.
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level.scr_sound["fco"]["ac130_fco_smoketrails"] = "ac130_fco_smoketrails";
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//Personnel on the roof of that U-shaped building.
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level.scr_sound["tvo"]["ac130_tvo_ushaped"] = "ac130_tvo_ushaped";
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//Uh, U-shaped building?
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level.scr_sound["fco"]["ac130_fco_ushaped"] = "ac130_fco_ushaped";
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//Roger, it's the one with the square structure on the roof. It's the one with a flat roof.
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level.scr_sound["tvo"]["ac130_tvo_flatroof"] = "ac130_tvo_flatroof";
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//Armored vehicle right there! Right there, coming out of the barn.
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level.scr_sound["fco"]["ac130_fco_outofbarn"] = "ac130_fco_outofbarn";
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//-------------------------------------------------------------------------------------------------
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//Wildfie, we're approaching the LZ at the junkyard and leaving the vehicles.
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level.scr_sound["pri"]["ac130_pri_junkyard"] = "ac130_pri_junkyard";
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//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.
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level.scr_sound["fco"]["ac130_fco_flashingstrobe"] = "ac130_fco_flashingstrobe";
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// Affirmative. Keep watching for those strobe lights. Those are friendlies.
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level.scr_sound["fco"]["ac130_fco_watchstrobe"] = "ac130_fco_watchstrobe";
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//Enemy personnel in the junkyard.
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level.scr_sound["tvo"]["ac130_tvo_enemyjunkyard"] = "ac130_tvo_enemyjunkyard";
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//Crew, go ahead and smoke <20>em.
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level.scr_sound["fco"]["ac130_fco_smokeem"] = "ac130_fco_smokeem";
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//Man these guys are goin' to town!
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level.scr_sound["fco"]["ac130_fco_gointotown"] = "ac130_fco_gointotown";
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//-------------------------------------------------------------------------------------------------
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//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!!!
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level.scr_sound["pri"]["ac130_pri_fireallsides"] = "ac130_pri_fireallsides";
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//Enemy personnel closing on the LZ from multiple sides. Danger close. Recommend you stick to the 25 millimeter in the vicinity of the LZ.
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level.scr_sound["nav"]["ac130_nav_dangerclose"] = "ac130_nav_dangerclose";
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//Crew, be advised, friendly helicopters entering the area. Watch your fire.
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level.scr_sound["fco"]["ac130_fco_friendliesentering"] = "ac130_fco_friendliesentering";
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//Copy.
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level.scr_sound["tvo"]["ac130_tvo_copy"] = "ac130_tvo_copy";
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//Wildfire, we've moving towards the helicopters now. Thanks for the assist. Bravo Six out.
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level.scr_sound["pri"]["ac130_pri_thanksforassist"] = "ac130_pri_thanksforassist";
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//Hehe, this is gonna be one helluva highlight reel.
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level.scr_sound["fco"]["ac130_fco_highlightreel"] = "ac130_fco_highlightreel";
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//I heard that!
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level.scr_sound["tvo"]["ac130_tvo_heardthat"] = "ac130_tvo_heardthat";
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//Crew, VIP is secure and in custody. Good job everyone.
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level.scr_sound["nav"]["ac130_nav_vipsecure"] = "ac130_nav_vipsecure";
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// Roger that. Returning to base.
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level.scr_sound["plt"]["ac130_plt_returningbase"] = "ac130_plt_returningbase";
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//-------------------------------------------------------------------------------------------------
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// 1 ) Check your fire, you're shootin' at friendlies - watch for the blinking strobes those are our guys!
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// 2 ) Uh, you're firing too close to the friendlies, I repeat, you're firing too close to the friendlies. Watch for those IR strobes.
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// 3 ) Be careful! You almost killed our guys there!
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level.scr_sound["fco"]["ac130_fco_firingtoclose"] = "ac130_fco_firingtoclose";
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//-------------------------------------------------------------------------------------------------
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//CONTEXT SENSATIVE DIALOG
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//-------------------------------------------------------------------------------------------------
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add_context_sensative_dialog( "ai", "in_sight", 0, "ac130_fco_moreenemy" ); // More enemy personnel.
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add_context_sensative_dialog( "ai", "in_sight", 1, "ac130_fco_getthatguy" ); // Get that guy.
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add_context_sensative_dialog( "ai", "in_sight", 2, "ac130_fco_guymovin" ); // Roger, guy movin'.
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add_context_sensative_dialog( "ai", "in_sight", 3, "ac130_fco_getperson" ); // Get that person.
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add_context_sensative_dialog( "ai", "in_sight", 4, "ac130_fco_guyrunnin" ); // Guy runnin'.
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add_context_sensative_dialog( "ai", "in_sight", 5, "ac130_fco_gotarunner" ); // Uh, we got a runner here.
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add_context_sensative_dialog( "ai", "in_sight", 6, "ac130_fco_backonthose" ); // Get back on those guys.
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add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
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add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
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add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
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add_context_sensative_dialog( "ai", "in_sight", 10, "ac130_fco_clearedtoengage" ); // Cleared to engage enemy personnel.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light <20>em up.
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add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
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add_context_sensative_dialog( "ai", "in_sight", 13, "ac130_plt_clearedtoengage" ); // Cleared to engage all of those.
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add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke <20>em.
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add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
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add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<68>s moving again.
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add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
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add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
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add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
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add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<75>s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
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add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
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add_context_sensative_dialog( "weapons", "105mm_ready", 0, "ac130_gnr_gunready1" );
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add_context_sensative_dialog( "weapons", "105mm_fired", 0, "ac130_gnr_shot1" );
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add_context_sensative_dialog( "plane", "rolling_in", 0, "ac130_plt_rollinin" );
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add_context_sensative_dialog( "explosion", "secondary", 0, "ac130_nav_secondaries1" );
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add_context_sensative_dialog( "explosion", "secondary", 1, "ac130_tvo_directsecondary1" );
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add_context_sensative_dialog( "explosion", "secondary", 1, "ac130_tvo_directsecondary2" );
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add_context_sensative_timeout( "explosion", "secondary", undefined, 7 );
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add_context_sensative_dialog( "kill", "single", 0, "ac130_plt_gottahurt" ); // Ooo that's gotta hurt.
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add_context_sensative_dialog( "kill", "single", 1, "ac130_fco_iseepieces" ); // Yeah, good kill. I see lots of little pieces down there.
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add_context_sensative_dialog( "kill", "single", 2, "ac130_fco_oopsiedaisy" ); // (chuckling) Oopsie-daisy.
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add_context_sensative_dialog( "kill", "single", 3, "ac130_fco_goodkill" ); // Good kill good kill.
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add_context_sensative_dialog( "kill", "single", 4, "ac130_fco_yougothim" ); // You got him.
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add_context_sensative_dialog( "kill", "single", 5, "ac130_fco_yougothim2" ); // You got him!
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add_context_sensative_dialog( "kill", "single", 6, "ac130_fco_thatsahit" ); // That's a hit.
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add_context_sensative_dialog( "kill", "single", 7, "ac130_fco_directhit" ); // Direct hit.
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add_context_sensative_dialog( "kill", "single", 8, "ac130_fco_rightontarget" ); // Yep, that was right on target.
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add_context_sensative_dialog( "kill", "single", 9, "ac130_fco_okyougothim" ); // Ok, you got him. Get back on the other guys.
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add_context_sensative_dialog( "kill", "single", 10, "ac130_fco_within2feet" ); // All right you got the guy. That might have been within two feet of him.
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add_context_sensative_dialog( "kill", "small_group", 0, "ac130_fco_nice" ); // (chuckling) Niiiice.
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add_context_sensative_dialog( "kill", "small_group", 1, "ac130_fco_directhits" ); // Yeah, direct hits right there.
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add_context_sensative_dialog( "kill", "small_group", 2, "ac130_fco_iseepieces" ); // Yeah, good kill. I see lots of little pieces down there.
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add_context_sensative_dialog( "kill", "small_group", 3, "ac130_fco_goodkill" ); // Good kill good kill.
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add_context_sensative_dialog( "kill", "small_group", 4, "ac130_fco_yougothim" ); // You got him.
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add_context_sensative_dialog( "kill", "small_group", 5, "ac130_fco_yougothim2" ); // You got him!
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add_context_sensative_dialog( "kill", "small_group", 6, "ac130_fco_thatsahit" ); // That's a hit.
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add_context_sensative_dialog( "kill", "small_group", 7, "ac130_fco_directhit" ); // Direct hit.
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add_context_sensative_dialog( "kill", "small_group", 8, "ac130_fco_rightontarget" );// Yep, that was right on target.
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add_context_sensative_dialog( "kill", "small_group", 9, "ac130_fco_okyougothim" ); // Ok, you got him. Get back on the other guys.
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add_context_sensative_dialog( "kill", "large_group", 0, "ac130_fco_hotdamn1" ); // Hot damn!
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add_context_sensative_dialog( "kill", "large_group", 0, "ac130_fco_hotdamn2" ); // Hot damn!
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add_context_sensative_dialog( "kill", "large_group", 0, "ac130_fco_hotdamn3" ); // Hot damn!
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add_context_sensative_dialog( "kill", "large_group", 1, "ac130_tvo_whoa1" ); // Whoa!!!
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add_context_sensative_dialog( "kill", "large_group", 1, "ac130_tvo_whoa2" ); // Whoa!!!
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add_context_sensative_dialog( "kill", "large_group", 1, "ac130_tvo_whoa3" ); // Whoa!!!
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add_context_sensative_dialog( "kill", "large_group", 2, "ac130_fco_kaboom" ); // Ka-boom.
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add_context_sensative_dialog( "location", "car", 0, "ac130_fco_guybycar" ); //There<72>s a guy by that car.
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add_context_sensative_timeout( "location", "car", undefined, 40 );
|
||
|
||
add_context_sensative_dialog( "location", "truck", 0, "ac130_fco_guybytruck" ); // There<72>s one by that truck.
|
||
add_context_sensative_timeout( "location", "truck", undefined, 12 );
|
||
|
||
add_context_sensative_dialog( "location", "building", 0, "ac130_fco_nailbybuilding1" );
|
||
add_context_sensative_timeout( "location", "building", undefined, 20 );
|
||
|
||
add_context_sensative_dialog( "location", "wall", 0, "ac130_tvo_coverbywall1" );
|
||
add_context_sensative_timeout( "location", "wall", undefined, 20 );
|
||
|
||
add_context_sensative_dialog( "location", "field", 0, "ac130_fco_crossingfield" ); // Enemies crossing the field.
|
||
add_context_sensative_timeout( "location", "field", undefined, 20 );
|
||
|
||
add_context_sensative_dialog( "location", "road", 0, "ac130_fco_enemyonroad" ); // Enemy personnel on the road.
|
||
add_context_sensative_timeout( "location", "road", undefined, 20 );
|
||
|
||
add_context_sensative_dialog( "location", "church", 0, "ac130_fco_outofchurch" ); // There's armed personnel running out of the church.
|
||
add_context_sensative_timeout( "location", "church", undefined, 20 );
|
||
|
||
add_context_sensative_dialog( "location", "ditch", 0, "ac130_fco_headinforditch" ); // Yeah, he<68>s headin<69> for the ditch.
|
||
add_context_sensative_timeout( "location", "ditch", undefined, 20 );
|
||
|
||
add_context_sensative_dialog( "vehicle", "incoming", 0, "ac130_fco_movingvehicle" ); // We got a moving vehicle here.
|
||
add_context_sensative_dialog( "vehicle", "incoming", 1, "ac130_fco_vehicleonmove" ); // We got a vehicle on the move.
|
||
add_context_sensative_dialog( "vehicle", "incoming", 2, "ac130_plt_engvehicle" ); // You are cleared to engage the moving vehicle.
|
||
add_context_sensative_dialog( "vehicle", "incoming", 3, "ac130_fco_getvehicle" ); // Crew, get the moving vehicle.
|
||
|
||
add_context_sensative_dialog( "vehicle", "death", 0, "ac130_fco_confirmed" ); // Confirmed, vehicle neutralized.
|
||
add_context_sensative_dialog( "vehicle", "death", 1, "ac130_fco_fulltank" ); // (chuckling) Shit, must've been a full tank of gas.
|
||
|
||
add_context_sensative_dialog( "misc", "action", 0, "ac130_plt_scanrange" ); // Set scan range.
|
||
add_context_sensative_timeout( "misc", "action", 0, 70 );
|
||
|
||
add_context_sensative_dialog( "misc", "action", 1, "ac130_plt_cleanup" ); // Clean up that signal.
|
||
add_context_sensative_timeout( "misc", "action", 1, 80 );
|
||
|
||
add_context_sensative_dialog( "misc", "action", 2, "ac130_plt_targetreset" ); // Target reset.
|
||
add_context_sensative_timeout( "misc", "action", 2, 55 );
|
||
|
||
add_context_sensative_dialog( "misc", "action", 3, "ac130_plt_azimuthsweep" ); // Recalibrate azimuth sweep angle. Adjust elevation scan.
|
||
add_context_sensative_timeout( "misc", "action", 3, 100 );
|
||
}
|
||
|
||
add_context_sensative_dialog( name1, name2, group, soundAlias )
|
||
{
|
||
assert( isdefined( name1 ) );
|
||
assert( isdefined( name2 ) );
|
||
assert( isdefined( group ) );
|
||
assert( isdefined( soundAlias ) );
|
||
assert( soundexists( soundAlias ) == true );
|
||
|
||
if( ( !isdefined( level.scr_sound[ name1 ] ) ) || ( !isdefined( level.scr_sound[ name1 ][ name2 ] ) ) || ( !isdefined( level.scr_sound[ name1 ][ name2 ][group] ) ) )
|
||
{
|
||
// creating group for the first time
|
||
level.scr_sound[ name1 ][ name2 ][group] = spawnStruct();
|
||
level.scr_sound[ name1 ][ name2 ][group].played = false;
|
||
level.scr_sound[ name1 ][ name2 ][group].sounds = [];
|
||
}
|
||
|
||
//group exists, add the sound to the array
|
||
index = level.scr_sound[ name1 ][ name2 ][group].sounds.size;
|
||
level.scr_sound[ name1 ][ name2 ][group].sounds[index] = soundAlias;
|
||
}
|
||
|
||
add_context_sensative_timeout( name1, name2, groupNum, timeoutDuration )
|
||
{
|
||
if( !isdefined( level.context_sensative_dialog_timeouts ) )
|
||
level.context_sensative_dialog_timeouts = [];
|
||
|
||
createStruct = false;
|
||
if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ] ) )
|
||
createStruct = true;
|
||
else if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ] ) )
|
||
createStruct = true;
|
||
if ( createStruct )
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ] = spawnStruct();
|
||
|
||
if ( isdefined( groupNum ) )
|
||
{
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups = [];
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] = spawnStruct();
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v["timeoutDuration"] = timeoutDuration * 1000;
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v["lastPlayed"] = ( timeoutDuration * -1000 );
|
||
}
|
||
else
|
||
{
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v["timeoutDuration"] = timeoutDuration * 1000;
|
||
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v["lastPlayed"] = ( timeoutDuration * -1000 );
|
||
}
|
||
} |