cod4-sdk/raw/maps/ac130_snd.gsc
2008-01-19 00:00:00 +00:00

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