555 lines
No EOL
22 KiB
Text
555 lines
No EOL
22 KiB
Text
#include maps\_anim;
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#using_animtree("generic_human");
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main()
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{
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anims();
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dialogue();
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}
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anims()
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{
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level.scr_anim[ "frnd" ][ "spin" ] = %combatwalk_F_spin;
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level.scr_anim[ "drone" ][ "pilot_idle" ][ 0 ] = %helicopter_pilot1_idle;
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level.scr_anim[ "drone" ][ "pilot_idle" ][ 1 ] = %helicopter_pilot1_twitch_clickpannel;
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level.scr_anim[ "drone" ][ "pilot_idle" ][ 2 ] = %helicopter_pilot1_twitch_lookback;
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level.scr_anim[ "drone" ][ "pilot_idle" ][ 3 ] = %helicopter_pilot1_twitch_lookoutside;
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level.scr_anim[ "drone" ][ "copilot_idle" ][ 0 ] = %helicopter_pilot2_idle;
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level.scr_anim[ "drone" ][ "copilot_idle" ][ 1 ] = %helicopter_pilot2_twitch_clickpannel;
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level.scr_anim[ "drone" ][ "copilot_idle" ][ 2 ] = %helicopter_pilot2_twitch_radio;
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level.scr_anim[ "drone" ][ "copilot_idle" ][ 3 ] = %helicopter_pilot2_twitch_lookoutside;
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/*-----------------------
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TEMP SEAKNIGHT LOADS/UNLOADS
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-------------------------*/
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level.scr_anim[ "generic" ][ "ch46_load_1" ] = %ch46_load_1;
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level.scr_anim[ "generic" ][ "ch46_load_2" ] = %ch46_load_2;
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level.scr_anim[ "generic" ][ "ch46_load_3" ] = %ch46_load_3;
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level.scr_anim[ "generic" ][ "ch46_load_4" ] = %ch46_load_4;
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level.scr_anim[ "generic" ][ "ch46_unload_1" ] = %ch46_unload_1;
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level.scr_anim[ "generic" ][ "ch46_unload_2" ] = %ch46_unload_2;
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level.scr_anim[ "generic" ][ "ch46_unload_3" ] = %ch46_unload_3;
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level.scr_anim[ "generic" ][ "ch46_unload_4" ] = %ch46_unload_4;
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level.scr_anim[ "generic" ][ "ch46_unload_idle" ][0] = %exposed_crouch_idle_alert_v1;
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//level.scr_anim[ "generic" ][ "ch46_unload_idle" ][0] = %exposed_crouch_idle_alert_v2;
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//level.scr_anim[ "generic" ][ "ch46_unload_idle" ][0] = %crouch_exposed_idleB;
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/*-----------------------
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RPG SEQUENCE
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-------------------------*/
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level.scr_anim[ "frnd" ][ "AT4_fire_start" ] = %launchfacility_a_at4_fire;
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level.scr_anim[ "frnd" ][ "AT4_fire" ] = %launchfacility_a_at4_fire;
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level.scr_anim[ "frnd" ][ "AT4_idle" ][0] = %corner_standr_alert_idle;
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/*-----------------------
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RPG SEQUENCE 2
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-------------------------*/
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level.scr_anim[ "frnd" ][ "RPG_conceal_idle_start" ] = %RPG_conceal_idle;
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level.scr_anim[ "frnd" ][ "RPG_conceal_idle" ][0] = %RPG_conceal_idle;
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level.scr_anim[ "frnd" ][ "RPG_conceal_2_standR" ] = %RPG_conceal_2_standR;
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level.scr_anim[ "frnd" ][ "RPG_stand_idle" ][0] = %RPG_stand_idle;
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level.scr_anim[ "frnd" ][ "RPG_stand_fire" ] = %RPG_stand_fire;
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level.scr_anim[ "frnd" ][ "RPG_standR_2_conceal" ] = %RPG_standR_2_conceal;
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level.scr_anim[ "frnd" ][ "AT4_fire_short_start" ] = %launchfacility_a_at4_short;
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level.scr_anim[ "frnd" ][ "AT4_fire_short" ] = %launchfacility_a_at4_short;
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level.scr_anim[ "frnd" ][ "AT4_idle_short" ][0] = %corner_standr_alert_idle;
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/*-----------------------
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SEAKNIGHT CREWCHIEF
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-------------------------*/
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level.scr_anim[ "frnd" ][ "crewchief_idle" ][0] = %airlift_crewchief_idle;
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level.scr_anim[ "frnd" ][ "crewchief_getin" ][0] = %airlift_crewchief_getin;
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level.scr_anim[ "frnd" ][ "crewchief_getin_lookback" ][0] = %airlift_crewchief_getin_lookback;
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level.scr_anim[ "frnd" ][ "crewchief_getin_quick" ][0] = %airlift_crewchief_getin_quick;
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level.scr_anim[ "frnd" ][ "crewchief_getout" ][0] = %airlift_crewchief_getout;
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level.scr_anim[ "frnd" ][ "crewchief_gun_idle" ][0] = %airlift_crewchief_gun_idle;
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level.scr_anim[ "frnd" ][ "crewchief_gun_shoot" ][0] = %airlift_crewchief_gun_shoot;
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level.scr_anim[ "frnd" ][ "crewchief_gun_getin" ][0] = %airlift_crewchief_gun_getin;
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level.scr_anim[ "frnd" ][ "crewchief_sucked_out" ] = %airlift_crewchief_sucked_out;
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level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout" ] = %airlift_crewchief_stepout;
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level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout_fire" ] = %airlift_crewchief_stepout_fire;
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level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout_fire_2_idle" ] = %airlift_crewchief_stepout_fire_2_idle;
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level.scr_anim[ "frnd" ][ "airlift_crewchief_stepout_idle" ][0] = %airlift_crewchief_stepout_idle;
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/*-----------------------
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WOUNDED PILOT
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-------------------------*/
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level.scr_anim[ "frnd" ][ "wounded_pullout" ] = %airlift_pilot_getout;
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level.scr_anim[ "frnd" ][ "wounded_cockpit_shoot" ][ 0 ] = %airlift_pilot_shooting;
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level.scr_anim[ "frnd" ][ "wounded_cockpit_wave_over" ] = %airlift_pilot_seeyou;
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level.scr_anim[ "frnd" ][ "wounded_cockpit_idle" ][ 0 ] = %airlift_pilot_idle;
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level.scr_anim[ "frnd" ][ "wounded_putdown" ] = %airlift_pilot_putdown;
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/*-----------------------
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DEAD PILOT
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-------------------------*/
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level.scr_anim[ "frnd" ][ "deadpilot_idle" ][ 0 ] = %airlift_copilot_dead;
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}
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dialogue()
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{
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/*-----------------------
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DIALOGUE
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-------------------------*/
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//Male Helicopter Pilot
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//In formation. Approaching objective. 30 seconds.
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level.scr_radio[ "airlift_mhp_information" ] = "airlift_mhp_information";
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//HQ Radio Voice
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//All callsigns this is Overlook. We're seeing enemy armor in the palm grove west of the river.
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level.scr_radio[ "airlift_hqr_allcallsigns" ] = "airlift_hqr_allcallsigns";
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//Female Helicopter Pilot
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//Outlaw, this is Deadly. We'll take out the big targets, mop up any troublemakers with the Mark 19.
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level.scr_radio[ "airlift_fhp_bigtargets" ] = "airlift_fhp_bigtargets";
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//Male Helicopter Pilot
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//Taking fire.
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level.scr_radio[ "airlift_mhp_takingfire" ] = "airlift_mhp_takingfire";
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//Male Helicopter Pilot
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//RPGs on the rooftops.
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level.scr_radio[ "airlift_mhp_rpgrooftops" ] = "airlift_mhp_rpgrooftops";
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//Male Helicopter Pilot
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//Hostiles with RPGs.
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level.scr_radio[ "airlift_mhp_hostilesrpgs" ] = "airlift_mhp_hostilesrpgs";
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//Male Helicopter Pilot
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//More ground infantry, watch it
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level.scr_radio[ "airlift_mhp_groundinfantry" ] = "airlift_mhp_groundinfantry";
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//Male Helicopter Pilot
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//We've got RPG's on the rooftops.
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level.scr_radio[ "airlift_mhp_wevegotrpgs" ] = "airlift_mhp_wevegotrpgs";
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//Male Helicopter Pilot
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//Light armor. Take it out, Jackson
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level.scr_radio[ "airlift_mhp_lightarmor" ] = "airlift_mhp_lightarmor";
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//Male Helicopter Pilot
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//Anti-air battery, rooftop.
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level.scr_radio[ "airlift_mhp_antiairrooftop" ] = "airlift_mhp_antiairrooftop";
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//Male Helicopter Pilot
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//Anti-air on the ground
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level.scr_radio[ "airlift_mhp_antiairground" ] = "airlift_mhp_antiairground";
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//Male Helicopter Pilot
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//Command this is Outlaw Two-Five. Infantry is making a run for it. We are clear to land.
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level.scr_radio[ "airlift_mhp_makingarun" ] = "airlift_mhp_makingarun";
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//HQ Radio Voice
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//Uh...Roger that. Ok. Bachelor Two-Seven, let's get those Abrams to the front.
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level.scr_radio[ "airlift_hqr_getabramsfront" ] = "airlift_hqr_getabramsfront";
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//Helicopter Crew Chief
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//Down the ramp! Move out! Go! Go! Go!
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level.scr_sound[ "airlift_hcc_downramp" ] = "airlift_hcc_downramp";
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//HQ Radio Voice
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//Outlaw, this is command, unload half your chalk here and take the rest 2 clicks west. We need you to evac an advance team pinned down in the city.
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level.scr_radio[ "airlift_hqr_2clickswest" ] = "airlift_hqr_2clickswest";
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//HQ Radio Voice
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//Roger that command. Outlaw 2-5 is en route
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level.scr_radio[ "airlift_hqr_enroute" ] = "airlift_hqr_enroute";
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//Female Helicopter Pilot
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//Outlaw this is Deadly. Returning to base to refit and refuel. You<6F>re on your own for now 2-5.
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level.scr_radio[ "airlift_fhp_refitandrefuel" ] = "airlift_fhp_refitandrefuel";
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//HQ Radio Voice
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//Advance team is pinned down in a hot area. They're popping blue smoke to indicate position.
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level.scr_radio[ "airlift_hqr_bluesmoke" ] = "airlift_hqr_bluesmoke";
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//Male Helicopter Pilot
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//Roger we have a visual. Outlaw 2-5 out.
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level.scr_radio[ "airlift_mhp_havevisual" ] = "airlift_mhp_havevisual";
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//Helicopter Crew Chief
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//Move! Move! Heads up! Let's go!
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level.scr_sound[ "frnd" ][ "airlift_hcc_letsgo" ] = "airlift_hcc_letsgo";
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//Lt. Vasquez
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//Marines, listen up! One of our forward recon teams has gotten pinned down and needs our help!
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level.scr_radio[ "airlift_vsq_forwardrecon" ] = "airlift_vsq_forwardrecon";
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//Lt. Vasquez
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//These guys lasered eleven anti-aircraft positions last night for the pre-invasion bombing. If anyone deserves a ticket outta here, it's them! HR1
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level.scr_radio[ "airlift_vsq_desevresaticket" ] = "airlift_vsq_desevresaticket";
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//Lt. Vasquez
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//We're gonna land, and then fight our way to their position. Once we've linked up with them, we'll escort them back to the Sea Knight! HR1
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level.scr_radio[ "airlift_vsq_escortback" ] = "airlift_vsq_escortback";
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//Lt. Vasquez
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//Watch for friendlies near the colored smoke! Let's get our boys evac'ed and get the hell out of here! HR1
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level.scr_radio[ "airlift_vsq_watchcoloredsmoke" ] = "airlift_vsq_watchcoloredsmoke";
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//Lt. Vasquez
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//Watch for friendlies near the green smoke on the second floor! Let's get our boys outta there! Move! HR1
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level.scr_radio[ "airlift_vsq_greensmoke" ] = "airlift_vsq_greensmoke";
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//Marine 1
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//Mortar fire! Incoming!
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level.scr_sound[ "frnd" ][ "airlift_gm1_firebalcony" ] = "airlift_gm1_firebalcony";
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//Male Helicopter Pilot
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//LZ is too hot. We'll circle back in 3 minutes.
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level.scr_radio[ "airlift_mhp_lztoohot" ] = "airlift_mhp_lztoohot";
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//Marine 1
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//Hold your fire! Hold your fire! Friendlies up on the second floor! I repeat, we're up on the second floor! HR1
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level.scr_radio[ "airlift_gm1_holdyourfire" ] = "airlift_gm1_holdyourfire";
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//Marine 2
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//Put some fire on that balcony!
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level.scr_sound[ "frnd" ][ "airlift_gm2_firebalcony" ] = "airlift_gm2_firebalcony";
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//Marine 3
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//Reinforcements! Fastroping to the east!
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level.scr_sound[ "frnd" ][ "airlift_gm3_reinforcements" ] = "airlift_gm3_reinforcements";
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//Marine 4
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//So you're our ride out of here?
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level.scr_sound[ "frnd" ][ "airlift_gm4_reinforcements" ] = "airlift_gm4_reinforcements";
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//Lt. Vasquez
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//We're it, Captain. Let's move out before they regroup.
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level.scr_radio[ "airlift_vsq_moveout" ] = "airlift_vsq_moveout";
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//Lt. Vasquez
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//We're it, Captain. Let's move out before they regroup.
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level.scr_sound[ "frnd" ][ "airlift_vsq_wereit" ] = "airlift_vsq_wereit";
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//Female Helicopter Pilot
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//Outlaw this is Deadly. Refueled and fully loaded. You guys miss me?
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level.scr_radio[ "airlift_fhp_missme" ] = "airlift_fhp_missme";
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//Marine 3
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//Hell yeah!
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level.scr_sound[ "frnd" ][ "airlift_gm3_hellyeah" ] = "airlift_gm3_hellyeah";
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//Lt. Vasquez
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//Move out! Let's go let's go!
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level.scr_sound[ "frnd" ][ "airlift_vsq_letsgo" ] = "airlift_vsq_letsgo";
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//Lt. Vasquez
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//Get to the LZ! Let's move!
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level.scr_radio[ "airlift_vsq_gettolz" ] = "airlift_vsq_gettolz";
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//Lt. Vasquez
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//Get to the LZ! Let's move!
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level.scr_radio[ "airlift_vsq_gettolz2" ] = "airlift_vsq_gettolz2";
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//Helicopter Crew Chief
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//Move it! We've gotta be wheels up in 10 seconds! Move!
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level.scr_sound[ "frnd" ][ "airlift_hcc_wheelsup" ] = "airlift_hcc_wheelsup";
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//Helicopter Crew Chief
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//Jackson! Get back on the Mark 19!
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level.scr_sound[ "frnd" ][ "airlift_hcc_backonmark19" ] = "airlift_hcc_backonmark19";
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//Marine 4
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//Thanks for the lift!
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level.scr_radio[ "airlift_gm4_hellyeah" ] = "airlift_gm4_hellyeah";
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//HQ Radio Voice
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//Outlaw, be advised, we have a situation here, over.
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level.scr_radio[ "airlift_hqr_situation" ] = "airlift_hqr_situation";
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//Male Helicopter Pilot
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//Go ahead Command, over.
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level.scr_radio[ "airlift_mhp_goahead" ] = "airlift_mhp_goahead";
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//HQ Radio Voice
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//Seal Team Six has located a possible nuclear device at Al-Asad's palace to the west. NEST teams are on the way. Until the device is verified safe, all forces are to fall back to the east, over.
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level.scr_radio[ "airlift_hqr_nestteams" ] = "airlift_hqr_nestteams";
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//Seal Team Six has located a possible nuclear device at Al-Asad's palace to the west. NEST teams are on the way. Until the device is verified safe, all forces are to fall back to the east, over.
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level.scr_radio[ "airlift_hqr_nestteams" ] = "airlift_hqr_nestteams";
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//Male Helicopter Pilot
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//What's the minimum safe distance over?
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level.scr_radio[ "airlift_mhp_safedistance" ] = "airlift_mhp_safedistance";
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//What's the minimum safe distance over?
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level.scr_radio[ "airlift_mhp_safedistance" ] = "airlift_mhp_safedistance";
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//HQ Radio Voice
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//Minimum safe distance is ten miles. Get your asses outta there now! Out!
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level.scr_radio[ "airlift_hqr_outtathere" ] = "airlift_hqr_outtathere";
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//Minimum safe distance is ten miles. Get your asses outta there now! Out!
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level.scr_radio[ "airlift_hqr_outtathere" ] = "airlift_hqr_outtathere";
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//Male Helicopter Pilot
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//Deadly this is Outlaw. Al-Asad's got a nuke. We're buggin' out. Lead the way.
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level.scr_radio[ "airlift_mhp_leadtheway" ] = "airlift_mhp_leadtheway";
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//Deadly this is Outlaw. Al-Asad's got a nuke. We're buggin' out. Lead the way.
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level.scr_radio[ "airlift_mhp_leadtheway" ] = "airlift_mhp_leadtheway";
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//Female Helicopter Pilot
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//Roger that. Let's get outta (KABOOM helicopter is hit)
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level.scr_radio[ "airlift_fhp_getoutta" ] = "airlift_fhp_getoutta";
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//Female Helicopter Pilot
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//We're hit we're hit!! I've lost the tail rotor!
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level.scr_radio[ "airlift_fhp_werehit" ] = "airlift_fhp_werehit";
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//Female Helicopter Pilot
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//Mayday mayday, this is Deadly, going in hard!
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level.scr_radio[ "airlift_fhp_mayday" ] = "airlift_fhp_mayday";
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//Female Helicopter Pilot
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//We're going down.
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level.scr_radio[ "airlift_fhp_goingdown" ] = "airlift_fhp_goingdown";
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//Female Helicopter Pilot
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//***Keating hang on - ! (static)
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level.scr_radio[ "airlift_fhp_hangon" ] = "airlift_fhp_hangon";
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//Keating hang on - ! (static)
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level.scr_radio[ "airlift_fhp_hangon" ] = "airlift_fhp_hangon";
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//Male Helicopter Pilot
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//We have a Cobra down. I repeat, we have a Cobra down.
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level.scr_radio[ "airlift_mhp_cobradown" ] = "airlift_mhp_cobradown";
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//Male Helicopter Pilot
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//Deadly this Outlaw Two-Five, do you copy?
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level.scr_radio[ "airlift_mhp_doyoucopy" ] = "airlift_mhp_doyoucopy";
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//Male Helicopter Pilot
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//Deadly this Outlaw Two-Five, come in, over!
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level.scr_radio[ "airlift_mhp_comein" ] = "airlift_mhp_comein";
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//Male Helicopter Pilot
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//Command, I have a visual on the crash site. I see small arms fire coming from the cockpit. Request permission to initiate search and rescue.
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level.scr_radio[ "airlift_mhp_smallarmsfire" ] = "airlift_mhp_smallarmsfire";
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//Copy Two-Five, be advised, you will NOT be at a safe distance in the event that nuke goes off. Do you understand?
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level.scr_radio[ "airlift_hqr_notsafe" ] = "airlift_hqr_notsafe";
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//Male Helicopter Pilot
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//Roger that. We know what we're getting into.
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level.scr_radio[ "airlift_mhp_weknow" ] = "airlift_mhp_weknow";
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//HQ Radio Voice
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//All right Two-Five, it's your call. Retrieve that pilot if you can. Out.
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level.scr_radio[ "airlift_hqr_youcall" ] = "airlift_hqr_youcall";
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//Male Helicopter Pilot
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//Deadly do you copy? What's your status, over?
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level.scr_radio[ "airlift_mhp_youstatus" ] = "airlift_mhp_youstatus";
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//Female Helicopter Pilot
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//(cough) I'm here!...(coughing, firing) Keating is KIA!!! Hostiles moving in fast!! (gunfire gunfire) I could sure use some help down here!! (gunfire)
|
||
level.scr_radio[ "airlift_fhp_usesomehelp" ] = "airlift_fhp_usesomehelp";
|
||
|
||
//Male Helicopter Pilot
|
||
//Hold on, we're coming to ya.
|
||
level.scr_radio[ "airlift_mhp_werecoming" ] = "airlift_mhp_werecoming";
|
||
|
||
//Be advised Two-Five, hostiles advancing parallel southwest of your position towards the crash site.
|
||
level.scr_radio[ "airlift_hqr_hostilesadvancing" ] = "airlift_hqr_hostilesadvancing";
|
||
|
||
//Lt. Vasquez
|
||
//We got 90 seconds Jackson! Get the pilot! NO ONE gets left behind! HR1
|
||
level.scr_radio[ "airlift_vsq_90sec" ] = "airlift_vsq_90sec";
|
||
|
||
|
||
//HQ Radio Voice
|
||
//Outlaw Two-Five, hundreds of enemy troops are bearing down on the crash site! Estimate your position WILL be overrun in 90 seconds! HQ
|
||
level.scr_radio[ "airlift_hqr_willbeoverrun" ] = "airlift_hqr_willbeoverrun";
|
||
|
||
//Lt. Vasquez
|
||
//We<57>ve got hostiles converging on the crash site! Move!
|
||
level.scr_radio[ "airlift_vsq_crashsite" ] = "airlift_vsq_crashsite";
|
||
|
||
//Lt. Vasquez
|
||
//Jackson! Pull her out of there and get back to the LZ! Do it!
|
||
level.scr_sound[ "frnd" ][ "airlift_vsq_pullherout" ] = "airlift_vsq_pullherout";
|
||
|
||
//Lt. Vasquez
|
||
//Jackson! We're running out of time! Get her out of there! We'll cover you! Move!
|
||
level.scr_sound[ "frnd" ][ "airlift_vsq_getherout" ] = "airlift_vsq_getherout";
|
||
|
||
//Lt. Vasquez
|
||
//Jackson! Get the pilot! Get the pilot! Hurry!!
|
||
level.scr_sound[ "frnd" ][ "airlift_gm2_getpilot" ] = "airlift_gm2_getpilot";
|
||
|
||
//Lt. Vasquez
|
||
//Jackson! Get the pilot back outta that helo! Move!!!
|
||
level.scr_sound[ "frnd" ][ "airlift_gm2_outofhelo" ] = "airlift_gm2_outofhelo";
|
||
|
||
|
||
//Lt. Vasquez
|
||
//Sgt. Jackson! Grab the pilot, we'll hold 'em off!!
|
||
level.scr_sound[ "frnd" ][ "airlift_gm2_holdemoff" ] = "airlift_gm2_holdemoff";
|
||
|
||
|
||
//Lt. Vasquez
|
||
//Pull that pilot out of the cockpit while we cover you, Jackson! Move it!
|
||
level.scr_sound[ "frnd" ][ "airlift_gm2_coveryou" ] = "airlift_gm2_coveryou";
|
||
|
||
//Lt. Vasquez
|
||
//Get that pilot outta there! Move!!! HR1
|
||
level.scr_radio[ "airlift_vsq_getpilot" ] = "airlift_vsq_getpilot";
|
||
|
||
//Lt. Vasquez
|
||
//Jackson, pull the pilot outta the cockpit! Now!! HR1
|
||
level.scr_radio[ "airlift_vsq_outtacockpit" ] = "airlift_vsq_outtacockpit";
|
||
|
||
//Lt. Vasquez
|
||
//We're running outta time! Get the pilot back to the Sea Knight! Hurry! HR1
|
||
level.scr_radio[ "airlift_vsq_backtoseaknight" ] = "airlift_vsq_backtoseaknight";
|
||
|
||
|
||
//Lt. Vasquez
|
||
//Get to the seaknight! We<57>ll hold down these corners. Go!
|
||
level.scr_sound[ "frnd" ][ "airlift_vsq_holddown" ] = "airlift_vsq_holddown";
|
||
|
||
//Lt. Vasquez
|
||
//*****I'm gonna scuttle the Cobra! Get clear!
|
||
level.scr_sound[ "frnd" ][ "airlift_vsq_scuttlecobra" ] = "airlift_vsq_scuttlecobra";
|
||
|
||
//Lt. Vasquez
|
||
//Go! Go!
|
||
level.scr_radio[ "airlift_vsq_gogo" ] = "airlift_vsq_gogo";
|
||
|
||
//Male Helicopter Pilot
|
||
//Lt. Vasquez, this is Outlaw Two-Five, now would be a good time to get the hell outta here over.
|
||
level.scr_radio[ "airlift_mhp_goodtime" ] = "airlift_mhp_goodtime";
|
||
|
||
//Male Helicopter Pilot
|
||
//Lt. Vasquez, this is Outlaw Two-Five, now would be a good time to get the hell outta here over.
|
||
|
||
//Lt. Vasquez
|
||
//Roger that we're on our way!
|
||
level.scr_radio[ "airlift_vsq_onourway" ] = "airlift_vsq_onourway";
|
||
|
||
//HQ Radio Voice
|
||
//Outlaw this is Command. We have a probable nuclear threat in the capital. Proceed to the minimum safe distance until the all clear is given by the NEST team.
|
||
level.scr_radio[ "airlift_hqr_nuclearthreat" ] = "airlift_hqr_nuclearthreat";
|
||
|
||
//Male Helicopter Pilot
|
||
//Ladies and gentlemen this is your Captain speaking. We're in for some chop! Hang on! Jake gimme max power.
|
||
level.scr_radio[ "airlift_mhp_inforchop" ] = "airlift_mhp_inforchop";
|
||
|
||
//Co Pilot
|
||
//Roger that.
|
||
level.scr_radio[ "airlift_cop_rogerthat" ] = "airlift_cop_rogerthat";
|
||
|
||
//HQ Radio Voice
|
||
//All U.S. forces, be advised, we have a confirmed nuclear threat in the city. NEST teams are on site and attempting to disarm. I repeat, we have a confirmed nu-(BOOM)
|
||
level.scr_radio[ "airlift_hqr_confirmed" ] = "airlift_hqr_confirmed";
|
||
|
||
//Lt. Vasquez
|
||
//Everyone hang onnnn!!!
|
||
level.scr_radio[ "airlift_vsq_hangon" ] = "airlift_vsq_hangon";
|
||
|
||
|
||
//Female pilot
|
||
//sounds of pain
|
||
level.scr_sound[ "airlift_fhp_pains" ] = "airlift_fhp_pains";
|
||
|
||
player_carry();
|
||
tank_crush_anims();
|
||
seaknight_anims();
|
||
statue_anims();
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
player_carry()
|
||
{
|
||
//animations that will be played by the player (actually played by an invisible model the player is linked to)
|
||
//animname will be "player_carry"
|
||
level.scr_anim[ "player_carry" ][ "wounded_pullout" ] = %airlift_player_getout;
|
||
level.scr_anim[ "player_carry" ][ "wounded_putdown" ] = %airlift_player_putdown;
|
||
|
||
//the animtree to use with the invisible model with animname "player_carry"
|
||
level.scr_animtree[ "player_carry" ] = #animtree;
|
||
//the invisible model with the animname "player_carry" that the anims will be played on
|
||
level.scr_model[ "player_carry" ] = "viewhands_player_usmc";
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
tank_crush_anims()
|
||
{
|
||
level.scr_animtree[ "tank_crush" ] = #animtree;
|
||
level.scr_anim[ "sedan" ][ "tank_crush" ] = %sedan_tankcrush_side;
|
||
level.scr_anim[ "tank" ][ "tank_crush" ] = %tank_tankcrush_side;
|
||
level.scr_sound[ "tank_crush" ] = "airlift_tank_crush_car";
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
seaknight_anims()
|
||
{
|
||
level.scr_anim[ "seaknight" ][ "idle" ][ 0 ] = %sniper_escape_ch46_idle;
|
||
level.scr_anim[ "seaknight" ][ "landing" ] = %sniper_escape_ch46_land;
|
||
level.scr_anim[ "seaknight" ][ "take_off" ] = %sniper_escape_ch46_take_off;
|
||
level.scr_anim[ "seaknight" ][ "rotors" ] = %sniper_escape_ch46_rotors;
|
||
level.scr_anim[ "seaknight" ][ "turret_settle_anim" ] = %ch46_turret_idle;
|
||
level.scr_anim[ "seaknight" ][ "turret_fire_anim" ] = %ch46_turret_fire;
|
||
level.scr_anim[ "seaknight" ][ "doors_open" ] = %ch46_doors_open;
|
||
|
||
|
||
level.scr_animtree[ "seaknight" ] = #animtree;
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
seaknight_turret_anim_init()
|
||
{
|
||
self useanimtree( #animtree );
|
||
self setanim( %ch46_turret_idle );
|
||
self setanim( %ch46_doors_close );
|
||
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
seaknight_turret_anim()
|
||
{
|
||
self endon ( "death" );
|
||
self endon ( "turret_fire" );
|
||
self useanimtree( #animtree );
|
||
self setanimknobrestart( %ch46_turret_fire, 1, 0, 1 );
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
seaknight_open_doors()
|
||
{
|
||
self useanimtree( #animtree );
|
||
self playsound ( "seaknight_door_open" );
|
||
self setanimknobrestart( %ch46_doors_open, 1, 0, 1 );
|
||
//self thread maps\_vehicle_aianim::setanimrestart_once( %ch46_doors_open, false );
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
seaknight_close_doors()
|
||
{
|
||
self useanimtree( #animtree );
|
||
self playsound ( "seaknight_door_close" );
|
||
self setanimknobrestart( %ch46_doors_close, 1, 0, 1 );
|
||
//self thread maps\_vehicle_aianim::setanimrestart_once( %ch46_doors_close, false );
|
||
}
|
||
|
||
#using_animtree( "animated_props" );
|
||
statue_anims()
|
||
{
|
||
level.scr_animtree[ "statue" ] = #animtree;
|
||
level.scr_anim[ "statue" ][ "statue_collapse" ] = %me_statue_destroy_base_01;
|
||
} |