442 lines
No EOL
15 KiB
Text
442 lines
No EOL
15 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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/*-----------------------
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C4 PLANT
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-------------------------*/
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level.scr_anim[ "frnd" ][ "C4_plant_start" ] = %explosive_plant_knee;
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level.scr_anim[ "frnd" ][ "C4_plant" ] = %explosive_plant_knee;
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/*-----------------------
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GENERIC HAND SIGNALS
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-------------------------*/
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level.scr_anim[ "generic" ][ "signal_onme" ] = %CQB_stand_wave_on_me;
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level.scr_anim[ "generic" ][ "signal_go" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_stop" ] = %CQB_stand_signal_stop;
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level.scr_anim[ "generic" ][ "signal_moveup" ] = %CQB_stand_signal_move_up;
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level.scr_anim[ "generic" ][ "signal_moveout" ] = %CQB_stand_signal_move_out;
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level.scr_anim[ "generic" ][ "signal_check" ] = %CQB_stand_signal_twitch_check;
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level.scr_anim[ "generic" ][ "signal_look" ] = %CQB_stand_signal_twitch_look;
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level.scr_anim[ "generic" ][ "signal_quicklook" ] = %CQB_stand_signal_twitch_quicklook;
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level.scr_anim[ "generic" ][ "signal_shift" ] = %CQB_stand_signal_twitch_shift;
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level.scr_anim[ "generic" ][ "signal_twitch" ] = %CQB_stand_twitch;
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level.scr_anim[ "generic" ][ "moveout_exposed" ] = %stand_exposed_wave_move_out;
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level.scr_anim[ "generic" ][ "moveup_exposed" ] = %stand_exposed_wave_move_up;
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level.scr_anim[ "generic" ][ "stop_exposed" ] = %stand_exposed_wave_halt;
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level.scr_anim[ "generic" ][ "stop2_exposed" ] = %stand_exposed_wave_halt_v2;
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level.scr_anim[ "generic" ][ "onme_exposed" ] = %stand_exposed_wave_on_me;
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level.scr_anim[ "generic" ][ "onme2_exposed" ] = %stand_exposed_wave_on_me_v2;
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level.scr_anim[ "generic" ][ "enemy_exposed" ] = %stand_exposed_wave_target_spotted;
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level.scr_anim[ "generic" ][ "down_exposed" ] = %stand_exposed_wave_down;
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level.scr_anim[ "generic" ][ "go_exposed" ] = %stand_exposed_wave_go;
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level.scr_anim[ "generic" ][ "moveout_cornerR" ] = %CornerStndR_alert_signal_move_out;
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level.scr_anim[ "generic" ][ "stop_cornerR" ] = %CornerStndR_alert_signal_stopStay_down;
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level.scr_anim[ "generic" ][ "onme_cornerR" ] = %CornerStndR_alert_signal_on_me;
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level.scr_anim[ "generic" ][ "enemy_cornerR" ] = %CornerStndR_alert_signal_enemy_spotted;
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/*-----------------------
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PATROL
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-------------------------*/
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level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
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level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
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level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
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level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
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level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
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level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
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level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
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level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
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level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
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level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
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level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
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level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "patrol_jog" ] = %patrol_jog;
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level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
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level.scr_anim[ "generic" ][ "patrol_jog_turn180" ] = %patrol_jog_360;
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level.scr_anim[ "generic" ][ "stealth_jog" ] = %patrol_jog;
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level.scr_anim[ "generic" ][ "stealth_walk" ] = %patrol_bored_patrolwalk;
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/*-----------------------
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DEATH POSES
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-------------------------*/
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level.scr_anim[ "generic" ][ "death_pose_sit_1" ][0] = %death_sitting_pose_v1;
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level.scr_anim[ "generic" ][ "death_pose_sit_2" ][0] = %death_sitting_pose_v2;
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level.scr_anim[ "generic" ][ "death_pose_chair_1" ][0] = %airlift_copilot_dead;
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level.scr_anim[ "generic" ][ "death_pose_floor_1" ][0] = %cargoship_sleeping_guy_idle_1;
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level.scr_anim[ "generic" ][ "death_pose_floor_2" ][0] = %cargoship_sleeping_guy_idle_2;
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level.scr_anim[ "generic" ][ "death_pose_desk" ][0] = %death_pose_on_desk;
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level.scr_anim[ "generic" ][ "death_pose_window" ][0] = %death_pose_on_window;
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/*-----------------------
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HUMAN SHIELD
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-------------------------*/
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level.scr_anim[ "hostage" ][ "unarmed_run1" ] = %unarmed_run_russian;
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level.scr_anim[ "hostage" ][ "unarmed_run2" ] = %unarmed_panickedrun_loop_V1;
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level.scr_anim[ "hostage" ][ "unarmed_run3" ] = %unarmed_panickedrun_loop_V2;
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//IDLE
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level.scr_anim["hostage"]["human_shield_idle"][0] = %human_shield_idle_1_H; //Human shield idle
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level.scr_anim["terrorist"]["human_shield_idle"][0] = %human_shield_idle_1_T; //Human shield idle
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//DEATH ANIMS
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level.scr_anim["terrorist"]["human_shield_death"] = %human_shield_death_1_T; //terrorist killed
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level.scr_anim["hostage"]["human_shield_death"] = %hostage_human_shield_host_death; //TEMP ANIM!!!!
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//WOUNDED ANIMS
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level.scr_anim["terrorist"]["human_shield_pain"] = %human_shield_wounded_1_T; //TEMP ANIM!!!!
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//level.scr_anim["hostage"]["human_shield_pain"] = %human_shield_wounded_1_H; //TEMP ANIM!!!!
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//level.scr_anim["terrorist"]["human_shield_pain"] = %terrorist_human_shield_ter_pain; //TEMP ANIM!!!!
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//level.scr_anim["hostage"]["human_shield_pain"] = %terrorist_human_shield_ter_pain; //TEMP ANIM!!!!
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//BREAK FREE ANIMS (ONE OR THE OTHER IS KILLED....PARTNER REACTS
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level.scr_anim["hostage"]["human_shield_breakfree_partner_dead"] = %human_shield_death_1_H; //terrorist killed, hostage runs away
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level.scr_anim["terrorist"]["human_shield_breakfree_partner_dead"] = %terrorist_human_shield_host_death; //HOSTAGE KILLED
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//ONE PARTNER WOUNDED HOSTAGE BREAKS FREE
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level.scr_anim["hostage"]["human_shield_breakfree_partner_wounded"] = %human_shield_wounded_1_H; //TEMP ANIM!!!!
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//FLASHED
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//level.scr_anim["hostage"]["human_shield_flashed"] = %human_shield_flashbang_1_H;
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//level.scr_anim["terrorist"]["human_shield_flashed"] = %human_shield_flashbang_1_T;
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level.scr_anim["bridge_stand1"]["idle"][0] = %cargoship_stunned_react_v2_idle;
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level.scr_anim["bridge_stand1"]["react"] = %cargoship_stunned_react_v2;
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level.scr_anim["bridge_stand1"]["death"] = %cargoship_stunned_react_v2_death;
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/*-----------------------
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VIP
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-------------------------*/
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level.scr_anim[ "hostage" ][ "standunarmed_idle_loop" ][0] = %standunarmed_idle_loop;
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level.scr_anim[ "hostage" ][ "unarmed_crouch_idle1" ][0] = %unarmed_crouch_idle1;
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level.scr_anim[ "hostage" ][ "unarmed_crouch_twitch1" ] = %unarmed_crouch_twitch1;
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//idle cowering on ground
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level.scr_anim[ "hostage" ][ "airplane_end_VIP_idle" ][0] = %airplane_end_VIP_idle;
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//anim_reach start point
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level.scr_anim[ "hostage" ][ "airplane_end_VIP_start" ] = %airplane_end_VIP;
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level.scr_anim[ "frnd" ][ "airplane_end_VIP_start" ] = %airplane_end_soldier;
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//vip grab and jump out door
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level.scr_anim[ "hostage" ][ "airplane_end_VIP" ] = %airplane_end_VIP;
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level.scr_anim[ "frnd" ][ "airplane_end_VIP" ] = %airplane_end_soldier;
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}
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dialogue()
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{
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/*-----------------------
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SAS CHATTER - MOVE
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-------------------------*/
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level.dialogueMoveLines = 3;
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//Gaz
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//Move.
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//HR2
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level.scr_radio["airplane_gaz_keepmoving_1"] = "airplane_gaz_move";
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//Gaz
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//Move up!
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//HR2
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level.scr_radio["airplane_gaz_keepmoving_2"] = "airplane_gaz_moveup";
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//Gaz
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//Keep moving!
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//HR2
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level.scr_radio["airplane_gaz_keepmoving_3"] = "airplane_gaz_keepmoving";
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/*-----------------------
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SAS CHATTER - HOSTILE DOWN
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-------------------------*/
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level.dialogueHostileDown = 12;
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//Gaz
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//Tango down!
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//HR2
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level.scr_radio["airplane_killfirm_1"] = "airplane_gaz_tangodown";
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//Gaz
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//Xray down!
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//HR2
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level.scr_radio["airplane_killfirm_2"] = "airplane_gaz_xraydown";
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//Gaz
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//Hostile neutralized!
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//HR2
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level.scr_radio["airplane_killfirm_3"] = "airplane_gaz_hostileneut";
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//Gaz
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//Target neutralized!
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//HR2
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level.scr_radio["airplane_killfirm_4"] = "airplane_gaz_targneut";
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//SAS 1 s
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//Tango down!
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//HR2
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level.scr_radio["airplane_killfirm_5"] = "airplane_sas1_tangodown";
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//SAS 1
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//Xray down!
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//HR2
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level.scr_radio["airplane_killfirm_6"] = "airplane_sas1_xraydown";
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//SAS 1
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//Hostile neutralized!
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//HR2
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level.scr_radio["airplane_killfirm_7"] = "airplane_sas1_hostileneut";
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//SAS 1
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//Target neutralized!
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//HR2
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level.scr_radio["airplane_killfirm_8"] = "airplane_sas1_targneut";
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//SAS 4
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//Tango down!
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//HR2
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level.scr_radio["airplane_killfirm_9"] = "airplane_sas4_tangodown";
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//SAS 4
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//Xray down!
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//HR2
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level.scr_radio["airplane_killfirm_10"] = "airplane_sas4_xraydown";
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//SAS 4
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//Hostile neutralized!
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//HR2
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level.scr_radio["airplane_killfirm_11"] = "airplane_sas4_hostileneut";
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//SAS 4
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//Target neutralized!
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//HR2
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level.scr_radio["airplane_killfirm_12"] = "airplane_sas4_targneut";
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/*-----------------------
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SAS CHATTER - AREA CLEAR
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-------------------------*/
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level.dialogueAreaClear = 9;
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//Gaz
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//Area clear!
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//HR2
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level.scr_radio["airplane_areaclear_1"] = "airplane_gaz_areaclear";
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//Gaz
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//Section clear!
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//HR2
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level.scr_radio["airplane_areaclear_2"] = "airplane_gaz_sectionclear";
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//Gaz
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//Clear!
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//HR2
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level.scr_radio["airplane_areaclear_3"] = "airplane_gaz_clear";
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//SAS 1
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//Area clear!
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//HR2
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level.scr_radio["airplane_areaclear_4"] = "airplane_sas1_areaclear";
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//SAS 1
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//Section clear!
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//HR2
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level.scr_radio["airplane_areaclear_5"] = "airplane_sas1_sectionclear";
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//SAS 1
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//Clear!
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//HR2
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level.scr_radio["airplane_areaclear_6"] = "airplane_sas1_clear";
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//SAS 4
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//Area clear!
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//HR2
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level.scr_radio["airplane_areaclear_7"] = "airplane_sas4_areaclear";
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//SAS 4
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//Section clear!
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//HR2
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level.scr_radio["airplane_areaclear_8"] = "airplane_sas4_sectionclear";
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//SAS 4
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//Clear!
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//HR2
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level.scr_radio["airplane_areaclear_9"] = "airplane_sas4_clear";
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/*-----------------------
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DIALOGUE
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-------------------------*/
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//Gaz
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//Remember - the objective is to capture Kriegler. I repeat: capture - Kriegler - alive. He's no good to us dead.
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//HR2
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level.scr_radio["airplane_gaz_capturekriegler"] = "airplane_gaz_capturekriegler";
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//Gaz
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//We're goin' deep<65>...and we're goin' hard.
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//HR2
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level.scr_radio["airplane_gaz_goindeep"] = "airplane_gaz_goindeep";
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//SAS 1
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//Surely you can't be serious.
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//HR2
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level.scr_radio["airplane_sas1_surely"] = "airplane_sas1_surely";
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//Gaz
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//I am serious...and don't call me Shirley.
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//HR2
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level.scr_radio["airplane_gaz_shirley"] = "airplane_gaz_shirley";
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//Gaz
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//Ok, get ready.
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//HR2
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level.scr_radio["airplane_gaz_okgetready"] = "airplane_gaz_okgetready";
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//SAS 4
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//Tango down in section one alpha.
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//HR2
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level.scr_radio["airplane_first_hostile_killed_1"] = "airplane_sas4_onealpha";
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//Gaz
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//Weapons free.
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//HR2
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level.scr_radio["airplane_first_hostile_killed_2"] = "airplane_gaz_weaponsfree";
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//SAS 4
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//Multiple contacts.
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//HR2
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level.scr_radio["airplane_sas4_multiplecont"] = "airplane_sas4_multiplecont";
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//Gaz
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//Stairway clear!
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//HR2
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level.scr_radio["airplane_gaz_stairwayclear"] = "airplane_gaz_stairwayclear";
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//Gaz
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//Standby<62>.standby<62>go!
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//HR2
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level.scr_radio["airplane_gaz_standby"] = "airplane_gaz_standby";
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//Gaz
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//We've got a hull breaach! Get doown!! Get dooown!!
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//HR2
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level.scr_radio["airplane_gaz_hullbreach"] = "airplane_gaz_hullbreach";
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//Gaz
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//Watch your fire up here. We're looking for a civilian.
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//HR2
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level.scr_radio["airplane_gaz_watchyourfire"] = "airplane_gaz_watchyourfire";
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//Gaz
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//Watch your fire up here. We need Kriegler alive.
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//HR2
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level.scr_radio["airplane_gaz_needkriegleralive"] = "airplane_gaz_needkriegleralive";
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//Gaz
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//Watch your fire up here. We need the VIP alive!
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//HR2
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level.scr_radio["airplane_gaz_needvipalive"] = "airplane_gaz_needvipalive";
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//Gaz
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//Drop the weapon!!! Down on the floor now
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//!!!!
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level.scr_radio["airplane_gaz_downonfloor"] = "airplane_gaz_downonfloor";
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//Gaz
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//Take him.
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//HR2
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level.scr_radio["airplane_gaz_takehim"] = "airplane_gaz_takehim";
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//Russian 1
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//Get back! I'll blow his fucking head off! I said get back
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//!
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level.scr_sound[ "terrorist" ]["airplane_ter_illkillhim"] = "airplane_ter_illkillhim";
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//Gaz
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//Nice one, Soap.
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//HR2
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level.scr_radio["airplane_gaz_niceone"] = "airplane_gaz_niceone";
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//SAS 4
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//Shite, someone's armed the bomb. We don't have much time. We've got to go - now.
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//HR2
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level.scr_radio["airplane_sas4_armedbomb"] = "airplane_sas4_armedbomb";
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//Gaz
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//Get that door open
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//!
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level.scr_sound[ "frnd" ]["airplane_gaz_dooropen"] = "airplane_gaz_dooropen";
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//Gaz
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//Roger that. Prepare to breach.
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//HR2
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level.scr_radio["airplane_gaz_preptobreach"] = "airplane_gaz_preptobreach";
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//Russian 4
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//Please! Just don't hurt me. I want to go home. I just want to get out of here
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//.
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level.scr_sound[ "hostage" ]["airplane_ru4_donthurtme"] = "airplane_ru4_donthurtme";
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//Russian 4
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//I need to get to a phone. What's happening here? I don't deserve this...any of this
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//...
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level.scr_sound[ "hostage" ]["airplane_ru4_gettoaphone"] = "airplane_ru4_gettoaphone";
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//Gaz
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//We're goin' for a little freefall Kriegler - on your feet<65>(slight exertion from shoving protesting VIP)
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//HR2
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level.scr_radio["airplane_gaz_littlefreefall"] = "airplane_gaz_littlefreefall";
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//Gaz
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//We're goin' for a little freefall mate! On your feet! (slight exertion from shoving protesting VIP)
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//HR2
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level.scr_radio["airplane_gaz_onyourfeet"] = "airplane_gaz_onyourfeet";
|
||
|
||
//Russian 4
|
||
//What? No!... Wait! What are you doing? I don't have a parachuuuuuuute
|
||
//......
|
||
level.scr_sound[ "hostage" ]["airplane_ru4_noparachute"] = "airplane_ru4_noparachute";
|
||
|
||
//SAS 4
|
||
//(chuckle) That's one way to do it. See ya on the ground mate.
|
||
//HR2
|
||
level.scr_radio["airplane_sas4_thatsoneway"] = "airplane_sas4_thatsoneway";
|
||
|
||
//SAS 1
|
||
//Let's go! Let's go! Out the door before this thing blows!
|
||
//HR2
|
||
level.scr_radio["airplane_sas1_letsgo"] = "airplane_sas1_letsgo";
|
||
|
||
//Gaz
|
||
//Mission accomplished! See ya next time mate!
|
||
//HR2
|
||
level.scr_radio["airplane_gaz_seeya"] = "airplane_gaz_seeya";
|
||
|
||
player_view();
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
player_view()
|
||
{
|
||
//the animtree to use with the invisible model with animname "player_view"
|
||
level.scr_animtree[ "player_view" ] = #animtree;
|
||
//the invisible model with the animname "player_view" that the anims will be played on
|
||
level.scr_model[ "player_view" ] = "viewhands_player_usmc";
|
||
} |