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

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