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

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#include maps\_anim;
#include maps\_props;
#include maps\_utility;
#include maps\blackout_code;
#using_animtree("generic_human");
main()
{
add_smoking_notetracks( "generic" );
add_cellphone_notetracks( "generic" );
/#
level.scr_anim[ "generic" ][ "exposed_headshot" ] = %exposed_death_headshot;
#/
level.scr_anim[ "generic" ][ "rappel_end" ] = %sniper_escape_rappel_finish;
level.scr_anim[ "generic" ][ "rappel_start" ] = %blackout_rappel_start;
level.scr_anim[ "generic" ][ "rappel_idle" ][ 0 ] = %sniper_escape_rappel_idle;
level.scr_anim[ "generic" ][ "grenade_throw" ] = %corner_standL_grenade_B;//exposed_grenadeThrowB//
level.scr_anim[ "generic" ][ "moveout_cqb" ] = %CQB_stand_signal_move_out;
level.scr_anim[ "generic" ][ "moveup_cqb" ] = %CQB_stand_signal_move_up;
level.scr_anim[ "generic" ][ "stop_cqb" ] = %CQB_stand_signal_stop;
level.scr_anim[ "generic" ][ "onme_cqb" ] = %CQB_stand_wave_on_me;
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" ][ "walk_1" ] = %patrolwalk_tired;
level.scr_anim[ "generic" ][ "walk_2" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "walk_3" ] = %patrolwalk_bounce;
level.scr_anim[ "generic" ][ "walk_4" ] = %patrolwalk_swagger;
level.scr_anim[ "generic" ][ "walk_5" ] = %walk_lowready_F;
level.scr_anim[ "kamarov" ][ "binoc_idle" ][ 0 ] = %blackout_binoc_idle;
level.scr_model[ "binocs" ] = "weapon_binocular";
addNotetrack_flag( "price", "start_gaz", "start_cliff_scene_gaz" );
addNotetrack_flag( "price", "start_kam", "start_cliff_scene_kamarov" );
addNotetrack_flag( "kamarov", "drop binoculars", "kamarov_drops_binocs" );
level.scr_anim[ "price" ] [ "cliff_start" ] = %blackout_price_cliff;
level.scr_anim[ "kamarov" ] [ "cliff_start" ] = %blackout_kam_cliff;
level.scr_anim[ "gaz" ] [ "cliff_start" ] = %blackout_gaz_cliff;
level.scr_anim[ "kamarov" ] [ "cliff_start_idle" ][ 0 ] = %blackout_kam_start;
level.scr_anim[ "gaz" ] [ "cliff_start_idle" ][ 0 ] = %blackout_gaz_cliff_start;
level.scr_anim[ "kamarov" ] [ "cliff_end_idle" ][ 0 ] = %blackout_kam_cliff_endidle;
level.scr_anim[ "price" ][ "meeting" ] = %blackout_meeting_price;
//* What's the target Kamarov? We've got an informant to recover.
addNotetrack_dialogue( "price", "dialog", "meeting", "blackout_pri_whattarget" );
//* Not so fast. Remember Beirut? You're with us.
addNotetrack_dialogue( "price", "dialog", "meeting", "blackout_pri_beirut" );
//* Move out.
level.scr_sound[ "price" ][ "move_out" ] = "blackout_pri_moveout";
//* Welcome to the new Russia, Captain Price.
addNotetrack_dialogue( "kamarov", "dialog", "meeting", "blackout_kmr_welcome" );
//* The Ultranationalists have BM21s on the other side of the hill. Their rockets have killed hundreds of civilians in the valley below.
addNotetrack_dialogue( "kamarov", "dialog", "meeting", "blackout_kmr_valleybelow" );
//* Hmm<6D>I guess I owe you one.
addNotetrack_dialogue( "kamarov", "dialog", "meeting", "blackout_kmr_oweyouone" );
level.scr_anim[ "kamarov" ][ "meeting" ] = %blackout_meeting_kamarov;
level.scr_anim[ "frnd" ][ "signal_assault_coverstand" ] = %coverstand_hide_idle_wave02;
level.scr_anim[ "frnd" ][ "signal_forward_coverstand" ] = %coverstand_hide_idle_wave01;
level.scr_anim[ "generic" ][ "surprise_1" ] = %parabolic_chessgame_surprise_a;
level.scr_anim[ "generic" ][ "surprise_2" ] = %parabolic_chessgame_surprise_b;
level.scr_anim[ "generic" ][ "idle_1" ][ 0 ] = %parabolic_chessgame_idle_a;
level.scr_anim[ "generic" ][ "idle_2" ][ 0 ] = %parabolic_chessgame_idle_b;
level.scr_anim[ "chess_guy1" ][ "death" ] = %parabolic_chessgame_death_a;
level.scr_anim[ "chess_guy2" ][ "death" ] = %parabolic_chessgame_death_b;
/*
level.scr_anim[ "vip" ][ "death" ] = %blackout_vip_cower_idle;
*/
level.scr_anim[ "vip" ][ "evac" ] = %blackout_bh_evac_1;
level.scr_anim[ "gaz" ][ "evac" ] = %blackout_bh_evac_2;
level.scr_anim[ "price" ][ "evac" ] = %blackout_bh_evac_price;
level.scr_anim[ "price" ][ "evac_flyaway" ] = %blackout_bh_evac_price_flyaway;
level.scr_anim[ "price" ][ "evac_idle" ][ 0 ] = %blackout_bh_evac_price_idle;
addNotetrack_dialogue( "vip", "dialog", "evac", "blackout_nkd_americansattacked" );
addNotetrack_dialogue( "vip", "dialog", "evac", "blackout_nkd_makingamistake" );
addNotetrack_dialogue( "price", "dialog", "evac_flyaway", "blackout_pri_invasion" );
level.scr_anim[ "price" ][ "rescue" ] = %blackout_rescue_price;
//* It's him.
// addNotetrack_dialogue( "price", "dialog", "rescue", "blackout_pri_itshim" );
addNotetrack_customFunction( "price", "dialog", ::vip_rescue_dialogue, "rescue" );
level.scr_anim[ "vip" ][ "idle" ][ 0 ] = %blackout_vip_cower_idle;
level.scr_anim[ "vip" ][ "rescue" ] = %blackout_rescue_vip;
level.scr_sound[ "vip" ][ "rescue" ] = "scn_blackout_vip_rescue";
// addNotetrack_customFunction( "price", "attach_flashlight", ::flashlight_fx_change, "rescue" );
level.scr_anim[ "flashlight_guy" ][ "fl_death" ] = %blackout_flashlightguy_death_only;
level.scr_anim[ "flashlight_guy" ][ "fl_death_local" ] = %blackout_flashlightguy_death_local;
level.scr_anim[ "flashlight_guy" ][ "search" ] = %blackout_flashlightguy_moment2death;
addNotetrack_customFunction( "flashlight_guy", "fire", ::flashlight_fire );
level.scr_anim[ "generic" ][ "casual_patrol_jog" ] = %patrol_jog;
level.scr_anim[ "generic" ][ "casual_patrol_walk" ] = %patrolwalk_tired; // patrolwalk_swagger;
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke_idle" ][ 0 ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "moveout_cqb" ] = %CQB_stand_signal_move_out;
level.scr_anim[ "generic" ][ "moveup_cqb" ] = %CQB_stand_signal_move_up;
level.scr_anim[ "generic" ][ "stop_cqb" ] = %CQB_stand_signal_stop;
level.scr_anim[ "generic" ][ "onme_cqb" ] = %CQB_stand_wave_on_me;
level.scr_anim[ "generic" ][ "signal_moveup" ] = %CQB_stand_signal_move_up;
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" ][ "bored_idle_reach" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "bored_idle" ][ 0 ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "bored_idle" ][ 1 ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "bored_idle" ][ 2 ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "bored_alert" ] = %exposed_idle_twitch_v4; // %patrol_bored_2_combat_alarm;
level.scr_anim[ "generic" ][ "bored_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "bored_cell" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "bored_salute" ] = %patrol_bored_twitch_salute;
level.scr_anim[ "generic" ][ "bored_checkphone" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "bored_cell_loop" ][ 0 ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "sleep_idle" ][ 0 ] = %parabolic_guard_sleeper_idle;
level.scr_anim[ "generic" ][ "sleep_react" ] = %parabolic_guard_sleeper_react;
level.scr_anim[ "generic" ][ "stealth_jog" ] = %patrol_jog;
level.scr_anim[ "generic" ][ "stealth_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "prone_to_stand_1" ] = %hunted_pronehide_2_stand_v1;
level.scr_anim[ "generic" ][ "prone_to_stand_2" ] = %hunted_pronehide_2_stand_v2;
level.scr_anim[ "generic" ][ "prone_to_stand_3" ] = %hunted_pronehide_2_stand_v3;
level.scr_anim[ "generic" ][ "smoking_reach" ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "generic" ][ "smoking_react" ] = %parabolic_leaning_guy_react;
level.scr_anim[ "generic" ][ "prone_dive" ] = %hunted_dive_2_pronehide_v1;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_0" ] = %exposed_idle_reactA;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_1" ] = %exposed_idle_reactB;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_2" ] = %exposed_idle_twitch;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_3" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_4" ] = %run_pain_stumble;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ] = %exposed_idle_twitch_v4;//patrol_bored_2_combat_alarm_short;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_heard_scream" ] = %exposed_idle_twitch_v4;
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" ][ "blind_fire_pistol" ] = %blackout_blind_fire_pistol;
level.scr_anim[ "generic" ][ "blind_fire_pistol_death" ] = %blackout_blind_fire_pistol_death;
// russian screams
addOnStart_animSound( "generic", "blind_hide_fire", "blackout_ru1_scream" );
level.scr_anim[ "generic" ][ "blind_hide_fire" ] = %blackout_blind_hide_fire;
level.scr_anim[ "generic" ][ "blind_hide_fire_death" ] = %blackout_blind_hide_fire_death;
addOnStart_animSound( "generic", "blind_lightswitch", "blackout_ru1_electrician" );
level.scr_anim[ "generic" ][ "blind_lightswitch" ] = %blackout_blind_lightswitch;
level.scr_anim[ "generic" ][ "blind_lightswitch_death" ] = %blackout_blind_lightswitch_death;
addNotetrack_sound( "generic", "switch_up", "blind_lightswitch", "scn_blackout_lightswitch_on" );
addNotetrack_sound( "generic", "switch_down", "blind_lightswitch", "scn_blackout_lightswitch_off" );
addOnStart_animSound( "generic", "blind_wall_feel", "blackout_ru1_sasha" );
level.scr_anim[ "generic" ][ "blind_wall_feel" ] = %blackout_blind_wall_feel;
level.scr_anim[ "generic" ][ "blind_wall_feel_death" ] = %blackout_blind_wall_feel_death;
level.scr_sound[ "generic" ][ "breathing" ] = "blackout_ru4_breathing";
level.scr_anim[ "generic" ][ "smooth_door_open" ] = %hunted_open_barndoor_flathand;
level.scr_anim[ "generic" ][ "standup" ] = %exposed_crouch_2_stand;
// Do it
level.scr_sound[ "price" ][ "do_it" ] = "villagedef_pri_doit";
// This night vision makes it too easy
level.scr_sound[ "price" ][ "this_night_vision" ] = "blackout_pri_nightvision";
// Lets go
level.scr_sound[ "price" ][ "lets_go" ] = "blackout_pri_letsgo2";
//* The Loyalists are expecting us half a klick to the north. Move out.
level.scr_sound[ "price" ][ "expecting_us" ] = "blackout_pri_halfaclick";
level.scr_face[ "price" ][ "expecting_us" ] = %blackout_price_facial_moveout;
//* Well, they won't shoot at us on sight, if that's what you're asking.
level.scr_sound[ "price" ][ "wont_shoot_us" ] = "blackout_pri_shootatus";
//* Then let's get to it.
level.scr_sound[ "price" ][ "lets_get_to_it" ] = "blackout_pri_gettoit";
//* Soap, over here.
level.scr_sound[ "price" ][ "over_here" ] = "blackout_pri_overhere";
//* Sniper team in position. Gaz, cover the left flank.
level.scr_sound[ "price" ][ "in_position" ] = "blackout_pri_leftflank";
// Soap! Hit those machine gunners in the windows!
//* Soap, take out the machine gunners in the windows so Kamarov's men can storm the building!
level.scr_sound[ "price" ][ "machine_gunners_in_windows" ] = "blackout_pri_takeoutmgs";
//* Not a problem. We'll take care of it. Soap, Gaz, let's go!
level.scr_sound[ "price" ][ "not_a_problem" ] = "blackout_pri_takecare";
// Soap, watch the BMP and take out any hostiles you see.
level.scr_sound[ "price" ][ "watch_bmp" ] = "blackout_pri_watchbmp";
// Go - go - go!
level.scr_sound[ "price" ][ "go_go_go" ] = "blackout_pri_gogogo";
//* Soap, get to the edge of the cliff and cover Kamarov's men! Move!
level.scr_sound[ "price" ][ "cover_cliff" ] = "blackout_pri_edgeofcliff";
// Nice work Soap.
level.scr_sound[ "price" ][ "nice_work" ] = "blackout_pri_nicework";
//* Kamarov, we've completed our end of the bargain. Now where is the informant?
level.scr_sound[ "price" ][ "where_is_informant" ] = "blackout_pri_ourbargain";
//* Bloody hell let's move. He may still be alive.
level.scr_sound[ "price" ][ "lets_move" ] = "blackout_pri_stillbealive";
//* Gaz, go around the back and cut the power. Everyone else, get ready!
level.scr_sound[ "price" ][ "cut_the_power" ] = "blackout_pri_cutpower";
//* It's him.
level.scr_sound[ "price" ][ "its_him" ] = "blackout_pri_itshim";
//* Big Bird this Bravo Six. We have the package. Meet us at LZ one. Over.
level.scr_sound[ "price" ][ "have_the_package" ] = "blackout_pri_meetatlz";
//* Let's go! Let's go!
level.scr_sound[ "price" ][ "lets_go_lets_go" ] = "blackout_pri_letsgo";
//* No, their invasion begins in a few hours! Why?
// level.scr_sound[ "price" ][ "invasion_begins" ] = "blackout_pri_invasion";
//* Loyalists eh? Are those are the good Russians or the bad Russians?
level.scr_sound[ "gaz" ][ "loyalists_eh" ] = "blackout_gaz_loyalistseh";
//* That's good enough for me sir.
level.scr_sound[ "gaz" ][ "good_enough" ] = "blackout_gaz_goodenough";
//* Roger. Covering left flank.
level.scr_sound[ "gaz" ][ "cover_left_flank" ] = "blackout_gaz_leftflank";
// Target of opportunity sir. We got a BMP down there.
level.scr_sound[ "gaz" ][ "got_a_bmp" ] = "blackout_gaz_opportunity";
//* Sir, we've got company! Helicopter troops closing in fast!
level.scr_sound[ "gaz" ][ "helicopter_troops" ] = "blackout_gaz_helitroops";
//* Tangos neutralized! All clear!
level.scr_sound[ "gaz" ][ "tangos_neutralized" ] = "blackout_gaz_allclear";
//* May be alive?? I hate bargaining with Kamarov. There's always a bloody catch.
level.scr_sound[ "gaz" ][ "hate_bargaining" ] = "blackout_gaz_maybealive";
//* Soap! Regroup with Captain Price! You can storm the building when I cut the power. Go!
level.scr_sound[ "gaz" ][ "regroup_with_price" ] = "blackout_gaz_regroupprice";
//* Nikolai - are you all right? Can you walk?
level.scr_sound[ "gaz" ][ "are_you_all_right" ] = "blackout_gaz_allright";
// Gaz, do it.
level.scr_sound[ "price" ][ "gaz_do_it" ] = "blackout_pri_gazdoit";
// All right I've cut the power. Go.
level.scr_sound[ "gaz" ][ "i_cut_the_power" ] = "blackout_gaz_ivecutthepower";
//* Bravo Six this is Big Bird. We're on our way. Out.
level.scr_radio[ "on_our_way" ] = "blackout_mhp_onourway";
//* Yes...and I can still fight. Thank you for getting me out of here.
level.scr_sound[ "vip" ][ "yes_can_still_fight" ] = "blackout_nkd_icanstillfight";
//* Have the Americans already attacked Al-Asad?
// level.scr_sound[ "vip" ][ "have_americans_attacked" ] = "blackout_nkd_americansattacked";
//* The Americans are making a mistake. They will never take Al-Asad alive.
// level.scr_sound[ "vip" ][ "making_a_mistake" ] = "blackout_nkd_makingamistake";
// Go! Go! blackout_ru1_gogo
// Understood. Moving into position.
level.scr_sound[ "kamarov" ][ "moving_into_position" ] = "blackout_ru2_movingintoposition";
//* It's all right. It is the SAS. Welcome to the new Russia, Captain Price.
level.scr_sound[ "kamarov" ][ "welcome_to_new_russia" ] = "blackout_kmr_newrussia";
//* I need you and your men to provide us with sniper support.
level.scr_sound[ "kamarov" ][ "provide_sniper" ] = "blackout_kmr_snipersupprt";
//* The Ultranationalists have BM21s on the other side of the hill. Their rockets have killed hundreds of civilians in the valley below.
level.scr_sound[ "kamarov" ][ "bm21s_on_other_side" ] = "blackout_kmr_valleybelow";
//* In return, we will give you the location of your informant.
level.scr_sound[ "kamarov" ][ "give_informant_location" ] = "blackout_kmr_givelocation";
//* Da. This way.
level.scr_sound[ "kamarov" ][ "this_way" ] = "blackout_kmr_thisway";
//* Vanya, move in and prepare to attack. Wait for my signal.
level.scr_sound[ "kamarov" ][ "prepare_to_attack" ] = "blackout_kmr_prepareattack";
//* You should be able to find a good vantage point down that path. Go. Be ready.
level.scr_sound[ "kamarov" ][ "find_good_vantage" ] = "blackout_kmr_beready";
//* Vanya, standby to attack. Sniper team, report.
level.scr_sound[ "kamarov" ][ "standby_to_attack" ] = "blackout_kmr_sniperteam";
//* All units, commence the attack.
level.scr_sound[ "kamarov" ][ "commence_attack" ] = "blackout_kmr_commence";
//* Captain Price, we have an enemy helicopter circling around to the east. Can you hold them off?
level.scr_sound[ "kamarov" ][ "enemy_heli_circling" ] = "blackout_kmr_holdthemoff";
//* Very well. Your informant is being held in the house at the northeast end of the village. Dead or alive you will find him there. Good luck.
level.scr_radio[ "informant_held_in_house" ] = "blackout_kmr_deadoralive";
//* Very well. Your informant is being held in the house at the northeast end of the village. Dead or alive you will find him there. Good luck.
level.scr_sound[ "price" ][ "tango_down" ] = "UK_pri_inform_killfirm_generic_s";
level.scr_sound[ "gaz" ][ "tango_down" ] = "UK_2_inform_killfirm_generic_s";
// dialog[ "generic" ] = "UK_0_inform_killfirm_generic_s";
new_dialogue();
maps\_breach_explosive_left::main();
// patrol_bored_patrolwalk // loping, slow look left and right
// walk_lowready_F // aiming
// patrolwalk_swagger // walks with gun held low
// patrolwalk_bounce
// patrolwalk_tired
// stand_walk_combat_loop
// sniper_escape_price_walk
//level.scr_anim[ "frnd" ][ "signal_cqb_rally_on_me" ] = %cqb_stand_wave_go_v1;
/*
guard_sleeper_idle
guard_sleeper_react
leaning_guy_idle
leaning_guy_smoking_idle
leaning_guy_smoking_twitch
leaning_guy_talk
leaning_guy_trans2idle
leaning_guy_trans2smoke
leaning_guy_twitch
*/
script_models();
player_rappel();
blackhawk_anims();
radio_prec();
}
#using_animtree( "script_model" );
script_models()
{
level.scr_anim[ "chair" ][ "sleep_react" ] = %parabolic_guard_sleeper_react_chair;
level.scr_animtree[ "chair" ] = #animtree;
level.scr_model[ "chair" ] = "com_folding_chair";
level.scr_animtree[ "rope" ] = #animtree;
level.scr_model[ "rope" ] = "rappelrope100_ri";
level.scr_anim[ "player_rope" ][ "rappel_for_player" ] = %sniper_escape_player_start_rappelrope100;
level.scr_animtree[ "player_rope" ] = #animtree;
level.scr_model[ "player_rope" ] = "rappelrope100_le";
level.scr_anim[ "rope" ][ "rappel_end" ] = %sniper_escape_rappel_finish_rappelrope100;
level.scr_anim[ "rope" ][ "rappel_start" ] = %blackout_rappel_start_rappelrope100;
level.scr_anim[ "rope" ][ "rappel_idle" ][ 0 ] = %sniper_escape_rappel_idle_rappelrope100;
level.scr_anim[ "flashlight" ][ "fl_death" ] = %blackout_flashlightguy_death_flashlight;
level.scr_sound[ "flashlight" ][ "fl_death" ] = "scn_blackout_drop_flashlight";
level.scr_anim[ "flashlight" ][ "search" ] = %blackout_flashlightguy_moment2death_flashlight;
level.scr_sound[ "flashlight" ][ "search" ] = "scn_blackout_drop_flashlight_draw";
level.scr_anim[ "flashlight" ][ "rescue" ] = %blackout_rescue_price_flashlight;
level.scr_animtree[ "flashlight" ] = #animtree;
level.scr_model[ "flashlight" ] = "com_flashlight_on";
level.scr_anim[ "player_rope_obj" ][ "rappel_for_player" ] = %sniper_escape_player_start_rappelrope100;
level.scr_animtree[ "player_rope_obj" ] = #animtree;
level.scr_model[ "player_rope_obj" ] = "rappelrope100_le_obj";
}
#using_animtree( "player" );
player_rappel()
{
level.scr_animtree[ "player_rig" ] = #animtree;
level.scr_model[ "player_rig" ] = "viewhands_player_sas_woodland";
level.scr_anim[ "player_rig" ][ "rappel" ] = %sniper_escape_player_rappel;
level.scr_anim[ "player_rig" ][ "player_evac" ] = %blackout_bh_evac_player;
}
#using_animtree( "vehicles" );
blackhawk_anims()
{
level.scr_anim[ "blackhawk" ][ "idle" ][ 0 ] = %blackout_bh_evac_heli_idle;
level.scr_anim[ "blackhawk" ][ "landing" ] = %blackout_bh_evac_heli_land;
level.scr_anim[ "blackhawk" ][ "take_off" ] = %blackout_bh_evac_heli_takeoff;
addNotetrack_customFunction( "blackhawk", "fade", ::blackout_missionsuccess );
level.scr_anim[ "blackhawk" ][ "rotors" ] = %bh_rotors;
level.scr_animtree[ "blackhawk" ] = #animtree;
}
blackout_missionsuccess( guy )
{
maps\_utility::nextmission();
}
radio_prec()
{
// Price: weapons free
level.scr_radio[ "weapons_free" ] = "cargoship_pri_weaponsfree";
// Gaz: roger that
level.scr_radio[ "roger_that" ] = "cargoship_grg_rogerthatradio";
// Price: Go.
level.scr_radio[ "go!" ] = "cargoship_pri_go";
// Price: Watch for movement.
level.scr_radio[ "watch_for_movement" ] = "cargoship_pri_watchmovement";
// Gaz: what's that noise?
level.scr_radio[ "whats_noise" ] = "cargoship_grg_whatsnoise";
}
new_dialogue()
{
//* Good work. There should be a few more guard posts up ahead. Kamarov and his men will be waiting for us in a field to the northwest.
level.scr_sound[ "price" ][ "guard_posts_ahead" ] = "blackout_pri_guardpostsahead";
//
//* You smell that Gaz?
level.scr_sound[ "price" ][ "smell_that" ] = "blackout_pri_smellthatgaz";
//
//* Yeah. Kamarov.
level.scr_sound[ "gaz" ][ "yeah_kam" ] = "blackout_gaz_yeahkamarov";
//
//
//
//* Bloody right you do.
level.scr_sound[ "gaz" ][ "bloody_right" ] = "blackout_gaz_bloodyrightyoudo";
//
//
//* What's the target Kamarov? We've got an informant to recover.
level.scr_sound[ "price" ][ "what_target" ] = "blackout_pri_whattarget";
//* This way. There's a good spot where your sniper can cover my men.
level.scr_sound[ "kamarov" ][ "good_spot" ] = "blackout_kmr_goodspot";
//* Soap, switch to your sniper rifle.
level.scr_sound[ "price" ][ "switch_sniper" ] = "blackout_pri_switchtosniper";
//* Soap, take out the machine gunners in the windows, 10 o'clock low!
level.scr_sound[ "price" ][ "mg_windows" ] = "blackout_pri_mgwindows";
// Shoot those machine gunners through the wall. They're in the near building, below on the left.
level.scr_sound[ "price" ][ "mg_walls" ] = "blackout_pri_mgwalls";
// Hit the other machine gunner through the wall.
level.scr_sound[ "price" ][ "other_mg_wall" ] = "blackout_pri_othermgwall";
// Soap, hit those machine gunners, 10 o'clock low!
level.scr_sound[ "price" ][ "mg_low" ] = "blackout_pri_mglow";
// Nice shot. MacMillan would be impressed.
level.scr_sound[ "price" ][ "macmillan_impressed" ] = "blackout_pri_impressed";
// Damn, enemy helicopters!
level.scr_sound[ "kamarov" ][ "damn_helis" ] = "blackout_kmr_damnhelis";
// You didn't say there would be helicopters Kamarov.
level.scr_sound[ "price" ][ "you_didnt_say" ] = "blackout_pri_youdidntsay";
// I didn't say there wouldn't be any either. We need to protect my men from those helicopter troops. This way!
level.scr_sound[ "kamarov" ][ "need_protect" ] = "blackout_kmr_needtoprotect";
// Make it quick Kamarov, I want that informant<6E>
level.scr_sound[ "price" ][ "make_quick" ] = "blackout_pri_makeitquick";
// You have nothing to worry about. We'll take out the BM21s and carve a path straight to your informant Captain Price.
level.scr_sound[ "kamarov" ][ "nothing_to_worry" ] = "blackout_kmr_nothingtoworry";
// We should just beat it out of him sir.
level.scr_sound[ "gaz" ][ "beat_it_out" ] = "blackout_gaz_beatitoutofhim";
// Not yet.
level.scr_sound[ "price" ][ "not_yet" ] = "blackout_pri_notyet";
// What is your status? How much longer do you need? All right, I'll keep stalling them.
level.scr_sound[ "kamarov" ][ "stalling" ] = "blackout_kmr_stalling";
// Captain Price, my men have run into heavy resistance. Help me support them from the cliffs.
level.scr_sound[ "kamarov" ][ "heavy_resistance" ] = "blackout_kmr_heavyresistance";
// What about our informant? He's running out of time!
level.scr_sound[ "price" ][ "our_informant" ] = "blackout_pri_ourinformant";
// Then help us! The further my men can get into this village, the closer we will be to securing your informant!
level.scr_sound[ "kamarov" ][ "then_help" ] = "blackout_kmr_thenhelpus";
// Good! Now we are making progress. Follow me to the power station.
level.scr_sound[ "kamarov" ][ "making_progress" ] = "blackout_kmr_makingprogress";
// Look. The final assault has already begun. With a little more of your sniper support we are sure to be victorious. Captain Price, I need to ask one more favor of you and your men - (gets cut off)
level.scr_sound[ "kamarov" ][ "final_assault" ] = "blackout_kmr_finalassault";
// Enough sniping! Where is the informant?
level.scr_sound[ "gaz" ][ "enough_sniping" ] = "blackout_gaz_enoughsniping";
// What are you doing - are you out of your mind? Who do you think you are you - (cut off by Gaz)
level.scr_sound[ "kamarov" ][ "russian_out_of_mind" ] = "blackout_kmr_outofmind";
// What are you doing - are you out of your mind? Who do you think you are you - (cut off by Gaz)
level.scr_sound[ "kamarov" ][ "english_out_of_mind" ] = "blackout_kmr_areyououteng";
// Where..IS he?
level.scr_sound[ "gaz" ][ "where_is" ] = "blackout_gaz_whereishe";
// The house (cough)... the house at the northeast end of the village!
level.scr_sound[ "kamarov" ][ "the_house" ] = "blackout_kmr_thehouse";
// Well that wasn't so hard was it? Now go sit in the corner.
level.scr_sound[ "gaz" ][ "wasnt_that_hard" ] = "blackout_gaz_thatwasntsohard";
// Soap, Gaz. We've got to reach that house before anything happens to the informant. Let's go!
level.scr_sound[ "price" ][ "reach_that_house" ] = "blackout_pri_reachthathouse";
// Soap, get down here, move!
level.scr_sound[ "price" ][ "get_down_here" ] = "blackout_pri_getdownhere";
// Soap - plant some claymores in front of the door, then get their attention.
level.scr_sound[ "price" ][ "plant_claymore" ] = "blackout_gaz_plantsomeclaymores";
}