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

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#include maps\_anim;
#using_animtree("generic_human");
main()
{
level.scr_anim[ "price" ][ "tank_talk" ] = %bog_a_tank_dialogue;
level.scr_anim[ "left_guy" ][ "tank_talk" ] = %bog_a_tank_dialogue_guyL;
level.scr_anim[ "right_guy" ][ "tank_talk" ] = %bog_a_tank_dialogue_guyR;
level.scr_anim[ "price" ][ "tank_talk_idle" ][ 0 ] = %bog_a_tank_dialogue_idle;
level.scr_anim[ "left_guy" ][ "tank_talk_idle" ][ 0 ] = %bog_a_tank_dialogue_guyL_idle;
level.scr_anim[ "right_guy" ][ "tank_talk_idle" ][ 0 ] = %bog_a_tank_dialogue_guyR_idle;
//Listen up. We dont have much time to get this tank outta here.
//Well take up defensive positions around the bog here, here, and here, and buy
//the engineers some time to get the tank moving. Oorah?
// level.scr_sound[ "price" ][ "tank_talk" ] = "bog_vsq_donthavemuchtime";
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_listenup" );
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_donthavemuchtime" );
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_defensivepositions" );
addNotetrack_dialogue( "price", "dialog", "tank_talk", "bog_vsq_oorah" );
// Alpha Six what's your status over?
level.scr_radio[ "alphasixstatus" ] = "bog_a_vsq_alphasixstatus";
//All right lets move out! Secure the southern approach, move!
level.scr_sound[ "price" ][ "letsmoveout" ] = "bog_a_vsq_letsmoveout";
//Two Charlie, Bravo Six! Requesting air support for fire mission, over!
level.scr_sound[ "price" ][ "twocharliebravosix" ] = "bog_a_vsq_twocharliebravosix";
// Carver! Find that ZPU and take it out so we can get some air support! Lopez! Gaines! Cover him!
level.scr_sound[ "price" ][ "jacksonfindzpu" ] = "bog_a_vsq_Jacksonfindzpu";
//Roger that!
level.scr_sound[ "marine" ][ "rogerthat" ] = "bog_a_gm1_rogerthat";
//Carver, plant the C4 on the gun, move!
level.scr_sound[ "marine" ][ "plantc4" ] = "bog_gm1_plantc4";
//Good job, let's get to a safe distance!
level.scr_sound[ "marine" ][ "goodjob" ] = "bog_gm1_goodjob";
//We're good to go! Carver - do it!
level.scr_sound[ "marine" ][ "jacksondoit" ] = "bog_gm1_Jacksondoit";
//Vampire Six-Four! Fire mission at grid 238165! Were lightin up the target!! Confirm!
level.scr_sound[ "price" ][ "vampiresixfour" ] = "bog_vsq_vampiresixfour";
//Command, LZ is secure. Bring in the engineers and lets get this tank moving.
level.scr_sound[ "price" ][ "lzissecure" ] = "bog_vsq_lzissecure";
//Squad, regroup at the tank, lets go!
level.scr_sound[ "left_guy" ][ "regroupattank" ] = "bog_blk_regroupattank";
//level.scr_radio[ "regroupattank" ] = "bog_blk_regroupattank";
//Listen up. We dont have much time to get this tank outta here.
//Well take up defensive positions around the bog here, here, and here, and buy
//the engineers some time to get the tank moving. Oorah?
level.scr_sound[ "price" ][ "donthavemuchtime" ] = "bog_vsq_donthavemuchtime";
//Listen up.
level.scr_sound[ "price" ][ "listen_up" ] = "bog_vsq_listenup";
//we don't have much time to get this tank outta here
level.scr_sound[ "price" ][ "dont_have_much_time" ] = "bog_vsq_donthavemuchtime";
//we'll take up defensive positions around the bog here, here, and here, and buy the engineers some time to get the tank moving.
level.scr_sound[ "price" ][ "defensive_positions" ] = "bog_vsq_defensivepositions";
//oorah
level.scr_sound[ "price" ][ "oorah" ] = "bog_vsq_oorah";
//Oorah.
level.scr_sound[ "gm1" ][ "oorah" ] = "bog_gm1_oorah";
//Oorah.
level.scr_sound[ "gm2" ][ "oorah" ] = "bog_gm2_oorah";
//Oorah.
level.scr_sound[ "gm3" ][ "oorah" ] = "bog_gm3_oorah";
//All right, move out!
level.scr_sound[ "price" ][ "allrightmoveout" ] = "bog_vsq_allrightmoveout";
// ************************************************************************************
// RADIO
// ************************************************************************************
// We're still surrounded sir! There's just the four of us left but the tank's still ok Over!
level.scr_radio[ "stillsurrounded" ] = "bog_a_gm1_stillsurrounded";
// Contacts to the east and more flanking to the south! Hold the perimeter!!!
level.scr_radio[ "contactseast" ] = "bog_a_vsq_contactseast";
// They're movin' in with detpacks! Don't let 'em get close to the tank!
level.scr_radio[ "movingindetpacks" ] = "bog_a_vsq_movingindetpacks";
// Be advised, our main gun is offline but we still have the co-ax machine gun, out.
level.scr_radio[ "maingunsoffline" ] = "bog_tcm_maingunsoffline";
// Carver this is Price. We're in danger of being overrun. Pull back to the tank now!
level.scr_radio[ "dangeroverrun" ] = "bog_a_vsq_dangeroverrun";
// Carver this is Price! You tryin' to go AWOL? Pull back to the tank, now!
level.scr_radio[ "jacksonawol" ] = "bog_a_vsq_Jacksonawol";
// Carver this is Price. Fall back to the tank, that's an order.
level.scr_radio[ "fallbacktank" ] = "bog_a_vsq_fallbacktank";
// Bravo Six, be advised, more hostiles assembling to the west of your position over.
level.scr_radio[ "morewest" ] = "bog_a_hqr_morewest";
// All right lets move out! Secure the western approach, move!
level.scr_radio[ "securewest" ] = "bog_a_vsq_securewest";
// Uh, negative Bravo Six, there's an enemy ZPU to the south of your position.
// Until you take it out, we can NOT risk sending in any more choppers over.
level.scr_radio[ "negativebravo" ] = "bog_a_hqr_negativebravo";
// Carver, I've got air support on the way but they need our exact location.
// Plant the IR beacon and get their attention. Out.
level.scr_radio[ "plantbeacon" ] = "bog_a_vsq_plantbeacon";
//They've got that building buttoned up! We need to call in the air support!! Jackson! Plant the IR beacon!!
level.scr_radio[ "buttonedup" ] = "bog_a_vsq_buttonedup";
//Where - is - the - air suppooort???!
level.scr_radio[ "whereistheairsupport" ] = "bog_gm1_airsupport";
//We can't take that building without some air support! Jackson! Plant the beacon!!!
level.scr_radio[ "canttakebuilding" ] = "bog_gm2_plantbeacon";
//Those machine guns are rippin' us apart! Jackson! Plant the IR beacon and get those choppers over here! Now!
level.scr_radio[ "rippingusapart" ] = "bog_a_vsq_rippingusapart";
// Standby.
level.scr_radio[ "standby" ] = "bog_plt_standby";
// Ok, positive ID on your sparkle. Were comin in hot from the northeast.
level.scr_radio[ "cominhot" ] = "bog_plt_cominhot";
//Uh, two, you see anyone left down there?
level.scr_radio[ "seeanyoneleft" ] = "bog_cop_negative";
//Negative, we got em.
level.scr_radio[ "negative" ] = "bog_plt_seeanyoneleft";
//Roger that. All targets destroyed and were outta here. Good luck boys. Out.
level.scr_radio[ "alltargetsdestroyed" ] = "bog_plt_alltargetsdestroyed";
//Roger that. Theyre on the way. Good work. Out.
level.scr_radio[ "goodworkout" ] = "bog_hqr_goodworkout";
//Price on headset
//bog_radio_dialogue
//Price next to tank standing idle
//bog_a_tank_dialogue_idle
//Price talking
//bog_a_tank_dialogue
//Friendly stepping out of the way as player approaches
//bog_a_tank_dialogue_guyL
//bog_a_tank_dialogue_guyL_idle
//Friendly stepping out of the way as player approaches
//bog_a_tank_dialogue_guyR
//bog_a_tank_dialogue_guyR_idle
}