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