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

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#include maps\_anim;
#using_animtree("generic_human");
main()
{
animated_model_setup();
level.scr_anim[ "dumpsterGuy" ][ "dumpster_idle1" ][ 0 ] = %bog_b_dumpster_guy1_idle;
level.scr_anim[ "dumpsterGuy" ][ "dumpster_peek" ] = %bog_b_dumpster_guy1_peek;
level.scr_anim[ "dumpsterGuy" ][ "dumpster_idle2_reach" ] = %bog_b_dumpster_guy1_push_idle;
level.scr_anim[ "dumpsterGuy" ][ "dumpster_idle2" ][ 0 ] = %bog_b_dumpster_guy1_push_idle;
level.scr_anim[ "dumpsterGuy" ][ "dumpster_push" ] = %bog_b_dumpster_guy1_push;
level.scr_anim[ "price" ][ "dumpster_push" ] = %bog_b_dumpster_guy2_push;
level.scr_anim[ "alley_door_kicker_left" ][ "idle" ][ 0 ] = %breach_kick_stackl1_idle;
level.scr_anim[ "alley_door_kicker_left" ][ "idle_reach" ] = %breach_kick_stackl1_idle;
level.scr_anim[ "alley_door_kicker_left" ][ "enter" ] = %breach_kick_stackl1_enter;
level.scr_anim[ "alley_door_kicker_right" ][ "enter" ] = %breach_kick_kickerr1_enter;
level.scr_sound[ "alley_door_kicker_right" ][ "enter" ] = "bog_gm1_breaching"; // "Breaching breaching!"
addNotetrack_customFunction( "alley_door_kicker_right", "kick", maps\bog_b::alley_doorOpen );
// guy in stand casual pose tells you to stop as you walk in the room
level.scr_anim[ "guard" ][ "stop" ] = %bog_b_guard_stop;
level.scr_sound[ "guard" ][ "stop" ] = "bog_gm4_holdhere"; // "Hold up! There's a T-72 movin' up the road!"
level.scr_anim[ "guard" ][ "react" ] = %bog_b_guard_react;
level.scr_anim[ "guard" ][ "celebrate" ] = %hunted_celebrate;
level.scr_anim[ "gm1" ][ "celebrate" ] = %hunted_celebrate;
level.scr_anim[ "gm2" ][ "celebrate" ] = %hunted_celebrate;
level.scr_anim[ "gm3" ][ "celebrate" ] = %hunted_celebrate;
level.scr_anim[ "gm4" ][ "celebrate" ] = %hunted_celebrate;
level.scr_anim[ "gm5" ][ "celebrate" ] = %hunted_celebrate;
// price calls in the position of the tank to the m1a1 friendly tank
level.scr_anim[ "price" ][ "casual_2_spot" ] = %bog_b_spotter_casual_2_spot;
level.scr_anim[ "price" ][ "spot_2_casual" ] = %bog_b_spotter_spot_2_casual;
level.scr_anim[ "price" ][ "spot" ][ 0 ] = %bog_b_spotter_spot_idle;
level.scr_anim[ "price" ][ "spot" ][ 1 ] = %bog_b_spotter_spot_twitch;
level.scr_anim[ "price" ][ "react" ] = %bog_b_spotter_react;
level.scr_anim[ "casualcrouch" ][ "react" ] = %bog_b_casualcrouch_react;
if ( !isdefined( level.scr_animtree ) )
level.scr_animtree = [];
dumpster_anims();
tank_crush_anims();
tank_explode_anims();
dialog();
}
#using_animtree( "script_model" );
dumpster_anims()
{
level.scr_animtree[ "dumpster" ] = #animtree;
level.scr_anim[ "dumpster" ][ "dumpster_idle1" ][ 0 ] = %bog_b_dumpster_guy1_idle_dumpster;
level.scr_anim[ "dumpster" ][ "dumpster_peek" ] = %bog_b_dumpster_guy1_peek_dumpster;
level.scr_anim[ "dumpster" ][ "dumpster_idle2" ][ 0 ] = %bog_b_dumpster_guy1_push_idle_dumpster;
level.scr_anim[ "dumpster" ][ "dumpster_push" ] = %bog_b_dumpster_guy1_push_dumpster;
}
#using_animtree( "vehicles" );
tank_crush_anims()
{
level.scr_animtree[ "tank_crush" ] = #animtree;
level.scr_anim[ "truck" ][ "tank_crush" ] = %pickup_tankcrush_front;
level.scr_anim[ "tank" ][ "tank_crush" ] = %tank_tankcrush_front;
level.scr_sound[ "tank_crush" ] = "bog_tank_crush_truck";
level.scr_sound[ "tank_crush2" ] = "bog_tank_crush_truck2";
}
#using_animtree( "vehicles" );
tank_explode_anims()
{
level.scr_animtree[ "tank_explosion" ] = #animtree;
level.scr_anim[ "tank" ][ "explosion1" ] = %bog_b_tank_explosion;
level.scr_anim[ "tank" ][ "explosion2" ] = %bog_b_tank_explosion2;
}
dialog()
{
//Generic Marine 1
level.scr_sound[ "marine1" ][ "getyourass" ] = "bog_gm1_getyourass";
level.scr_sound[ "marine1" ][ "rightflank" ] = "bog_gm1_rightflank";
//Generic Marine 2
level.scr_sound[ "marine2" ][ "enemyair" ] = "bog_gm2_enemyair";
//Tank Commander
level.scr_sound[ "tank_commander" ][ "wereclear" ] = "bog_tcm_wereclear";
level.scr_sound[ "tank_commander" ][ "possibleambush" ] = "bog_tcm_possibleambush";
level.scr_sound[ "tank_commander" ][ "standclear" ] = "bog_tcm_standclear";
level.scr_sound[ "tank_commander" ][ "cleartoadvance" ] = "bog_tcm_cleartoadvance";
level.scr_sound[ "tank_commander" ][ "rogermoving" ] = "bog_tcm_rogermoving";
level.scr_sound[ "tank_commander" ][ "movingup" ] = "bog_tcm_movingup";
level.scr_sound[ "tank_commander" ][ "3story11_2ndfloor" ] = "bog_tcm_3story11_2ndfloor";
level.scr_sound[ "tank_commander" ][ "3story1130_2ndfloor" ]= "bog_tcm_3story1130_2ndfloor";
level.scr_sound[ "tank_commander" ][ "2story1_ground" ] = "bog_tcm_2story1_ground";
level.scr_sound[ "tank_commander" ][ "2story1_2ndfloor" ] = "bog_tcm_2story1_2ndfloor";
level.scr_sound[ "tank_commander" ][ "3story1230_2ndfloor" ]= "bog_tcm_3story1230_2ndfloor";
level.scr_sound[ "tank_commander" ][ "fire" ] = "bog_tcm_fire1";
level.scr_sound[ "tank_commander" ][ "switchmanual" ] = "bog_tcm_switchmanual"; // "Roger that Bravo Six, I got him on thermal, switching to manual."
level.scr_sound[ "tank_commander" ][ "takeshot" ] = "bog_tcm_takeshot"; // "Takin' the shot."
//Tank Loader
level.scr_sound[ "tank_loader" ][ "up1" ] = "bog_tld_up1";
level.scr_sound[ "tank_loader" ][ "up2" ] = "bog_tld_up2";
level.scr_sound[ "tank_loader" ][ "up3" ] = "bog_tld_up3";
level.scr_sound[ "tank_loader" ][ "up4" ] = "bog_tld_up4";
//Tank Gunner
level.scr_sound[ "tank_gunner" ][ "targetacquired1" ] = "bog_tgn_targetacquired1";
level.scr_sound[ "tank_gunner" ][ "targetacquired2" ] = "bog_tgn_targetacquired2";
level.scr_sound[ "tank_gunner" ][ "targetacquired3" ] = "bog_tgn_targetacquired3";
//Captain Price
level.scr_sound[ "price" ][ "grabrpg" ] = "bog_pri_grabrpg";
level.scr_sound[ "price" ][ "watchrooftops" ] = "bog_pri_watchrooftops";
level.scr_sound[ "price" ][ "rogermoveup" ] = "bog_pri_rogermoveup";
level.scr_sound[ "price" ][ "roger" ] = "bog_pri_roger";
level.scr_sound[ "price" ][ "keeppinned" ] = "bog_pri_keeppinned"; // "Private, keep 'em pinned down from here! Alpha! Lets' head out back and flank 'em from the right!! Move!!!"
level.scr_sound[ "grigsby" ][ "staysharp" ] = "bog_grg_staysharp"; // "They's pullin' back...stay sharp, could be a trap."
level.scr_sound[ "mgkiller_right" ][ "comingleft" ] = "bog_gm1_comingleft"; // "Bravo Six, this is Charlie Two Delta. We're comin' in from your left side at the far end. Hold your fire, we're almost at the door over."
level.scr_sound[ "price" ][ "rogerthat" ] = "bog_pri_rogerthat"; // "Roger that!"
level.scr_sound[ "price" ][ "t72behind" ] = "bog_pri_t72behind"; // "Warpig! T-72 behind the building at your 10 o'clock! Can you engage over!!"
level.scr_sound[ "gm1" ][ "callit" ] = "bog_gm1_callit"; // "Anyone wanna call it? I'm thinkin' thirty feet."
level.scr_sound[ "gm2" ][ "afterlast" ] = "bog_gm2_afterlast"; // "After the last time? Whatever man, I say fifty."
level.scr_sound[ "gm1" ][ "youreon" ] = "bog_gm1_youreon"; // "Ok you're on."
level.scr_sound[ "gm1" ][ "wooyeah" ] = "bog_gm1_wooyeah"; // "WOOOOOO!!!! YEAH!!!! Woo!!!"
level.scr_sound[ "gm2" ][ "holyshit" ] = "bog_gm2_holyshit"; // "HOLY shit did you see that???"
level.scr_sound[ "gm3" ][ "hellyeah" ] = "bog_gm3_hellyeah"; // "Hell yeah that turret flew like a fuckin' bird man!!!"
level.scr_sound[ "gm4" ][ "yeahwoo" ] = "bog_gm4_yeahwoo"; // "Yeah!!! Woooo!!!!"
level.scr_sound[ "gm5" ][ "talkinabout" ] = "bog_gm4_talkinabout"; // "YEAHHHHH!!!! That's what I'm talkin' 'bout baby!!!"
level.scr_sound[ "price" ][ "niceshootingpig" ] = "bog_pri_niceshootingpig"; // "Nice shootin' Warpig. Lots o' secondaries. Now let's get the hell outta here."
level.scr_sound[ "tank_commander" ][ "wethereyet" ] = "bog_tcm_wethereyet"; // "Roger that Bravo Six. So<53>uh, hehe, are we there yet?"
level.scr_sound[ "tank_commander" ][ "comingthrough" ] = "bog_tcm_comingthrough"; // "Comin' through."
level.scr_sound[ "hq_radio" ][ "statusover" ] = "bog_hqr_statusover"; // "Bravo Six, 2nd Platoon is moving to rendezvous near your location, what's your status over?"
level.scr_sound[ "price" ][ "cargo" ] = "bog_pri_cargo"; // "Precious cargo is intact and en route. We're almost at Highway 4 and should make visual contact shortly with 2nd Platoon. Out."
level.scr_sound[ "saknight" ][ "getonboard" ] = "bog_mhp_getonboard"; // "Lt. Vasquez, this is Outlaw Two-Five. The Task Force is moving in to capture Al-Asad. It's all hands on deck for this one so get on board, over."
level.scr_sound[ "price" ][ "fixonposition" ] = "bog_pri_fixonposition"; // "Roger that! Marines! We just got a fix on Al-Asad's position! Everyone on board! Let's go!"
}
#using_animtree ("animated_props");
animated_model_setup()
{
level.anim_prop_models["foliage_tree_palm_tall_1"]["still"] = %palmtree_tall1_still;
level.anim_prop_models["foliage_tree_palm_tall_1"]["strong"] = %palmtree_tall1_sway;
level.anim_prop_models["foliage_tree_palm_med_1"]["still"] = %palmtree_med1_still;
level.anim_prop_models["foliage_tree_palm_med_1"]["strong"] = %palmtree_med1_sway;
level.anim_prop_models["foliage_tree_palm_bushy_2"]["still"] = %palmtree_bushy2_still;
level.anim_prop_models["foliage_tree_palm_bushy_2"]["strong"] = %palmtree_bushy2_sway;
level.anim_prop_models["foliage_tree_palm_bushy_1"]["still"] = %palmtree_bushy1_still;
level.anim_prop_models["foliage_tree_palm_bushy_1"]["strong"] = %palmtree_bushy1_sway;
}
/*
Generic Arabic 1:
(In Arabic) "Let them enter, then attack them once they've passed!"
bog_as1_letenter
Generic Arabic 2:
(In Arabic) "They're downstairs, get ready"
bog_as2_getready
Generic Marine 1:
"Throwing flash."
bog_gm1_throwflash
Generic Marine 2:
"Tango down."
bog_gm2_tangodown
Generic Marine 3:
"Go! Go! Go!"
bog_gm3_gogogo
Generic Marine 1:
"CLEAR!"
bog_gm4_clear
Generic Marine 2:
"CLEAR UP!"
bog_gm1_clearup
Generic Marine 4:
"GET DOWN!!!!"
bog_gm2_getdown
Generic Marine 5:
"INCOMING!!!"
bog_gm3_incoming
Tank Commander ( Radio ):
"Bravo Six, this is Warpig. Bad news - we're down to one H.E. round and a couple of sabots for the main gun. Over."
bog_tcm_lowammo
Price:
"You got any GOOD news to go with that, over?"
bog_pri_anygoodnews
Tank Commander ( Radio ):
"Roger that. We have 8000 rounds of .50cal"
bog_tcm_noworries
Tank Commander ( Radio ):
"Never mind, make that 7000 rounds. We'll suppress 'em from here until you can flush 'em out of the buildings. Warpig out."
bog_tcm_pinneddown
Price:
"Warpig, this is Bravo Six! My men are taking heavy fire from the bus, over!!!"
bog_pri_firefrombus
Tank Commander ( Radio ):
"Bravo Six, be advised, we're down to our last high explosive round, over."
bog_tcm_lasthe
Price:
"Roger! Now do it!!!"
bog_pri_nowdoit
Tank Commander ( Radio ):
"You got it. Gunner! Bus at 12 o'clock!"
bog_tcm_yougotit
Tank Gunner:
"Target acquired!!!"
bog_tgn_targetacquired
Tank Commander ( Radio ):
"FIRE!!!"
bog_tcm_firealt
*/