529 lines
26 KiB
Text
529 lines
26 KiB
Text
#include maps\_anim;
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main()
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{
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anim_gen_human();
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anim_door();
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anim_chair();
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anim_seaknight();
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anim_sea();
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anim_player();
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dialogue();
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}
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#using_animtree("generic_human");
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dialogue()
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{
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//RIDE IN
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//base plate this is hammer two four, we have visual on the target, eta 60 seconds
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level.scr_radio[ "cargoship_hp1_baseplatehammertwo" ] = "cargoship_hp1_baseplatehammertwo";
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//copy two four
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level.scr_radio[ "cargoship_hqr_copytwofour" ] = "cargoship_hqr_copytwofour";
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//30 seconds, going dark
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level.scr_radio[ "cargoship_hp1_thirtysecdark" ] = "cargoship_hp1_thirtysecdark";
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//crew expenable, lock and load
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level.scr_radio[ "cargoship_pri_crewexpend" ] = "cargoship_pri_crewexpend";
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//ten seounds
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level.scr_radio[ "cargoship_hp1_tensecondsradio" ] = "cargoship_hp1_tensecondsradio";
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//radio check, going to secure channel
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level.scr_radio[ "cargoship_hp1_radiocheck" ] = "cargoship_hp1_radiocheck";
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//green light, go go go
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level.scr_radio[ "cargoship_hp1_greenlightgoradio" ] = "cargoship_hp1_greenlightgoradio";
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//BRIDGE
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//bridge secure
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level.scr_radio[ "cargoship_gm1_bridgesecure" ] = "cargoship_gm1_bridgesecure";
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//weapons free
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level.scr_radio[ "cargoship_pri_weaponsfree" ] = "cargoship_pri_weaponsfree";
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//griggs, stay in the bird till we secure the deck, over
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level.scr_radio[ "cargoship_pri_holdyourfire" ] = "cargoship_pri_holdyourfire";
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//roger that
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level.scr_radio[ "cargoship_grg_rogerthat" ] = "cargoship_grg_rogerthat";
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//squad on me
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level.scr_radio[ "cargoship_pri_squadonme" ] = "cargoship_pri_squadonme";
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//QUARTERS
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//stairs clear
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level.scr_radio[ "cargoship_pri_stairsclear" ] = "cargoship_pri_stairsclear";
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//hallway clear
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level.scr_radio[ "cargoship_pri_hallwayclear" ] = "cargoship_pri_hallwayclear";
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//Crew quarters clear. Move up.
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level.scr_radio[ "cargoship_pri_crewquarters" ] = "cargoship_pri_crewquarters";
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//move up
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level.scr_radio[ "cargoship_pri_moveup" ] = "cargoship_pri_moveup";
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//DECK
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//forward deck is clear, green light on alpha, go
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level.scr_radio[ "cargoship_hp1_forwarddeckradio" ] = "cargoship_hp1_forwarddeckradio";
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//Ready sir.
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level.scr_radio[ "cargoship_grg_readysir" ] = "cargoship_grg_readysir";
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//Fan out. Three metre spread.
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level.scr_radio[ "cargoship_pri_fanout" ] = "cargoship_pri_fanout";
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//Got two on the platform.
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level.scr_radio[ "cargoship_grg_gottwo" ] = "cargoship_grg_gottwo";
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//i see 'em
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level.scr_radio[ "cargoship_pri_iseeem" ] = "cargoship_pri_iseeem";
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//We got company..
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level.scr_radio[ "cargoship_grg_gotcompany" ] = "cargoship_grg_gotcompany";
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//Hammer two-four, we got tangos on the 2nd floor.
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level.scr_radio[ "cargoship_pri_tangos2ndfl" ] = "cargoship_pri_tangos2ndfl";
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//Copy, engaging.
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level.scr_radio[ "cargoship_hp1_copyengaging" ] = "cargoship_hp1_copyengaging";
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//Bravo Six, Hammer is at bingo fuel. We're buggin out. Big Bird will be on station for evac in ten.
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level.scr_radio[ "cargoship_hp1_bingofuel" ] = "cargoship_hp1_bingofuel";
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//Copy Hammer.
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level.scr_radio[ "cargoship_pri_copyhammer" ] = "cargoship_pri_copyhammer";
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//HALLWAYS
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//Wallcroft, Griffen, cover our six. The rest of you, on me.
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level.scr_radio[ "cargoship_pri_restonme" ] = "cargoship_pri_restonme";
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//I like to keep this for close encounters.
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level.scr_radio[ "cargoship_grg_closeencounters" ] = "cargoship_grg_closeencounters";
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//Too right mate.
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level.scr_radio[ "cargoship_gm1_tooright" ] = "cargoship_gm1_tooright";
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//On my mark - go.
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level.scr_radio[ "cargoship_pri_onmymark" ] = "cargoship_pri_onmymark";
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//Check your corners<72>
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level.scr_radio[ "cargoship_pri_checkcorners" ] = "cargoship_pri_checkcorners";
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//...check those corners!
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level.scr_radio[ "cargoship_pri_checkthose" ] = "cargoship_pri_checkthose";
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//CARGOHOLD 1
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//keep it tight
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level.scr_radio[ "cargoship_pri_keepittight" ] = "cargoship_pri_keepittight";
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//Gotcha covered, move up.
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level.scr_radio[ "cargoship_gm1_moveup" ] = "cargoship_gm1_moveup";
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//Griggs, right side.
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level.scr_radio[ "cargoship_pri_rightside" ] = "cargoship_pri_rightside";
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//I'm on it.
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level.scr_radio[ "cargoship_grg_onit" ] = "cargoship_grg_onit";
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//Standing by.
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level.scr_radio[ "cargoship_gm1_standingby" ] = "cargoship_gm1_standingby";
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//Move.
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level.scr_radio[ "cargoship_pri_move" ] = "cargoship_pri_move";
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//Stack up.
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level.scr_radio[ "cargoship_pri_stackup" ] = "cargoship_pri_stackup";
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//One ready.
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level.scr_radio[ "cargoship_grg_oneready" ] = "cargoship_grg_oneready";
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//Two ready.
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level.scr_radio[ "cargoship_gm1_twoready" ] = "cargoship_gm1_twoready";
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//Go.
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level.scr_radio[ "cargoship_pri_go" ] = "cargoship_pri_go";
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//CARGOHOLD 2
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//Zero movement.
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level.scr_radio[ "cargoship_grg_zeromovement" ] = "cargoship_grg_zeromovement";
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//looks quiet
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level.scr_radio[ "cargoship_gm1_looksquiet" ] = "cargoship_gm1_looksquiet";
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//Stay frosty.
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level.scr_radio[ "cargoship_pri_stayfrosty" ] = "cargoship_pri_stayfrosty";
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//The objective should be in the next room.
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level.scr_radio[ "cargoship_pri_nextroom" ] = "cargoship_pri_nextroom";
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//Standby. On my go.
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level.scr_radio[ "cargoship_pri_standby" ] = "cargoship_pri_standby";
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//Flashbang out.
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level.scr_radio[ "cargoship_pri_flashbangout" ] = "cargoship_pri_flashbangout";
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//CARGOHOLD 3
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//Report - All clear?
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level.scr_radio[ "cargoship_pri_report" ] = "cargoship_pri_report";
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//Roger that, room's empty. Nobody's home.
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level.scr_radio[ "cargoship_grg_roomsempty" ] = "cargoship_grg_roomsempty";
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//Baseplate, no sign of the package, over.
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level.scr_sound[ "escape" ][ "cargoship_pri_packagesecured" ] = "cargoship_pri_packagesecured";
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//That doesn't sound like russian
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level.scr_radio[ "cargoship_grg_soundrussian" ] = "cargoship_grg_soundrussian";
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//Sir, over here! You might want to take a look at this.
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//level.scr_radio[ "cargoship_grg_strongreading" ] = "cargoship_grg_strongreading";
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//Bravo Six, Evac is topside and standing by. Bogies are 20 miles out and closing fast. You guys need to get the hell off that ship right now, over.
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level.scr_radio[ "cargoship_hqr_notime" ] = "cargoship_hqr_notime";
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//Fast movers. Probably MiGs. We'd better go..
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level.scr_sound[ "escape" ][ "cargoship_grg_fastmovers" ] = "cargoship_grg_fastmovers";
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level.scr_sound[ "escape" ][ "cargoship_pri_getmanifestmove" ] = "cargoship_pri_getmanifestmove";
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level.scr_sound[ "escape" ][ "cargoship_pri_macgetmanifest" ] = "cargoship_pri_macgetmanifest";
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level.scr_sound[ "escape" ][ "cargoship_pri_donthavetime" ] = "cargoship_pri_donthavetime";
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level.scr_sound[ "escape" ][ "cargoship_pri_getmanifest" ] = "cargoship_pri_getmanifest";
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level.scr_sound[ "escape" ][ "cargoship_pri_gottamove" ] = "cargoship_pri_gottamove";
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level.scr_sound[ "escape" ][ "cargoship_pri_manifestletsgo" ] = "cargoship_pri_manifestletsgo";
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level.scr_sound[ "escape" ][ "cargoship_pri_topside" ] = "cargoship_pri_topside";
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level.scr_sound[ "escape" ][ "cargoship_grg_strongreading" ] = "cargoship_grg_strongreading";
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level.scr_sound[ "escape" ][ "cargoship_gaz_takealook" ] = "cargoship_gaz_takealook";
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level.scr_sound[ "escape" ][ "cargoship_pri_inarabic" ] = "cargoship_pri_inarabic";
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level.scr_sound[ "escape" ][ "cargoship_pri_readytosecure" ] = "cargoship_pri_readytosecure";
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level.scr_radio[ "cargoship_pri_lastcall" ] = "cargoship_pri_lastcall";
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level.scr_radio[ "cargoship_sas4_sweetdreams" ] = "cargoship_sas4_sweetdreams";
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level.scr_radio[ "cargoship_sas4_sleeptight" ] = "cargoship_sas4_sleeptight";
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//ESCAPE
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//Wallcroft, Griffen, what's your status?.
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level.scr_sound[ "escape" ][ "cargoship_pri_status" ] = "cargoship_pri_status";
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//Already in the helicopter sir. Enemy aircraft inbound<6E>SHIT! They've opened fire! Get out of there, NOW!!!
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level.scr_radio[ "cargoship_gm2_aircraftinbound2" ] = "cargoship_gm2_aircraftinbound2";
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//Bravo Six! Come in! Bravo Six, what's your status???.
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level.scr_radio[ "cargoship_hp3_yourstatus" ] = "cargoship_hp3_yourstatus";
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//Shit! What the hell happened?!
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// level.scr_sound[ "escape" ][ "cargoship_grg_whathappened" ] = "cargoship_grg_whathappened";
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//Shit! What the hell happened?!
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level.scr_sound[ "escape" ][ "cargoship_grg_shipssinking" ] = "cargoship_grg_shipssinking";
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//The ship's sinking!!! We've got to go, NOW!
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level.scr_radio[ "cargoship_grg_whathappened" ] = "cargoship_grg_whathappened";
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//Bravo Six, come in, goddammit!
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level.scr_radio[ "cargoship_hp3_comein" ] = "cargoship_hp3_comein";
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//Big Bird this is Bravo Six we're on our way out! On your feet soldier! WE - ARE -LEAVIIING!!!
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level.scr_sound[ "escape" ][ "cargoship_pri_weareleaving" ] = "cargoship_pri_weareleaving";
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//On your feet soldier, let's go!!!.
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level.scr_sound[ "escape" ][ "cargoship_pri_onyourfeet" ] = "cargoship_pri_onyourfeet";
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//Get to the catwalks!!! Move move move!!!!.
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level.scr_sound[ "escape" ][ "cargoship_pri_gettocatwalks" ] = "cargoship_pri_gettocatwalks";
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//Big Bird this is Bravo Six we're on our way out! On your feet soldier! WE - ARE -LEAVIIING!!!
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level.scr_sound[ "escape" ][ "cargoship_pri_weareleaving" ] = "cargoship_pri_weareleaving";
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//Back on your feet!!!! Let's go!!!!.
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level.scr_sound[ "escape" ][ "cargoship_pri_backonfeet" ] = "cargoship_pri_backonfeet";
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//Go! Go!!! Keep moviiiing!!!
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level.scr_sound[ "escape" ][ "cargoship_grg_keepmoving" ] = "cargoship_grg_keepmoving";
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//Talk to me Bravo Six, where the hell are you?!.
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level.scr_radio[ "cargoship_hp3_talktome" ] = "cargoship_hp3_talktome";
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//Standby. We're almost there!.
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level.scr_sound[ "escape" ][ "cargoship_pri_almostthere" ] = "cargoship_pri_almostthere";
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//It's breakin' away!!!!.
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level.scr_sound[ "escape" ][ "cargoship_grg_breakinaway" ] = "cargoship_grg_breakinaway";
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//Come on, come on!!
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level.scr_sound[ "escape" ][ "cargoship_pri_comeoncomeon" ] = "cargoship_pri_comeoncomeon";
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//Watch the pipes!!!!.
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level.scr_sound[ "escape" ][ "cargoship_grg_watchpipes" ] = "cargoship_grg_watchpipes";
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//Watch yer head!!!!.
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level.scr_radio[ "cargoship_gm1_watchyerhead" ] = "cargoship_gm1_watchyerhead";
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//Move it Bravo Six, it's getting choppy out here!
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level.scr_radio[ "cargoship_hp3_moveit" ] = "cargoship_pri_go";
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//It ain't a walk in the park down here either!! Standby!!!!
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level.scr_sound[ "escape" ][ "cargoship_pri_walkinpark" ] = "cargoship_pri_walkinpark";
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//We're runnin' outta time!!!! Come on!!! Let's go!!!!.
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level.scr_sound[ "escape" ][ "cargoship_grg_outtatime" ] = "cargoship_grg_outtatime";
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//Keep moving!!!!
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level.scr_sound[ "escape" ][ "cargoship_pri_keepmoving" ] = "cargoship_pri_keepmoving";
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//Which waaaay?! Which way to the helicopter?!!.
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level.scr_radio[ "cargoship_gm1_whichway" ] = "cargoship_gm1_whichway";
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//To the right to the right!!!!.
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level.scr_sound[ "escape" ][ "cargoship_pri_totheright" ] = "cargoship_pri_totheright";
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//Move your asses!!!!! Go!!!!.
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level.scr_sound[ "escape" ][ "cargoship_grg_movego" ] = "cargoship_grg_movego";
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//Where the hell is it?!
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level.scr_sound[ "escape" ][ "cargoship_grg_whereisit" ] = "cargoship_grg_whereisit";
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//Jump for iiiiit!!!!!!!
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level.scr_radio[ "cargoship_gm2_jumpforit" ] = "cargoship_gm2_jumpforit";
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//gotcha
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level.scr_radio[ "cargoship_pri_gotcha" ] = "cargoship_pri_gotcha";
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//We're all aboard!!! Go!.
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level.scr_sound[ "escape" ][ "cargoship_pri_allaboard" ] = "cargoship_pri_allaboard";
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level.scr_radio[ "cargoship_pri_allaboard" ] = "cargoship_pri_allaboard";
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//Roger that, we're outta here..
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level.scr_radio[ "cargoship_hp3_outtahere" ] = "cargoship_hp3_outtahere";
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//Baseplate, this is Big Bird. Package secured, returning to base. Out..
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level.scr_radio[ "cargoship_hp3_returntobase" ] = "cargoship_hp3_returntobase";
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//NOTIFIES
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level.scr_radio[ "cargoship_grg_clearleft" ] = "cargoship_grg_clearleft";
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level.scr_radio[ "cargoship_grg_clearright" ] = "cargoship_grg_clearright";
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level.scr_radio[ "cargoship_grg_movementright" ] = "cargoship_grg_movementright";
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level.scr_radio[ "cargoship_grg_catwalkclear" ] = "cargoship_grg_catwalkclear";
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level.scr_radio[ "cargoship_grg_forwardclear" ] = "cargoship_grg_forwardclear";
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level.scr_radio[ "cargoship_grg_notangos" ] = "cargoship_grg_notangos";
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level.scr_radio[ "cargoship_gm1_clearleft" ] = "cargoship_gm1_clearleft";
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level.scr_radio[ "cargoship_gm1_clearright" ] = "cargoship_gm1_clearright";
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level.scr_radio[ "cargoship_gm1_movementright" ] = "cargoship_gm1_movementright";
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level.scr_radio[ "cargoship_gm1_catwalkclear" ] = "cargoship_gm1_catwalkclear";
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level.scr_radio[ "cargoship_gm1_forwardclear" ] = "cargoship_gm1_forwardclear";
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level.scr_radio[ "cargoship_gm1_notangos" ] = "cargoship_gm1_notangos";
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//KILLS
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level.scr_radio[ "cargoship_gm1_targetneutralized" ] = "cargoship_gm1_targetneutralized";
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level.scr_radio[ "cargoship_gm1_tangodown" ] = "cargoship_gm1_tangodown";
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level.scr_radio[ "cargoship_gm2_targetneutralized" ] = "cargoship_gm2_targetneutralized";
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level.scr_radio[ "cargoship_gm2_tangodown" ] = "cargoship_gm2_tangodown";
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level.scr_radio[ "cargoship_grg_targetneutralized" ] = "cargoship_grg_targetneutralized";
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level.scr_radio[ "cargoship_grg_tangodown" ] = "cargoship_grg_tangodown";
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}
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#using_animtree("generic_human");
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anim_gen_human()
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{
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//BRIDGE SEQUENCE
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level.scr_anim["bridge_capt"]["idle"][0] = %cargoship_stunned_coffee_react_idle;
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level.scr_anim["bridge_capt"]["react"] = %cargoship_stunned_coffee_react;
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level.scr_anim["bridge_capt"]["death"] = %cargoship_stunned_coffee_death;
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level.scr_anim["bridge_tv"]["idle"][0] = %cargoship_stunned_tv_react_idle;
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level.scr_anim["bridge_tv"]["react"] = %cargoship_stunned_tv_react;
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level.scr_anim["bridge_tv"]["death"] = %cargoship_stunned_tv_death;
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level.scr_anim["bridge_clipboard"]["idle"][0] = %cargoship_stunned_clipboard_react_idle;
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level.scr_anim["bridge_clipboard"]["react"] = %cargoship_stunned_clipboard_react;
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level.scr_anim["bridge_clipboard"]["death"] = %cargoship_stunned_clipboard_death;
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level.scr_anim["bridge_stand1"]["idle"][0] = %cargoship_stunned_react_v2_idle;
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level.scr_anim["bridge_stand1"]["react"] = %cargoship_stunned_react_v2;
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level.scr_anim["bridge_stand1"]["death"] = %cargoship_stunned_react_v2_death;
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//QUARTERS SEQUENCE
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level.scr_anim["sleeper_0"]["sleep"][0] = %cargoship_sleeping_guy_idle_1;
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level.scr_anim["sleeper_0"]["death"] = %cargoship_sleeping_guy_death_1;
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level.scr_anim["sleeper_1"]["sleep"][0] = %cargoship_sleeping_guy_idle_2;
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level.scr_anim["sleeper_1"]["death"] = %cargoship_sleeping_guy_death_2;
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level.scr_anim["drunk"]["walk"] = %cargoship_drunk_sequence;
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level.scr_anim["drunk"]["death"] = %cargoship_drunk_sequence_death;
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level.scr_anim[ "price" ][ "door_breach_setup" ] = %shotgunbreach_cs_shoot_hinge;
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level.scr_anim[ "price" ][ "door_breach_setup_idle" ][0] = %shotgunbreach_v1_shoot_hinge_idle;
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level.scr_anim[ "price" ][ "door_breach_idle" ] = %shotgunbreach_v1_shoot_hinge_ready_idle;
|
||
level.scr_anim[ "price" ][ "door_breach" ] = %shotgunbreach_cs_shoot_hinge_runin;
|
||
|
||
level.scr_anim[ "alavi" ][ "door_breach_setup" ] = %shotgunbreach_cs_stackB;
|
||
level.scr_anim[ "alavi" ][ "door_breach_setup_idle" ][0] = %shotgunbreach_v1_stackB_idle;
|
||
level.scr_anim[ "alavi" ][ "door_breach_idle" ] = %shotgunbreach_v1_stackB_ready_idle;
|
||
level.scr_anim[ "alavi" ][ "door_breach" ] = %shotgunbreach_cs_stackB_runin;
|
||
|
||
level.scr_anim[ "grigsby" ][ "door_breach_setup" ] = %shotgunbreach_cs_stackB;
|
||
level.scr_anim[ "grigsby" ][ "door_breach_setup_idle" ][0] = %shotgunbreach_v1_stackB_idle;
|
||
level.scr_anim[ "grigsby" ][ "door_breach_idle" ] = %shotgunbreach_v1_stackB_ready_idle;
|
||
level.scr_anim[ "grigsby" ][ "door_breach" ] = %shotgunbreach_cs_stackB_runin;
|
||
|
||
//DECK
|
||
level.scr_anim[ "guy" ][ "grigsturn" ] = %crouch_2run_180;
|
||
level.scr_anim[ "guy" ][ "grigstop" ] = %run_2_stand_F_6;
|
||
level.scr_anim[ "guy" ][ "grigsgo" ] = %stand_2_run_F_2;
|
||
|
||
level.scr_anim[ "patrol" ][ "pause" ] = %active_patrolwalk_pause;
|
||
level.scr_anim[ "patrol" ][ "turn" ] = %active_patrolwalk_turn_180;
|
||
level.scr_anim[ "patrol" ][ "walk1" ] = %active_patrolwalk_v1;
|
||
level.scr_anim[ "patrol" ][ "walk2" ] = %active_patrolwalk_v2;
|
||
level.scr_anim[ "patrol" ][ "walk3" ] = %active_patrolwalk_v3;
|
||
level.scr_anim[ "patrol" ][ "walk4" ] = %active_patrolwalk_v4;
|
||
level.scr_anim[ "patrol" ][ "walk5" ] = %active_patrolwalk_v5;
|
||
|
||
//HALLWAYS
|
||
level.scr_anim[ "sprinter" ][ "sprint" ] = %sprint1_loop;
|
||
|
||
//CARGOHOLD
|
||
level.scr_anim[ "pulp_fiction_guy" ][ "run" ] = %unarmed_run_russian;
|
||
|
||
level.scr_anim[ "guy" ][ "grenade_throw" ] = %corner_standL_grenade_B;//exposed_grenadeThrowB//
|
||
level.scr_anim[ "guy" ][ "corner_l_look" ] = %corner_standl_alert_2_look;
|
||
level.scr_anim[ "guy" ][ "corner_l_quickreact" ] = %corner_standl_look_2_alert_fast_v1;
|
||
level.scr_anim[ "guy" ][ "corner_l_idle" ][0] = %corner_standl_alert_idle;
|
||
level.scr_anim[ "guy" ][ "corner_l_idle" ][1] = %corner_standl_alert_twitch01;
|
||
level.scr_anim[ "guy" ][ "corner_l_idle" ][2] = %corner_standl_alert_twitch02;
|
||
level.scr_anim[ "guy" ][ "corner_l_idle" ][3] = %corner_standl_alert_twitch03;
|
||
level.scr_anim[ "guy" ][ "corner_l_idle" ][4] = %corner_standl_alert_twitch06;
|
||
level.scr_anim[ "guy" ][ "corner_l_idle" ][5] = %corner_standl_alert_twitch07;
|
||
|
||
level.scr_anim[ "guy" ][ "grenade_throw" ] = %corner_standL_grenade_B;
|
||
level.scr_anim[ "guy" ][ "grenade_throwR" ] = %corner_standR_grenade_B;
|
||
level.scr_anim[ "guy" ][ "onme" ] = %CQB_stand_wave_on_me;
|
||
level.scr_anim[ "guy" ][ "go" ] = %CQB_stand_wave_go_v1;
|
||
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[ "guy" ][ "coverstand_aim" ] = %coverstand_hide_2_aim;
|
||
level.scr_anim[ "guy" ][ "coverleft_crouch_aim" ] = %CornerCrL_alert_2_stand;
|
||
level.scr_anim[ "guy" ][ "standaim2idle" ] = %casual_stand_idle_trans_in;
|
||
level.scr_anim[ "generic" ][ "standidle2aim" ] = %casual_stand_idle_trans_out;
|
||
level.scr_anim[ "generic" ][ "standaim" ][0] = %exposed_aim_5;
|
||
|
||
|
||
level.scr_anim[ "guy" ][ "standidle" ][0] = %casual_stand_idle;
|
||
level.scr_anim[ "guy" ][ "standidle" ][1] = %casual_stand_idle_twitch;
|
||
level.scr_anim[ "guy" ][ "standidle" ][2] = %casual_stand_idle_twitchB;
|
||
|
||
level.scr_anim[ "shuffle" ][ "loop" ] = %walk_left;
|
||
level.scr_anim[ "shuffle" ][ "exit" ] = %stand_2_run_L;
|
||
level.scr_anim[ "shuffle" ][ "stop" ] = %casual_stand_idle_trans_in;
|
||
level.scr_anim[ "shuffle" ][ "arrival" ] = %run_2_stand_90R;
|
||
|
||
level.scr_anim[ "guy" ][ "cornerright8" ] = %corner_standR_trans_OUT_8;
|
||
level.scr_anim[ "guy" ][ "cornerright9" ] = %corner_standR_trans_OUT_9;
|
||
level.scr_anim[ "guy" ][ "cornerleft8" ] = %corner_standL_trans_OUT_8;
|
||
level.scr_anim[ "guy" ][ "cornerleft7" ] = %corner_standL_trans_OUT_7;
|
||
level.scr_anim[ "guy" ][ "cornerleft6" ] = %corner_standL_trans_OUT_6;
|
||
level.scr_anim[ "guy" ][ "stand2run" ] = %stand_2_run_F_2;
|
||
level.scr_anim[ "generic" ][ "stand2run" ] = %stand_2_run_F_2;
|
||
level.scr_anim[ "guy" ][ "stand2run180" ] = %stand_2_run_180_med;
|
||
level.scr_anim[ "guy" ][ "stand2runL" ] = %stand_2_run_L;
|
||
level.scr_anim[ "guy" ][ "stand2runR" ] = %stand_2_run_R;
|
||
|
||
level.scr_anim[ "flashed" ][ "0" ] = %exposed_flashbang_v1;
|
||
level.scr_anim[ "flashed" ][ "1" ] = %exposed_flashbang_v2;
|
||
level.scr_anim[ "flashed" ][ "2" ] = %exposed_flashbang_v3;
|
||
level.scr_anim[ "flashed" ][ "3" ] = %exposed_flashbang_v4;
|
||
level.scr_anim[ "flashed" ][ "4" ] = %exposed_flashbang_v5;
|
||
|
||
level.scr_anim[ "guy" ][ "crouch2run" ] = %crouch_2run_F;
|
||
level.scr_anim[ "guy" ][ "walk" ] = %patrol_bored_patrolwalk;//patrolwalk_tired//
|
||
level.scr_anim[ "guy" ][ "jog" ] = %huntedrun_2;//patrolwalk_tired//
|
||
|
||
|
||
//ESCAPE
|
||
|
||
level.scr_anim[ "escape" ][ "blowback" ] = %backdraft;//death_run_onfront
|
||
level.scr_anim[ "escape" ][ "standup" ] = %prone_2_stand;//death_run_onfront
|
||
|
||
level.scr_anim[ "generic" ][ "lean_left" ] = %cargoship_run_leanL;
|
||
level.scr_anim[ "generic" ][ "lean_right" ] = %cargoship_run_leanR;
|
||
level.scr_anim[ "generic" ][ "lean_forward" ] = %run_lowready_F;
|
||
level.scr_anim[ "generic" ][ "lean_back" ] = %run_lowready_F;
|
||
level.scr_anim[ "generic" ][ "lean_none" ] = %run_lowready_F;
|
||
|
||
level.scr_anim[ "generic" ][ "lean_left_jog" ] = %cargoship_jog_leanL;
|
||
level.scr_anim[ "generic" ][ "lean_right_jog" ] = %cargoship_jog_leanR;
|
||
level.scr_anim[ "generic" ][ "lean_forward_jog" ] = %combat_jog;
|
||
level.scr_anim[ "generic" ][ "lean_back_jog" ] = %combat_jog;
|
||
level.scr_anim[ "generic" ][ "lean_none_jog" ] = %combat_jog;
|
||
|
||
|
||
|
||
|
||
|
||
level.scr_anim[ "escape" ][ "stumble1" ] = %run_pain_fallonknee;
|
||
level.scr_anim[ "escape" ][ "stumble2" ] = %run_pain_stomach;
|
||
level.scr_anim[ "escape" ][ "stumble3" ] = %run_pain_fallonknee_02;
|
||
|
||
level.scr_anim[ "escape" ][ "turn_l" ] = %run_CQB_F_turn_L;
|
||
level.scr_anim[ "escape" ][ "turn_r" ] = %run_CQB_F_turn_R;
|
||
|
||
//RESCUE
|
||
|
||
level.scr_anim[ "seat5" ]["rescue"][0] = %cargoship_ch46_rescue_load_4_idle;
|
||
level.scr_anim[ "seat6" ]["rescue"][0] = %cargoship_ch46_rescue_load_5_idle;
|
||
|
||
level.scr_anim[ "generic" ]["rescue_alavi"] = %cargoship_ch46_rescue_load_1;
|
||
level.scr_anim[ "generic" ]["rescue_alavi_idle"][0] = %cargoship_ch46_rescue_load_1_idle;
|
||
level.scr_anim[ "generic" ]["rescue_grigsby"] = %cargoship_ch46_rescue_load_2;
|
||
level.scr_anim[ "generic" ]["rescue_grigsby_idle"][0] = %cargoship_ch46_rescue_load_2_idle;
|
||
level.scr_anim[ "generic" ]["rescue_price"] = %cargoship_ch46_rescue_load_3;
|
||
level.scr_anim[ "generic" ]["reach_price"] = %cargoship_ch46_rescue_load_3_alt;
|
||
level.scr_anim[ "generic" ]["rescue_price_idle"][0] = %cargoship_ch46_rescue_price_idle;
|
||
level.scr_anim[ "generic" ]["help_price"] = %cargoship_ch46_rescue_price_help;
|
||
addNotetrack_dialogue( "generic", "dialog", "help_price", "cargoship_pri_gotcha" );
|
||
|
||
level.scr_anim[ "generic" ]["price_explosion"] = %cargoship_explosion_price;
|
||
addNotetrack_dialogue( "generic", "dialog", "price_explosion", "cargoship_pri_weareleaving" );
|
||
|
||
|
||
level.scr_anim[ "generic" ]["breach2_price_arrival"] = %cargoship_price_run2door;
|
||
level.scr_anim[ "generic" ]["breach2_price_idle"][0] = %cargoship_price_run2door_idle;
|
||
level.scr_anim[ "generic" ]["breach2_price_breach"] = %cargoship_price_runin;
|
||
addNotetrack_animSound( "generic", "breach2_price_breach", "sound_opendoor", "scn_door_cargoship_hatch_open" );
|
||
|
||
level.scr_anim[ "generic" ]["breach2_grigsby_arrival"] = %cargoship_grigsby_run2door;
|
||
level.scr_anim[ "generic" ]["breach2_grigsby_idle"][0] = %cargoship_grigsby_run2door_idle;
|
||
level.scr_anim[ "generic" ]["breach2_grigsby_breach"] = %cargoship_grigsby_runin;
|
||
level.scr_anim[ "generic" ]["breach2_grigsby_talk"] = %cargoship_grigsby_shotgun_pullout;
|
||
|
||
addNotetrack_customFunction( "generic", "gun_2_chest", maps\cargoship_code::carogship_shotgunpulla, "breach2_grigsby_talk" );
|
||
addNotetrack_customFunction( "generic", "shotgun_pickup", maps\cargoship_code::carogship_shotgunpullb, "breach2_grigsby_talk" );
|
||
|
||
|
||
level.scr_anim[ "generic" ]["breach2_door_breach"] = %cargoship_price_runin_door;
|
||
|
||
|
||
level.scr_anim[ "escape" ]["package_grigs"] = %cargoship_open_cargo_guyL;
|
||
level.scr_anim[ "generic" ]["package_grigs"] = %cargoship_open_cargo_guyL;
|
||
level.scr_anim[ "generic" ]["package_doorL"] = %cargoship_open_cargo_doorL;
|
||
level.scr_anim[ "generic" ]["package_doorR"] = %cargoship_open_cargo_doorR;
|
||
addNotetrack_animSound( "generic", "package_doorR", "sound", "door_cargo_container_pull_open" );//
|
||
|
||
//%;
|
||
|
||
// level.scr_anim[ "generic" ]["rescue_grigsby_idle"][0] = %cargoship_ch46_rescue_load_4_idle;
|
||
// level.scr_anim[ "generic" ]["rescue_grigsby_idle"][0] = %cargoship_ch46_rescue_load_5_idle;
|
||
}
|
||
|
||
#using_animtree("player");
|
||
anim_player()
|
||
{
|
||
precachemodel( "viewhands_player_blackkit" );
|
||
level.scr_anim[ "end_hands" ][ "player_rescue" ] = %cargoship_ch46_rescue_load_player;
|
||
level.scr_anim[ "end_hands" ][ "player_explosion" ] = %cargoship_explosion_player;
|
||
level.scr_animtree[ "end_hands" ] = #animtree;
|
||
level.scr_model[ "end_hands" ] = "viewhands_player_blackkit";
|
||
}
|
||
|
||
#using_animtree( "vehicles" );
|
||
anim_seaknight()
|
||
{
|
||
//RESCUE
|
||
|
||
level.scr_anim[ "bigbird" ][ "in" ] = %cargoship_ch46_rescue_in;
|
||
level.scr_anim[ "bigbird" ][ "idle" ][0] = %cargoship_ch46_rescue_idle;
|
||
level.scr_anim[ "bigbird" ][ "drift" ] = %cargoship_ch46_rescue_drift;
|
||
level.scr_anim[ "bigbird" ][ "drift_idle" ][0] = %cargoship_ch46_rescue_drift_idle;
|
||
level.scr_anim[ "bigbird" ][ "out" ] = %cargoship_ch46_rescue_out;
|
||
}
|
||
|
||
#using_animtree( "door" );
|
||
anim_door()
|
||
{
|
||
level.scr_anim[ "door" ][ "door_breach" ] = %shotgunbreach_v1_shoot_hinge_door;
|
||
level.scr_animtree[ "door" ] = #animtree;
|
||
level.scr_model[ "door" ] = "cs_cargoship_door_PUSH";
|
||
precachemodel( level.scr_model[ "door" ] );
|
||
}
|
||
|
||
#using_animtree( "chair" );
|
||
anim_chair()
|
||
{
|
||
level.scr_anim[ "chair" ][ "start" ][0] = %cargoship_stunned_coffee_death_chair_startidle;
|
||
level.scr_anim[ "chair" ][ "fall" ] = %cargoship_stunned_coffee_death_chair;
|
||
level.scr_anim[ "chair" ][ "end" ][0] = %cargoship_stunned_coffee_death_chair_endidle;
|
||
}
|
||
|
||
#using_animtree( "script_model" );
|
||
anim_sea()
|
||
{
|
||
level.scr_anim[ "sea" ][ "waves" ][0] = %cargoship_water;
|
||
|
||
}
|
||
|
||
|
||
//cargoship_pri_report
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|