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

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#include maps\_anim;
#using_animtree("generic_human");
main()
{
anims();
run_anims();
dialogue();
}
anims()
{
// Crash
level.scr_anim[ "price" ][ "hunted_opening_price" ] = %hunted_opening_price;
addNotetrack_dialogue( "price", "dialog" ,"hunted_opening_price", "hunted_pri_onepiece" );
addNotetrack_dialogue( "price", "dialog" ,"hunted_opening_price", "hunted_pri_getup" );
addNotetrack_dialogue( "price", "dialog" ,"hunted_opening_price", "hunted_pri_comeonsearchparties" );
level.scr_anim[ "dead_guy" ][ "hunted_dying" ] = %hunted_dying_deadguy;
level.scr_anim[ "dead_guy" ][ "hunted_dying_endidle" ][0] = %hunted_dying_deadguy_endidle;
level.scr_anim[ "steve" ][ "hunted_dying" ] = %hunted_dying_soldier;
// Dirt path
level.scr_anim[ "price" ][ "hunted_wave_chat" ] = %hunted_wave_chat;
addNotetrack_dialogue( "price", "dialog" ,"hunted_wave_chat", "hunted_pri_underbridge" );
level.scr_anim[ "charlie" ][ "hunted_wave_chat" ] = %hunted_spotter_wave_chat;
addNotetrack_dialogue( "charlie", "dialog" ,"hunted_wave_chat", "hunted_sas2_vehiclesnorth" );
level.scr_anim[ "charlie" ][ "hunted_spotter_idle" ][0] = %hunted_spotter_idle;
level.scr_anim[ "charlie" ][ "hunted_spotter_idle" ][1] = %hunted_spotter_twitch;
// Tunnel
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_runin" ] = %hunted_tunnel_guy1_runin;
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_idle" ][0] = %hunted_tunnel_guy1_idle;
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_lookup" ] = %hunted_tunnel_guy1_lookup;
level.scr_anim[ "mark" ][ "hunted_tunnel_guy1_runout" ] = %hunted_tunnel_guy1_runout;
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_runin" ] = %hunted_tunnel_guy2_runin;
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_idle" ][0] = %hunted_tunnel_guy2_idle;
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_runout" ] = %hunted_tunnel_guy2_runout;
level.scr_sound[ "price" ][ "hunted_tunnel_guy2_runout" ] = "hunted_pri_letsmove";
level.scr_anim[ "price" ][ "hunted_tunnel_guy2_runout_interrupt" ] = %hunted_tunnel_guy2_runout;
// Barn and small farm
level.scr_anim[ "price" ][ "hunted_open_barndoor" ] = %hunted_open_barndoor;
level.scr_sound[ "price" ][ "hunted_open_barndoor" ] = "hunted_pri_holdup";
level.scr_anim[ "price" ][ "hunted_open_barndoor_stop" ] = %hunted_open_barndoor_stop;
level.scr_anim[ "price" ][ "hunted_open_barndoor_idle" ][0] = %hunted_open_barndoor_idle;
level.scr_anim[ "price" ][ "hunted_open_barndoor_nodialogue" ] = %hunted_open_barndoor;
level.scr_anim[ "mark" ][ "door_kick_in" ] = %doorkick_2_cqbwalk;
level.scr_anim[ "leader" ][ "hunted_farmsequence" ] = %hunted_farmsequence_leader;
level.scr_anim[ "farmer" ][ "hunted_farmsequence" ] = %hunted_farmsequence_farmer;
level.scr_anim[ "thug" ][ "hunted_farmsequence" ] = %hunted_farmsequence_brute1;
level.scr_anim[ "thug2" ][ "hunted_farmsequence" ] = %hunted_farmsequence_brute2;
level.scr_anim[ "farmer" ][ "farmer_deathpose" ][0] = %hunted_farmsequence_farmer_deathpose;
level.scr_anim[ "farmer" ][ "farmer_altending" ] = %hunted_farmsequence_farmer_altending;
level.scr_anim[ "farmer" ][ "hack_idle" ][0] = %hunted_pronehide_idle_v3;
addNotetrack_dialogue( "leader", "dialog" ,"hunted_farmsequence", "hunted_ru1_dontplaystupid" );
addNotetrack_dialogue( "leader", "dialog" ,"hunted_farmsequence", "hunted_ru1_hidingsoldiers" );
addNotetrack_dialogue( "leader", "dialog" ,"hunted_farmsequence", "hunted_ru1_forgetit" );
addNotetrack_dialogue( "farmer", "dialog" ,"hunted_farmsequence", "hunted_ruf_whatsgoingon" );
addNotetrack_dialogue( "farmer", "dialog" ,"hunted_farmsequence", "hunted_ruf_hidingwho" );
addNotetrack_dialogue( "farmer", "dialog" ,"hunted_farmsequence", "hunted_ruf_british" );
// Field
level.scr_anim[ "price" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v1;
level.scr_anim[ "price" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v1;
level.scr_anim[ "price" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v1;
level.scr_anim[ "mark" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v1;
level.scr_anim[ "mark" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v1;
level.scr_anim[ "mark" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v1;
level.scr_anim[ "steve" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v2;
level.scr_anim[ "steve" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v2;
level.scr_anim[ "steve" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v2;
level.scr_anim[ "charlie" ][ "hunted_dive_2_pronehide" ] = %hunted_dive_2_pronehide_v3;
level.scr_anim[ "charlie" ][ "hunted_pronehide_idle" ][0] = %hunted_pronehide_idle_v3;
level.scr_anim[ "charlie" ][ "hunted_pronehide_2_stand" ] = %hunted_pronehide_2_stand_v3;
level.scr_anim[ "mark" ][ "hunted_open_basement_door_kick" ] = %hunted_open_basement_door_kick;
// Basement
level.scr_anim[ "price" ][ "hunted_basement_door_block" ] = %hunted_basement_door_block;
// creek
level.scr_anim[ "price" ][ "hunted_open_creek_gate_stop" ] = %hunted_open_barndoor_stop;
level.scr_anim[ "price" ][ "hunted_open_creek_gate" ] = %hunted_open_barndoor;
level.scr_anim[ "guard1" ][ "roadblock_sequence" ] = %hunted_roadblock_guy1_sequence;
level.scr_anim[ "guard1" ][ "roadblock_startidle" ][0] = %hunted_roadblock_guy1_startidle;
level.scr_anim[ "guard2" ][ "roadblock_sequence" ] = %hunted_roadblock_guy2_sequence;
level.scr_anim[ "guard2" ][ "roadblock_startidle" ][0] = %hunted_roadblock_guy2_startidle;
// greenhouse
level.scr_anim[ "price" ][ "hunted_open_big_barn_gate_stop" ] = %hunted_open_barndoor_stop;
level.scr_anim[ "price" ][ "hunted_open_big_barn_gate" ] = %hunted_open_barndoor;
// ac130
level.scr_anim[ "mark" ][ "hunted_celebrate" ] = %hunted_celebrate;
level.scr_sound[ "mark" ][ "hunted_celebrate" ] = "hunted_uk2_outrageous";
level.scr_anim[ "steve" ][ "hunted_celebrate" ] = %hunted_celebrate_v2;
level.scr_anim[ "charlie" ][ "hunted_celebrate" ] = %hunted_celebrate_v3;
level.scr_anim[ "dead_guy" ][ "death1" ] = %exposed_death_nerve;
level.scr_anim[ "dead_guy" ][ "death2" ] = %exposed_death_falltoknees;
level.scr_anim[ "dead_guy" ][ "death3" ] = %exposed_death_headtwist;
level.scr_anim[ "dead_guy" ][ "death4" ] = %exposed_crouch_death_twist;
level.scr_anim[ "dead_guy" ][ "death5" ] = %exposed_crouch_death_fetal;
level.scr_animtree[ "dead_guy" ] = #animtree;
}
run_anims()
{
level.scr_anim[ "price" ][ "path_slow" ] = %huntedrun_1_idle;
level.scr_anim[ "price" ][ "path_slow_left" ] = %huntedrun_1_look_left;
level.scr_anim[ "price" ][ "path_slow_right" ] = %huntedrun_1_look_right;
level.scr_anim[ "price" ][ "sprint" ] = %sprint1_loop;
level.scr_anim[ "mark" ][ "path_slow" ] = %huntedrun_1_idle;
level.scr_anim[ "mark" ][ "sprint" ] = %sprint1_loop;
level.scr_anim[ "steve" ][ "path_slow" ] = %huntedrun_2;
level.scr_anim[ "steve" ][ "sprint" ] = %sprint1_loop;
level.scr_anim[ "charlie" ][ "path_slow" ] = %huntedrun_1_idle;
level.scr_anim[ "charlie" ][ "sprint" ] = %sprint1_loop;
level.scr_anim[ "thug" ][ "walk_slow" ] = %huntedrun_2;
level.scr_anim[ "farmer" ][ "walk" ] = %huntedrun_1_idle;
level.scr_anim[ "guard1" ][ "patrolwalk" ] = %active_patrolwalk_v1;
level.scr_anim[ "guard2" ][ "patrolwalk" ] = %active_patrolwalk_v2;
level.scr_anim[ "axis" ][ "patrolwalk_1" ] = %active_patrolwalk_v1;
level.scr_anim[ "axis" ][ "patrolwalk_2" ] = %active_patrolwalk_v2;
level.scr_anim[ "axis" ][ "patrolwalk_3" ] = %active_patrolwalk_v3;
level.scr_anim[ "axis" ][ "patrolwalk_4" ] = %active_patrolwalk_v4;
level.scr_anim[ "axis" ][ "patrolwalk_5" ] = %active_patrolwalk_v5;
level.scr_anim[ "axis" ][ "patrolwalk_pause" ] = %active_patrolwalk_pause;
level.scr_anim[ "axis" ][ "patrolwalk_turn" ] = %active_patrolwalk_turn_180;
level.scr_anim[ "axis" ][ "patrolwalk_nolight" ] = %huntedrun_1_idle;
level.scr_anim[ "axis" ][ "dazed_0" ] = %hunted_dazed_walk_A_zombie;
level.scr_anim[ "axis" ][ "dazed_1" ] = %hunted_dazed_walk_A_zombie;
level.scr_anim[ "axis" ][ "dazed_2" ] = %hunted_dazed_walk_B_blind;
level.scr_anim[ "axis" ][ "dazed_3" ] = %hunted_dazed_walk_B_blind;
level.scr_anim[ "axis" ][ "dazed_4" ] = %hunted_dazed_walk_C_limp;
}
dialogue()
{
// crash
level.scr_sound[ "price" ][ "youallright" ] = "hunted_pri_youallright";
level.scr_sound[ "price" ][ "casualtyreport" ] = "hunted_pri_casualtyreport";
level.scr_sound[ "mark" ][ "bothpilotsdead" ] = "hunted_uk2_bothpilotsdead";
level.scr_sound[ "price" ][ "bugger" ] = "hunted_pri_bugger";
level.scr_sound[ "price" ][ "extractionpoint" ] = "hunted_pri_extractionpoint";
level.scr_radio[ "hunted_price_ac130_inbound" ] = "hunted_price_ac130_inbound";
level.scr_sound[ "price" ][ "hunted_pri_copy" ] = "hunted_pri_copy";
level.scr_sound[ "mark" ][ "hunted_uk2_ac130" ] = "hunted_uk2_ac130";
// path
level.scr_sound[ "price" ][ "lowprofile" ] = "hunted_pri_lowprofile";
// barn
level.scr_sound[ "price" ][ "killoldman" ] = "hunted_pri_killoldman";
level.scr_sound[ "price" ][ "keepmoving" ] = "hunted_pri_keepmoving";
level.scr_sound[ "mark" ][ "areaclear" ] = "hunted_uk2_areaclear";
level.scr_sound[ "price" ][ "holdfire" ] = "hunted_pri_holdfire";
level.scr_sound[ "generic" ][ "hunted_ru1_isadump" ] = "hunted_ru1_isadump";
level.scr_sound[ "generic" ][ "laugh1" ] = "hunted_ru1_laugh";
level.scr_sound[ "generic" ][ "laugh2" ] = "hunted_ru2_laugh";
// field
level.scr_sound[ "price" ][ "hitdeck" ] = "hunted_pri_hitdeck";
level.scr_sound[ "generic" ][ "bythehouse" ] = "hunted_ru1_bythehouse";
level.scr_sound[ "price" ][ "staydown" ] = "hunted_pri_staydown";
level.scr_sound[ "price" ][ "helismoving" ] = "hunted_pri_helismoving";
level.scr_sound[ "price" ][ "ontous" ] = "hunted_pri_ontous";
level.scr_sound[ "price" ][ "returnfire2" ] = "hunted_pri_returnfire2";
level.scr_sound[ "price" ][ "basementdooropen2" ] = "hunted_pri_basementdooropen2";
level.scr_sound[ "price" ][ "getinhouse" ] = "hunted_pri_getinhouse";
level.scr_sound[ "price" ][ "whatwaitingfor" ] = "hunted_pri_whatwaitingfor";
level.scr_sound[ "price" ][ "getinbasement" ] = "hunted_pri_getinbasement";
level.scr_sound[ "mark" ][ "contact6oclock" ] = "hunted_uk2_contact6oclock";
level.scr_sound[ "mark" ][ "imonit" ] = "hunted_uk2_imonit";
level.scr_sound[ "mark" ][ "doorsopen" ] = "hunted_uk2_doorsopen";
// basement
level.scr_sound[ "price" ][ "takepoint" ] = "hunted_pri_takepoint";
level.scr_sound[ "mark" ][ "warn_flashbang" ] = "hunted_uk2_flashbang";
// farm
level.scr_sound[ "charlie" ][ "tooquiet" ] = "hunted_sas2_tooquiet";
level.scr_sound[ "mark" ][ "regrouping" ] = "hunted_uk2_regrouping";
level.scr_sound[ "price" ][ "staysharp" ] = "hunted_pri_staysharp";
// hunted_sas2_tooquiet
// creek
level.scr_sound[ "mark" ][ "helicoptersback" ] = "hunted_uk2_helicoptersback";
level.scr_sound[ "price" ][ "keepitthatway" ] = "hunted_pri_keepitthatway";
level.scr_sound[ "price" ][ "presson" ] = "hunted_pri_presson";
level.scr_sound[ "price" ][ "sentriesatbridge" ] = "hunted_pri_sentriesatbridge";
level.scr_sound[ "price" ][ "outofspotlight" ] = "hunted_pri_outofspotlight";
level.scr_sound[ "price" ][ "staylow" ] = "hunted_pri_staylow";
level.scr_sound[ "price" ][ "moveit" ] = "hunted_pri_moveit";
level.scr_sound[ "price" ][ "endoffield" ] = "hunted_pri_endoffield";
level.scr_sound[ "price" ][ "watchhelicopter" ] = "hunted_pri_watchhelicopter";
level.scr_sound[ "mark" ][ "hunted_uk2_werecompromised" ] = "hunted_uk2_werecompromised";
// russian dialogue
level.scr_sound[ "generic" ][ "hunted_ru2_bythecreek" ] = "hunted_ru2_bythecreek";
level.scr_sound[ "generic" ][ "hunted_ru1_inthefield" ] = "hunted_ru1_inthefield";
level.scr_sound[ "generic" ][ "hunted_ru4_outonfield" ] = "hunted_ru4_outonfield";
// greenhouse
level.scr_sound[ "price" ][ "anotherpass" ] = "hunted_pri_anotherpass";
level.scr_sound[ "mark" ][ "missilesinbarn" ] = "hunted_uk2_missilesinbarn";
level.scr_sound[ "price" ][ "takeoutchopper" ] = "hunted_pri_takeoutchopper";
level.scr_sound[ "mark" ][ "hunted_uk2_poppingflares" ] = "hunted_uk2_poppingflares";
level.scr_sound[ "mark" ][ "hunted_uk2_fireagain" ] = "hunted_uk2_fireagain";
level.scr_sound[ "mark" ][ "niceshooting" ] = "hunted_uk2_niceshooting";
level.scr_sound[ "price" ][ "everyoneonme" ] = "hunted_pri_everyoneonme";
// ac130
level.scr_sound[ "mark" ][ "bringingintanks" ] = "hunted_uk2_bringingintanks";
level.scr_sound[ "price" ][ "blockedpath" ] = "hunted_pri_blockedpath";
level.scr_radio[ "requestfire" ] = "hunted_hqr_requestfire";
// level.scr_sound[ "mark" ][ "airsupport" ] = "hunted_uk2_airsupport";
level.scr_radio[ "usesomehelp" ] = "hunted_acc_usesomehelp";
level.scr_sound[ "price" ][ "100metres" ] = "hunted_pri_100metres";
level.scr_radio[ "comindown" ] = "hunted_acc_comindown";
level.scr_radio[ "getmovin" ] = "hunted_acc_getmovin";
level.scr_sound[ "price" ][ "comeonletsgo" ] = "hunted_pri_comeonletsgo";
}
/*
// These lines are not needed as the crash drowns out any dialogue when they would play.
hunted_hp1_maydaymayday
hunted_hp1_goingdown
*/