605 lines
No EOL
25 KiB
Text
605 lines
No EOL
25 KiB
Text
#include maps\_utility;
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#include maps\_anim;
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#include common_scripts\utility;
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#include maps\icbm_code;
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#include maps\icbm_dialog;
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#include maps\_props;
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#using_animtree("generic_human");
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anim_main()
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{
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//Where's Griggs? X
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level.scr_sound[ "price" ][ "wheresgriggs" ] = "icbm_pri_wheresgriggs";
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//No idea sir. X
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level.scr_sound[ "gaz" ][ "noidea" ] = "icbm_uk2_noidea";
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//Bravo Six, Sgt. Griggs just activated his emergency transponder. He's half a click to your south west, over. X
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//icbm_hqr_gettingabortcodes
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//We're on our way. Bravo Six out. Let's go. X
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level.scr_sound[ "price" ][ "wereonourway" ] = "icbm_pri_wereonourway";
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//Sounds like they have Griggs. DONT USE
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//level.scr_sound[ "price" ][ "soundslike" ] = "icbm_pri_soundslike";
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//Soap, go take a look. X
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level.scr_sound[ "price" ][ "takealook" ] = "icbm_pri_takealook";
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//Charlie Six, what's your status over? X
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level.scr_sound[ "price" ][ "Charlie_status" ] = "icbm_pri_status";
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//Charlie Six, the tower's down and the power's out. Twenty seconds. X
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level.scr_sound[ "price" ][ "charlie_towersdown" ] = "icbm_pri_towersdown";
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//Gaz, take Soap and the rest and scout through this base. X
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level.scr_sound[ "price" ][ "scoutthrough" ] = "icbm_pri_scoutthrough";
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//Griggs and I will look for an alternate route. X
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level.scr_sound[ "price" ][ "alternateroute" ] = "icbm_pri_alternateroute";
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add_smoking_notetracks( "generic" );
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add_cellphone_notetracks( "generic" );
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add_smoking_notetracks( "hostile" );
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add_cellphone_notetracks( "hostile" );
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anims();
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patrol();
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tower_explode_anims();
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script_models();
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//run_anims();
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//Price - Haggerty, you see where Griggs landed?
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level.scr_sound[ "price" ][ "grigsby_landed" ] = "icbm_pri_wherelanded";
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//SAS1 - Yeah, over by the buildings to the east. You think they got him?
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level.scr_sound[ "gaz" ][ "bybuildingseast" ] = "icbm_uk2_buildingseast";
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//Price - We're about to find out. Haggerty, take point
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level.scr_sound[ "price" ][ "abouttofindout" ] = "icbm_pri_tofindout";
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//SAS1 - You got it sir
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level.scr_sound[ "gaz" ][ "yougotit" ] = "icbm_uk2_yougotit";
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//SAS1 - Contact front. Enemy vehicle.
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level.scr_sound[ "gaz" ][ "enemyvehicle" ] = "icbm_uk2_contactfront";
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//SAS1 - Enemy in sight
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level.scr_sound[ "generic" ][ "insight" ] = "icbm_sas3_insight";
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//Price - Move
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level.scr_sound[ "price" ][ "move" ] = "icbm_pri_move";
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//Price - They must have Griggs in one of those houses.
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level.scr_sound[ "price" ][ "griggsinhouses" ] = "icbm_pri_griggsinhouses";
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//Price - Keep it quiet
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level.scr_sound[ "price" ][ "keepitquiet" ] = "icbm_pri_basementdoor";
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//Gaz 3 2 Room clear. icbm_uk2_roomclear
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//SAS 2 3 3 Room clear. icbm_sas2_roomclear
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//Gaz 3 4 Room clear. icbm_uk2_roomclear2
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//SAS 2 3 6 Building 2 secured. icbm_sas2_2secured
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//Gaz 3 7 Building 3 - clear. icbm_uk2_3clear
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//Gaz 3 8 This floor's clear. Move up to the second. icbm_uk2_floorsclear
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//Gaz: Floor clear. Proceed upstairs.
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level.scr_sound[ "gaz" ][ "proceedupstairs" ] = "icbm_uk2_proceedupstairs";
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//Gaz: Building 1 - clear.
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level.scr_sound[ "gaz" ][ "1clear" ] = "icbm_uk2_1clear";
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//Gaz: Griggs isn't here.
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level.scr_sound[ "gaz" ][ "griggsnothere" ] = "icbm_uk2_griggsisnthere";
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//Captain Price: Roger that, regroup on me downstairs.
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level.scr_sound[ "price" ][ "regroupdownstairs" ] = "icbm_pri_regroupdownstairs";
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//Gaz: Copy that.
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level.scr_sound[ "gaz" ][ "copythat" ] = "icbm_uk2_copythat";
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//Captain Price 3 12 Moving to the next house, keep it quiet. icbm_pri_keepitquiet
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//Captain Price: Move to the next house. Keep it quiet.
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level.scr_sound[ "price" ][ "nexthouse" ] = "icbm_pri_nexthouse";
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//Russian 1 3 14 Where are the others? icbm_ru1_whereothers
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//Sgt. Griggs 3 15 Griggs. 678-45-2056. icbm_grg_678452056
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//Russian 1 3 16 You know tovarisch, the Geneva Convention is a nice idea in theory, no? Why don't you save yourself the trouble and simply answer my questions? icbm_ru1_tovarisch
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//Russian 1 3 17 How many others are there? icbm_ru1_howmany
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//Sgt. Griggs 3 18 Griggs. 678- icbm_grg_678
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//Russian 1 3 19 Who is your commanding officer? icbm_ru1_whoisofficer
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//Sgt. Griggs 3 20 It's gonna get real busy around here soon<6F>heh, if I was you I'd get my ass outta here. icbm_grg_getbusy
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//Russian 1 3 21 Yuri - where's the hacksaw? icbm_ru1_whereshacksaw
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//Russian 2 3 22 I thought you had it. icbm_ru2_youhadit
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//Russian 1 3 23 If I had the fuckin' hacksaw I wouldn't have asked for it in the first place you dumb shit! icbm_ru1_ifihad
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//Captain Price 3 24 Looks like this is the place. icbm_pri_thisisplace
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//Captain Price 3 25 Get ready to breach. icbm_pri_readytobreach
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//Captain Price 3 26 Go go go!! icbm_pri_gogogo
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//Sgt. Griggs 3 27 Bout damn time... I was starting to think you guys were gonna leave me behind. icbm_grg_leavemebehind
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//Captain Price 3 28 Soap, cut Griggs loose. Move. icbm_pri_cutloose
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//Captain Price 3 29 That was my first thought, but your arse had all the C4. You all right? icbm_pri_youallright
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//Sgt. Griggs 3 30 Yeah I'm good to go. icbm_grg_goodtogo
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//Captain Price 3 31 Ok Team One, we got Griggs and we're comin' outta building two. icbm_pri_gotgriggs
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//Gaz: All Clear
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level.scr_sound[ "gaz" ][ "allclear" ] = "icbm_uk2_allclear";
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//SAS2 - Building 2 secured
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level.scr_sound[ "generic" ][ "building2secured" ] = "icbm_sas2_2secured";
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//SAS1 - Room clear
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level.scr_sound[ "gaz" ][ "roomclear" ] = "icbm_uk2_roomclear";
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//SAS2 - Room clear
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level.scr_sound[ "gaz" ][ "roomclear2" ] = "icbm_uk2_roomclear2";
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//SAS2 - neutralized
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level.scr_sound[ "generic" ][ "neutralized" ] = "icbm_sas2_neutralized";
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//SAS1 - Roger
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level.scr_sound[ "gaz" ][ "roger" ] = "icbm_uk2_roger";
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//SAS1 - Floor Clear
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level.scr_sound[ "gaz" ][ "floorsclear" ] = "icbm_uk2_floorsclear";
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//SAS2 - building1 clear
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level.scr_sound[ "gaz" ][ "building1clear" ] = "icbm_uk2_1clear";
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//SAS1 - Tango down
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level.scr_sound[ "generic" ][ "tangodown" ] = "icbm_sas2_tangodown";
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//Price - Regroup on me.
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level.scr_sound[ "price" ][ "regrouponme" ] = "icbm_pri_regrouponme";
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//Price - Jackson regroup
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level.scr_sound[ "price" ][ "jacksonregroup" ] = "icbm_pri_jacksonregroup";
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//Price - Lets go
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level.scr_sound[ "price" ][ "letsgo" ] = "icbm_pri_letsgo";
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//SAS2 - Contact
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level.scr_sound[ "generic" ][ "contact" ] = "icbm_sas2_contact";
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//griggs - Leave me behind
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level.scr_sound[ "griggs" ][ "leavemebehind" ] = "icbm_grg_leavemebehind";
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//Price - that was my first thought
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level.scr_sound[ "price" ][ "firstthought" ] = "icbm_pri_firstthought";
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//Price - You all right?
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level.scr_sound[ "price" ][ "youallright" ] = "icbm_pri_youallright";
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//griggs - Good to go
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level.scr_sound[ "griggs" ][ "goodtogo" ] = "icbm_grg_goodtogo";
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//Price - That was the plan
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level.scr_sound[ "price" ][ "gotgriggs" ] = "icbm_pri_gotgriggs";
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//SAS2 - Choppers
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level.scr_sound[ "gaz" ][ "enemyhelicopters" ] = "icbm_uk2_helicopters";
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//Price - Slicks in bound
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level.scr_sound[ "price" ][ "slicksinbound" ] = "icbm_pri_slicksinbound";
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//Price - Status
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level.scr_sound[ "price" ][ "status" ] = "icbm_pri_team2status";
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//Prices radio - Kill power
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level.scr_sound[ "price" ][ "killthepower" ] = "icbm_gm4_inposition";
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//Price - Roger. Jackson. Plant the charges. Go
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level.scr_sound[ "price" ][ "jackgriggsplant" ] = "icbm_pri_jacksonplant";
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//griggs - Charges set. Everyone get clear
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level.scr_sound[ "griggs" ][ "chargesset" ] = "icbm_grg_chargesset";
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//Price - Jackson DO IT!
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level.scr_sound[ "price" ][ "doit" ] = "icbm_pri_doit";
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//Price - Team Two, the tower's down and the power's out. Twenty seconds.
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level.scr_sound[ "price" ][ "towersdown" ] = "icbm_pri_powersout";
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//Price radio - Roger. We're breaching the perimeter. Standby.
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level.scr_sound[ "price" ][ "breachingperimeter" ] = "icbm_gm4_breachperimeter";
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//Price radio - standby
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level.scr_sound[ "price" ][ "standby" ] = "icbm_gm4_standby";
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//griggs - Backup power in ten seconds<64>
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level.scr_sound[ "griggs" ][ "backuppower" ] = "icbm_grg_backuppower";
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//griggs - Five seconds<64>
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level.scr_sound[ "griggs" ][ "fiveseconds" ] = "icbm_grg_fiveseconds";
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//Price radio - Meet at rallypoint
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level.scr_sound[ "price" ][ "rallypoint" ] = "icbm_gm4_rallypoint";
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//Price - Roger Team Two, we're on our way. Out
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level.scr_sound[ "price" ][ "onourway" ] = "icbm_pri_onourway";
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//griggs - Backup power's online. Damn that was close!
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level.scr_sound[ "griggs" ][ "poweronline" ] = "icbm_grg_poweronline";
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//Price - Get that fence open
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level.scr_sound[ "price" ][ "getfenceopen" ] = "icbm_pri_getfenceopen";
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//griggs - Gonna get real busy around here soon<6F>
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level.scr_sound[ "griggs" ][ "getbusy2" ] = "icbm_grg_getbusy2";
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//Marine4 - Team One, this is Team Two. Three trucks packed with shooters are headed your way.
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level.scr_sound[ "generic" ][ "truckswithshooters" ] = "icbm_gm5_3trucks";
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//Price - Roger that
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level.scr_sound[ "price" ][ "rogerthat" ] = "icbm_pri_rogerthat";
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//Price - Copy. We're entering the old base now. Standby.
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level.scr_sound[ "price" ][ "approachingbase" ] = "icbm_pri_oldbase";
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//Marine1 - I have a visual on the trucks. There's a shitload of troops sir.
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level.scr_sound[ "generic" ][ "haveavisual" ] = "icbm_uk2_visualontrucks";
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//Price - All right squad, you know the drill. Griggs, you're with Jackson. Haggerty, on me. Move.
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level.scr_sound[ "price" ][ "youknowdrill" ] = "icbm_pri_youknowdrill";
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//NEW BASE LINES///////////////
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//Price - They<65>re flanking around through the buildings.
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level.scr_sound[ "price" ][ "flankingthrough" ] = "icbm_pri_flankingthrough";
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//SAS1 - RPG on rooftops
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level.scr_sound[ "gaz" ][ "rpgsonrooftop" ] = "icbm_sas1_rpgsonrooftop";
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//SAS2 - RPG on rooftops2
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level.scr_sound[ "gaz" ][ "rpgsonrooftop2" ] = "icbm_sas2_rpgsonrooftops";
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//Price - Jackson grab an RPG...
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level.scr_sound[ "price" ][ "grabrpg" ] = "icbm_pri_grabrpg";
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//Price - WHATCH OUT BEHIND US
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level.scr_sound[ "price" ][ "behindus" ] = "icbm_pri_behindus";
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//SAS1 - Tangos behind us
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level.scr_sound[ "gaz" ][ "behindus2" ] = "icbm_sas1_behindus";
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//Price - WHATCH OUT BEHIND US
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level.scr_sound[ "price" ][ "takeoutbmp" ] = "icbm_pri_takeoutbmp";
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//Price - Keep moving...
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level.scr_sound[ "price" ][ "keepmoving" ] = "icbm_pri_keepmoving";
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//SAS1 - Heads up, choppers inbound
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level.scr_sound[ "gaz" ][ "choppersinbound" ] = "icbm_sas1_choppersinbound";
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//Price - Troops dropping
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level.scr_sound[ "price" ][ "droppingin" ] = "icbm_pri_droppingin";
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//NUKE LAUNCH///////////////
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//SAS1 - look to the south east
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level.scr_sound[ "gaz" ][ "whatthe" ] = "icbm_uk2_looksoutheast";
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//griggs - What the hell<6C>
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level.scr_sound[ "griggs" ][ "problemhere" ] = "icbm_grg_problemhere";
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//Price - Delta One X-Ray, we have a missile launch, I repeat we have a missile
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level.scr_sound[ "price" ][ "onemissile" ] = "icbm_pri_onemissile";
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//griggs - There's another one!
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level.scr_sound[ "griggs" ][ "anotherone" ] = "icbm_grg_anotherone";
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//Price - Delta One X-Ray - we have two missiles in the air over!
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level.scr_sound[ "price" ][ "twomissiles" ] = "icbm_pri_twomissiles";
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//HQ on Price's Radio
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level.scr_sound[ "price" ][ "gettingabortcodes" ] = "icbm_hqr_satellitestracking";
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//griggs - Shits hit the fan now
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level.scr_sound[ "griggs" ][ "itsonnow" ] = "icbm_grg_itsonnow";
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//Price - You're tellin' me<6D>. Let's go! We gotta move!
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level.scr_sound[ "price" ][ "youretellinme" ] = "icbm_pri_gottomove";
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//Marine5 - Bravo Six, Sniper Team Two. We're comin' outta the treeline to the south.
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level.scr_sound[ "gm5" ][ "treeline" ] = "icbm_gm5_treelineS";
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//Price - Hold your fire, it's one of the American teams.
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level.scr_sound[ "price" ][ "americanteams" ] = "icbm_pri_americanteams";
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//Marine5 - Good to see you guys made it. We'll give you sniper cover once your inside the perime-what the hell is that?
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level.scr_sound[ "gm5" ][ "goodtosee" ] = "icbm_gm5_whatthe";
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//NEW LINES
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//Price - Moving to the next house, keep it quiet
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level.scr_sound[ "price" ][ "keepquiet" ] = "icbm_pri_keepitquiet";
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//Price - Suns coming up. We<57>re running out of time.
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level.scr_sound[ "price" ][ "sunsup" ] = "icbm_pri_sunscomingup";
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//Price - We need to blow up that power tower so second squad can breach the electric perimeter fence.
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level.scr_sound[ "price" ][ "blowuptower" ] = "icbm_pri_knockouttower";
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//Price - They<65>re flanking around us from behind!!
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level.scr_sound[ "price" ][ "flankingbehind" ] = "icbm_pri_flankingbehind";
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//RUSSIAN INTEROGATION SECENE
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//RU1 - Where are the others?
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level.scr_sound[ "ru1" ][ "whereothers" ] = "icbm_ru1_whereothers";
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//griggs - Griggs. 678-45-2056.
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level.scr_sound[ "griggs" ][ "grg_678452056" ] = "icbm_grg_678452056";
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//RU1 - You know tovarisch, the Geneva Convention is a nice idea in theory, no? Why don't you save yourself the trouble and simply answer my questions?
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level.scr_sound[ "ru1" ][ "tovarisch" ] = "icbm_ru1_tovarisch";
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//RU1 - How many others are there?
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level.scr_sound[ "ru1" ][ "howmany" ] = "icbm_ru1_howmany";
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//griggs - Griggs. 678...
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level.scr_sound[ "griggs" ][ "grg_678" ] = "icbm_grg_678";
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//RU1 - who is officer
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level.scr_sound[ "ru1" ][ "whoisofficer" ] = "icbm_ru1_whoisofficer";
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//griggs - Blow me
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level.scr_sound[ "griggs" ][ "blowme" ] = "icbm_grg_getbusy";
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//RU1 - Yuri - where's the hacksaw?
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level.scr_sound[ "ru1" ][ "whereshacksaw" ] = "icbm_ru1_whereshacksaw";
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//RU2 - Yuri - I thought you had it.
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level.scr_sound[ "ru1" ][ "youhadit" ] = "icbm_ru2_youhadit";
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//RU1 - If I had the fuckin' hacksaw I wouldn't have asked for it in the first place you dumb shit!
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level.scr_sound[ "ru1" ][ "ifihad" ] = "icbm_ru1_ifihad";
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//BREACH GIGS SCENE
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//Price - Looks like this is the place.
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level.scr_sound[ "price" ][ "thisisplace" ] = "icbm_pri_thisisplace";
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//Price - Get ready to breach
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level.scr_sound[ "price" ][ "readytobreach" ] = "icbm_pri_readytobreach";
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//Price - Go go go!!
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level.scr_sound[ "price" ][ "gogogo" ] = "icbm_pri_gogogo";
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//Price - Jackson, cut grigs loose.
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level.scr_sound[ "price" ][ "cutloose" ] = "icbm_pri_cutloose";
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}
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patrol()
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{
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//flashlight guys:
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level.scr_anim[ "generic" ][ "patrolwalk_1" ] = %active_patrolwalk_v1;
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level.scr_anim[ "generic" ][ "patrolwalk_2" ] = %active_patrolwalk_v2;
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level.scr_anim[ "generic" ][ "patrolwalk_3" ] = %active_patrolwalk_v3;
|
||
level.scr_anim[ "generic" ][ "patrolwalk_4" ] = %active_patrolwalk_v4;
|
||
level.scr_anim[ "generic" ][ "patrolwalk_5" ] = %active_patrolwalk_v5;
|
||
level.scr_anim[ "generic" ][ "patrolwalk_pause" ] = %active_patrolwalk_pause;
|
||
level.scr_anim[ "generic" ][ "patrolwalk_turn" ] = %active_patrolwalk_turn_180;
|
||
|
||
|
||
//normal patrollers:
|
||
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
|
||
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
|
||
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
|
||
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
|
||
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
|
||
|
||
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
|
||
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
|
||
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
|
||
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
|
||
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
|
||
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
|
||
}
|
||
|
||
anims()
|
||
{
|
||
level.scr_anim[ "generic" ][ "pronehide_dive" ] = %hunted_dive_2_pronehide_v1;
|
||
|
||
// First house
|
||
level.scr_anim[ "price" ][ "hunted_open_barndoor" ] = %hunted_open_barndoor;
|
||
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["hostile"]["patrol_twitch"] = %patrolstand_twitch;
|
||
|
||
level.scr_anim["hostile"]["phoneguy_idle_start"] = %patrol_bored_idle_cellphone;
|
||
level.scr_anim["hostile"]["phoneguy_idle"][0] = %patrol_bored_idle_cellphone;
|
||
level.scr_anim["hostile"]["phoneguy_alerted"] = %parabolic_phoneguy_reaction;
|
||
level.scr_anim["hostile"][ "phoneguy_death" ] = %ICBM_patrol_knifekill_looser;
|
||
|
||
level.scr_anim["hostile"][ "patrol_bored_idle" ][0] = %patrol_bored_idle;
|
||
level.scr_anim["hostile"][ "patrol_bored_idle_smoke" ][0] = %patrol_bored_idle_smoke;
|
||
level.scr_anim["hostile"][ "patrol_bored_idle_cellphone" ][0] = %patrol_bored_idle_cellphone;
|
||
|
||
|
||
|
||
level.scr_anim[ "generic" ][ "cellphone_idle" ][0] = %patrol_bored_idle_cellphone;
|
||
level.scr_anim[ "generic" ][ "smoke_idle" ][0] = %patrol_bored_idle_smoke;
|
||
level.scr_anim[ "generic" ][ "lean_smoke_idle" ][0] = %parabolic_leaning_guy_smoking_idle;
|
||
level.scr_anim[ "generic" ][ "lean_smoke_idle" ][1] = %parabolic_leaning_guy_smoking_twitch;
|
||
level.scr_anim[ "generic" ][ "coffee_idle" ][0] = %parabolic_guard_sleeper_idle;
|
||
level.scr_anim[ "generic" ][ "sleep_idle" ][0] = %parabolic_guard_sleeper_idle;
|
||
|
||
level.scr_anim[ "generic" ][ "cellphone_reach" ] = %patrol_bored_idle_cellphone;
|
||
level.scr_anim[ "generic" ][ "smoke_reach" ] = %patrol_bored_idle_smoke;
|
||
level.scr_anim[ "generic" ][ "lean_smoke_reach" ] = %parabolic_leaning_guy_smoking_idle;
|
||
level.scr_anim[ "generic" ][ "coffee_reach" ] = %parabolic_guard_sleeper_idle;
|
||
level.scr_anim[ "generic" ][ "sleep_reach" ] = %parabolic_guard_sleeper_idle;
|
||
|
||
level.scr_anim[ "generic" ][ "cellphone_react" ] = %patrol_bored_react_look_retreat;
|
||
level.scr_anim[ "generic" ][ "smoke_react" ] = %patrol_bored_react_look_advance;
|
||
level.scr_anim[ "generic" ][ "lean_smoke_react" ] = %patrol_bored_react_walkstop_short;
|
||
level.scr_anim[ "generic" ][ "coffee_react" ] = %parabolic_guard_sleeper_react;
|
||
level.scr_anim[ "generic" ][ "sleep_react" ] = %parabolic_guard_sleeper_react;
|
||
|
||
|
||
//level.scr_anim[ "generic" ][ "detcord_stack_leftbreach_01" ] = %explosivebreach_v1_stackL;
|
||
//level.scr_anim[ "generic" ][ "detcord_stack_leftbreach_02" ] = %explosivebreach_v1_detcord;
|
||
|
||
//addNotetrack_customFunction( <animname>, <notetrack> , <function> , <anime> )
|
||
addNotetrack_customFunction( "generic", "fire", ::kill_during_breach1, "detcord_stack_leftbreach_01" );
|
||
addNotetrack_customFunction( "generic", "fire", ::kill_during_breach2, "detcord_stack_leftbreach_02" );
|
||
|
||
|
||
|
||
/*-----------------------
|
||
KNIFE KILL SEQUENCE
|
||
-------------------------*/
|
||
level.scr_anim[ "price" ][ "knifekill_price" ] = %ICBM_patrol_knifekill_winner;
|
||
//level.scr_anim[ "price" ][ "knifekill_altending_griggs" ] = %parabolic_knifekill_altending_griggs;
|
||
|
||
|
||
level.scr_anim[ "price" ][ "signal_assault_coverstand" ] = %coverstand_hide_idle_wave02;
|
||
level.scr_anim[ "price" ][ "signal_forward_coverstand" ] = %coverstand_hide_idle_wave01;
|
||
|
||
//griggs scene
|
||
level.scr_anim[ "griggs" ][ "grigsby_rescue" ] = %grigsby_rescue;
|
||
addNotetrack_customFunction( "griggs", "grab gun", ::griggs_grab_gun, "grigsby_rescue" );
|
||
level.scr_anim[ "griggs" ][ "grigsby_rescue_idle" ][0] = %grigsby_rescue_idle;
|
||
|
||
level.scr_anim[ "griggs" ][ "icbm_fence_cutting_guys" ] = %icbm_fence_cutting_guy2;
|
||
level.scr_anim[ "gaz" ][ "icbm_fence_cutting_guys" ] = %icbm_fence_cutting_guy1;
|
||
//addNotetrack_attach( animname, notetrack, model, tag, anime )
|
||
addNotetrack_attach( "gaz", "can_in_hand", "com_spray_can01", "tag_inhand", "icbm_fence_cutting_guys" );
|
||
|
||
//addNotetrack_detach( animname, notetrack, model, tag, anime )
|
||
addNotetrack_detach( "gaz", "can_out_hand", "com_spray_can01", "tag_inhand", "icbm_fence_cutting_guys" );
|
||
|
||
//addNotetrack_animSound( animname, anime, notetrack, soundalias )
|
||
addNotetrack_animSound( "gaz", "icbm_fence_cutting_guys", "scn_icbm_fence_cut", "scn_icbm_fence_cut" );
|
||
addNotetrack_animSound( "gaz", "icbm_fence_cutting_guys", "scn_icbm_fence_pull", "scn_icbm_fence_pull" );
|
||
|
||
//addNotetrack_customFunction( animname, notetrack, function, anime )
|
||
addNotetrack_customFunction( "gaz", "can_start_spray", maps\icbm_code::spraycan_fx, "icbm_fence_cutting_guys" );
|
||
addNotetrack_customFunction( "gaz", "can_stop_spray", maps\icbm_code::spraycan_fx_stop, "icbm_fence_cutting_guys" );
|
||
|
||
|
||
//end scene
|
||
level.scr_anim[ "price" ][ "icbm_end_price" ] = %icbm_end_price;
|
||
level.scr_anim[ "gm5" ][ "icbm_end_sniper" ] = %icbm_end_sniper;
|
||
}
|
||
|
||
|
||
|
||
#using_animtree( "icbm" );
|
||
tower_explode_anims()
|
||
{
|
||
level.scr_animtree[ "tower" ] = #animtree;
|
||
level.scr_anim[ "tower" ][ "explosion" ] = %ICBM_power_tower_crash;
|
||
|
||
level.scr_animtree[ "wire" ] = #animtree;
|
||
|
||
level.scr_anim[ "wire" ][ "idle0" ][0] = %ICBM_power_tower_wire_idle_LE1;
|
||
level.scr_anim[ "wire" ][ "idle1" ][0] = %ICBM_power_tower_wire_idle_LE2;
|
||
level.scr_anim[ "wire" ][ "idle2" ][0] = %ICBM_power_tower_wire_idle_LE3;
|
||
|
||
level.scr_anim[ "wire" ][ "idle3" ][0] = %ICBM_power_tower_wire_idle_RI1;
|
||
level.scr_anim[ "wire" ][ "idle4" ][0] = %ICBM_power_tower_wire_idle_RI2;
|
||
level.scr_anim[ "wire" ][ "idle5" ][0] = %ICBM_power_tower_wire_idle_RI3;
|
||
|
||
level.scr_anim[ "wire" ][ "idle6" ][0] = %ICBM_power_tower_wire_idle_LE4;
|
||
level.scr_anim[ "wire" ][ "idle7" ][0] = %ICBM_power_tower_wire_idle_LE5;
|
||
level.scr_anim[ "wire" ][ "idle8" ][0] = %ICBM_power_tower_wire_idle_LE6;
|
||
|
||
level.scr_anim[ "wire" ][ "idle9" ][0] = %ICBM_power_tower_wire_idle_RI4;
|
||
level.scr_anim[ "wire" ][ "idle10" ][0] = %ICBM_power_tower_wire_idle_RI5;
|
||
level.scr_anim[ "wire" ][ "idle11" ][0] = %ICBM_power_tower_wire_idle_RI6;
|
||
|
||
|
||
level.scr_anim[ "wire" ][ "explosion0" ] = %ICBM_power_tower_wire_LE1;
|
||
level.scr_anim[ "wire" ][ "explosion1" ] = %ICBM_power_tower_wire_LE2;
|
||
level.scr_anim[ "wire" ][ "explosion2" ] = %ICBM_power_tower_wire_LE3;
|
||
|
||
level.scr_anim[ "wire" ][ "explosion3" ] = %ICBM_power_tower_wire_RI1;
|
||
level.scr_anim[ "wire" ][ "explosion4" ] = %ICBM_power_tower_wire_RI2;
|
||
level.scr_anim[ "wire" ][ "explosion5" ] = %ICBM_power_tower_wire_RI3;
|
||
|
||
level.scr_anim[ "wire" ][ "explosion6" ] = %ICBM_power_tower_wire_LE4;
|
||
level.scr_anim[ "wire" ][ "explosion7" ] = %ICBM_power_tower_wire_LE5;
|
||
level.scr_anim[ "wire" ][ "explosion8" ] = %ICBM_power_tower_wire_LE6;
|
||
|
||
level.scr_anim[ "wire" ][ "explosion9" ] = %ICBM_power_tower_wire_RI4;
|
||
level.scr_anim[ "wire" ][ "explosion10" ] = %ICBM_power_tower_wire_RI5;
|
||
level.scr_anim[ "wire" ][ "explosion11" ] = %ICBM_power_tower_wire_RI6;
|
||
|
||
//wire_snap
|
||
//addNotetrack_sound( animname, notetrack, anime, soundalias )
|
||
addNotetrack_sound( "wire", "wire_snap", "explosion0", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion1", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion2", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion3", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion4", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion5", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion6", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion7", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion8", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion9", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion10", "scn_icbm_tower_wire_snap" );
|
||
//addNotetrack_sound( "wire", "wire_snap", "explosion11", "scn_icbm_tower_wire_snap" );
|
||
|
||
|
||
addNotetrack_customFunction( "tower", "powertower_break", maps\icbm_code::tower_legBreak_fx, "explosion" );
|
||
addNotetrack_customFunction( "tower", "powertower_sparks", maps\icbm_code::tower_spark_fx, "explosion" );
|
||
addNotetrack_customFunction( "tower", "powertower_crash", maps\icbm_code::tower_impact_fx, "explosion" );
|
||
|
||
level.scr_animtree[ "fence" ] = #animtree;
|
||
|
||
level.scr_anim[ "fence" ][ "model_cut" ] = %icbm_fence_cutting_guy1_fence;
|
||
|
||
|
||
|
||
}
|
||
|
||
#using_animtree("generic_human");
|
||
uaz_overrides( )
|
||
{
|
||
positions = maps\_uaz::setanims();
|
||
|
||
positions[0].death = %UAZ_driver_death;
|
||
positions[1].death = %UAZ_driver_death;
|
||
positions[0].death_delayed_ragdoll = .1;
|
||
positions[1].death_delayed_ragdoll = .1;
|
||
positions[ 0 ].explosion_death = %death_explosion_left11;
|
||
positions[ 1 ].explosion_death = %death_explosion_right13;
|
||
|
||
|
||
return positions;
|
||
}
|
||
|
||
#using_animtree( "script_model" );
|
||
script_models()
|
||
{
|
||
level.scr_anim[ "chair" ][ "sleep_react" ] = %parabolic_guard_sleeper_react_chair;
|
||
level.scr_animtree[ "chair" ] = #animtree;
|
||
level.scr_model[ "chair" ] = "com_folding_chair";
|
||
} |