529 lines
No EOL
24 KiB
Text
529 lines
No EOL
24 KiB
Text
#include maps\_anim;
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#using_animtree("generic_human");
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main()
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{
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anims();
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dialogue();
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player_rappel();
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script_models();
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}
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anims()
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{
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level.scr_anim[ "frnd" ][ "spin" ] = %combatwalk_F_spin;
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/*-----------------------
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HELI RPG SEQUENCE
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-------------------------*/
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level.scr_anim[ "frnd" ][ "AT4_fire_start" ] = %launchfacility_a_at4_fire;
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level.scr_anim[ "frnd" ][ "AT4_fire" ] = %launchfacility_a_at4_fire;
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level.scr_anim[ "frnd" ][ "AT4_idle" ][0] = %corner_standr_alert_idle;
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level.scr_anim[ "frnd" ][ "RPG_conceal_idle_start" ] = %RPG_conceal_idle;
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level.scr_anim[ "frnd" ][ "RPG_conceal_idle" ][0] = %RPG_conceal_idle;
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level.scr_anim[ "frnd" ][ "RPG_conceal_2_standR" ] = %RPG_conceal_2_standR;
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level.scr_anim[ "frnd" ][ "RPG_stand_idle" ][0] = %RPG_stand_idle;
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level.scr_anim[ "frnd" ][ "RPG_stand_fire" ] = %RPG_stand_fire;
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level.scr_anim[ "frnd" ][ "RPG_standR_2_conceal" ] = %RPG_standR_2_conceal;
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level.scr_anim[ "frnd" ][ "RPG_stand_aim_2" ] = %RPG_stand_aim_2;
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level.scr_anim[ "frnd" ][ "RPG_stand_aim_4" ] = %RPG_stand_aim_4;
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level.scr_anim[ "frnd" ][ "RPG_stand_aim_5" ] = %RPG_stand_aim_5;
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level.scr_anim[ "frnd" ][ "RPG_stand_aim_6" ] = %RPG_stand_aim_6;
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level.scr_anim[ "frnd" ][ "RPG_stand_aim_8" ] = %RPG_stand_aim_8;
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/*-----------------------
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GATE EXPLOSION
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-------------------------*/
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level.scr_anim[ "frnd" ][ "C4_gate_plant_start" ] = %launchfacility_a_c4_plant;
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level.scr_anim[ "frnd" ][ "C4_gate_plant" ] = %launchfacility_a_c4_plant;
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level.scr_anim[ "frnd" ][ "C4_plant_start" ] = %explosive_plant_knee;
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level.scr_anim[ "frnd" ][ "C4_plant" ] = %explosive_plant_knee;
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/*-----------------------
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SAW SEQUENCE
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-------------------------*/
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level.scr_anim[ "frnd" ]["saw_1_start"] = %launchfacility_a_saw_1;
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level.scr_anim[ "frnd" ]["saw_2_start"] = %launchfacility_a_saw_2;
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level.scr_anim[ "frnd" ]["saw_1"] = %launchfacility_a_saw_1;
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level.scr_anim[ "frnd" ]["saw_2"] = %launchfacility_a_saw_2;
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addNotetrack_customFunction( "frnd", "start", maps\launchfacility_a::saw_notify_start, "saw_1" );
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addNotetrack_customFunction( "frnd", "stop", maps\launchfacility_a::saw_notify_stop, "saw_1" );
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addNotetrack_customFunction( "frnd", "switch", maps\launchfacility_a::saw_notify_switch, "saw_1" );
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addNotetrack_customFunction( "frnd", "start", maps\launchfacility_a::saw_notify_start, "saw_2" );
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addNotetrack_customFunction( "frnd", "stop", maps\launchfacility_a::saw_notify_stop, "saw_2" );
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addNotetrack_customFunction( "frnd", "switch", maps\launchfacility_a::saw_notify_switch, "saw_2" );
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/*-----------------------
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AIR VENT
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-------------------------*/
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level.scr_anim[ "frnd" ]["rappel_setup_start"] = %launchfacility_a_setup_idle_1;
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level.scr_anim[ "frnd" ]["rappel_setup_to_stand_1"] = %launchfacility_a_setup_2_rappel_1;
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level.scr_anim[ "frnd" ]["rappel_setup_to_stand_2"] = %launchfacility_a_setup_2_rappel_2;
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level.scr_anim[ "frnd" ]["rappel_stand_idle_1"][0] = %launchfacility_a_rappel_idle_1;
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level.scr_anim[ "frnd" ]["rappel_stand_idle_2"][0] = %launchfacility_a_rappel_idle_2;
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level.scr_anim[ "frnd" ]["rappel_stand_idle_3"][0] = %launchfacility_a_rappel_idle_3;
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level.scr_anim[ "frnd" ]["rappel_drop"] = %launchfacility_a_rappel_1;
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}
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dialogue()
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{
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//Facility perimeter has been compromised. All units proceed to defensive positions. Unknown enemy force moving in from the South or West. Facility is now on high alert.
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level.scr_sound["launchfacility_a_rul_highalert"] = "launchfacility_a_rul_highalert";
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//Russian Loudspeaker
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//We are under attack! Lock down all points of entry immediately. megaphone/loudspeaker
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level.scr_sound["launchfacility_a_rul_underattack"] = "launchfacility_a_rul_underattack";
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//Russian Loudspeaker
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//Enemy units confirmed to be American special forces. Exercise extreme caution. Red Spetznaz units are en route to intercept. megaphone/loudspeaker
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level.scr_sound["launchfacility_a_rul_redspentznaz"] = "launchfacility_a_rul_redspentznaz";
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//Russian Loudspeaker
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//Preparing launch tubes 2 through 6 for firing. Standby. megaphone/loudspeaker
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level.scr_sound["launchfacility_a_rul_preptubes"] = "launchfacility_a_rul_preptubes";
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//Russian Loudspeaker
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//Fight for the glory of the Motherland! Fight the corruption of our once great nation! loudspeaker
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level.scr_sound["launchfacility_a_rul_motherland"] = "launchfacility_a_rul_motherland";
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//Russian Loudspeaker
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//Comrades! Remember the fallen and avenge them! Let us ensure that their sacrifices were not made in vain! loudspeaker
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level.scr_sound["launchfacility_a_rul_avengefallen"] = "launchfacility_a_rul_avengefallen";
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//Russian Loudspeaker
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//We shall restore the honor of the days when this nation was feared by all others! We will not be stopped! We will not be turned aside so easily! loudspeaker
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level.scr_sound["launchfacility_a_rul_restorehonor"] = "launchfacility_a_rul_restorehonor";
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//HQ Radio Voice
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//Uh, Bravo Six, we're still working with the Russians to get the launch codes. We should have them shortly. Keep moving. Out.
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level.scr_radio["launchfacility_a_hqr_stillworking"] = "launchfacility_a_hqr_stillworking";
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//HQ Radio
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//"Bravo Six, we're picking up heavy activity inside the facility. Enemy air is running search patterns. What's your status over?"
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level.scr_radio["launchfacility_a_hqradio_activity"] = "launchfacility_a_hqr_heavyactivity";
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//radio_dialogue("launchfacility_a_hqradio_activity");
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//Price
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//"Status is TARFU and we're workin' on it, out!"
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level.scr_sound["frnd"]["launchfacility_a_price_tarfu"] = "launchfacility_a_us_lead_statustarfu";
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//level.price dialogue_execute("launchfacility_a_price_tarfu");
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//Price
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//"All right our cover<65>s blown! Grenier! Prep the AT4!"
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level.scr_sound["frnd"]["launchfacility_a_price_at4_prep"] = "launchfacility_a_us_lead_coversblown";
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//level.price dialogue_execute("launchfacility_a_price_at4_prep");
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//Marine 01
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//"Roger that. Last round sir."
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level.scr_radio["launchfacility_a_marine_01_at4_prep"] = "launchfacility_a_gm2_lastround";
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//radio_dialogue("launchfacility_a_marine_01_at4_prep");
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//HQ Radio
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//"Uh, Bravo Six, we're still working with the Russians to get those codes. We should have them shortly. Keep moving. Out."
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level.scr_radio["launchfacility_a_cmd_highalert"] = "launchfacility_a_hqr_stillworking";
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//radio_dialogue("launchfacility_a_cmd_highalert");
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//Marine 01
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//*****"Hind!!! 12 o'clock high!!!"
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level.scr_sound["frnd"]["launchfacility_a_marine1_chopper"] = "launchfacility_a_gm1_hind12oclock";
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//guy dialogue_execute("launchfacility_a_marine1_chopper");
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//Marine 02
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//****"I got him<69>"
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level.scr_radio["launchfacility_a_marine2_killchopper"] = "launchfacility_a_gm2_igothim";
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//radio_dialogue("launchfacility_a_marine2_killchopper");
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//Price
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//"Go go go!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_gogogo1"] = "launchfacility_a_us_lead_gogogo";
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//level.price dialogue_execute("launchfacility_a_price_gogogo1");
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//Grigsby
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//"We're gonna need some more ground support sir!!!!"
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level.scr_sound["frnd"]["launchfacility_a_griggs_moreground"] = "launchfacility_a_grg_groundsupport";
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//level.grigsby dialogue_execute("launchfacility_a_griggs_moreground");
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//Price
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//"Already got it covered Griggs!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_alreadygot"] = "launchfacility_a_us_lead_alreadygot";
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//level.price dialogue_execute("launchfacility_a_price_alreadygot");
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//Sniper team
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//"Bravo Six, Sniper Team Two is now in position. We'll give ya sniper cover and recon from where we are, over."
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level.scr_radio["launchfacility_a_recon_sniperteamtwo"] = "launchfacility_a_gm4_team2inposition";
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//radio_dialogue("launchfacility_a_recon_sniperteamtwo");
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//Price
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//"Copy!!! Keep us posted!!! Out!!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_keepposted"] = "launchfacility_a_us_lead_keepposted";
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//level.price dialogue_execute("launchfacility_a_price_keepposted");
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//Sniper team
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//"This is Sniper Team Two. You've got hostiles and light armor coming to you from the north. Suggest you get some C4 out there or find some heavy weapons, over."
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level.scr_radio["launchfacility_a_recon_enemiestonorth"] = "launchfacility_a_gm4_hostileslightarmor";
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//radio_dialogue("launchfacility_a_recon_enemiestonorth");
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//Price
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//"Throw some smoooke!!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_smoke_nag_01"] = "launchfacility_a_us_lead_throwsmoke";
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//level.price dialogue_execute("launchfacility_a_price_smoke_nag_01");
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//Grigsby
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//"We gotta cover our advaaaance! Everyone pop smooooke!"
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level.scr_sound["frnd"]["launchfacility_a_grigsby_smoke_nag_01"] = "launchfacility_a_grg_popsmoke";
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//level.grigsby dialogue_execute("launchfacility_a_grigsby_smoke_nag_01");
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//Marine 01
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//"Poppin' smooke!!!"
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level.scr_sound["frnd"]["launchfacility_a_marine_01_throwing_smoke"] = "launchfacility_a_gm2_poppinsmoke";
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//guy dialogue_execute("launchfacility_a_marine_01_throwing_smoke");
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//Marine 01
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//"Charges placed! We<57>re blowing the BMP! Take cover! Move Move!!!"
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level.scr_radio["launchfacility_a_marine_01_blowing_bmp"] = "launchfacility_a_gm1_chargesplaced";
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//radio_dialogue("launchfacility_a_marine_01_blowing_bmp");
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//Sniper team
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//****"This is Sniper Team Two. At least a full platoon moving in from the tarmac up ahead. We'll try to thin 'em out before they reach your position, out."
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level.scr_radio["launchfacility_a_recon_enemies_coming"] = "launchfacility_a_gm4_fullplatoon";
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//radio_dialogue("launchfacility_a_recon_enemies_coming");
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//HQ radio
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//"Bravo Six, this is command, gimme a sit-rep over."
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level.scr_radio["launchfacility_a_cmd_sitrep"] = "launchfacility_a_hqr_sitrep";
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//radio_dialogue("launchfacility_a_cmd_sitrep");
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//Price
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//"We're inside the perimeter, approaching the gates to the silos!!! Out!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_were_inside"] = "launchfacility_a_us_lead_wereinside";
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//level.price dialogue_execute("launchfacility_a_price_were_inside");
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//Captain Price
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//We've got to breach the gate to the tarmac! Keep pushing forward!
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level.scr_sound["frnd"]["launchfacility_a_pri_breachgate"] = "launchfacility_a_pri_breachgate";
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//Marine 01
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//"Cover me! I'm gonna blow the gate!"
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level.scr_sound["frnd"]["launchfacility_a_marine1_gate_blow"] = "launchfacility_a_gm1_coverme";
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//guy dialogue_execute("launchfacility_a_marine1_gate_blow");
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//Marine 02
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//"Charges set!!!!! Get back get back!!!"
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level.scr_sound["frnd"]["launchfacility_a_marine2_gate_getback"] = "launchfacility_a_gm1_getback";
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//guy dialogue_execute("launchfacility_a_marine2_gate_getback");
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//Marine 02
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//"Fire in the hole!!!"
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level.scr_sound["frnd"]["launchfacility_a_marine2_fireinhole"] = "launchfacility_a_gm1_fireinthehole";
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//guy dialogue_execute("launchfacility_a_marine2_fireinhole");
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//Price
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//"Through the gate! Let's go!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_tothetarmac"] = "launchfacility_a_us_lead_throughthegate";
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//level.price dialogue_execute("launchfacility_a_price_tothetarmac");
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//Grigsby
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//"Shit we got more BMPs!!! Take cover!!!!"
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level.scr_sound["frnd"]["launchfacility_a_griggs_morebmps"] = "launchfacility_a_grg_morebmps";
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//level.grigsby dialogue_execute("launchfacility_a_griggs_morebmps");
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//Price
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//"Jackson!!! Griggs!!! Knock 'em out, GO!!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_knockemout"] = "launchfacility_a_us_lead_knockemout";
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//level.price dialogue_execute("launchfacility_a_price_knockemout");
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//Grigsby
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//"Yo Jackson!! Keep your eyes open for RPGs!! We can use 'em to take out the armor from long range!!!"
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level.scr_sound["frnd"]["launchfacility_a_griggs_userpghint"] = "launchfacility_a_grg_eyesopen";
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//level.grigsby dialogue_execute("launchfacility_a_griggs_userpghint");
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//Grigsby
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//"We need to take out the BMPs! "
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level.scr_sound["frnd"]["launchfacility_a_griggs_vehicles_hint_01"] = "launchfacility_a_grg_takeoutbmps";
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//level.grigsby dialogue_execute("launchfacility_a_griggs_vehicles_hint_01");
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//HQ radio
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//"Bravo Six, this is Strike Team Three inserting from the east. Repeat, we're movin' in from the east. Check your targets and confirm, over."
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level.scr_radio["launchfacility_a_friendlies_east"] = "launchfacility_a_gm3_checktargets";
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//radio_dialogue("launchfacility_a_friendlies_east");
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//Price
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//"Copy Team Three! We'll meet you at the north end of the tarmac, out!!"
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level.scr_sound["frnd"]["launchfacility_a_price_copyteamthree"] = "launchfacility_a_us_lead_northtarmac";
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//level.price dialogue_execute("launchfacility_a_price_copyteamthree");
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//Marine 3
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//Team, give us few seconds to cut through the vents.
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level.scr_radio["launchfacility_a_gm3_cutvents"] = "launchfacility_a_gm3_cutvents";
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//****Marine 01
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//Cutting. Standby.
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level.scr_radio["launchfacility_a_gm1_cutting"] = "launchfacility_a_gm1_cutting";
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// Marine 1 INCOMING!!!!
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level.scr_sound["frnd"]["launchfacility_a_gm1_incoming"] = "launchfacility_a_gm1_incoming";
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//Sniper team
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//"Bravo Six, Two Hinds closing fast on your position. You gotta get outta sight, now!"
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level.scr_radio["launchfacility_a_recon_two_helis"] = "launchfacility_a_gm4_getouttasight";
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//radio_dialogue("launchfacility_a_recon_two_helis");
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//Price
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//"Squad, hook up! "
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level.scr_sound["frnd"]["launchfacility_a_price_ropesout_01"] = "launchfacility_a_us_lead_hookup";
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//level.price dialogue_execute("launchfacility_a_price_ropesout_01");
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//Marine 02
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//"Team Two rappelling now."
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level.scr_radio["launchfacility_a_marine2_rappelling"] = "launchfacility_a_gm2_rappellingnow";
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//radio_dialogue("launchfacility_a_marine2_rappelling");
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//Marine 03
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//"Team Three is inside."
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level.scr_radio["launchfacility_a_marine3_teamin"] = "launchfacility_a_gm3_teaminside";
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//radio_dialogue("launchfacility_a_marine3_teamin");
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//Team Three rapelling now.
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level.scr_radio["launchfacility_a_gm3_rapellingnow"] = "launchfacility_a_gm3_rapellingnow";
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/*-----------------------
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RANDOMIZED BMP NAGS
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-------------------------*/
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level.launchfacility_a_price_bmp_nag_MAX = 8;
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level.launchfacility_a_price_bmp_nag_number = randomintrange(1, level.launchfacility_a_price_bmp_nag_MAX + 1);
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//Price
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//"Jackson! Get a C4 charge on that BMP!!!"
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_01"] = "launchfacility_a_us_lead_c4chargebmp";
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//level.price dialogue_execute("launchfacility_a_price_bmp_nag_01");
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//Price
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//"We gotta take out that BMP! Use your C4!"
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_02"] = "launchfacility_a_us_lead_takeoutbmp";
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//level.price dialogue_execute("launchfacility_a_price_bmp_nag_02");
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//Captain Price launchfacility_a We<57>re pinned down until we take out that armor! Use your C4!
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_03"] = "launchfacility_a_pri_pinneddown";
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//SAS 1 launchfacility_a That armor is killing us! Use your C4!
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_04"] = "launchfacility_a_sas1_killingus";
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//Captain Price launchfacility_a Plant some C4 on that armor!
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_05"] = "launchfacility_a_pri_c4onarmor";
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//Captain Price launchfacility_a Find an enemy RPG or plant some C4!!!
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_06"] = "launchfacility_a_pri_findrpg";
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//ONLY 07 and 08 are GRIGGS
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_07"] = "launchfacility_a_grg_bulletsgrenades";
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level.scr_sound["frnd"]["launchfacility_a_price_bmp_nag_08"] = "launchfacility_a_grg_getclose";
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/*-----------------------
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RANDOMIZED HOOK UP NAGS
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-------------------------*/
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level.launchfacility_a_price_ropenag_MAX = 6;
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level.launchfacility_a_price_ropenag_number = randomintrange(1, level.launchfacility_a_price_ropenag_MAX + 1);
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//Price
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//"Jackson! Hook up! Let's go!"
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level.scr_sound["frnd"]["launchfacility_a_price_ropenag_01"] = "launchfacility_a_us_lead_hookupgo";
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//Captain Price
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||
//Jackson! Hook up on the middle vent!
|
||
level.scr_sound["frnd"]["launchfacility_a_price_ropenag_02"] = "launchfacility_a_pri_hookupmidvent";
|
||
|
||
//Captain Price
|
||
//Let<65>s move! Middle vent! Hook up!
|
||
level.scr_sound["frnd"]["launchfacility_a_price_ropenag_03"] = "launchfacility_a_pri_letsmovemidvent";
|
||
|
||
//Captain Price
|
||
//Over here Jackson! We<57>re rappelling down the middle vent!
|
||
level.scr_sound["frnd"]["launchfacility_a_price_ropenag_04"] = "launchfacility_a_pri_overhere";
|
||
|
||
//Captain Price
|
||
//Hook up on the second vent! Let<65>s go!
|
||
level.scr_sound["frnd"]["launchfacility_a_price_ropenag_05"] = "launchfacility_a_pri_hookupsecvent";
|
||
|
||
//Gaz
|
||
//Get down the vents! Move!!!!
|
||
level.scr_sound["frnd"]["launchfacility_a_price_ropenag_06"] = "launch_a_gaz_downvents";
|
||
|
||
|
||
|
||
|
||
|
||
//launchfacility_a_grg_getdownvents
|
||
|
||
|
||
//*****Bloody hell, that was close. radio launchfacility_a_sas2_bloodyhell
|
||
level.scr_radio["launchfacility_a_sas2_bloodyhell"] = "launchfacility_a_sas2_bloodyhell";
|
||
|
||
//Price
|
||
//"Ok, we're in."
|
||
level.scr_radio["launchfacility_a_price_inside_facility"] = "launchfacility_a_us_lead_okwerein";
|
||
//radio_dialogue("launchfacility_a_price_inside_facility");
|
||
|
||
/*-----------------------
|
||
RANDOMIZED SNIPER CONFIRM DIALOGUE
|
||
-------------------------*/
|
||
level.dialogueSniperConfirm_MAX = 6;
|
||
level.dialogueSniperConfirm_number = randomintrange(1, level.dialogueSniperConfirm_MAX + 1);
|
||
|
||
//Sniper Team Two
|
||
//That got him. Headshot.
|
||
level.scr_radio["launchfacility_a_sniper_confirm_01"] = "launchfacility_a_sn1_gothim";
|
||
|
||
//Sniper Team Two
|
||
//Sniper Team Two, we<77>ve got your back.
|
||
level.scr_radio["launchfacility_a_sniper_confirm_02"] = "launchfacility_a_sn1_gotyourback";
|
||
|
||
//Sniper Team Two
|
||
//That<61>s a kill.
|
||
level.scr_radio["launchfacility_a_sniper_confirm_03"] = "launchfacility_a_sn1_thatsakill";
|
||
|
||
//Sniper Team Two
|
||
//This is sniper team two<77>target down.
|
||
level.scr_radio["launchfacility_a_sniper_confirm_04"] = "launchfacility_a_sn2_targetdown";
|
||
|
||
//Sniper Team Two
|
||
//Got him. We<57>ll try to keep you covered from out here Bravo Six.
|
||
level.scr_radio["launchfacility_a_sniper_confirm_05"] = "launchfacility_a_sn2_keepyoucovered";
|
||
|
||
//Sniper Team Two
|
||
//He<48>s down. Confirmed headshot.
|
||
level.scr_radio["launchfacility_a_sniper_confirm_06"] = "launchfacility_a_sn2_confirmed";
|
||
|
||
/*-----------------------
|
||
RANDOMIZED GO RIGHT DIALOGUE
|
||
-------------------------*/
|
||
level.dialogueGateHint_MAX = 9;
|
||
level.dialogueGateHint_number = randomintrange(1, level.dialogueGateHint_MAX + 1);
|
||
|
||
//Marine 01
|
||
//"The northeast gate is blocked! We gotta cut to the right!
|
||
level.scr_radio["launchfacility_a_gate_hint_01"] = "launchfacility_a_gm1_gateblocked";
|
||
|
||
//Marine 01
|
||
//"The northeast gate is blocked! We gotta cut to the right!
|
||
level.scr_radio["launchfacility_a_gate_hint_02"] = "launchfacility_a_gm1_gateblocked";
|
||
|
||
//Marine 1 We can<61>t go this way, we gotta head right!
|
||
level.scr_radio["launchfacility_a_gate_hint_03"] = "launchfacility_a_gm1_headright";
|
||
|
||
//SAS 1 We can<61>t go this way, we gotta head right!
|
||
level.scr_radio["launchfacility_a_gate_hint_04"] = "launchfacility_a_sas1_headright";
|
||
|
||
//Captain Price We<57>re pushing up the right side!
|
||
level.scr_radio["launchfacility_a_gate_hint_05"] = "launchfacility_a_pri_uprightside";
|
||
|
||
//Marine 1 This way is blocked! Go right! Head over to the right side! Move!
|
||
level.scr_radio["launchfacility_a_gate_hint_06"] = "launchfacility_a_gm1_wayisblocked";
|
||
|
||
//SAS 1 The left gate is blocked! Go right! Head over to the right side! Move!
|
||
level.scr_radio["launchfacility_a_gate_hint_07"] = "launchfacility_a_sas1_leftblocked";
|
||
|
||
//Captain Price Team one, we<77>re headed up through the gate on the right side!
|
||
level.scr_radio["launchfacility_a_gate_hint_08"] = "launchfacility_a_pri_throughgate";
|
||
|
||
//Captain Price Everyone advance up the right side! The left gate is blocked I repeat, the left gate is blocked!
|
||
level.scr_radio["launchfacility_a_gate_hint_09"] = "launchfacility_a_pri_leftgateblocked";
|
||
|
||
/*-----------------------
|
||
RANDOMIZED RPG HIT DIALOGUE
|
||
-------------------------*/
|
||
level.dialogueRpgHit_MAX = 2;
|
||
level.dialogueRpgHit_number = randomintrange(1, level.dialogueRpgHit_MAX + 1);
|
||
|
||
//marine 2
|
||
//That's a hit! One more oughta do it!
|
||
level.scr_radio["launchfacility_a_rpg_hit_01"] = "launchfacility_a_gm2_thatsahit";
|
||
|
||
//marine 03
|
||
//It's still operational! Hit it again!
|
||
level.scr_radio["launchfacility_a_rpg_hit_02"] = "launchfacility_a_gm3_hitagain";
|
||
|
||
/*-----------------------
|
||
RANDOMIZED RPG KILL DIALOGUE
|
||
-------------------------*/
|
||
level.dialogueRpgGoodShot_MAX = 4;
|
||
level.dialogueRpgGoodShot_number = randomintrange(1, level.dialogueRpgHit_MAX + 1);
|
||
|
||
//Marine 01
|
||
//Nice work Jackson, good shot.
|
||
level.scr_radio["launchfacility_a_rpg_kill_01"] = "launchfacility_a_gm1_nicework";
|
||
|
||
//Marine 02
|
||
//That BMP's history. Nice shot.
|
||
level.scr_radio["launchfacility_a_rpg_kill_02"] = "launchfacility_a_gm2_bmpshistory";
|
||
|
||
//GAZ
|
||
//Good shot!
|
||
level.scr_radio["launchfacility_a_rpg_kill_03"] = "launch_a_gaz_goodshot";
|
||
|
||
//GAZ
|
||
//Niice one mate.
|
||
level.scr_radio["launchfacility_a_rpg_kill_04"] = "launch_a_gaz_niceone";
|
||
|
||
|
||
/*-----------------------
|
||
RANDOMIZED JAVELIN KILL DIALOGUE
|
||
-------------------------*/
|
||
level.dialogueJavelinGoodShot_MAX = 2;
|
||
level.dialogueJavelinGoodShot_number = randomintrange(1, level.dialogueJavelinGoodShot_MAX + 1);
|
||
|
||
//Marine 01
|
||
//Hell yeah!
|
||
level.scr_radio["launchfacility_a_javelin_kill_01"] = "launchfacility_a_gm3_hellyeah";
|
||
|
||
//Marine 02
|
||
//Fuckin nice shot, Jackson!
|
||
level.scr_radio["launchfacility_a_javelin_kill_02"] = "launchfacility_a_gm3_fniceshot";
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
player_rappel()
|
||
{
|
||
level.scr_anim[ "player_rappel" ][ "rappel" ] = %launchfacility_a_player_rappel;
|
||
level.scr_animtree[ "player_rappel" ] = #animtree;
|
||
level.scr_model[ "player_rappel" ] = "viewmodel_base_fastrope_character";
|
||
}
|
||
|
||
#using_animtree( "script_model" );
|
||
script_models()
|
||
{
|
||
precacheModel( "rappelrope110_le" );
|
||
level.scr_anim[ "player_rope" ][ "rappel_for_player_start" ] = %launchfacility_a_player_rappel_100ft_rope;
|
||
level.scr_anim[ "player_rope" ][ "rappel_idle_for_player" ][0] = %launchfacility_a_player_rappel_idle_100ft_rope;
|
||
level.scr_anim[ "player_rope" ][ "rappel_for_player" ] = %launchfacility_a_player_rappel_100ft_rope;
|
||
level.scr_animtree[ "player_rope" ] = #animtree;
|
||
level.scr_model[ "player_rope" ] = "rappelrope110_le";
|
||
|
||
precacheModel( "rappelrope100_ri" );
|
||
level.scr_animtree[ "rope" ] = #animtree;
|
||
level.scr_model[ "rope" ] = "rappelrope100_ri";
|
||
level.scr_anim[ "rope" ][ "rappel_setup_start" ] = %launchfacility_a_setup_2_rappel_1_100ft_rope;
|
||
level.scr_anim[ "rope" ]["rappel_setup_to_stand_1"] = %launchfacility_a_setup_2_rappel_1_100ft_rope;
|
||
level.scr_anim[ "rope" ]["rappel_setup_to_stand_2"] = %launchfacility_a_setup_2_rappel_2_100ft_rope;
|
||
level.scr_anim[ "rope" ]["rappel_stand_idle_1"][0] = %launchfacility_a_rappel_idle_1_100ft_rope;
|
||
level.scr_anim[ "rope" ]["rappel_stand_idle_2"][0] = %launchfacility_a_rappel_idle_2_100ft_rope;
|
||
level.scr_anim[ "rope" ]["rappel_stand_idle_3"][0] = %launchfacility_a_rappel_idle_3_100ft_rope;
|
||
level.scr_anim[ "rope" ]["rappel_drop"] = %launchfacility_a_rappel_1_100ft_rope;
|
||
|
||
}
|
||
|
||
|
||
|
||
|