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

157 lines
6.7 KiB
Text

#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#using_animtree( "generic_human" );
main()
{
anims();
blast_door();
dialogue();
}
anims()
{
// Vents
level.scr_anim[ "price" ][ "vent_drop_l" ] = %launchfacility_b_vent_drop_l;
level.scr_anim[ "grigsby" ][ "vent_drop_r" ] = %launchfacility_b_vent_drop_r;
level.scr_anim[ "steve" ][ "vent_drop_team1" ] = %launchfacility_b_vent_drop_r;
// blast door
level.scr_anim[ "price" ][ "blast_door_runto" ] = %launchfacility_b_blast_door_seq_approch;
level.scr_anim[ "price" ][ "blast_door_wave" ][0] = %launchfacility_b_blast_door_seq_waveidle;
level.scr_anim[ "price" ][ "blast_door_close" ] = %launchfacility_b_blast_door_seq_close;
level.scr_anim[ "price" ][ "guard_vaultdoors" ] = %launchfacility_b_wargame_door_price;
level.scr_anim[ "grigsby" ][ "guard_vaultdoors" ] = %launchfacility_b_wargame_door_grigs;
// Elevator
level.scr_anim[ "grigsby" ][ "elevator_runin" ] = %hunted_tunnel_guy1_runin;
level.scr_anim[ "grigsby" ][ "elevator_idle" ][0] = %hunted_tunnel_guy1_idle;
level.scr_anim[ "price" ][ "elevator_runin" ] = %hunted_tunnel_guy2_runin;
level.scr_anim[ "price" ][ "elevator_idle" ][0] = %hunted_tunnel_guy2_idle;
level.scr_anim[ "price" ][ "elevator_runout" ] = %hunted_tunnel_guy2_runout;
level.scr_anim[ "grigsby" ][ "elevator_runout" ] = %hunted_tunnel_guy1_runout;
level.scr_deadbody[ 1 ] = character\character_dead_russian_loyalist_a::main;
level.scr_deadbody[ 2 ] = character\character_dead_russian_loyalist_b::main;
level.scr_deadbody[ 3 ] = character\character_dead_russian_loyalist_c::main;
}
#using_animtree("script_model");
blast_door()
{
level.scr_animtree[ "door" ] = #animtree;
level.scr_anim[ "door" ][ "blast_door_close" ] = %launchfacility_b_blast_door_seq_close_door;
}
dialogue()
{
// Air duct at the beginning of the level.
// Vent01
level.scr_radio[ "letsmove" ] = "launchfacility_b_pri_letsmove";
level.scr_radio[ "basesecurity" ] = "launchfacility_b_gm1_basesecurity";
level.scr_radio[ "invents" ] = "launchfacility_b_pri_invents";
level.scr_radio[ "gm1_copythat" ] = "launchfacility_b_gm1_copythat";
// Vent02
level.scr_radio[ "heavyresistance" ] = "launchfacility_b_gm2_heavyresistance";
level.scr_radio[ "gaincontrol" ] = "launchfacility_b_pri_gaincontrol";
level.scr_radio[ "regroup" ] = "launchfacility_b_gm2_regroup";
// Locker Room/Showers
level.scr_radio[ "15mins" ] = "launchfacility_b_hqr_15mins";
level.scr_radio[ "11mins" ] = "launchfacility_b_hqr_11mins";
level.scr_radio[ "9mins" ] = "launchfacility_b_hqr_9mins";
level.scr_radio[ "pri_copythat" ] = "launchfacility_b_pri_copythat";
// Storage Area
level.scr_radio[ "grg_gottamove" ] = "launchfacility_b_grg_gottamove";
// Launch Tubes
level.scr_radio[ "grg_goinon" ] = "launchfacility_b_grg_goinon";
level.scr_radio[ "startedcountdown" ] = "launchfacility_b_pri_startedcountdown";
level.scr_radio[ "pri_movemove" ] = "launchfacility_b_pri_movemove";
level.scr_radio[ "pri_gogogo1" ] = "launchfacility_b_pri_gogogo1";
// Vault Doors
// Trapped at the vault doors
level.scr_radio[ "controlbasesec" ] = "launchfacility_b_gm1_controlbasesec";
level.scr_sound[ "price" ][ "pri_atdoor" ] = "launchfacility_b_pri_atdoor";
level.scr_radio[ "workinonit" ] = "launchfacility_b_gm1_workinonit";
level.scr_radio[ "almostthere" ] = "launchfacility_b_gm1_almostthere";
level.scr_radio[ "gotit" ] = "launchfacility_b_gm1_gotit";
// Vault doors are opening.
level.scr_sound[ "grigsby" ][ "grg_shittinme" ] = "launchfacility_b_grg_shittinme";
level.scr_radio[ "pri_faster" ] = "launchfacility_b_pri_faster";
level.scr_radio[ "gm1_trypulling" ] = "launchfacility_b_gm1_trypulling";
level.scr_radio[ "pri_cheeky" ] = "launchfacility_b_pri_cheeky";
// Maintance room
//Planting the C4
level.scr_radio[ "status" ] = "launchfacility_b_pri_status";
level.scr_radio[ "gm2_inposition" ] = "launchfacility_b_gm2_inposition";
level.scr_radio[ "prepbreach" ] = "launchfacility_b_pri_prepbreach";
level.scr_radio[ "grg_inposition" ] = "launchfacility_b_grg_inposition";
level.scr_radio[ "pri_plantexplos" ] = "launchfacility_b_pri_plantexplos";
// Wall blown
level.scr_radio[ "movingin" ] = "launchfacility_b_gm2_movingin";
level.scr_radio[ "pri_gogogo2" ] = "launchfacility_b_pri_gogogo2";
// Control Room
level.scr_radio[ "grg_clearR" ] = "launchfacility_b_grg_clearR";
level.scr_radio[ "entercodes" ] = "launchfacility_b_pri_entercodes";
level.scr_radio[ "hqr_confirm" ] = "launchfacility_b_hqr_confirm";
level.scr_radio[ "hqr_standby" ] = "launchfacility_b_hqr_standby";
level.scr_radio[ "hqr_crashed" ] = "launchfacility_b_hqr_crashed";
level.scr_radio[ "hqr_confdest" ] = "launchfacility_b_hqr_confdest";
level.scr_radio[ "checkfeed2" ] = "launchfacility_b_gm2_checkfeed2";
level.scr_radio[ "extractionpoint" ] = "launchfacility_b_pri_extractionpoint";
level.scr_radio[ "sendcoordinates" ] = "launchfacility_b_gm1_sendcoordinates";
level.scr_radio[ "vehicledepot" ] = "launchfacility_b_pri_vehicledepot";
level.scr_radio[ "pri_outtahere" ] = "launchfacility_b_pri_outtahere";
level.scr_radio[ "exfilfromarea" ] = "launchfacility_b_hqr_exfilfromarea";
// Hallway
level.scr_sound[ "grigsby" ][ "grg_company" ] = "launchfacility_b_grg_company";
// Elevator
level.scr_sound[ "price" ][ "pri_movemove" ] = "launchfacility_b_pri_movemove";
level.scr_radio[ "pri_movemove" ] = "launchfacility_b_pri_movemove";
level.scr_radio[ "takinfire" ] = "launchfacility_b_gm1_takinfire";
level.scr_radio[ "upthelift" ] = "launchfacility_b_pri_upthelift";
level.scr_sound[ "grigsby" ][ "grg_ashot" ] = "launchfacility_b_grg_ashot";
level.scr_sound[ "price" ][ "pri_getinline" ] = "launchfacility_b_pri_getinline";
// Vehicle Depot
level.scr_radio[ "takinfire" ] = "launchfacility_b_gm1_takinfire";
level.scr_radio[ "letsgo" ] = "launchfacility_b_pri_letsgo";
level.scr_radio[ "grg_move" ] = "launchfacility_b_grg_move";
// Grigsby Countdown spam
level.scr_radio[ "grg_10" ] = "launchfacility_b_grg_10";
level.scr_radio[ "grg_8" ] = "launchfacility_b_grg_8";
level.scr_radio[ "grg_6" ] = "launchfacility_b_grg_6";
level.scr_radio[ "grg_5" ] = "launchfacility_b_grg_5";
level.scr_radio[ "grg_4" ] = "launchfacility_b_grg_4";
level.scr_radio[ "grg_3" ] = "launchfacility_b_grg_3";
}