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

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\village_assault_code;
main()
{
/#
if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
return;
if ( getdvar( "village_assault_disable_gameplay") == "" )
setdvar( "village_assault_disable_gameplay", "0" );
#/
precacheLevelStuff();
setLevelDVars();
add_start( "town", ::start_town, &"STARTS_TOWN" );
add_start( "alasad_barn",::start_alasad_barn, &"STARTS_ALASADBARN" );
add_start( "alasad_house",::start_alasad_house, &"STARTS_ALASADHOUSE" );
default_start( ::start_start );
maps\_mi28::main( "vehicle_mi-28_flying" );
maps\_bmp::main( "vehicle_bmp_woodland" );
maps\createart\village_assault_art::main();
maps\village_assault_fx::main();
maps\_c4::main();
maps\_hiding_door::main();
thread maps\_pipes::main();
thread maps\_leak::main();
maps\_load::main();
maps\_nightvision::main();
maps\_load::set_player_viewhand_model( "viewhands_player_sas_woodland" );
maps\_javelin::init();
animscripts\dog_init::initDogAnimations();
thread scriptCalls();
add_hint_string( "armor_damage", &"SCRIPT_ARMOR_DAMAGE", undefined );
thread add_objective_building( "1" );
thread add_objective_building( "2" );
thread add_objective_building( "3" );
thread add_objective_building( "4" );
thread add_objective_building( "5" );
thread add_objective_building( "6" );
thread objective_updateNextWaypoints();
wait 0.05;
setSavedDvar( "compassObjectiveMaxHeight", "800" );
setSavedDvar( "compassObjectiveMinHeight", "-800" );
}
start_start()
{
spawn_starting_friendlies( "friendly_start" );
thread gameplay_start();
}
start_town()
{
spawn_starting_friendlies( "friendly_town" );
movePlayerToLocation( "player_start_town" );
}
start_alasad_barn()
{
spawn_starting_friendlies( "friendly_alasad_barn" );
movePlayerToLocation( "player_start_alasad_barn" );
thread do_alasad( "barn" );
}
start_alasad_house()
{
spawn_starting_friendlies( "friendly_alasad_house" );
movePlayerToLocation( "player_start_alasad_house" );
thread do_alasad( "house" );
}
gameplay_start()
{
friendly_stance( "crouch" );
thread battlechatter_trigger_on();
opening_sequence();
friendly_stance( "stand", "crouch", "prone" );
getent( "first_trigger_after_gas_station", "script_noteworthy" ) notify( "trigger" );
for( i = 0 ; i < level.friendlies.size ; i++ )
level.friendlies[ i ] pushplayer( true );
getent( "pushplayer_off", "targetname" ) waittill( "trigger" );
for( i = 0 ; i < level.friendlies.size ; i++ )
level.friendlies[ i ] pushplayer( false );
}
battlechatter_trigger_on()
{
battlechatter_off( "allies" );
battlechatter_off( "axis" );
getent( "battlechatter_on_trigger", "targetname" ) waittill( "trigger" );
battlechatter_on( "allies" );
battlechatter_on( "axis" );
// Autosave the game at this point
thread doAutoSave( "entered_town" );
wait 60;
thread air_support_hint_print_activate();
}