167 lines
5.9 KiB
Text
167 lines
5.9 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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//--------------------
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// OPENING ANIMS
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//--------------------
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level.scr_anim[ "price" ][ "opening" ] = %village_intro_price;
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level.scr_anim[ "opening_guy" ][ "opening" ] = %village_intro_contact;
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//--------------------
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// OPENING DIALOG
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//--------------------
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//There's Kamarov's man, let's go.
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level.scr_sound[ "price" ][ "kamarovsman" ] = "vassault_pri_kamarovsman";
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//Al-Asad is in the village. The Ultranationalists are protecting him.
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level.scr_sound[ "opening_guy" ][ "asadinvillage" ] = "vassault_ru4_asadinvillage";
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//Perfect. Move out.
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level.scr_sound[ "price" ][ "perfect" ] = "vassault_pri_perfect";
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//What the bloody hell's going on up there?
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level.scr_sound[ "gaz" ][ "whatsgoingon" ] = "vassault_gaz_whatsgoingon";
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//It's the Ultranationalists. They're killing the villagers.
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level.scr_sound[ "opening_guy" ][ "killingvillagers" ] = "vassault_ru4_killingvillagers";
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//Not for long they're not.
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level.scr_sound[ "gaz" ][ "notforlong" ] = "vassault_gaz_notforlong";
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//--------------------
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// Scene A
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//--------------------
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level.scr_anim[ "price" ][ "interrogationA" ] = %village_interrogationA_Price;
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level.scr_anim[ "alasad" ][ "interrogationA" ] = %village_interrogationA_Zak;
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addNotetrack_customFunction( "price", "gun_2_chest", maps\village_assault_code::alasad_notetracks );
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//--------------------
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// Scene B
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//--------------------
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level.scr_anim[ "price" ][ "interrogationB" ] = %village_interrogationB_Price;
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level.scr_anim[ "gaz" ][ "interrogationB" ] = %village_interrogationB_Gaz;
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level.scr_anim[ "alasad" ][ "interrogationB" ] = %village_interrogationB_Zak;
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script_model_anims();
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dialog();
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}
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#using_animtree( "script_model" );
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script_model_anims()
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{
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//--------------------
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// Scene A
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//--------------------
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level.scr_anim[ "door" ][ "interrogationA" ] = %village_interrogationA_door;
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level.scr_animtree[ "door" ] = #animtree;
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level.scr_model[ "door" ] = "com_door_01_handleleft_brown";
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level.scr_anim[ "phone" ][ "interrogationA" ] = %village_interrogationA_phone;
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level.scr_animtree[ "phone" ] = #animtree;
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level.scr_model[ "phone" ] = "com_cellphone_on_ANIM";
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//--------------------
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// Scene B
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//--------------------
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level.scr_anim[ "chair" ][ "interrogationB" ] = %village_interrogationB_chair;
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level.scr_animtree[ "chair" ] = #animtree;
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level.scr_model[ "chair" ] = "com_folding_chair";
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level.scr_anim[ "phone" ][ "interrogationB" ] = %village_interrogationB_phone;
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level.scr_animtree[ "phone" ] = #animtree;
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level.scr_model[ "phone" ] = "com_cellphone_on_ANIM";
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}
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dialog()
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{
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//-------------------------
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// PRICE
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//-------------------------
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// Remember, we want Al-Asad alive. He's no good to us dead. Let's go.
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level.scr_sound[ "price" ][ "nogooddead" ] = "vassault_pri_nogooddead";
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// Soap! Call in air support on that building!
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level.scr_sound[ "price" ][ "airsupport" ] = "vassault_pri_airsupport";
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// Use our air support to soften up that building!
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level.scr_sound[ "price" ][ "softenup" ] = "vassault_pri_softenup";
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//-------------------------
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// GAZ
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//-------------------------
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// Building clear. No sign of Al-Asad. Move on.
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level.scr_sound[ "gaz" ][ "nosign" ] = "vassault_gaz_nosign";
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// Building is clear. Move on to the next one.
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level.scr_sound[ "gaz" ][ "nextone" ] = "vassault_gaz_nextone";
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// This building's clear! Let's check the other buildings!
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level.scr_sound[ "gaz" ][ "checkother" ] = "vassault_gaz_checkother";
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// Building clear. Let's check the next one.
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level.scr_sound[ "gaz" ][ "checknext" ] = "vassault_gaz_checknext";
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//-------------------------
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// RUSSIAN HELICOPTER PILOT
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//-------------------------
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// Mosin Two-Five here. We're on the way. Standby for air support.
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level.scr_radio[ "ontheway" ] = "vassault_rhp_ontheway";
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// Helicopter is on the way. We'll handle it. Out.
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level.scr_radio[ "helicopteronway" ] = "vassault_rhp_helicopteronway";
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// This is Mosin Two-Five, we have the target. Standby.
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level.scr_radio[ "wehavetarget" ] = "vassault_rhp_wehavetarget";
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// This is Two-Five. We have to refuel and rearm. We will not be available for some time.
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level.scr_radio[ "refuelandrearm" ] = "vassault_rhp_refuelandrearm";
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// Mosin Two-Five here. We are ready to attack and are standing by for new orders.
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level.scr_radio[ "readytoattack" ] = "vassault_rhp_readytoattack";
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// Negative, we are refueling at this time. Standby.
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level.scr_radio[ "refueling" ] = "vassault_rhp_refueling";
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// We are rearming at this time. Standby.
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level.scr_radio[ "rearming" ] = "vassault_rhp_rearming";
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//-------------------------
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// END SEQUENCE
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//-------------------------
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// Why'd you do it? Where did you get the bomb?
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level.scr_sound[ "price" ][ "whydyoudoit" ] = "vassault_pri_whydyoudoit";
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// It wasn't me!!
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level.scr_sound[ "alasad" ][ "wasntme1" ] = "vassault_kaa_wasntme1";
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// Who then?
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level.scr_sound[ "price" ][ "whothen" ] = "vassault_pri_whothen";
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// It wasn't me!!
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level.scr_sound[ "alasad" ][ "wasntme2" ] = "vassault_kaa_wasntme2";
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// Who!? Give me a name!
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level.scr_sound[ "price" ][ "givemeaname" ] = "vassault_pri_givemeaname";
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// A name! I - want - his - name!
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level.scr_sound[ "price" ][ "aname" ] = "vassault_pri_aname";
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// Sir. It's his cell phone.
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level.scr_sound[ "gaz" ][ "cellphone" ] = "vassault_gaz_cellphone";
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// Who was that sir?
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level.scr_sound[ "gaz" ][ "whowasthat" ] = "vassault_gaz_whowasthat";
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// Zakhaev.
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level.scr_sound[ "price" ][ "zakhaev" ] = "vassault_pri_zakhaev";
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// Imran Zakhaev.
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level.scr_sound[ "price" ][ "imran" ] = "vassault_pri_imran";
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}
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