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

167 lines
5.9 KiB
Text

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