100 lines
4.1 KiB
Text
100 lines
4.1 KiB
Text
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#include "../common/header.ds"
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output "p:/base/ds/tsr1"
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/////////////////////////////////////////////////
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// Declare
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local entity stall1
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local entity stall2
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local entity new_kick_stall // the new stall kick that Brian wanted in
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local entity new_kick_stall_push // push brush that will simulate force when the door is kicked open
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local entity backbystairs // trigger that needs to be hit when leaving ladies room
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local entity lstallguy1 // the first guy in the ladies room stall
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local entity lstallguy2 // the sec guy in the ladies rooms stall
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local entity lstallguy3 // the newest guy in the stall sequence
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local entity setup // this sets up the ambush on the way out
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local entity stallshooter // the guy who will shoot the stall on the way out
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local entity originalwall // the func_wall clean version stall that needs to be taken out for the ambush
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local entity raf_clipdoor // the func wall clip brush for the bathroom door
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local entity new_clip_stall // the clip brush func wall that will provide collision for when the door is kicked open
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local int sig1
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local int sig2
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/////////////////////////////////////////////////
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// Assign
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stall1 = find entity with targetname "stall1"
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stall2 = find entity with targetname "stall2"
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new_kick_stall = find entity with targetname "new_kick_stall"
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new_kick_stall_push = find entity with targetname "new_kick_stall_push"
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backbystairs = find entity with targetname "backbystairs"
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lstallguy1 = find entity with targetname "lstallguy1"
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lstallguy2 = find entity with targetname "lstallguy2"
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lstallguy3 = find entity with targetname "lstallguy3"
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stallshooter = find entity with targetname "stallshooter"
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setup = find entity with targetname "setup"
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originalwall = find entity with targetname "originalwall"
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raf_clipdoor = find entity with targetname "raf_clipdoor"
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new_clip_stall = find entity with targetname "new_clip_stall"
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/////////////////////////////////////////////////
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// Action
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// THE FIRST STALL GUY
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if lstallguy1.health > 0
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animate entity lstallguy1 performing action STD_XKICKDOOR_N_A_A // signaling sig1
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wait .25 seconds // mmm the magic delay
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moverotate entity stall1 from file "gbnyc_stall.rof"// signaling sig2
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play sound "impact/door/kickdoor.wav" for entity stall1 at volume 0.9
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// wait 0.5 seconds
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//wait for all clearing sig1, sig2
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animate entity lstallguy1 performing action STD_R_N_MRS_2 by moving [-64, 0, 0]
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animate entity lstallguy1 performing action SCRIPT_RELEASE
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endif
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// THE SECOND STALL GUY
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if lstallguy2.health > 0
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animate entity lstallguy2 performing action STD_XKICKDOOR_N_A_A //signaling sig1
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wait .25 seconds
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moverotate entity stall2 from file "generic_door_cw.rof" //signaling sig2
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play sound "impact/door/kickdoor.wav" for entity stall2 at volume 0.9
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use entity new_clip_stall // triggers the funcwall in for clipping
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//wait for all clearing sig1, sig2
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animate entity lstallguy2 performing action STD_R_N_MRS_2 by moving [-64, 0, 0]
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animate entity lstallguy2 performing action SCRIPT_RELEASE
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// use entity backbystairs
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endif
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wait 1 seconds // stall for the last guy to kick the stall
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// THE THIRD STALL GUY
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if lstallguy3.health > 0
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animate entity lstallguy3 performing action STD_XKICKDOOR_N_A_A //signaling sig1
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wait .25 seconds
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use entity new_kick_stall_push // triggers the push brush
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wait .2 seconds
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use entity new_kick_stall_push // shuts the stall push brush off
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moverotate entity new_kick_stall from file "generic_door_ccw.rof" //signaling sig2
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use entity raf_clipdoor // triggers the clip hull in
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play sound "impact/door/kickdoor.wav" for entity stall2 at volume 0.9
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//wait for all clearing sig1, sig2
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animate entity lstallguy3 performing action STD_R_N_MRS_2 by moving [64, 0, 0]
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animate entity lstallguy3 performing action SCRIPT_RELEASE
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endif
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use entity setup // activates the trigger for the stall shooting guy
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use entity stallshooter // spawns the skinhead in behind the front partition
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// use entity originalwall // this should remove the func_wall
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animate entity stallshooter performing action SCRIPT_RELEASE
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// End
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