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