cod5-sdk/raw/maps/training_anim.gsc

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2008-11-20 00:00:00 +00:00
#include maps\_utility;
#include maps\_anim;
#using_animtree ("generic_human");
main()
{
anim_loader();
audio_loader();
}
anim_loader()
{
// Sarge locomotion anims: Leaning
level.scr_anim["sarge1"]["lean_in"] = %ch_training_sarge_lean_in;
level.scr_anim["sarge1"]["lean_out"] = %ch_training_sarge_lean_out;
level.scr_anim["sarge1"]["lean_idle"][0] = %ch_training_sarge_lean_idle;
level.scr_anim["sarge1"]["lean_idle"][1] = %ch_training_sarge_lean_disappointed;
level.scr_anim["sarge1"]["lean_idle"][2] = %ch_training_sarge_lean_gogogo;
// Sarge locomotion anims: Standing
level.scr_anim["sarge1"]["stand_disappointed"] = %ch_training_sarge_stand_disappointed;
level.scr_anim["sarge1"]["stand_get_moving"] = %ch_training_sarge_stand_get_moving;
level.scr_anim["sarge1"]["stand_to_run"] = %ch_training_sarge_stand_to_run;
level.scr_anim["sarge1"]["stand_to_walk"] = %ch_training_sarge_stand_to_walk;
level.scr_anim["sarge1"]["stand_idle"][0] = %ch_training_sarge_stand_idle;
level.scr_anim["sarge1"]["stand_idle"][1] = %ch_training_sarge_stand_idle;
level.scr_anim["sarge1"]["stand_idle"][2] = %ch_training_sarge_stand_disappointed;
// Sarge locomotion anims: Walking/Running
level.scr_anim["sarge1"]["run_anim"] = %ch_training_sarge_run;
level.scr_anim["sarge1"]["run_to_stand"] = %ch_training_sarge_run_to_stand;
level.scr_anim["sarge1"]["walk_anim"] = %ch_training_sarge_walk;
level.scr_anim["sarge1"]["walk_to_stand"] = %ch_training_sarge_walk_to_stand;
// Trainee animations
level.scr_anim["trainee"]["throw_grenade1"] = %ch_training_throw_grenade_guy1_b;
level.scr_anim["trainee"]["throw_grenade2"] = %ch_training_throw_grenade_guy2_b;
level.scr_anim["trainee"]["mantle_wall1"] = %ch_training_mantle_wall_guy1_b;
level.scr_anim["trainee"]["mantle_wall2"] = %ch_training_mantle_wall_guy2_b;
level.scr_anim["trainee"]["obstacle_fall1"] = %ch_training_fall_off_obstacle_guy1_b;
level.scr_anim["trainee"]["obstacle_fall2"] = %ch_training_fall_off_obstacle_guy2_b;
}
audio_loader()
{
// Sarge's anims/dialog during the running section
level.scr_sound["sarge1"]["move_dialog"] = "print: Move! Move!";
level.scr_sound["sarge1"]["crouch_dialog"] = "print: Get under those logs!";
level.scr_sound["sarge1"]["crawl_dialog"] = "print: Now crawl under that barbed wire!";
level.scr_sound["sarge1"]["shoot_first_target"] = "print: Shoot through the top of the Left Tower";
level.scr_sound["sarge1"]["player_to_oc"] = "print: Grab this Thompson and get to the wall when ready.";
level.scr_sound["sarge1"]["player_needs_ammo"] = "print: Go get some Ammo from the Shooting Range First";
level.scr_sound["sarge1"]["sarge_walkthrough"] = "print: Alright Soldiers, try to get through the course as fast as you can while hitting all the targets";
level.scr_sound["sarge1"]["oc_start"] = "print: Ready? ...GO!";
// Sarge's anims/dialog during the obstacle course
level.scr_sound["sarge1"]["oc_shoot_targets"] = "print: Shoot the Targets!";
level.scr_sound["sarge1"]["oc_shoot_target_success"] = "print: Good Shot";
level.scr_sound["sarge1"]["oc_toss_grenade1"] = "print: Toss a grenade into the cave";
level.scr_sound["sarge1"]["oc_toss_grenade2"] = "print: Toss a grenade into that window";
level.scr_sound["sarge1"]["oc_toss_grenade_success"] = "print: Good Throw";
level.scr_sound["sarge1"]["oc_melee"] = "print: Run and Melee that Target";
level.scr_sound["sarge1"]["oc_results_good"] = "print: Great run Miller";
level.scr_sound["sarge1"]["oc_results_average"] = "print: Miller, can't you do better than that?";
level.scr_sound["sarge1"]["oc_results_bad"] = "print: Do we need to send you back to basic, Miller?";
level.scr_sound["sarge1"]["oc_results_targs"] = "print: Miller, Don't forget to hit the targets";
level.scr_sound["sarge1"]["oc_results_nade_targs"] = "print: Miller, you forget how to throw a grenade again?";
level.scr_sound["sarge1"]["oc_move"] = "print: Move Move Move!";
level.scr_sound["sarge1"]["oc_wood_shot"] = "print: Shoot that target through the wood!";
level.scr_sound["sarge1"]["oc_ask_do_again"] = "print: Back to the wall if you want another go. Otherwise, up the stairs and to the tents";
// end_loco_officer's anims/dialog
level.scr_sound["off1"]["instruction_dialog"] = "print: Shooting range to your right, Obstacle Course to your left";
// sr_officer's anims/dialog
level.scr_sound["off2"]["player_to_sr"] = "print: Alright, grab some ammo and grenades off of that table.";
level.scr_sound["off2"]["shoot_ground_targets"] = "print: Try shooting the lower three targets";
level.scr_sound["off2"]["use_ads"] = "print: You've got a sight, use it. Shoot that far target again";
level.scr_sound["off2"]["shoot_tower_targets"] = "print: Now see if you can shoot the targets up in the towers.";
level.scr_sound["off2"]["sr_shoot_target_success"] = "print: Good Shot.";
level.scr_sound["off2"]["sr_toss_nade"] = "print: Move on to the grenade practice. Lob one through a hole in that wall";
level.scr_sound["off2"]["sr_good_toss"] = "print: Good toss. Why don't you head over to the Obstacle Course now?";
}
// General dialog used by the sarge during Training
sarge_dialog_and_sound(index)
{
switch(index)
{
case 0:
self anim_single_solo(self, "move_dialog");
break;
case 1:
self anim_single_solo(self, "crouch_dialog");
break;
case 2:
self anim_single_solo(self, "crawl_dialog");
break;
case 3:
self anim_single_solo(self, "shoot_first_target");
break;
case 4:
self anim_single_solo(self, "player_to_oc");
break;
case 5:
self anim_single_solo(self, "player_needs_ammo");
break;
case 6:
self anim_single_solo(self, "sarge_walkthrough");
break;
case 7:
self anim_single_solo(self, "oc_start");
break;
default:
break;
}
}
// Sarge's dialog during the Obstacle Course
sarge_oc_dialog(index)
{
switch(index)
{
case 0:
self anim_single_solo(self, "oc_shoot_targets");
break;
case 1:
self anim_single_solo(self, "oc_shoot_target_success");
break;
case 2:
self anim_single_solo(self, "oc_toss_grenade1");
break;
case 3:
self anim_single_solo(self, "oc_toss_grenade2");
break;
case 4:
self anim_single_solo(self, "oc_toss_grenade_success");
break;
case 5:
self anim_single_solo(self, "oc_melee");
break;
case 6:
self anim_single_solo(self, "oc_move");
break;
case 7:
self anim_single_solo(self, "oc_wood_shot");
break;
case 8:
self anim_single_solo(self, "oc_ask_do_again");
break;
default:
break;
}
}
sarge_dialog(index)
{
self anim_single_solo(self, index);
}
// Sarge's dialog during the Obstacle Course
officer_sr_dialog(index)
{
switch(index)
{
case 0:
self anim_single_solo(self, "player_to_sr");
break;
case 1:
self anim_single_solo(self, "shoot_ground_targets");
break;
case 2:
self anim_single_solo(self, "use_ads");
break;
case 3:
self anim_single_solo(self, "shoot_ground_targets");
break;
case 4:
self anim_single_solo(self, "shoot_tower_targets");
break;
case 5:
self anim_single_solo(self, "sr_toss_nade");
break;
case 6:
self anim_single_solo(self, "sr_good_toss");
break;
case 11:
self anim_single_solo(self, "sr_shoot_target_success");
break;
default:
break;
}
}
// Dialog by the officer after the running section
off1_dialog_and_sound(index)
{
switch(index)
{
case 0:
self anim_single_solo(self, "instruction_dialog");
break;
default:
break;
}
}