458 lines
9.3 KiB
Text
458 lines
9.3 KiB
Text
#include maps\_utility;
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#include maps\_ambientpackage;
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#include maps\_music;
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main()
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{
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//Set up Ambient Rooms and Packages
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//************************************************************************************************
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// Ambient Packages
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//************************************************************************************************
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//************************************************************************************************
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// ACTIVATE DEFAULT AMBIENT SETTINGS
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//************************************************************************************************
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activateAmbientPackage( "pel1_outdoors", 0 );
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activateAmbientRoom( "pel1_outdoors", 0 );
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//*************************************************************************************************
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// START SCRIPTS
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//*************************************************************************************************
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level.directiontracker = 0;
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level.action_music_playing = 0;
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//(This waits until 1st player is connected)
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wait_for_first_player();
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level thread play_distant_battle_sound();
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level thread bunker_footsteps();
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thread start_intro_sounds();
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// level thread player_goes_middle();
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// level thread player_goes_right();
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// level thread player_music_state_switcher_right();
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// level thread player_music_state_switcher_middle();
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level thread player_upstairs();
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level thread start_intro_planes_0();
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level thread start_intro_planes_8();
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level thread start_intro_planes_9();
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level thread start_intro_planes_21();
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//REMOVE AFTER TEST
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turn_on_bc();
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}
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//************************************************************************************************
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// OTHER AUDIO FUNCTIONS
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//************************************************************************************************
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start_intro_sounds()
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{
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door_hydro = getent("lst_door_open_sound", "targetname");
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ramp_location = getent("lst_door_splash_sound","targetname");
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level waittill ("lst door opening");
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door_hydro playsound("door_hydro");
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level waittill ("lst door splash");
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ramp_location playsound("ramp_splash");
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level waittill("lvt_splash");
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ramp_location playsound("lvt_splash");
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activateAmbientPackage( "pel1_outdoors", 0 );
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activateAmbientRoom( "pel1_outdoors", 0 );
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// do the PA stuff on left and right
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trigger_wait("ambient_lci_pre_trigger","targetname");
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pa_fire = getent("pa_fire_right","targetname");
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playsoundatposition("pa_fire", pa_fire.origin);
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wait(0.4);
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pa_fire_b = getent("pa_fire_left","targetname");
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pa_fire_b playsound("pa_fire");
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}
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get_next_vo(prefix,last_vo,maximum)
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{
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line = 0;
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for(i=0; i<100; i++)
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{
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line = randomintrange(1,maximum);
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if(prefix+line != last_vo)
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break;
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}
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return prefix+line;
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}
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bunker_voices()
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{
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lastvoiceover = "null";
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level endon ("grenades_dropped");
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while(1)
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{
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lastvoiceover = get_next_vo("amb_dist_voices_", lastvoiceover, 6);
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if(randomintrange(1,2) == 1)
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{
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playsoundatposition(lastvoiceover, (1614, -3948, -98));
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}
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else
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{
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playsoundatposition(lastvoiceover, (2079, -3951, -107));
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}
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wait(randomintrange(4,8));
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}
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}
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bunker_footsteps()
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{
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level endon ("grenades_dropped");
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while(1)
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{
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if(randomintrange(1,2) == 1)
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{
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playsoundatposition("s_wood_steps_upstairs", (1614, -3948, -98));
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}
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else
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{
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playsoundatposition("s_wood_steps_upstairs", (2079, -3951, -107));
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}
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wait(randomintrange(5,8));
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}
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}
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music_switcher(music)
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{
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//This is for the section where the player can go different ways
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setmusicstate(music);
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}
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player_music_state_switcher_right()
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{
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level endon("front_bunker");
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while(1)
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{
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level waittill("front_bunker");
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music_switcher ("STEALTHY_PLAYER");
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wait(15);
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}
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}
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player_music_state_switcher_middle()
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{
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level endon("front_bunker");
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while(1)
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{
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level waittill("player_went_middle");
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music_switcher ("CRAZY_PLAYER");
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wait(15);
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}
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}
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player_goes_middle()
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{
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level endon ("player_comitted");
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level waittill("player_went_middle");
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music_switcher("CRAZY_PLAYER");
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level thread player_watcher("middle");
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}
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player_goes_right()
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{
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level endon ("player_comitted");
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level waittill("player_went_right");
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music_switcher ("STEALTHY_PLAYER");
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level thread player_watcher ("right");
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}
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player_watcher(location)
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{
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if (location == "middle")
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{
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level waittill("front_bunker");
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level notify ("player_comitted");
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//music_switcher ("BLITZ_KRIEG");
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}
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if (location == "right")
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{
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level notify ("player_comitted");
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}
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}
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player_upstairs()
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{
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level waittill ("player_upstairs");
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music_switcher("LAST_BUNKER_UPSTAIRS");
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}
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play_end_music()
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{
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musicstop();
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wait(0.1);
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musicplay("MX_pel1_resolution");
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}
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player_fired_rockets()
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{
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}
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start_igc_audio()
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{
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//door_hydro = getent("audio_bunkerlocation_banzai", "targetname");
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door_hydro = getent("door", "targetname");
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ramp_location = getent("splash","targetname");
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level waittill ("lst door opening");
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door_hydro playsound("door_hydro");
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level waittill ("lst doors opened");
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ramp_location playsound("ramp_splash");
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level waittill("lvt_splash");
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ramp_location playsound("lvt_splash");
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activateAmbientPackage( "pel1_outdoors", 0 );
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activateAmbientRoom( "pel1_outdoors", 0 );
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wait (8.5);
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pa_fire = getent("audio_distant_battle_right","targetname");
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playsoundatposition("pa_fire", pa_fire.origin);
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wait(0.4);
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pa_fire_b = getent("audio_distant_battle_left","targetname");
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pa_fire_b playsound("pa_fire");
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}
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play_rocket_sound(rocket)
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{
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//wait(RandomIntRange(2, 5));
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counter = RandomIntRange(1,2);
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if (counter == 1)
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{
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rocket playloopsound ("rocket_run");
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}
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}
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start_intro_planes_0()
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{
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level waittill("spawnvehiclegroup0");
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wait(10);
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planes = getentarray("intro_plane1" ,"targetname");
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for (i = 0; i < planes.size; i++)
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{
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planes[i] thread play_plane_sound();
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}
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planes = getentarray("intro_plane2" ,"targetname");
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for (i = 0; i < planes.size; i++)
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{
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planes[i] thread play_plane_sound_special();
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}
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}
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start_intro_planes_8()
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{
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level waittill("spawnvehiclegroup8");
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wait(10);
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planes = getentarray("intro_plane1" ,"targetname");
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for (i = 0; i < planes.size; i++)
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{
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planes[i] thread play_plane_sound();
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}
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}
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start_intro_planes_21()
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{
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level waittill("spawnvehiclegroup21");
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wait 1;
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planes = getentarray("buzz_by1" ,"targetname");
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for (i = 0; i < planes.size; i++)
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{
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planes[i] thread play_plane_sound_short();
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}
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}
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start_intro_planes_9()
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{
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level waittill("spawnvehiclegroup9");
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//level waittill("beached");
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wait(1.0);
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crashing_plane = getent("crashing_plane","targetname");
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wait(5.0);
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crashing_plane playsound("plane_crashing");
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level thread play_plane_boom();
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}
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play_plane_boom()
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{
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wait(7);
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plane_crash_origin = getent("plane_impact","targetname");
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wait(0.5);
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plane_crash_origin playsound("imp_plane");
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}
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play_plane_sound()
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{
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if( IsDefined( self.script_delay ))
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{
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wait( self.script_delay + 5 );
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}
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if( IsDefined( self.script_sound ))
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{
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self PlaySound( self.script_sound );
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}
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}
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play_plane_sound_short()
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{
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if( IsDefined( self.script_delay ))
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{
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wait( self.script_delay );
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}
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if( IsDefined( self.script_sound ))
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{
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self PlaySound( self.script_sound );
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}
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}
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play_plane_sound_special()
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{
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if( IsDefined( self.script_delay ))
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{
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wait( self.script_delay + 10 );
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}
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if( IsDefined( self.script_sound ))
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{
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self PlaySound( self.script_sound );
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}
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}
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play_distant_battle_sound()
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{
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//wait until the LVT is beached---from start_intro_music()
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level waittill ("beached");
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sound_origin = getent("audio_distant_battle","targetname");
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sound_origin playloopsound("pel1_dst_btl");
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//wait until the rocket strike happens and shut down the distant battle audio
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level waittill ("rockets red glare");
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sound_origin stoploopsound();
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//wait until the bunker is flamed and start it back up again. Add the walla
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level waittill("flame guy is flaming bunker");
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firelocation = getent("audio_bunkerlocation_banzai", "targetname");
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firelocation playloopsound("bunker_fire");
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level thread stop_fire_sound_hack(firelocation);
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wait(5);
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//sound_origin playloopsound("pel1_dst_btl");
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sound_origin2 = getent("audio_distant_walla","targetname");
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wait (3);
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sound_origin2 playsound("distant_walla");
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wait (1);
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thread play_action_music();
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level thread turn_on_bc();
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level notify("battle_on");
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sound_origin stoploopsound();
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level thread bunker_voices();
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level thread bunker_footsteps();
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}
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play_action_music()
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{
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musicplay("MX_evt_1");
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level.action_music_playing = 1;
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wait(130);
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level.action_music_playing = 0;
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}
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stop_fire_sound_hack(firesound)
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{
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wait (35);
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firesound stoploopsound();
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}
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turn_on_bc()
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{
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ai = getaiarray("allies");
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if(isdefined (level.polo))
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{
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level.polo set_battlechatter(false);
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}
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if(isdefined (level.sarge))
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{
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level.sarge set_battlechatter(false);
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}
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if(isdefined (level.radioguy))
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{
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level.radioguy set_battlechatter(false);
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}
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wait(0.1);
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setdvar ("bcs_enable", "on");
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battlechatter_on ("allies");
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}
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