cod5-sdk/raw/maps/pel1a_anim.gsc
2008-11-20 00:00:00 +00:00

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#include maps\_utility;
#include maps\_anim;
#using_animtree ("generic_human");
main()
{
event1();
event1_bunker_doors();
event2();
event3();
event4();
new_dialogue();
level thread do_collectible_corpse();
}
// this should play as of 8/13 - Jesse
new_dialogue()
{
// "Our Tanks are getting hammered by mortar fire!"\
level.scr_sound["roebuck"]["intro1"] = "Pel1A_IGD_100A_ROEB";
// "We need to clear these trenches and knock out each mortar pit!"\
level.scr_sound["roebuck"]["intro2"] = "Pel1A_IGD_101A_ROEB";
// "Get ready with that flamethrower!"\
level.scr_sound["roebuck"]["intro3"] = "Pel1A_IGD_102A_ROEB";
// "Incoming!!!"\
level.scr_sound["roebuck"]["intro4"] = "Pel1A_IGD_103A_ROEB";
// "MG up on that hill!"\
level.scr_sound["polonsky"]["first_mg1"] = "Pel1A_IGD_104A_POLO";
// "It's tearing up our men!"\
level.scr_sound["polonsky"]["first_mg2"] = "Pel1A_IGD_105A_POLO";
// "Throw some smoke for cover!... Or it will rip us to shreds!"\
level.scr_sound["roebuck"]["first_mg3"] = "Pel1A_IGD_106A_ROEB";
// "Throw smoke!"\
level.scr_sound["polonsky"]["first_mg4"] = "Pel1A_IGD_107A_POLO";
// "Go!"\
level.scr_sound["roebuck"]["first_mg5"] = "Pel1A_IGD_108A_ROEB";
//// "Is that MG is history?"\
//level.scr_sound["roebuck"]["first_mg6"] = "Pel1A_IGD_109A_ROEB";
// "All right... let's keep on 'em!"\
level.scr_sound["roebuck"]["first_mg7"] = "Pel1A_IGD_110A_ROEB";
// "This way!"\
level.scr_sound["roebuck"]["first_mg8"] = "Pel1A_IGD_111A_ROEB";
// "shit"
level.scr_sound["roebuck"]["darn"] = "Pel1A_IGD_142A_ROEB";
// "Eyes open!"\
level.scr_sound["roebuck"]["first_mortar_pit1"] = "Pel1A_IGD_112A_ROEB";
// "First mortar pit up ahead!"\
level.scr_sound["polonsky"]["first_mortar_pit2"] = "Pel1A_IGD_115A_POLO";
// "Go clear it out, Miller…"\
level.scr_sound["roebuck"]["first_mortar_pit3"] = "Pel1A_IGD_116A_ROEB";
// "One down. Move on!"\
level.scr_sound["roebuck"]["first_mortar_pit4"] = "Pel1A_IGD_117A_ROEB";
// "Get up there!"\
level.scr_sound["roebuck"]["up_hill1"] = "Pel1A_IGD_113A_ROEB";
// "Take the high ground!"\
level.scr_sound["roebuck"]["up_hill2"] = "Pel1A_IGD_114A_ROEB";
// "There's the next mortar pit!"\
level.scr_sound["polonsky"]["second_mortar_pit1"] = "Pel1A_IGD_118A_POLO";
// "Burn 'em!!!!"\
level.scr_sound["roebuck"]["second_mortar_pit2"] = "Pel1A_IGD_119A_ROEB";
// "Taken out - One more pit to clear."\
level.scr_sound["roebuck"]["second_mortar_pit3"] = "Pel1A_IGD_120A_ROEB";
// "Keep it up."\
level.scr_sound["roebuck"]["second_mortar_pit4"] = "Pel1A_IGD_121A_ROEB";
// "Take cover! Behind the barrels, get down!"\
level.scr_sound["roebuck"]["barrel_enemies1"] = "Pel1A_IGD_122A_ROEB";
// "Look out! Enemies on the ridge!"\
level.scr_sound["polonsky"]["ridge_enemies1"] = "Pel1A_IGD_123A_POLO";
// "Last mortar pit's dead ahead - Move!"\
level.scr_sound["roebuck"]["third_mortar_pit1"] = "Pel1A_IGD_124A_ROEB";
// "We're almost done here."\
level.scr_sound["roebuck"]["third_mortar_pit2"] = "Pel1A_IGD_125A_ROEB";
// "Get in there and clear those tunnels!"\
level.scr_sound["roebuck"]["third_mortar_pit3"] = "Pel1A_IGD_126A_ROEB";
//// "Clear those tunnels!"\
//level.scr_sound["roebuck"]["third_mortar_pit4"] = "Pel1A_IGD_127A_ROEB";
// "Outstanding!"\
level.scr_sound["roebuck"]["third_mortar_pit5"] = "Pel1A_IGD_128A_ROEB";
//"Sir - Mortar pits have been neutralized... Tanks are now en route to the point."\
level.scr_sound["radio_man"]["outro1"] = "Pel1A_IGD_131A_RADO";
// "Tanks are moving up!"\
level.scr_sound["polonsky"]["outro2"] = "Pel1A_IGD_156A_POLO";
// "Tanks are moving up!"\
level.scr_sound["roebuck"]["we_made_it"] = "Pel1A_IGD_157A_ROEB";
// "Radio command - Tell 'em we've cleared the mortar pits."\
level.scr_sound["roebuck"]["outro3"] = "Pel1A_IGD_129A_ROEB";
// "Good work, Marines…"\
level.scr_sound["roebuck"]["outro4"] = "Pel1A_IGD_130A_ROEB";
// "We got snipers in the trees!"
level.scr_sound["polonsky"]["treesnipers"] = "Oki2_IGD_100A_POLO";
}
#using_animtree( "generic_human" );
do_collectible_corpse()
{
wait_for_first_player();
spot = getstruct("collectible_body_align", "targetname");
corpse = spawn( "script_model" , spot.origin );
corpse character\char_jap_makpel_rifle::main();
corpse UseAnimTree(#animtree);
corpse.angles = spot.angles;
corpse.animname = "collectible_dude";
spot anim_single_solo (corpse, "hes_dead");
}
event1()
{
// Opening Animation
level.scr_anim["collectible_dude"]["hes_dead"] = %ch_pel1a_collectible;
level.scr_anim["roebuck"]["event1_open_door"] = %ch_peleliu1a_intro_char1;
level.scr_anim["polonsky"]["event1_open_door"] = %ch_peleliu1a_intro_char2;
level.scr_sound["roebuck"]["intro_talk"] = "Pel01_C1A_ROEB_004A";
level.scr_sound["polonsky"]["intro_talk"] = "Pel01_C1A_POLO_003A";
// Opening line
// TODO: Dialogue needs to be changed to: Mortar fire incoming! Go left! -Into the trench! - Now!
level.scr_sound["roebuck"]["mortars_to_the_trenches"] = "Pel1A_G1A_ROEB_001A";
// Requesting air support ----------------------------------------//
level.scr_sound["radio_man"]["air_support"] = "Pel1A_G1A_RADI_002A";
// Right when the player enters the trench -----------------------//
level.scr_sound["roebuck"]["mg_stay_low"] = "Pel1A_G1A_ROEB_002A";
// // Objective to eliminate mortars
// level.scr_sound["roebuck"]["eliminate_mortars"] = "print:We have to take out these Mortar Crews!";
// When the plane gets shot down ----------------------------------//
// "Plane overhead - one of ours!"
level.scr_sound["polonsky"]["plane_down1"] = "Pel1A_G1A_POLO_003A";
// "Shit! He's hit!"
level.scr_sound["polonsky"]["plane_down2"] = "Pel1A_G1A_POLO_006A";
// Guy running into the trench ------------------------------------//
// "Shit shit shit!"
level.scr_sound["joiner"]["rush_talk"] = "Pel1A_G1A_ARS3_022A";
// Pop Smoke Scene ------------------------------------------------//
// "Take cover! Wait for the smoke! That mg is right on us!"
level.scr_sound["roebuck"]["will_pop_smoke"] = "Pel1A_G1A_ROEB_005A";
level.scr_sound["roebuck"]["popped_smoke"] = "Pel1A_G1A_ROEB_006A";
}
event2()
{
// "MG DEAD AHEAD, TAKE COVER!"
level.scr_sound["polonsky"]["take_out_mg"] = "Pel1A_G1A_POLO_007A";
}
event3()
{
// Look out! Enemies on the ridge!
level.scr_sound["polonsky"]["lookout"] = "Pel1A_G1A_POLO_012A";
}
event4()
{
// Tanks seen over head
// Couldnt armor show up sooner? Infantrys been getting torn apart."
level.scr_sound["polonsky"]["tanks_show_up"] = "Pel1A_G1A_POLO_013A";
// CONVERSATION:
// "Everybody has, Polonsky... The 200s on the point are still hammering the beach."
level.scr_sound["roebuck"]["glad_to_see"] = "Pel1A_G1A_ROEB_014A";
// "That the same damn guns that hit Sullivans LVT? "
level.scr_sound["polonsky"]["same_gun"] = "Pel1A_G1A_POLO_017A";
// "That the same damn guns that hit Sullivans LVT? "
level.scr_sound["roebuck"]["detour"] = "Pel1A_G1A_ROEB_016A";
// Door kick, at the end of the level
level.scr_anim["event4_door_kicker"]["kick_door"] = %door_kick_in;
maps\_anim::addNotetrack_customFunction("event4_door_kicker", "kick", ::event4_kick_door_open, "kick_door");
// Found an officers
level.scr_sound["talker"]["found_one"] ="Pel1A_G1A_ARS2_019A";
level.scr_sound["talker"]["more_info"] ="Pel1A_G1A_ARS3_023A";
level.scr_sound["polonsky"]["3days"] ="Pel1A_G1A_ARS3_023A";
// Guys A, pushed onto the floor anim
level.scr_anim["event4_push_a_ally"]["intro"] = %ch_peleliu1_pushed_a_guy1_intro;
level.scr_anim["event4_push_a_ally"]["loop"][0] = %ch_peleliu1_pushed_a_guy1_loop;
level.scr_anim["event4_push_a_axis"]["intro"] = %ch_peleliu1_pushed_a_guy2_intro;
level.scr_anim["event4_push_a_axis"]["loop"][0] = %ch_peleliu1_pushed_a_guy2_loop;
// Guys B, pushed against the wall
level.scr_anim["event4_push_b_ally"]["intro"] = %ch_peleliu1_pushed_b_guy1_intro;
level.scr_anim["event4_push_b_ally"]["loop"][0] = %ch_peleliu1_pushed_b_guy1_loop;
level.scr_anim["event4_push_b_axis"]["intro"] = %ch_peleliu1_pushed_b_guy2_intro;
level.scr_anim["event4_push_b_axis"]["loop"][0] = %ch_peleliu1_pushed_b_guy2_loop;
// Hara Kiri
PrecacheModel( "weapon_jap_katana" );
level.scr_anim["event4_officer1"]["hara_kiri_idle"][0] = %ch_peleliu1a_outro_guy1_idle;
level.scr_anim["event4_officer1"]["hara_kiri"] = %ch_peleliu1a_outro_guy1;
level.scr_anim["event4_officer2"]["hara_kiri_idle"][0] = %ch_peleliu1a_outro_guy2_idle;
level.scr_anim["event4_officer2"]["hara_kiri"] = %ch_peleliu1a_outro_guy2;
// Road runners
//level.scr_anim["generic"]["roadrunner0"] = %combat_jog;
level.scr_anim["generic"]["patroller" ] = %patrol_bored_patrolwalk;
level.scr_anim["generic"]["weary1"] = %Ai_walk_weary_c;
level.scr_anim["generic"]["weary2"] = %Ai_walk_weary_d;
level.scr_anim["generic"]["traffic_dude"][0] = %ch_holland3_traffic;
level.scr_anim["generic"]["traffic_dude_reach"] = %ch_holland3_traffic;
// "Shit, I just don't get these guys"
level.scr_sound["last_captor"]["shocked"] ="Pel1A_G1A_ARS3_025A";
// Change to, "Three days? ... These bastards ain't giving up any time."
level.scr_sound["polonsky"]["hara_kiri"] ="Pel1A_G1A_POLO_026A";
}
// Called from an animation
event4_kick_door_open( guy )
{
door = GetEnt( "kick_door1", "targetname" );
door ConnectPaths();
door RotateTo( ( 0, -115, 0 ), 0.5, 0, 0.1 );
node = GetNode( "event4_kicker_spot1", "targetname" );
guy SetGoalNode( node );
flankers = get_ai_group_ai( "event4_flankers" );
nodes = GetNodeArray( "event4_flank_nodes", "targetname" );
for( i = 0; i < flankers.size; i++ )
{
flankers[i] SetGoalNode( nodes[i] );
}
}
#using_animtree ("pel1a_bunker_doors");
event1_bunker_doors()
{
PrecacheModel( "tag_origin_animate" );
level.scr_animtree["bunker_door_left"] = #animtree;
level.scr_animtree["bunker_door_right"] = #animtree;
level.scr_model["bunker_door_left"] = "tag_origin_animate";
level.scr_anim["bunker_door_left"]["open"] = %o_peleliu1a_intro_doorl;
level.scr_model["bunker_door_right"] = "tag_origin_animate";
level.scr_anim["bunker_door_right"]["open"] = %o_peleliu1a_intro_doorr;
}