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