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