cod5-sdk/raw/maps/see2_anim.gsc
2008-11-20 00:00:00 +00:00

461 lines
No EOL
23 KiB
Text

// seelow 2 anim file
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_music;
#using_animtree ("generic_human");
main()
{
maps\_anim::init();
setup_field_anims();
setup_radiotower_anims();
setup_fueldepot_anims();
setup_lastbattle_anims();
setup_train_station_anims();
setup_generic_anims();
setup_player_interactive_anims();
}
setup_field_anims()
{
// Retreat smoke grenadiers
level.scr_anim["trench guy"]["grenade1"] = %exposed_grenadeThrowB;
level.scr_anim["trench guy"]["grenade2"] = %exposed_grenadeThrowC;
// Commissar
level.scr_sound["commissar"]["intro1"] = "See2_IGD_000A_COMM"; //"print: Brave Comrades of the 3rd Shock Army...";
level.scr_sound["commissar"]["intro2"] = "See2_IGD_001A_COMM"; //"print: Today we lay waste to the German line!";
// "Remember - you are vulnerable when reloading!"
level.scr_sound["commissar"]["intro3"] = "See2_IGD_101A_COMM";
level.scr_sound["commissar"]["more_88s"] = "See2_IGD_020A_COMM"; //"print: Push forward!!! More 88s remain - west and south of your position";
level.scr_sound["commissar"]["fire"] = "See2_IGD_037A_COMM"; //"print: Fire on them!";
// "Push forward to the trainstation!"
level.scr_sound["commissar"]["intro4"] = "See2_IGD_101A_COMM";
// "Keep pushing!"
level.scr_sound["commissar"]["keep_pushing"] = "See2_IGD_103A_COMM";
//Reznov
level.scr_sound["reznov"]["flame_tip"] = "See2_IGD_002A_REZN"; //"print: Dimitri - ready the flamethrower";;
level.scr_sound["reznov"]["flame_success"] = "See2_IGD_003A_REZN"; //"print: Good. Now take a closer look at those rats on the horizon";
level.scr_sound["reznov"]["ads_success"] = "See2_IGD_004A_REZN"; //"print: They will be the first to burn this day!";
level.scr_sound["reznov"]["flame_prompt"] = "See2_IGD_005A_REZN"; //"print: Fire the flamethrower - Incinerate them!";
level.scr_sound["reznov"]["first_88"] = "See2_IGD_007A_REZN"; //"print: First 88... southwest!";
level.scr_sound["reznov"]["first_88_destroy"] = "See2_IGD_009A_REZN"; //"print: Ha! The first of many, my friend.";
level.scr_sound["reznov"]["reloading"] = "See2_IGD_011A_REZN"; //"print: Remember - We are vulnerable when reloading - Make every shell count!";
level.scr_sound["reznov"]["second_88"] = "See2_IGD_017A_REZN"; //"print: Second 88 on the hill!... Southwest!";
level.scr_sound["reznov"]["second_88_destroy"] = "See2_IGD_019A_REZN"; //"print: Two down!";
level.scr_sound["reznov"]["route"] = "See2_IGD_021A_REZN"; //"print: Dimitri - Choose our route!";
level.scr_sound["reznov"]["route2"] = "See2_IGD_022A_REZN"; //"print: Stay on the road or push through the field!";
level.scr_sound["reznov"]["road_88s"] = "See2_IGD_023A_REZN"; //"print: Two more 88s southwest!";
level.scr_sound["reznov"]["88_destroy"] = "See2_IGD_024A_REZN"; //"print: Ha! On to the next one";
level.scr_sound["reznov"]["road_88s_destroy"] = "See2_IGD_025A_REZN"; //"print: Two more remain - over to the north!!";
level.scr_sound["reznov"]["field_88s"] = "See2_IGD_026A_REZN"; //"print: Two more 88s northwest!";
level.scr_sound["reznov"]["field_88s_destroy"] = "See2_IGD_030A_REZN"; //"print: Two more remain - over to the south!!";
level.scr_sound["reznov"]["last_group_88s"] = "See2_IGD_038A_REZN"; //"print: Push On! Destroy the last two 88s";
level.scr_sound["reznov"]["second_last_88"] = "See2_IGD_039A_REZN"; //"print: Only one left!";
level.scr_sound["reznov"]["last_88_destroy"] = "See2_IGD_040A_REZN"; //"print: Excellent work, Dimitri!";
// "See - Our infantry advances!"
level.scr_sound["reznov"]["other_army"] = "See2_IGD_102A_REZN";
// "On to Berlin!!!"
level.scr_sound["reznov"]["to_berlin"] = "See2_IGD_104A_REZN";
geo_arty_tarp();
}
setup_radiotower_anims()
{
// Commissar
level.scr_sound["commissar"]["radio_tower_obj"] = "See2_IGD_042A_COMM"; //"print: Attention, Comrades! (...) Push forward and obliterate the Fascist radio tower";
// Reznov
level.scr_sound["reznov"]["onward"] = "See2_IGD_041A_REZN"; //"print: Onward!";
level.scr_sound["reznov"]["next_area"] = "See2_IGD_043A_REZN"; //"print: Follow the road to the northwest!";
level.scr_sound["reznov"]["radio_tower_prompt"] = "See2_IGD_044A_REZN"; //"print: Radio tower to the North!";
level.scr_sound["reznov"]["radio_tower2"] = "See2_IGD_045A_REZN"; //"print: Annihilate it!";
level.scr_sound["reznov"]["radio_tower_destroy"] = "See2_IGD_046A_REZN"; //"print: Good work Dimitri, there will be no cry for reinforcements!";
// "Enough talk - We must push forward to the train station!"
level.scr_sound["reznov"]["train3"] = "See2_IGD_535A_REZN";
geo_tower_fall();
}
setup_fueldepot_anims()
{
// Reznov
// "We will fight on to the train station... And then - on to Berlin!"
level.scr_sound["reznov"]["train1"] = "See2_IGD_532A_REZN";
// "There - we will prepare for the final push to the train station."
level.scr_sound["reznov"]["train2"] = "See2_IGD_534A_REZN";
// "The final push before we move onto Berlin."
level.scr_sound["reznov"]["final_push"] = "See2_IGD_536A_REZN";
}
setup_lastbattle_anims()
{
// Commissar
// "The train station is within our grasp!"
level.scr_sound["commissar"]["almost_there1"] = "See2_IGD_703A_COMM";
// "Crush their final positions!"
level.scr_sound["commissar"]["almost_there2"] = "See2_IGD_704A_COMM";
}
setup_train_station_anims()
{
// "Comrades! A great victory is ours!"
level.scr_sound["commissar"]["victory1"] = "See2_IGD_705A_COMM";
// "On to Berlin!!!"
level.scr_sound["commissar"]["victory2"] = "See2_IGD_706A_COMM";
// "Ura!!!!"
level.scr_sound["commissar"]["victory3"] = "See2_IGD_707A_COMM";
// outro
level.scr_anim["guyl1"]["outro"] = %ch_seelow1_outro_left_russian_guy1;
level.scr_anim["guyl2"]["outro"] = %ch_seelow1_outro_left_russian_guy2;
level.scr_anim["guyl3"]["outro"] = %ch_seelow1_outro_left_russian_guy3;
level.scr_anim["guyl4"]["outro"] = %ch_seelow1_outro_left_russian_guy4;
level.scr_anim["guyl5"]["outro"] = %ch_seelow1_outro_left_russian_guy5;
level.scr_anim["guyl6"]["outro"] = %ch_seelow1_outro_left_russian_guy6;
// left guy 5 is chernov
addnotetrack_dialogue( "guyc1", "dialog", "outro", "See2_OUT_010A_CHER" );
level.scr_anim["guyc1"]["outro"] = %ch_seelow1_outro_middle_russian_guy1;
level.scr_anim["guyc2"]["outro"] = %ch_seelow1_outro_middle_russian_guy2;
level.scr_anim["guyc3"]["outro"] = %ch_seelow1_outro_middle_russian_guy3;
level.scr_anim["guyc4"]["outro"] = %ch_seelow1_outro_middle_russian_guy4;
level.scr_anim["guyc5"]["outro"] = %ch_seelow1_outro_middle_russian_guy5;
level.scr_anim["guyc6"]["outro"] = %ch_seelow1_outro_middle_russian_guy6;
// center guy 3 is reznov
addnotetrack_attach( "guyc3", "attach_knife", "weapon_rus_reznov_knife", "tag_weapon_left", "outro");
addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_002A_REZN" );
addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_001A_REZN" );
addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_012A_REZN" );
addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_013A_REZN" );
addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_014A_REZN" );
addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_015A_REZN" );
//addnotetrack_dialogue( "guyc3", "dialog", "outro", "See2_OUT_015A_REZN" );
// center guy # is redshirt 1
addnotetrack_dialogue( "guyc5", "dialog", "outro", "See2_OUT_004A_RUR1" );
addnotetrack_dialogue( "guyc5", "dialog", "outro", "See2_OUT_008A_RUR1" );
addnotetrack_dialogue( "guyc5", "dialog", "outro", "See2_OUT_009A_RUR1" );
// center guy # is redshirt 2
addnotetrack_dialogue( "guyc6", "dialog", "outro", "See2_OUT_005A_RUR2" );
addnotetrack_dialogue( "guyc6", "dialog", "outro", "See2_OUT_011A_RUR2" );
level.scr_anim["guyr1"]["outro"] = %ch_seelow1_outro_right_russian_guy1;
level.scr_anim["guyr2"]["outro"] = %ch_seelow1_outro_right_russian_guy2;
}
setup_generic_anims()
{
// Drones
level.scr_anim["truck drone"]["sit2"][0] = %crew_truck_guy1_sit_idle;
level.scr_anim["truck drone"]["sit3"][0] = %crew_truck_guy2_sit_idle;
level.scr_anim["truck drone"]["sit4"][0] = %crew_truck_guy3_sit_idle;
level.scr_anim["truck drone"]["sit5"][0] = %crew_truck_guy4_sit_idle;
level.scr_anim["truck drone"]["sit6"][0] = %crew_truck_guy5_sit_idle;
level.scr_anim["truck drone"]["sit7"][0] = %crew_truck_guy6_sit_idle;
level.scr_anim["truck drone"]["sit8"][0] = %crew_truck_guy7_sit_idle;
level.scr_anim["truck drone"]["sit9"][0] = %crew_truck_guy8_sit_idle;
level.scr_anim["truck drone"]["die2"] = %death_explosion_forward13;
level.scr_anim["truck drone"]["die3"] = %death_explosion_left11;
level.scr_anim["truck drone"]["die4"] = %death_explosion_left11;
level.scr_anim["truck drone"]["die5"] = %death_explosion_back13;
level.scr_anim["truck drone"]["die6"] = %death_explosion_forward13;
level.scr_anim["truck drone"]["die7"] = %death_explosion_right13;
level.scr_anim["truck drone"]["die8"] = %death_explosion_right13;
level.scr_anim["truck drone"]["die9"] = %death_explosion_back13;
//-- TODO: SWITCH THE [1] INDEX BACK TO "_c_" after verifying that "_b_" works
level.scr_anim["flame_bunker"]["front_death"][0] = %ch_seelow2_flamedeath_b_front;
level.scr_anim["flame_bunker"]["front_death"][1] = %ch_seelow2_flamedeath_b_front;
level.scr_anim["flame_bunker"]["rear_death"][0] = %ch_seelow2_flamedeath_b_rear;
level.scr_anim["flame_bunker"]["rear_death"][1] = %ch_seelow2_flamedeath_b_rear;
level.scr_anim["flame_bunker"]["side_death"][0] = %ch_seelow2_flamedeath_b_side;
level.scr_anim["flame_bunker"]["side_death"][1] = %ch_seelow2_flamedeath_b_side;
level.drone_anims[ "stand" ][ "idle" ] = %drone_stand_idle;
level.drone_anims[ "stand" ][ "run" ] = %drone_stand_run;
level.drone_anims[ "stand" ][ "aim_straight" ] = %stand_aim_straight;
level.drone_anims[ "stand" ][ "aim_up" ] = %stand_aim_up;
level.drone_anims[ "stand" ][ "aim_down" ] = %stand_aim_down;
level.drone_anims[ "stand" ][ "reload" ] = %exposed_crouch_reload;
// Infantry
level.scr_sound["reznov"]["infantry1"] = "See2_IGD_500A_REZN"; //"print: More infantry!";
// "German infantry!"
level.scr_sound["reznov"]["infantry2"] = "See2_IGD_105A_REZN";
// "Rip the flesh from their bones!"
level.scr_sound["reznov"]["infantry3"] = "See2_IGD_107A_REZN";
level.scr_sound["reznov"]["infantry_close1"] = "See2_IGD_501A_REZN"; //"print: Ha, they have nowhere to run!";
level.scr_sound["reznov"]["infantry_close2"] = "See2_IGD_502A_REZN"; //"print: Roll over them! Break their bones!";
// "Take them out!"
level.scr_sound["reznov"]["infantry_close3"] = "See2_IGD_604A_REZN";
// "Burn them!"
level.scr_sound["reznov"]["infantry_close4"] = "See2_IGD_605A_REZN";
// "Flame them!"
level.scr_sound["reznov"]["infantry_close5"] = "See2_IGD_606A_REZN";
// "Incinarate them!"
level.scr_sound["reznov"]["infantry_close6"] = "See2_IGD_607A_REZN";
// "Crush them!"
level.scr_sound["reznov"]["REFERENCE"] = "See2_IGD_106A_REZN";
// Tanks
level.scr_sound["reznov"]["generic_tank1"] = "See2_IGD_503A_REZN"; //"print: German armor!";
level.scr_sound["reznov"]["generic_tank2"] = "See2_IGD_504A_REZN"; //"print: Enemy tanks!";
level.scr_sound["reznov"]["generic_tank3"] = "See2_IGD_505A_REZN"; //"print: Another tank!";
level.scr_sound["reznov"]["tiger"] = "See2_IGD_506A_REZN"; //"print: King Tiger!";
level.scr_sound["reznov"]["panzer"] = "See2_IGD_508A_REZN"; //"print: Panzer!";
// Towers
level.scr_sound["reznov"]["tower1"] = "See2_IGD_034A_REZN"; //"print: Panzerschreck!... In the tower";
level.scr_sound["reznov"]["tower2"] = "See2_IGD_035A_REZN"; //"print: More panzerschrecks";
level.scr_sound["reznov"]["tower3"] = "See2_IGD_036A_REZN"; //"print: Bring down the towers!";
// "More Panzershrek fire!... Take them all out!"
level.scr_sound["reznov"]["tower4"] = "See2_IGD_533A_REZN";
// "Bring down those towers!"
level.scr_sound["reznov"]["tower5"] = "See2_IGD_537A_REZN";
// "Tower!"
level.scr_sound["reznov"]["tower6"] = "See2_IGD_610A_REZN";
// "Take down that tower!"
level.scr_sound["reznov"]["tower7"] = "See2_IGD_611A_REZN";
// "Destroy the tower!"
level.scr_sound["reznov"]["tower8"] = "See2_IGD_612A_REZN";
//Bunkers
// "German bunker!"
level.scr_sound["reznov"]["bunker1"] = "See2_IGD_608A_REZN";
// "German stronghold!"
level.scr_sound["reznov"]["bunker2"] = "See2_IGD_609A_REZN";
//Trucks
level.scr_sound["reznov"]["truck"] = "See2_IGD_509A_REZN"; //"print: Infantry transport!";
//Retreaters
level.scr_sound["reznov"]["retreaters1"] = "See2_IGD_510A_REZN";//"print: Do not let them escape!";
level.scr_sound["reznov"]["retreaters2"] = "See2_IGD_511A_REZN"; //"print: Blow them to pieces!";
level.scr_sound["reznov"]["retreaters3"] = "See2_IGD_027A_REZN"; //"print: Finish them!!!";
//Generic destroys
level.scr_sound["reznov"]["generic_destroy1"] = "See2_IGD_028A_REZN"; //"print: Dasvidania!!!";
level.scr_sound["reznov"]["generic_destroy2"] = "See2_IGD_029A_REZN";// "print: Ura!";
// "Dasvidanya, Scum!"
level.scr_sound["reznov"]["generic_destroy3"] = "See2_IGD_625A_REZN";
// "Good Aim!"
level.scr_sound["reznov"]["generic_destroy4"] = "See2_IGD_626A_REZN";
// "Direct hit!"
level.scr_sound["reznov"]["generic_destroy5"] = "See2_IGD_627A_REZN";
// "Perfect shot!"
level.scr_sound["reznov"]["generic_destroy6"] = "See2_IGD_628A_REZN";
// "Ha Ha!"
level.scr_sound["reznov"]["generic_destroy7"] = "See2_IGD_629A_REZN";
// "Destroyed!"
level.scr_sound["reznov"]["generic_destroy8"] = "See2_IGD_630A_REZN";
level.scr_sound["reznov"]["generic_destroy9"] = "See2_IGD_016A_REZN"; //"print: Good hunting!";
// "Good work, comrades!"
level.scr_sound["commissar"]["generic_destroy10"] = "See2_IGD_623A_COMM";
// "Show no mercy!"
level.scr_sound["commissar"]["generic_destroy11"] = "See2_IGD_624A_COMM";
// Fire Lines
// "Shoot!!!"
level.scr_sound["reznov"]["shoot1"] = "See2_IGD_600A_REZN";
// "Fire!!!"
level.scr_sound["reznov"]["shoot2"] = "See2_IGD_601A_REZN";
// "Blow it to pieces!"
level.scr_sound["reznov"]["shoot3"] = "See2_IGD_602A_REZN";
// "Fire now!!!"
level.scr_sound["reznov"]["shoot4"] = "See2_IGD_603A_REZN";
level.scr_sound["reznov"]["shoot5"] = "See2_IGD_014A_REZN"; //"print: Fire!!!";
level.scr_sound["reznov"]["shoot6"] = "See2_IGD_018A_REZN"; //"print: Fire!";
level.scr_sound["reznov"]["shoot7"] = "See2_IGD_008A_REZN"; //"print: Take aim";
// Dawdling Lines
// "Get moving!"
level.scr_sound["reznov"]["idle1"] = "See2_IGD_108A_REZN";
// "Don't just sit here, Dimitri!"
level.scr_sound["reznov"]["idle2"] = "See2_IGD_109A_REZN";
// "Hurry... Dimitri!"
level.scr_sound["reznov"]["idle3"] = "See2_IGD_110A_REZN";
// "We could be burning Germans right now!"
level.scr_sound["reznov"]["idle4"] = "See2_IGD_111A_REZN";
// "What are you waiting for?!"
level.scr_sound["reznov"]["idle5"] = "See2_IGD_112A_REZN";
// "Get us out of here!"
level.scr_sound["reznov"]["idle6"] = "See2_IGD_113A_REZN";
//Directions
level.scr_sound["reznov"]["ahead1"] = "See2_IGD_520A_REZN"; //"print: Straight ahead!";
// "Straight ahead!"
level.scr_sound["reznov"]["ahead2"] = "See2_IGD_621A_REZN";
// "Turn right!"
level.scr_sound["reznov"]["right1"] = "See2_IGD_613A_REZN";
// "To the right!"
level.scr_sound["reznov"]["right2"] = "See2_IGD_614A_REZN";
// "Right of us!"
level.scr_sound["reznov"]["right3"] = "See2_IGD_615A_REZN";
// "Hard right!"
level.scr_sound["reznov"]["right4"] = "See2_IGD_616A_REZN";
// "Turn left!"
level.scr_sound["reznov"]["left1"] = "See2_IGD_617A_REZN";
// "To the left!"
level.scr_sound["reznov"]["left2"] = "See2_IGD_618A_REZN";
// "Left of us!"
level.scr_sound["reznov"]["left3"] = "See2_IGD_619A_REZN";
// "Hard left!"
level.scr_sound["reznov"]["left4"] = "See2_IGD_620A_REZN";
level.scr_sound["reznov"]["behind1"] = "See2_IGD_521A_REZN"; //"print: Behind us!";
// "Behind us!"
level.scr_sound["reznov"]["behind2"] = "See2_IGD_622A_REZN";
// Hit response
level.scr_sound["reznov"]["hit1"] = "See2_IGD_525A_REZN"; //"print: We are in his sights!";
level.scr_sound["reznov"]["hit2"] = "See2_IGD_526A_REZN"; //"print: Move to a better position.";
level.scr_sound["reznov"]["hit3"] = "See2_IGD_527A_REZN"; //"print: We are taking fire!";
level.scr_sound["reznov"]["hit4"] = "See2_IGD_528A_REZN"; //"print: We are taking damage! MOVE!";
level.scr_sound["reznov"]["hit5"] = "See2_IGD_531A_REZN"; //"print: Move!!!";
level.scr_sound["reznov"]["hit6"] = "See2_IGD_010A_REZN"; //"print: Keep moving!";
level.scr_sound["reznov"]["half_dead"] = "See2_IGD_529A_REZN"; //"print: Our armor is weakening!";
level.scr_sound["reznov"]["near_death"] = "See2_IGD_530A_REZN"; //"print: If we take much more, we will burn to death!";
//Enemy designations
level.designation["vehicle_ger_tracked_panzer4v1"][0] = "generic_tank1";
level.designation["vehicle_ger_tracked_panzer4v1"][1] = "generic_tank2";
level.designation["vehicle_ger_tracked_panzer4v1"][2] = "generic_tank3";
level.designation["vehicle_ger_tracked_panzer4v1"][3] = "panzer";
level.designation["vehicle_ger_tracked_king_tiger"][0] = "generic_tank1";
level.designation["vehicle_ger_tracked_king_tiger"][1] = "generic_tank2";
level.designation["vehicle_ger_tracked_king_tiger"][2] = "generic_tank3";
level.designation["vehicle_ger_tracked_king_tiger"][3] = "tiger";
level.designation["vehicle_ger_tracked_panther"][0] = "generic_tank1";
level.designation["vehicle_ger_tracked_panther"][1] = "generic_tank2";
level.designation["vehicle_ger_tracked_panther"][2] = "generic_tank3";
level.designation["vehicle_ger_wheeled_covered_opel_blitz"][0] = "truck";
level.designation["actor_axis_ger_ber_wehr_reg_gewehr43"][0] = "infantry1";
level.designation["actor_axis_ger_ber_wehr_reg_gewehr43"][1] = "infantry2";
level.designation["actor_axis_ger_ber_wehr_reg_gewehr43"][2] = "infantry3";
level.designation["actor_axis_ger_ber_wehr_reg_kar98k"][0] = "infantry1";
level.designation["actor_axis_ger_ber_wehr_reg_kar98k"][1] = "infantry2";
level.designation["actor_axis_ger_ber_wehr_reg_kar98k"][2] = "infantry3";
level.designation["actor_axis_ger_ber_wehr_reg_panzerschrek"][0] = "infantry1";
level.designation["actor_axis_ger_ber_wehr_reg_panzerschrek"][1] = "infantry2";
level.designation["actor_axis_ger_ber_wehr_reg_panzerschrek"][2] = "infantry3";
level.designation["bunker"][0] = "bunker1";
level.designation["bunker"][1] = "bunker2";
level.designation["guard_tower"][0] = "tower1";
level.designation["guard_tower"][1] = "tower2";
level.designation["guard_tower"][2] = "tower3";
level.designation["guard_tower"][3] = "tower4";
level.designation["guard_tower"][4] = "tower5";
level.designation["guard_tower"][5] = "tower6";
level.designation["guard_tower"][6] = "tower7";
level.designation["guard_tower"][7] = "tower8";
}
play_player_anim_outro( i, player, anim_node )
{
//wait( 2 );
hands = spawn_anim_model( "player_hands" );
hands.animname = "player_hands";
if( i != 0 )
{
hands Hide();
}
hands.origin = anim_node.origin;
hands.angles = anim_node.angles;
//hands.attachedplayer = player;
//player thread lerp_player_view_to_tag( hands, "tag_player", 1.75, 1, 0, 0, 0, 0 );
//player PlayerLinkTo( hands, "tag_player", 1.75, 30, 30, 30, 30 );
player PlayerLinkTo( hands, "tag_player", 1.75, 0, 0, 0, 0 );
flag_set( "player_ready_for_outro" );
//TUEY - Set's music state to LEVEL_END
setmusicstate("LEVEL_END");
while( !flag( "player_ready_for_outro" ) || !flag( "outro_group_1_ready" ) || !flag( "outro_group_2_ready" ) )
{
wait(0.05);
}
anim_node anim_single_solo( hands, "outro" );
//player Unlink();
hands Delete();
}
#using_animtree( "see2_models" );
geo_arty_tarp()
{
PrecacheModel( "anim_seelow_flak_tarp" );
level.scr_animtree["arty tarp"] = #animtree;
level.scr_model["arty tarp"] = "anim_seelow_flak_tarp";
level.scr_anim["arty tarp"]["fire_flap"] = %o_seelow2_flak_tarp;
level.scr_animtree["dummy"] = #animtree;
level.scr_anim["dummy"]["tank_scan_straight"] = %v_seelow2_t34scan_straight;
level.scr_anim["dummy"]["tank_scan_right"] = %v_seelow2_t34scan_right;
}
geo_tower_fall()
{
PrecacheModel( "anim_seelow_radiotower_d" );
level.scr_animtree["radiotower"] = #animtree;
level.scr_model["radiotower"] = "anim_seelow_radiotower_d";
level.scr_anim["radiotower"]["fall"] = %o_seelow2_radiotower_dest;
}
deprecated_lines()
{
level.scr_sound["reznov"]["first_panther1"] = "See2_IGD_012A_REZN"; //"print: Panther - Moving in from the west!";
level.scr_sound["reznov"]["first_panther2"] = "See2_IGD_013A_REZN"; //"print: Destroy it! The Panther's speed makes it a deadly adversary!";
level.scr_sound["reznov"]["first_panther4"] = "See2_IGD_015A_REZN"; //"print: Again! Before it targets our position.";
level.scr_sound["commissar"]["depot_obj1"] = "print: Today - we break this line!"; //"See2_IGD_047A_COMM";
level.scr_sound["commissar"]["depot_obj1"] = "print: Move in to destroy the fuel depot - Cripple their military machine!"; //"See2_IGD_048A_COMM";
level.scr_sound["reznov"]["tank_fire_tiger"] = "See2_IGD_507A_REZN";//"print: The hide of the King Tiger is strong - FIRE AGAIN!";
level.scr_sound["reznov"]["north"] = "See2_IGD_512A_REZN"; //"print: North!";
level.scr_sound["reznov"]["northeast"] = "See2_IGD_513A_REZN"; //"print: Northeast!";
level.scr_sound["reznov"]["east"] = "See2_IGD_514A_REZN"; //"print: East!";
level.scr_sound["reznov"]["southeast"] = "See2_IGD_515A_REZN"; //"print: Southeast!";
level.scr_sound["reznov"]["south"] = "See2_IGD_516A_REZN"; //"print: South!";
level.scr_sound["reznov"]["southwest"] = "See2_IGD_517A_REZN"; //"print: Southwest!";
level.scr_sound["reznov"]["west"] = "See2_IGD_518A_REZN"; //"print: West!";
level.scr_sound["reznov"]["northwest"] = "See2_IGD_519A_REZN"; //"print: northwest!";
level.scr_sound["reznov"]["in_field"] = "See2_IGD_522A_REZN"; //"print: In the field!";
level.scr_sound["reznov"]["on_hill"] = "See2_IGD_523A_REZN"; //"print: On the hill!";
level.scr_sound["reznov"]["in_marsh"] = "See2_IGD_524A_REZN"; //"print: In the marshland!";
level.scr_sound["reznov"]["center_map1"] = "See2_IGD_031A_REZN"; //"print: German tanks all around, Dimitri!";
level.scr_sound["reznov"]["center_map2"] = "See2_IGD_032A_REZN"; //"print: We are vulnerable to attack from all sides!";
level.scr_sound["reznov"]["center_map3"] = "See2_IGD_033A_REZN"; //"print: Keep Moving!";
}
#using_animtree( "player" );
setup_player_interactive_anims()
{
level.scr_animtree["player_hands"] = #animtree;
level.scr_model["player_hands"] = "viewmodel_rus_guard_player";
level.scr_anim["player_hands"]["outro"] = %int_seelow1_outro_player;
}