837 lines
21 KiB
Text
837 lines
21 KiB
Text
#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle;
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#include maps\_music;
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#include maps\sniper;
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event3_start()
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{
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level.player SetViewModel( "viewmodel_rus_guardsinged_arms" );
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maps\sniper_event2::jumpout_fx();
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thread tp_to_start("event3");
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level notify ("e2_sniper_dead");
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wait 8;
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level.alleyguys_dead = 0;
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trig = getent("dudeguys", "target");
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trig notify ("trigger");
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trig = getent("e3_allies_saveu_colorchain", "targetname");
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trig thread wait_and_notify(5, "trigger");
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wait 1;
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e3_transition_dialogue();
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wait 2;
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level thread e3_sniping_cover_battle();
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wait 0.2;
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level notify ("e3_go");
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wait 3;
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//level.hero set_run_anim("e1_street_run");
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level notify ("event2_started");
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}
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event3b_start()
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{
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thread tp_to_start("event3b");
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wait 15;
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spot = getstruct("factory_door_spot", "targetname");
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level.hero.animname = "hero";
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animtime = getanimlength(level.scr_anim["hero"]["door_open3"]);
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spot thread anim_single_solo(level.hero, "door_open3");
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wait animtime - 1.5;
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level.hero stopanimscripted();
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level.hero enable_ai_color();
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getent("post_door_charge_chain", "script_noteworthy") notify ("trigger", level.player);
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//spot delete();
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wait 120;
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level.alleyguys_dead = 0;
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level.guys_onground_killed = 0;
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getent("dudeguys", "target") notify ("trigger");
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wait 1;
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getent("e3_allies_cleared_firsthalf", "targetname") notify ("trigger");
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flag_set("e3_forward_comrades");
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level thread allies_moveup_chatter();
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level waittill ("ura");
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level thread say_dialogue("friends_moving_up", undefined, 0.5);
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level thread say_dialogue("up_stairs_quickly");
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maps\_spawner::kill_spawnernum(13);
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spawners = getentarray("alley_dudes2_reinforce", "targetname");
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if (isdefined(spawners) && spawners.size > 0)
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{
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maps\_spawner::flood_spawner_scripted(spawners);
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}
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thread sniper_cover_battle2();
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e3_threat_stuff();
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}
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event3c_start()
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{
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thread tp_to_start("event3");
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wait 5;
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keys = getarraykeys(level.scr_sound["temptalk"]);
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for (i=0; i < keys.size; i++)
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{
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level thread say_dialogue(keys[i]);
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}
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wait 120;
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maps\sniper_event2::player_bb_jumpout();
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getent("dudeguys", "target") notify ("trigger");
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wait 1;
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getent("e3_allies_cleared_firsthalf", "targetname") notify ("trigger");
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iprintln("Forward Comrades!");
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flag_set("e3_forward_comrades");
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wait 2;
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iprintln("Our men are advancing! Come quickly, we must move around to cover them!");
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maps\_spawner::kill_spawnernum(13);
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thread sniper_cover_battle2();
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e3_threat_stuff();
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}
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e3_threat_stuff()
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{
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guys = getaiarray("allies");
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for (i=0; i < guys.size; i++)
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{
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guys[i] setthreatbiasgroup("russian_squad");
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}
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players = get_players();
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for (i=0; i < players.size; i++)
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{
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players[i] setthreatbiasgroup("player");
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}
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level.hero setthreatbiasgroup("hero");
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setignoremegroup("russian_squad", "newbhater");
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setignoremegroup("player", "newbhater");
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setignoremegroup("hero", "newbhater");
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setthreatbias("newbs", "newbhater", 10000);
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setignoremegroup("badguys", "russian_squad");
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setignoremegroup("russian_squad", "badguys");
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setignoremegroup("flankers", "russian_squad");
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setignoremegroup("player", "flankers");
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setthreatbias("badguys", "player", 10000);
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setthreatbias("player", "badguys", 10000);
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setthreatbias("ignoreplayer", "russian_squad", 10000);
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setthreatbias("flankers", "russian_squad", 1000);
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if (level.difficulty < 3)
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{
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setthreatbias("hero", "badguys", 10000);
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setthreatbias("badguys", "hero", 10000);
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setignoremegroup("hero", "badguys");
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}
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else
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{
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setignoremegroup("badguys", "hero");
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setignoremegroup("hero", "badguys");
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}
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}
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reach_wait_single(myanimname, myanim, myflag, node)
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{
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self.animname = myanimname;
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self disable_ai_color();
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//node anim_reach_solo(self, myanim);
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if(isdefined(myflag))
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{
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flag_set(myflag);
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}
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flag_wait("friendlies_vignette_go");
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node anim_single_solo(self, myanim);
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self enable_ai_color();
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}
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e3_transition_dialogue()
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{
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level.hero setcandamage(true);
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level thread allies_overfence_dialogue();
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node = getstructent("alleyguys_node", "targetname");
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guy1 = grab_ai_by_script_noteworthy("e3_allied_squad_leader", "allies");
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guy1 thread reach_wait_single("redshirt", "postbb_redshirt1", "postbb_redshirt1_inplace", node);
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num = 2;
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allies = getaiarray("allies");
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for (i=0; i < allies.size; i++)
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{
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if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy=="e3_allied_squad_animate" && num < 4)
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{
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allies[i] thread reach_wait_single("redshirt", "postbb_redshirt"+num, "postbb_redshirt"+num+"_inplace", node);
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num++;
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}
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}
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flag_wait("postbb_redshirt1_inplace");
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flag_wait("postbb_redshirt2_inplace");
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flag_wait("postbb_redshirt3_inplace");
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wait 0.4;
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flag_set("friendlies_vignette_go");
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getent("e3_allies_saveu_colorchain", "targetname") notify ("trigger");
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level.hero.animname = "hero";
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animtime = getanimlength(level.scr_anim["hero"]["postbb_hero"]);
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level.hero.disablearrivals = false;
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level.hero.disableexits = false;
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//level.hero disable_ai_color();
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getent("e3_allies_tofence_chain", "targetname") thread wait_and_notify(animtime - 1, "trigger");
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node thread anim_single_solo(level.hero, "postbb_hero");
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wait animtime - 0.1;
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level.hero set_run_anim("patrol_walk");
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wait 0.1;
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level.hero set_run_anim("patrol_walk");
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//wait animtime - 0.1;
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level.hero stopanimscripted();
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//level.hero set_run_anim("patrol_walk");
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level thread say_dialogue("wait_for_screams");
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level thread say_dialogue("dimitri_this_way");
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//level.hero enable_ai_color();
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level notify ("e3_go");
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//level.hero set_run_anim("patrol_walk");
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wait 9;
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//level.hero set_run_anim("e1_street_run");
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level.hero reset_run_anim();
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level.hero.ignoreme = true;
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level thread maps\_utility::autosave_by_name( "dialogue_over" );
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}
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allies_overfence_dialogue()
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{
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trig = getent("allies_overfence_chain", "targetname");
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trig waittill ("trigger");
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guy = grab_ai_by_script_noteworthy("e3_allied_squad_leader", "allies");
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guy.animname = "hero";
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guy anim_single_solo(guy, "this_way_coms");
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guy anim_single_solo(guy, "take_positions");
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}
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e3_sniping_cover_battle()
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{
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level thread battlechatter_off("axis");
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level thread ai_through_door();
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level.guys_onground_killed = 0;
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//thread aicount();
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level thread e3_trigsoff();
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level notify ("hero_getup");
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wait 0.1;
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level thread e3_threat_stuff();
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getent("alley_dudes3", "target") thread waittill_trigg_and_say("left_balcony", 2);
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getent("alley_dudes3", "target") thread waittill_trig_and_notify(level, "stealthbreak");
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level waittill ("e3_go");
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//TUEY Set Music To PRE_SNIPE_FLAMEGUY
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setmusicstate("PRE_SNIPE_FLAMEGUY");
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level thread alldudes_2_come();
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level thread resnov_splain_stuff();
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getent("e3_squad_getready_chain", "script_noteworthy") notify ("trigger");
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getent("e3_ladder_blocker", "targetname") delete();
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getent("player_inplace", "script_noteworthy") waittill ("trigger");
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getent("e3_ladderbacktrack_clip", "targetname") trigger_on();
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players = get_players();
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for (i=0; i < players.size; i++)
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{
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players[i] thread player_speed_set(190,3);
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players[i] allowsprint(true);
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}
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level thread impatient_allies();
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level.player thread stealth_checker();
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level waittill ("stealthbreak");
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level notify ("stop_talking");
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wait 0.1;
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level.hero enable_ai_color();
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flag_set("e3_fight_go");
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spawners = getentarray("alley_dudes1_2", "targetname"); // first courtyard reinforcements
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if (isdefined(spawners) && spawners.size > 0)
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{
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maps\_spawner::flood_spawner_scripted(spawners);
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}
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level thread wait_and_killspawner(randomintrange(15,30), 20);
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battlechatter_on("allies");
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battlechatter_on("axis");
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level.hero set_battlechatter(false);
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level notify ("fight!");
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thread molotov_circus();
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guys = getaiarray("allies");
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guys2 = getaiarray("axis");
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array_thread(guys, ::solo_set_pacifist, false);
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array_thread(guys2, ::solo_set_pacifist, false);
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getent("guys_charge", "targetname") notify ("trigger");
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level thread color_chain3();
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wait 0.5;
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guy = grab_ai_by_script_noteworthy("e3_patrolguy2", "axis");
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if (isdefined(guy) && isai(guy) && isalive(guy) )
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{
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}
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else
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{
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level.hero stopanimscripted();
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level thread say_dialogue("belly_laugh1");
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level thread say_dialogue("excel_aim_D");
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}
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wait 2;
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level thread say_dialogue("give_covering_fire");
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level thread keep_firing();
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}
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impatient_allies()
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{
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level endon ("stealthbreak");
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wait 70;
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allies = getaiarray("allies");
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for (i=0; i < allies.size; i++)
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{
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allies[i] solo_set_pacifist(false);
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}
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wait 2;
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level notify ("stealthbreak");
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}
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keep_firing()
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{
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level endon ("e3_forward_comrades");
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level.keepfiring_length = 20;
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wait 40;
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level thread say_dialogue("keep_firing");
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while(1)
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{
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level thread keep_firing_loop();
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while(1)
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{
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if (level.player isfiring() )
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{
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level notify ("player_fired");
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break;
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}
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wait 0.1;
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}
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wait 1;
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}
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}
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keep_firing_loop()
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{
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level endon ("e3_forward_comrades");
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level endon ("player_fired");
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wait level.keepfiring_length;
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level thread say_dialogue("keep_firing");
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level.keepfiring_length = level.keepfiring_length+5;
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}
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alleyguysdead()
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{
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thread wait_and_setflag(10, "e3_fightison");
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while (level.alleyguys_dead<12)
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{
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wait 0.5;
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if (flag("e3_fightison"))
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break;
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}
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flag_set("e3_fightison");
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getent("guys_charge2", "targetname") notify ("trigger");
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level.alleyguys_dead = 0;
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}
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alldudes_2_come()
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{
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guys = getaiarray("allies");
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array_thread(guys, ::solo_set_pacifist, true);
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level waittill ("fight!");
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//TUEY Set Music To LAST_BATTLE_PHASE_1
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setmusicstate("LAST_BATTLE_PHASE_1");
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guys = array_remove(guys, level.hero);
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for (i=0; i < guys.size; i++)
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{
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wait(randomfloatrange(0.1, 0.3));
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guys[i] playsound("russian_battle_crymn");
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}
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thread alleyguysdead();
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flag_wait("e3_fightison");
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//TUEY Play Battle Cry
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//playsoundatposition ("russian_battle_cry", (5576, -56, 424));
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wait 2;
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spawners = getentarray("alley_dudes2_high", "targetname");
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for (i=0; i < spawners.size; i++)
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{
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spawners[i] stalingradspawn();
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}
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wait 4;
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level thread say_dialogue("mg_2nd_floor");
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while (level.alleyguys_dead<7)
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{
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wait 0.5;
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}
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getent("dudeguys_redshirt", "target") notify ("trigger");
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spawners = getentarray("alley_dudes2", "targetname");
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if (isdefined(spawners) && spawners.size > 0)
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{
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maps\_spawner::flood_spawner_scripted(spawners);
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}
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spawners = getentarray("alley_dudes2_high2", "targetname");
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for (i=0; i < spawners.size; i++)
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{
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spawners[i] stalingradspawn();
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}
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wait 1;
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maps\_spawner::kill_spawnernum(10);
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waittill_aigroupcleared("e3_flamer_the_2nd");
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getent("guys_charge3", "targetname") notify ("trigger");
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thread Sniper_Cover_Battle2();
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wait 4;
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getent("alley_dudes3", "target") notify ("trigger");
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wait 1;
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maps\_spawner::kill_spawnernum(11);
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waittill_aigroupcleared("e3_leftguys");
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guys = getaiarray("axis");
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for (i=0; i < guys.size; i++)
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{
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if (isdefined(guys[i].script_noteworthy)
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&& (guys[i].script_noteworthy == "e3_left_balcony_guys" || guys[i].script_noteworthy == "e3_left_roof_guys" || guys[i].script_noteworthy == "e3_p1_second_floor_guys" || guys[i].script_noteworthy == "floor2_mgguy") )
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{
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guys[i] thread wait_and_kill(randomint(2), getstruct("magicfriendlybullet_spot", "targetname") );
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}
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}
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waittill_aigroupcleared("e3_3rd_floor_guys");
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maps\_spawner::kill_spawnernum(12);
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nodes = getnodearray("e3_alley_fallback_nodes", "script_noteworthy");
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guys = getaiarray("axis");
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nodecounter = 0;
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for (i=0; i < guys.size; i++)
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{
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if (isdefined(nodes[nodecounter]) )
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{
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guys[i] thread ignore_and_run(nodes[nodecounter]);
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nodecounter++;
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}
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}
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wait 2;
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level thread allies_moveup_chatter();
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wait 2;
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getent("e3_allies_cleared_firsthalf", "targetname") notify ("trigger");
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flag_set("e3_forward_comrades");
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level waittill ("ura");
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level thread maps\_utility::autosave_by_name( "ura_charge" );
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level notify ("e3_forward_comrades");
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level thread say_dialogue("friends_moving_up", undefined, 0.5);
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checktrig = getent("e3_sargego_midstair_check", "targetname");
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if (level.player istouching(checktrig))
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{
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level thread say_dialogue("up_stairs_quickly");
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getent("e3_sargego_midstair_chain", "targetname") notify ("trigger");
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trig = getent("e3_3rd_floor_chain", "script_noteworthy");
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trig trigger_on();
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}
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getent("e3_post_3rdfloor_chain", "script_noteworthy") trigger_on();
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wait 8;
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spawners = getentarray("alley_dudes2_reinforce", "targetname");
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if (isdefined(spawners[0]))
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{
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maps\_spawner::flood_spawner_scripted(spawners);
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}
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guys = getaiarray("axis");
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for (i=0; i < guys.size; i++)
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{
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guys[i] solo_set_pacifist(false);
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}
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}
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sniper_cover_battle2()
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{
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waittill_aigroupcleared("castlewall_guys_charge");
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getent("castlewall_chargers_dead_chain", "script_noteworthy") notify ("trigger");
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waittill_aigroupcleared("castlewall_guys");
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level thread maps\_utility::autosave_by_name( "castlewall_battle" );
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|
flag_wait("e3_forward_comrades");
|
|
guys = getaiarray("axis");
|
|
for (i=0; i < guys.size; i++)
|
|
{
|
|
if (isdefined(guys[i].script_noteworthy)
|
|
&& (guys[i].script_noteworthy == "e3_left_balcony_guys" || guys[i].script_noteworthy == "e3_left_roof_guys" || guys[i].script_noteworthy == "e3_p1_second_floor_guys") )
|
|
{
|
|
guys[i] thread wait_and_kill(randomint(20));
|
|
}
|
|
}
|
|
|
|
//iprintln("Down in the courtyard! We must cover our comrades!");
|
|
getent("e3_allies_cleared_castlewall", "targetname") thread wait_and_notify(5, "trigger");
|
|
wait 1;
|
|
level thread say_dialogue("friends_need_cover");
|
|
level thread rip_vermin();
|
|
maps\_spawner::kill_spawnernum(15);
|
|
while(1)
|
|
{
|
|
guys = getaiarray("axis");
|
|
if (guys.size < 8)
|
|
{
|
|
nodes = getnodearray("e3_guys_retreat_into_building_nodes", "script_noteworthy");
|
|
nodecounter = 0;
|
|
for (i=0; i < guys.size; i++)
|
|
{
|
|
if (isdefined(nodes[nodecounter]))
|
|
{
|
|
guys[i] thread ignore_and_run(nodes[nodecounter]);
|
|
guys[i] thread wait_and_kill(30);
|
|
nodecounter++;
|
|
}
|
|
}
|
|
wait 2;
|
|
break;
|
|
}
|
|
wait 0.5;
|
|
}
|
|
|
|
trig = getent("newbs_charge", "target");
|
|
trig notify ("trigger");
|
|
wait 1;
|
|
level notify ("newbs_runnin");
|
|
maps\_spawner::kill_spawnernum(32);
|
|
wait 5;
|
|
|
|
allies = getentarray("dudeguys_charge", "targetname");
|
|
for (i=0; i < allies.size; i++)
|
|
{
|
|
allies[i] stalingradspawn();
|
|
}
|
|
|
|
spawners = getentarray("e3_snipercover_3floordudes", "targetname");
|
|
if (isdefined(spawners) && spawners.size > 0)
|
|
{
|
|
maps\_spawner::flood_spawner_scripted(spawners);
|
|
}
|
|
|
|
|
|
|
|
getent("e3_castlewall_chain", "script_noteworthy") notify ("trigger");
|
|
wait 6;
|
|
getent("e3_b2_reinforcements", "script_noteworthy") notify ("trigger");
|
|
//delaythread(10, ::say_dialogue, "take_out_ht_mg");
|
|
//thread wait_and_print(10,"Kill the Halftrack machine gunner!", "neverend");
|
|
wait 1;
|
|
guy = grab_ai_by_script_noteworthy("e3_halftrack_mgguy", "axis");
|
|
guy waittill ("death");
|
|
|
|
spawners = getentarray("e3_snipercover_3floormgguy", "targetname");
|
|
if (isdefined(spawners) && spawners.size > 0)
|
|
{
|
|
maps\_spawner::flood_spawner_scripted(spawners);
|
|
}
|
|
|
|
|
|
wait 7;
|
|
maps\_spawner::kill_spawnernum(16);
|
|
|
|
spawners = getentarray("e3_snipercover_3floordudes_left", "targetname");
|
|
if (isdefined(spawners) && spawners.size > 0)
|
|
{
|
|
maps\_spawner::flood_spawner_scripted(spawners);
|
|
}
|
|
|
|
retreatguys = grab_ais_by_script_noteworthy("e3_guys_retreat_into_building", "axis");
|
|
retreatnodes = getnodearray("e3_guys_retreat_into_building_nodes", "script_noteworthy");
|
|
thread guys_to_nodes(retreatguys,retreatnodes);
|
|
getent("toughguys_advance", "script_noteworthy") notify ("trigger");
|
|
|
|
trig = getent("e3_battle2_chain", "script_noteworthy");
|
|
trig thread waittill_trigg_and_say("comrades_clearing", 6);
|
|
waittill_aigroupcleared("e3_infrontof_final_building_guys");
|
|
|
|
trig notify ("trigger"); // color chain of allies into building
|
|
waittill_aigroupcleared("e3_retreat_in_building_guys");
|
|
wait 2;
|
|
getent("e3_battle2_chain2", "script_noteworthy") notify ("trigger"); // color chain of allies into building
|
|
wait 1;
|
|
maps\_spawner::kill_spawnernum(14);
|
|
waittill_aigroupcleared("e3_lastguys_inbuilding");
|
|
axis = getaiarray("axis");
|
|
for (i=0; i < axis.size; i++)
|
|
{
|
|
axis[i] thread wait_and_kill(randomfloat(5));
|
|
}
|
|
level.hero reset_run_anim();
|
|
wait 1;
|
|
|
|
getent("russians_last_chain", "script_noteworthy") notify ("trigger");
|
|
|
|
thread maps\sniper_event4::event4_setup();
|
|
|
|
//iprintln("End of Scripting");
|
|
}
|
|
|
|
|
|
floor3_guys_dead()
|
|
{
|
|
thread one_for_four();
|
|
waittill_aigroupcleared("e3_3rd_floor_guys");
|
|
level notify ("3rd_floor_clear");
|
|
flag_set("e3_leftguys_come");
|
|
}
|
|
|
|
e3_trigsoff()
|
|
{
|
|
getent("e3_post_3rdfloor_chain", "script_noteworthy") trigger_off();
|
|
}
|
|
|
|
aicount()
|
|
{
|
|
while(1)
|
|
{
|
|
guys1 = getaiarray("axis");
|
|
guys2 = getaiarray("allies");
|
|
iprintln("Axis: "+guys1.size);
|
|
iprintln("Allies: "+guys2.size);
|
|
iprintln("Total: "+(guys1.size+guys2.size));
|
|
wait 4;
|
|
}
|
|
}
|
|
|
|
one_for_four()
|
|
{
|
|
level endon ("3rd_floor_clear");
|
|
maxkilled = level.guys_onground_killed + 2;
|
|
while(1)
|
|
{
|
|
if (level.guys_onground_killed > maxkilled)
|
|
{
|
|
guys = getaiarray("axis");
|
|
for (i=0; i < guys.size; i++)
|
|
{
|
|
if( isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "e3_p1_second_floor_guys")
|
|
{
|
|
guys[i] dodamage(guys[i].health * 10, (0,0,0) );
|
|
maxkilled = level.guys_onground_killed + 2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
wait 1;
|
|
}
|
|
}
|
|
|
|
one_for_ten()
|
|
{
|
|
maxkilled = level.guys_onground_killed + 2;
|
|
while(1)
|
|
{
|
|
if (level.guys_onground_killed > maxkilled)
|
|
{
|
|
guys = getaiarray("axis");
|
|
for (i=0; i < guys.size; i++)
|
|
{
|
|
if( isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "e3_snipercover_b_snipers")
|
|
{
|
|
guys[i] dodamage(guys[i].health * 10, (0,0,0) );
|
|
maxkilled = level.guys_onground_killed + 2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
wait 1;
|
|
}
|
|
}
|
|
|
|
ai_through_door()
|
|
{
|
|
door = getent("factory_door", "targetname");
|
|
door rotateyaw( -120, 0.4, 0.3, .1 );
|
|
door connectpaths();
|
|
trig = getent("alley_dudes4", "target");
|
|
trig thread waittill_trigg_and_say("more_infantry", 1);
|
|
trig waittill ("trigger");
|
|
|
|
getent("e3_plank_blocker", "targetname") trigger_on();
|
|
|
|
flag_set("rooftop_battle");
|
|
maps\_spawner::kill_spawnernum(20);
|
|
maps\_spawner::kill_spawnernum(21);
|
|
maps\_spawner::kill_spawnernum(12);
|
|
maps\_spawner::kill_spawnernum(10);
|
|
maps\_spawner::kill_spawnernum(11);
|
|
|
|
trig = getent("alley_dudes4b", "target");
|
|
trig thread wait_and_notify(randomintrange(10,30), "trigger");
|
|
trig waittill ("trigger");
|
|
door = getent("factory_door", "targetname");
|
|
door rotateyaw( 120, 0.4, 0.3, .1 );
|
|
door disconnectpaths();
|
|
wait 2;
|
|
maps\_spawner::kill_spawnernum(13);
|
|
}
|
|
|
|
|
|
color_chain3()
|
|
{
|
|
waittill_aigroupcleared("alley_dudes1");
|
|
getent("guys_charge3", "targetname") notify ("trigger");
|
|
}
|
|
|
|
molotov_circus()
|
|
{
|
|
level endon ("event4_started");
|
|
while(1)
|
|
{
|
|
wait randomintrange(10,20);
|
|
guys = getaiarray("allies");
|
|
for (i=0; i < guys.size; i++)
|
|
{
|
|
if (guys[i] != level.hero && isdefined(guys[i].enemy) )
|
|
{
|
|
guys[i].animname = "allies";
|
|
guys[i] anim_single_solo(guys[i],"molotov_toss");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
rip_vermin()
|
|
{
|
|
while(1)
|
|
{
|
|
if (level.player.usingturret == 1)
|
|
{
|
|
level thread say_dialogue("rrrip_vermin");
|
|
break;
|
|
}
|
|
wait 0.5;
|
|
}
|
|
}
|
|
|
|
allies_moveup_chatter()
|
|
{
|
|
allies = getaiarray("allies");
|
|
myguy = undefined;
|
|
for (i=0; i < allies.size; i++)
|
|
{
|
|
if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy=="e3_allied_squad_leader")
|
|
{
|
|
myguy = allies[i];
|
|
break;
|
|
}
|
|
}
|
|
myguy thread magic_bullet_shield();
|
|
myguy stopanimscripted();
|
|
myguy.animname = "hero";
|
|
myguy anim_single_solo(myguy, "theyre_retreating");
|
|
wait 0.1;
|
|
//lines[1] = "charge";
|
|
myguy stopanimscripted();
|
|
myguy.animname = "hero";
|
|
myguy anim_single_solo(myguy, "forward");
|
|
wait randomfloatrange(0.1, 0.4);
|
|
myguy.animname = "hero";
|
|
myguy anim_single_solo(myguy, "ura");
|
|
myguy thread stop_magic_bullet_shield();
|
|
level notify ("ura");
|
|
for (i=0; i < allies.size; i++)
|
|
{
|
|
if (isdefined(allies[i].script_noteworthy))
|
|
{
|
|
wait(randomfloatrange(0.2, 0.5));
|
|
allies[i] playsound ("russian_battle_crymn");
|
|
|
|
}
|
|
}
|
|
level waittill ("newbs_runnin");
|
|
for (i=0; i < allies.size; i++)
|
|
{
|
|
if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy=="e3_allied_squad_leader")
|
|
{
|
|
myguy.animname = "hero";
|
|
myguy anim_single_solo(myguy, "charge");
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
resnov_splain_stuff()
|
|
{
|
|
objective_controller(6);
|
|
level endon ("stealthbreak");
|
|
trig = getent("resnov_splain_trig", "targetname");
|
|
trig waittill ("trigger");
|
|
spot = getstruct("resnov_direction_node", "targetname");
|
|
level.hero.animname = "hero";
|
|
spot anim_reach_solo(level.hero, "resnov_splain");
|
|
spot anim_single_solo(level.hero, "resnov_splain");
|
|
level thread notify_on_notify("stealthbreak", spot, "stoploop");
|
|
|
|
//spot thread anim_loop_solo(level.hero, "resnov_splain_loop", undefined, "stoploop");
|
|
level.hero enable_ai_color();
|
|
wait 20;
|
|
while(1)
|
|
{
|
|
level thread say_dialogue("shoot_fuel_tank");
|
|
wait 5;
|
|
level thread say_dialogue("take_the_shot");
|
|
wait 5;
|
|
level thread say_dialogue("no_time_to_waste");
|
|
wait 5;
|
|
}
|
|
}
|
|
|