IW4-Dump-Files/maps/af_caves_anim.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_anim;
#include maps\_props;
#include maps\_utility;
#include maps\af_caves_code;
main()
{
anims();
dialog();
dog();
script_models();
player_animations();
animated_model_setup();
}
#using_animtree( "generic_human" );
anims()
{
//AIRSTRIP
level.scr_anim[ "price" ][ "launchfacility_a_c4_plant_short" ] = %launchfacility_a_c4_plant_short;
level.scr_anim[ "price" ][ "favela_run_and_wave" ] = %favela_run_and_wave;
level.scr_anim[ "price" ][ "laptop_stand_idle_start" ] = %laptop_stand_idle_focused;
level.scr_anim[ "price" ][ "laptop_stand_idle" ][ 0 ] = %laptop_stand_idle_focused;
level.scr_anim[ "price" ][ "laptop_stand_yell" ] = %laptop_stand_lookaway;
level.scr_anim[ "price" ][ "invasion_vehicle_cover_dialogue_guy2" ] = %invasion_vehicle_cover_dialogue_guy2;
//dazed and confused shadow company
level.scr_anim[ "generic" ][ "civilian_crawl_1" ] = %civilian_crawl_1;
level.scr_anim[ "generic" ][ "civilian_crawl_2" ] = %civilian_crawl_2;
level.scr_anim[ "generic" ][ "civilian_leaning_death" ] = %civilian_leaning_death;
level.scr_anim[ "generic" ][ "civilian_leaning_death_death" ] = %civilian_leaning_death_shot;
level.scr_anim[ "generic" ][ "hunted_dazed_walk_C_limp" ] = %hunted_dazed_walk_C_limp;
level.scr_anim[ "generic" ][ "hunted_dazed_walk_C_limp_death" ] = %exposed_death_falltoknees;
level.scr_anim[ "generic" ][ "hunted_dazed_walk_B_blind" ] = %hunted_dazed_walk_B_blind;
//GENERIC
level.scr_anim[ "generic" ][ "cqb_stand_idle_scan" ] = %patrol_bored_react_look_v1;
level.scr_anim[ "generic" ][ "smoke_idle" ][ 0 ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke_reach" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke_react" ] = %patrol_bored_react_look_advance;
level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "generic" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "lean_smoker" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
add_sit_load_ak_notetracks( "generic" );
level.scr_anim[ "generic" ][ "sit_load_ak_idle" ][ 0 ] = %sitting_guard_loadAK_idle;
level.scr_anim[ "generic" ][ "sit_load_ak_react" ] = %sitting_guard_loadAK_react1;
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_0" ] = %exposed_idle_reactA;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_1" ] = %exposed_idle_reactB;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_2" ] = %exposed_idle_twitch;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_3" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_4" ] = %run_pain_stumble;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ]= %exposed_idle_twitch_v4;// patrol_bored_2_combat_alarm_short;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_heard_scream" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "smoking_reach" ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "generic" ][ "smoking_react" ] = %parabolic_leaning_guy_react;
level.scr_anim[ "generic" ][ "sit_idle" ][ 0 ] = %breach_chair_idle_v2;
level.scr_anim[ "generic" ][ "sit_react" ] = %breach_chair_reaction_v2;
// guy using the arcadia fridge rummaging idle
level.scr_anim[ "generic" ][ "fridge_idle" ][ 0 ] = %arcadia_fridge_idle;
level.scr_anim[ "generic" ][ "fridge_react" ] = %arcadia_fridge_react;
// Guys sleeping on a cot
level.scr_anim[ "generic" ][ "sleep_idle1" ][ 0 ] = %afgan_caves_sleeping_guard_idle;
level.scr_anim[ "generic" ][ "sleep_death1" ] = %cargoship_sleeping_guy_death_1;
level.scr_anim[ "generic" ][ "sleep_alert1" ] = %afgan_caves_sleeping_guard_scramble;
// Chess Players
level.scr_anim[ "generic" ][ "chess_surprise_1" ] = %parabolic_chessgame_surprise_a;
level.scr_anim[ "generic" ][ "chess_surprise_2" ] = %parabolic_chessgame_surprise_b;
level.scr_anim[ "generic" ][ "chess_idle_1" ][ 0 ] = %parabolic_chessgame_idle_a;
level.scr_anim[ "generic" ][ "chess_idle_2" ][ 0 ] = %parabolic_chessgame_idle_b;
level.scr_anim[ "chess_guy1" ][ "chess_death_1" ] = %parabolic_chessgame_death_a;
level.scr_anim[ "chess_guy2" ][ "chess_death_2" ] = %parabolic_chessgame_death_b;
//CQB Hand signals
level.scr_anim[ "generic" ][ "signal_moveout_cqb" ] = %CQB_stand_signal_move_out;
level.scr_anim[ "generic" ][ "signal_moveup_cqb" ] = %CQB_stand_signal_move_up;
level.scr_anim[ "generic" ][ "signal_go_cqb" ] = %CQB_stand_wave_go_v1;
level.scr_anim[ "generic" ][ "signal_stop_cqb" ] = %CQB_stand_signal_stop;
level.scr_anim[ "generic" ][ "signal_onme_cqb" ] = %CQB_stand_wave_on_me;
level.scr_anim[ "price" ][ "intro_stop" ] = %afgan_caves_intro_stop;
level.scr_anim[ "generic" ][ "run_2_crouch_f" ] = %run_2_crouch_f;
level.scr_anim[ "generic" ][ "crouch_fastwalk_f" ] = %crouch_fastwalk_F;
level.scr_anim[ "generic" ][ "crouch_talk" ] = %casual_crouch_V2_talk;
level.scr_anim[ "generic" ][ "crouch_idle" ] = %casual_crouch_idle;
level.scr_anim[ "generic" ][ "look_up_stand" ] = %coverstand_look_moveup;
level.scr_anim[ "generic" ][ "look_idle_stand" ][ 0 ] = %coverstand_look_idle;
level.scr_anim[ "generic" ][ "look_down_stand" ] = %coverstand_look_movedown;
//INTRO
level.scr_anim[ "price" ][ "rise_up" ] = %scout_sniper_price_prone_opening;
level.scr_anim[ "price" ][ "price_slide" ] = %afgan_caves_price_slide;
//RAPPEL
level.scr_anim[ "price" ][ "rappel" ] = %afgan_caves_price_rappel_animatic;
level.scr_anim[ "price" ][ "pri_rappel_setup" ] = %afgan_caves_price_rappel_setup;
level.scr_anim[ "price" ][ "pri_rappel_idle" ][ 0 ] = %afgan_caves_price_rappel_idle;
addNotetrack_customFunction( "price", "rope", maps\af_caves::price_rope_hookup, "pri_rappel_setup" );
level.scr_anim[ "price" ][ "pri_rappel_jump" ] = %afgan_caves_price_rappel_jump;
addNotetrack_attach( "price", "knife", "weapon_parabolic_knife", "TAG_INHAND", "pri_rappel_jump" );
level.scr_anim[ "price" ][ "pri_hanging_idle" ][ 0 ] = %afgan_caves_Price_hanging_idle;
level.scr_anim[ "price" ][ "pri_rappel_kill" ] = %afgan_caves_Price_rappel_kill;
addNotetrack_detach( "price", "knife", "weapon_parabolic_knife", "TAG_INHAND", "pri_rappel_kill" );
level.scr_anim[ "guard_2" ][ "flick" ] = %cliff_guardA_flick;
level.scr_anim[ "guard_2" ][ "guardB_idle" ][ 0 ] = %cliff_guardB_idle;
level.scr_anim[ "guard_2" ][ "guardB_react" ] = %cliff_guardB_react;
level.scr_anim[ "guard_2" ][ "guard_2_death" ] = %afgan_caves_guard_2_death;
level.scr_anim[ "guard_1" ][ "rappel_kill" ] = %afgan_caves_guard_1_death;
level.scr_anim[ "guard_1" ][ "guardA_idle" ][ 0 ] = %cliff_guardA_idle;
level.scr_anim[ "guard_1" ][ "guardA_react" ] = %cliff_guardA_react;
addNotetrack_customFunction( "guard_1", "kill", ::kill_me );
addNotetrack_customFunction( "guard_1", "death_gurgle", ::rappel_guard1_deathgurgle, "rappel_kill" );
//addNotetrack_flag( "price", "dialogue", "price_hooksup", "pri_rappel_setup" );
level.scr_anim[ "guard_2" ][ "rappel" ] = %afgan_caves_guard_2_animatic;
// STEAM ROOM
level.scr_anim[ "generic" ][ "steamroom_knifekill_price" ] = %parabolic_knifekill_mark;
level.scr_anim[ "generic" ][ "steamroom_knifekill_guard" ] = %parabolic_knifekill_phoneguy;
level.scr_anim[ "generic" ][ "steamroom_knifekill_guard_idle" ][ 0 ] = %parabolic_phoneguy_idle;
level.scr_anim[ "generic" ][ "steamroom_knifekill_guard_reaction" ] = %parabolic_phoneguy_reaction;
//LEDGE
//level.scr_anim[ "price" ][ "pri_dive" ] = %exposed_dive_grenade_B;
//level.scr_anim[ "price" ][ "pri_prone_stand" ] = %prone_2_stand;
level.scr_anim[ "price" ][ "pri_dive" ] = %hunted_dive_2_pronehide_v1;
level.scr_anim[ "price" ][ "pri_prone_stand" ] = %hunted_pronehide_2_stand_v1;
level.scr_anim[ "price" ][ "pri_bridge_jump" ] = %jump_across_100_stumble;
addNotetrack_flag( "price", "footstep_right_large", "price_jumping", "pri_bridge_jump" );
addNotetrack_flag( "price", "footstep_left_large", "price_jumped", "pri_bridge_jump" );
level.scr_anim[ "destroyer" ][ "shoot_bridge" ] = %corner_standL_trans_A_2_B_v2;
//CONTROL ROOM
level.scr_anim[ "generic" ][ "killhouse_sas_price_idle" ][ 0 ] = %killhouse_sas_price_idle;
level.scr_anim[ "generic" ][ "look_idle_cornerR" ][ 0 ] = %corner_standr_look_idle;
level.scr_anim[ "generic" ][ "alert2look_cornerR" ] = %corner_standr_alert_2_look;
//breach anims
level.scr_anim[ "generic" ][ "patrol_bored_react_walkstop" ] = %patrol_bored_react_walkstop;
level.scr_anim[ "generic" ][ "breach_react_push_guy2" ] = %breach_react_push_guy2;
level.scr_anim[ "generic" ][ "breach_react_push_guy1" ]= %breach_react_push_guy1;
level.scr_anim[ "generic" ][ "breach_react_guntoss_v2_guy1" ] = %breach_react_guntoss_v2_guy1;
level.scr_anim[ "generic" ][ "breach_react_guntoss_v2_guy2" ] = %breach_react_guntoss_v2_guy2;
level.scr_anim[ "generic" ][ "breach_react_knife_charge" ] = %breach_react_knife_charge;
level.scr_anim[ "generic" ][ "breach_react_knife_charge_death" ] = %death_shotgun_back_v1;
//AIRSTRIP
level.scr_anim[ "nade_tosser" ][ "cqb_nade_throw" ] = %CQB_stand_grenade_throw;
addNotetrack_flag( "nade_tosser", "grenade_throw", "nade_tossed", "cqb_nade_throw" ); //grenade_throw //grenade_right
}
#using_animtree( "animated_props" );
animated_model_setup()
{
level.anim_prop_models[ "foliage_desertbrush_1_animated" ][ "sway" ] = %foliage_desertbrush_1_sway;
}
#using_animtree( "dog" );
dog()
{
level.scr_anim[ "generic" ][ "dog_idle" ][0] = %german_shepherd_attackidle;
level.scr_anim[ "generic" ][ "dog_eating" ][0] = %german_shepherd_eating;
level.scr_anim[ "generic" ][ "dog_eating_single" ] = %german_shepherd_eating;
level.scr_anim[ "generic" ][ "dog_growling" ][0] = %german_shepherd_attackidle_growl;
level.scr_anim[ "generic" ][ "dog_barking" ][0] = %german_shepherd_attackidle_growl;
level.scr_anim[ "generic" ][ "dog_barking" ][1] = %german_shepherd_attackidle_bark;
level.scr_anim[ "generic" ][ "dog_barking" ][2] = %german_shepherd_attackidle_bark;
level.scr_anim[ "generic" ][ "dog_barking" ][3] = %german_shepherd_attackidle_bark;
}
#using_animtree( "script_model" );
script_models()
{
level.scr_model[ "knife" ] = "weapon_parabolic_knife";
level.scr_anim[ "chair" ][ "sleep_react" ] = %parabolic_guard_sleeper_react_chair;
level.scr_animtree[ "chair" ] = #animtree;
level.scr_model[ "chair" ] = "com_folding_chair";
level.scr_anim[ "chair_ak" ][ "sit_load_ak_react" ] = %sitting_guard_loadAK_idle_chair;
level.scr_animtree[ "chair_ak" ] = #animtree;
level.scr_model[ "chair_ak" ] = "com_folding_chair";
level.scr_anim[ "flashlight" ][ "fl_death" ] = %blackout_flashlightguy_death_flashlight;
level.scr_sound[ "flashlight" ][ "fl_death" ] = "scn_blackout_drop_flashlight";
level.scr_anim[ "flashlight" ][ "search" ] = %blackout_flashlightguy_moment2death_flashlight;
level.scr_sound[ "flashlight" ][ "search" ] = "scn_blackout_drop_flashlight_draw";
level.scr_anim[ "rope" ][ "rappel_hookup" ] = %afgan_caves_player_hookup_rope;
level.scr_model[ "rope" ] = "weapon_carabiner_thin_rope";
level.scr_animtree[ "rope" ] = #animtree;
level.scr_anim[ "rope_price" ][ "rope_hookup" ] = %afgan_caves_price_hookup_rope;
level.scr_model[ "rope_price" ] = "weapon_carabiner_thin_rope";
level.scr_animtree[ "rope_price" ] = #animtree;
level.scr_anim[ "rappel_rope_price" ][ "pri_rappel_jump" ] = %afgan_caves_Price_rappel_jump_rappelRope;
level.scr_anim[ "rappel_rope_price" ][ "pri_hanging_idle" ][ 0 ]= %afgan_caves_Price_hanging_idle_rappelRope;
level.scr_anim[ "rappel_rope_price" ][ "pri_rappel_idle" ][ 0 ] = %afgan_caves_Price_rappel_idle_rappelRope;
level.scr_model[ "rappel_rope_price" ] = "afgan_caves_rappel_rope";
level.scr_animtree[ "rappel_rope_price" ] = #animtree;
level.scr_anim[ "tarp" ][ "rise_up" ] = %scout_sniper_sand_ghillie_tarp_emerge;
level.scr_animtree[ "tarp" ] = #animtree;
level.scr_model[ "tarp" ] = "scout_sniper_sand_ghillie_tarp";
// Breach door
level.scr_anim[ "breach_door_model_caves" ][ "breach" ] = %breach_player_door_v2;
level.scr_animtree[ "breach_door_model_caves" ] = #animtree;
level.scr_model[ "breach_door_model_caves" ] = "com_door_03_handleright";
level.scr_anim[ "breach_door_hinge_caves" ][ "breach" ] = %breach_player_door_hinge_v1;
level.scr_animtree[ "breach_door_hinge_caves" ] = #animtree;
level.scr_model[ "breach_door_hinge_caves" ] = "com_door_piece_hinge3";
// Swinging lamp
level.scr_animtree[ "lamp" ] = #animtree;
level.scr_model[ "lamp" ] = "ch_industrial_light_animated_01_on";
level.scr_anim[ "lamp" ][ "swing" ] = %swinging_industrial_light_01_mild;
level.scr_anim[ "lamp" ][ "swing_dup" ] = %swinging_industrial_light_01_mild_dup;
// level.scr_animtree[ "lamp_off" ] = #animtree;
// level.scr_model[ "lamp_off" ] = "ch_industrial_light_animated_01_off";
}
#using_animtree( "player" );
player_animations()
{
level.scr_animtree[ "player_rig" ] = #animtree;
level.scr_model[ "player_rig" ] = "viewhands_player_tf141"; //viewhands_player_us_army
level.scr_anim[ "player_rig" ][ "rappel_close" ] = %afgan_caves_player_rappel_close;
level.scr_anim[ "player_rig" ][ "rappel_far" ] = %afgan_caves_player_rappel_far;
level.scr_anim[ "player_rig" ][ "rappel_close_node" ] = %cave_rappel_close;
level.scr_anim[ "player_rig" ][ "rappel_far_node" ] = %cave_rappel_far;
level.scr_anim[ "player_rig" ][ "rappel_hookup" ] = %afgan_caves_player_rappel_hookup;
level.scr_anim[ "player_rig" ][ "rappel_root" ] = %cave_rappel;
level.scr_anim[ "player_rig" ][ "rappel_kill" ] = %afgan_caves_player_rappel_end_kill;
addNotetrack_customFunction( "player_rig", "start_guard", ::start_guard_anim );
}
start_guard_anim( guy )
{
self anim_single_solo( self.guard, "rappel_kill" );
}
kill_me( guy )
{
guy.a.nodeath = true;
guy.allowdeath = true;
guy.diequietly = true;
guy kill();
}
dialog()
{
// GENERAL
// "Make sure you're using a suppressed weapon, otherwise we're dead."
level.scr_radio[ "afcaves_pri_suppressedweapon" ] = "afcaves_pri_suppressedweapon";
// INTRO
// "I'll wait for you at the exfil point. Three hours."
level.scr_radio[ "afcaves_nkl_waitforyou" ] = "afcaves_nkl_waitforyou";
// "Don't bother. This was a one-way flight, mate."
level.scr_radio[ "afcaves_pri_dontbother" ] = "afcaves_pri_dontbother";
// "Then good luck, my friend."
level.scr_radio[ "afcaves_nkl_goodluck" ] = "afcaves_nkl_goodluck";
// "Move out."
level.scr_radio[ "afcaves_pri_moveout" ] = "afcaves_pri_moveout";
// INTRO/HILLSIDE WIRETAP
// "This decryption code better be worth the price we paid..."
level.scr_radio[ "afcaves_pri_decryptioncode" ] = "afcaves_pri_decryptioncode";
// "...(go) ahead Alpha?"
level.scr_radio[ "afcaves_schq_goahead" ] = "afcaves_schq_goahead";
// "Looks like Makarov's intel was solid. This is it."
level.scr_radio[ "afcaves_pri_intelwassolid" ] = "afcaves_pri_intelwassolid";
// "Riverbed all clear, over."
level.scr_radio[ "afcaves_sc1_riverbedclear" ] = "afcaves_sc1_riverbedclear";
// "Bravo?"
level.scr_radio[ "afcaves_schq_bravo" ] = "afcaves_schq_bravo";
// "Catwalk all clear... visibility 100%, over."
level.scr_radio[ "afcaves_sc2_catwalkclear" ] = "afcaves_sc2_catwalkclear";
// "Zulu?"
level.scr_radio[ "afcaves_schq_zulu" ] = "afcaves_schq_zulu";
// "Sandstorm. Not much to see right now, over."
level.scr_radio[ "afcaves_sc3_sandstorm" ] = "afcaves_sc3_sandstorm";
// "...uh, we're starting our patrol east along the canyon, north side access road, over."
level.scr_radio[ "afcaves_sc1_startingpatrol" ] = "afcaves_sc1_startingpatrol";
// "Copy that, Disciple Four. Finish your sweep and get back inside. Zulu team report's a heavy sandstorm on the way. Oxide out."
level.scr_radio[ "afcaves_schq_finishsweep" ] = "afcaves_schq_finishsweep";
// ROAD PATROL
// "Hold up."
level.scr_radio[ "pri_holdup" ] = "afcaves_pri_holdup2";
// "Enemy patrol."
level.scr_radio[ "pri_enemypatrol" ] = "afcaves_pri_enemypatrol2";
// "Hold your fire."
level.scr_radio[ "afcaves_pri_holdyourfire" ] = "afcaves_pri_holdyourfire";
// "Good, they're splitting up. Let them separate."
level.scr_radio[ "afcaves_pri_splittingup" ] = "afcaves_pri_splittingup";
// "Wait for them to split up."
//level.scr_radio[ "afcaves_pri_splitup" ] = "afcaves_pri_splitup";
// "Focus on the group on the right, directly beneath us. Let's take them out first."
level.scr_radio[ "afcaves_pri_grouponright" ] = "afcaves_pri_grouponright";
// "I'll take the two on the left."
level.scr_radio[ "afcaves_pri_twoonleft" ] = "afcaves_pri_twoonleft";
// "On my mark."
level.scr_radio[ "afcaves_pri_onmymark" ] = "afcaves_pri_onmymark";
// "Three..."
level.scr_radio[ "afcaves_pri_three" ] = "afcaves_pri_three";
// "Two..."
level.scr_radio[ "afcaves_pri_two" ] = "afcaves_pri_two";
// "One..."
level.scr_radio[ "afcaves_pri_one" ] = "afcaves_pri_one";
// "Mark."
level.scr_radio[ "afcaves_pri_mark" ] = "afcaves_pri_mark";
// "Just like old times."
level.scr_radio[ "afcaves_pri_justlikeoldtimes" ] = "afcaves_pri_justlikeoldtimes";
// "Dog neutralized, I count five tangos down."
level.scr_radio[ "afcaves_pri_dogneutralized" ] = "afcaves_pri_dogneutralized";
// "Close enough."
level.scr_radio[ "afcaves_pri_closeenough" ] = "afcaves_pri_closeenough";
// "We have to work together, Soap - stick to the plan next time."
level.scr_radio[ "afcaves_pri_sticktoplan" ] = "afcaves_pri_sticktoplan";
// "We've been spotted - take 'em out before they can radio back in!"
level.scr_radio[ "afcaves_pri_beenspotted" ] = "afcaves_pri_beenspotted";
// "Soap, these aren't your average muppets. No more mistakes, let's go."
level.scr_radio[ "afcaves_pri_nomistakes" ] = "afcaves_pri_nomistakes";
// "All right, we've got to take out the other group before they come back. Move."
level.scr_radio[ "afcaves_pri_beforecomeback" ] = "afcaves_pri_beforecomeback";
// "Soap! Down here, let's go!"
level.scr_radio[ "afcaves_pri_downhere" ] = "afcaves_pri_downhere";
// "Move up! The other group's coming back!"
level.scr_radio[ "afcaves_pri_groupsback" ] = "afcaves_pri_groupsback";
// "Quickly, let's move up and take the others."
level.scr_radio[ "afcaves_pri_taketheothers" ] = "afcaves_pri_taketheothers";
// "I'm in position - take the shot."
level.scr_radio[ "afcaves_pri_taketheshot" ] = "afcaves_pri_taketheshot";
// "Soap, they're coming back - I'm repositioning to get out of sight."
level.scr_radio[ "afcaves_pri_repositioning" ] = "afcaves_pri_repositioning";
// "Soap, they're about to find the bodies! We need to take them out!"
level.scr_radio[ "afcaves_pri_findthebodies" ] = "afcaves_pri_findthebodies";
// "I'm in position, ready to shoot."
level.scr_radio[ "afcaves_pri_readytoshoot" ] = "afcaves_pri_readytoshoot";
// "Soap, the second group found the bodies! Take 'em out before they radio in!"
level.scr_radio[ "afcaves_pri_foundbodies" ] = "afcaves_pri_foundbodies";
// "We don't have much time before they find the bodies. Let's keep moving."
level.scr_radio[ "afcaves_pri_muchtime" ] = "afcaves_pri_muchtime";
// "Soap, I'm picking up a thermal spike up ahead. The cave must be somewhere over the edge."
level.scr_radio[ "pri_thermalspike" ] = "afcaves_pri_thermalspike";
// POST ROAD-CLEARING WIRETAP
// "Disciple Four, Oxide. What's your status, over?"
level.scr_radio[ "afcaves_schq_d4whatsyourstatus" ] = "afcaves_schq_d4whatsyourstatus";
// "Disciple Four, Oxide, do you copy, over?"
level.scr_radio[ "afcaves_schq_d4doyoucopy" ] = "afcaves_schq_d4doyoucopy";
// "Hey, I'm not gettin' anything from Disciple Four at the north ridge road. Could be a bad transmitter."
level.scr_radio[ "afcaves_schq_badtransmitter" ] = "afcaves_schq_badtransmitter";
// "Butcher Seven, Oxide. We've lost contact with Disciple Four."
level.scr_radio[ "afcaves_schq_lostcontact2" ] = "afcaves_schq_lostcontact2";
// "Probably just the sandstorm that's rollin' in or a bad transmitter."
level.scr_radio[ "afcaves_schq_badtransmitter2" ] = "afcaves_schq_badtransmitter2";
// "Send a team to check it out, over."
level.scr_radio[ "afcaves_schq_sendateam2" ] = "afcaves_schq_sendateam2";
// "Roger that Oxide, I'll send Vinson and Lambert. Butcher Seven out."
level.scr_radio[ "afcaves_sc2_sendvinson" ] = "afcaves_sc2_sendvinson";
// RAPPEL SETUP
// Here we go - hook up here."
level.scr_radio[ "pri_hookup" ] = "afcaves_pri_hookup";
// Price: "Soap, hook up."
level.scr_radio[ "pri_soaphookup" ] = "afcaves_pri_soaphookup";
// Price: "Soap, what's the problem? Hook up to the railing."
level.scr_radio[ "pri_whatstheproblem" ] = "afcaves_pri_whatstheproblem";
// Price: "Soap, hook up, let's go."
level.scr_radio[ "pri_hookupletsgo" ] = "afcaves_pri_hookupletsgo";
// RAPPEL
// Price: "Go."
level.scr_radio[ "pri_go" ] = "afcaves_pri_go";
// Price: "Got two tangos down below."
level.scr_radio[ "pri_2inthechest" ] = "afcaves_pri_2inthechest";
// BACKDOOR BARRACKS
// Price: "Let's go."
level.scr_radio[ "pri_letsgo" ] = "afcaves_pri_letsgo";
// "Tango up ahead. Do not engage."
level.scr_radio[ "afcaves_pri_tangoupahead" ] = "afcaves_pri_tangoupahead";
// "Patrol coming our way - go left, quickly!"
level.scr_radio[ "afcaves_pri_patrolcoming" ] = "afcaves_pri_patrolcoming";
// "Let them pass."
level.scr_radio[ "afcaves_pri_letthempass" ] = "afcaves_pri_letthempass";
// "Take out the guard having a smoke, or wait for him to move along."
level.scr_radio[ "afcaves_pri_havingasmoke" ] = "afcaves_pri_havingasmoke";
// Price: "Good night."
level.scr_radio[ "pri_goodnight" ] = "afcaves_pri_goodnight";
// "Soap, that area's full of hostiles. We should keep to the left to avoid being spotted."
level.scr_radio[ "afcaves_pri_avoidbeingspotted" ] = "afcaves_pri_avoidbeingspotted";
// "Move."
level.scr_radio[ "afcaves_pri_move2" ] = "afcaves_pri_move2";
// "Easy now."
level.scr_radio[ "afcaves_pri_easynow" ] = "afcaves_pri_easynow";
// "Two tangos in this corridor - hold your fire and stay to the left."
level.scr_radio[ "afcaves_pri_incorridor" ] = "afcaves_pri_incorridor";
// "Tangos on our six."
level.scr_radio[ "afcaves_pri_tangosonsix" ] = "afcaves_pri_tangosonsix";
// "Soap, we've got two tangos with taclights coming down the stairs under that red light, dead ahead."
level.scr_radio[ "afcaves_pri_tangoswithtaclights" ] = "afcaves_pri_tangoswithtaclights";
// "I'll take the one on the right. On my mark."
level.scr_radio[ "afcaves_pri_takeoneright" ] = "afcaves_pri_takeoneright";
// "Impressive."
level.scr_radio[ "afcaves_pri_impressive" ] = "afcaves_pri_impressive";
// "Clear. Go."
level.scr_radio[ "afcaves_pri_cleargo" ] = "afcaves_pri_cleargo";
// CAVE STEALTHBREAK
// "The guards know something's not right. Get out of sight and stay quiet."
level.scr_radio[ "afcaves_pri_guardsknow" ] = "afcaves_pri_guardsknow";
// "They're onto us - go loud."
level.scr_radio[ "afcaves_pri_ontousgoloud" ] = "afcaves_pri_ontousgoloud";
// "We're compromised - go loud."
level.scr_radio[ "afcaves_pri_compromisedgoloud" ] = "afcaves_pri_compromisedgoloud";
// "Soap, where are you? Get back here!"
level.scr_radio[ "afcaves_pri_getbackhere" ] = "afcaves_pri_getbackhere";
// "We got lucky that time."
level.scr_radio[ "afcaves_pri_gotlucky" ] = "afcaves_pri_gotlucky";
// "That was close."
level.scr_radio[ "afcaves_pri_thatwasclose" ] = "afcaves_pri_thatwasclose";
// SHADOW COMPANY TALKING WHEN STEALTH SPOTTED
// "I see him, he's over here!"
level.scr_radio[ "afcaves_sc1_iseehim" ] = "afcaves_sc1_iseehim";
// "Intruder spotted!"
level.scr_radio[ "afcaves_sc1_spotted" ] = "afcaves_sc1_spotted";
// "Hostile at my location!"
level.scr_radio[ "afcaves_sc1_hostilemyloc" ] = "afcaves_sc1_hostilemyloc";
// CAVE WIRETAP
// "Disciple Five, Oxide. Gimme a sitrep over."
level.scr_radio[ "afcaves_schq_sitrep" ] = "afcaves_schq_sitrep";
// "Disciple Five, Oxide. Gimme a sitrep over. [second time]"
level.scr_radio[ "afcaves_schq_sitrepover" ] = "afcaves_schq_sitrepover";
// STEAM ROOM
// "Disciple Six, we've lost all contact with Disciple Five. Check it out over."
level.scr_radio[ "afcaves_schq_lostcontact" ] = "afcaves_schq_lostcontact";
// "Roger that Oxide, we're on the catwalk, heading to the steam room. Standby."
level.scr_radio[ "afcaves_sc3_oncatwalk" ] = "afcaves_sc3_oncatwalk";
// "Top of the staircase - he's mine."
level.scr_radio[ "afcaves_pri_topofstairs" ] = "afcaves_pri_topofstairs";
// "Never mind, then."
level.scr_radio[ "afcaves_pri_nevermind" ] = "afcaves_pri_nevermind";
// "Oxide, Disciple Six at the steam room. No sign of Five, over."
level.scr_radio[ "afcaves_sc3_atsteamroom" ] = "afcaves_sc3_atsteamroom";
// "Disciple Six, assume possible enemy infiltration. Go dark, breach and clear."
level.scr_radio[ "afcaves_schq_godark" ] = "afcaves_schq_godark";
// "Sounds like we're gonna meet 'em head on, Soap."
level.scr_radio[ "afcaves_pri_meetemheadon" ] = "afcaves_pri_meetemheadon";
// "Here we go - get ready."
level.scr_radio[ "afcaves_pri_getready" ] = "afcaves_pri_getready";
// Shadow Company Leader: "Move in."
level.scr_radio[ "scl_movein" ] = "afcaves_scl_movein";
// "Door charge planted. Ready to breach."
level.scr_radio[ "afcaves_sc3_chargeplanted" ] = "afcaves_sc3_chargeplanted";
// "Hit it."
level.scr_radio[ "afcaves_scl_hitit" ] = "afcaves_scl_hitit";
// "Breaching, breaching!"
level.scr_radio[ "afcaves_sc3_breaching" ] = "afcaves_sc3_breaching";
// "Foxtrot element, sweep left."
level.scr_radio[ "afcaves_scl_foxtrotelement" ] = "afcaves_scl_foxtrotelement";
// "Search pattern Echo Charlie. Go."
level.scr_radio[ "afcaves_scl_patternecho" ] = "afcaves_scl_patternecho";
// "Door area clear."
level.scr_radio[ "afcaves_sc3_areaclear" ] = "afcaves_sc3_areaclear";
// "Check your corners."
level.scr_radio[ "afcaves_scl_checkcorners" ] = "afcaves_scl_checkcorners";
// "They're here! Open fire!"
level.scr_radio[ "afcaves_scl_theyrehere" ] = "afcaves_scl_theyrehere";
// "Stay frosty, hunt them down!"
level.scr_radio[ "afcaves_scl_huntthemdown" ] = "afcaves_scl_huntthemdown";
// "Go loud! Open fire!"
level.scr_radio[ "afcaves_pri_goloud" ] = "afcaves_pri_goloud";
// "Disciple Nine, your rear guard just flatlined!"
level.scr_radio[ "afcaves_schq_flatlined" ] = "afcaves_schq_flatlined";
// "Not possible. We just cleared that area. (snort) Nobody's that good Oxi-"
level.scr_radio[ "afcaves_sc3_notpossible" ] = "afcaves_sc3_notpossible";
// "It's Price."
level.scr_radio[ "afcaves_shp_itsprice" ] = "afcaves_shp_itsprice";
// "Backup priority items and burn the rest. Fire teams - just delay 'em until we're ready to pull out."
level.scr_radio[ "afcaves_shp_burntherest" ] = "afcaves_shp_burntherest";
//CAVERN
//* Price: "We gotta take out those sentry guns!"
//level.scr_radio[ "pri_takeoutsentry" ] = "afcaves_pri_takeoutsentry";
//* Price: "I got a visual on Shepherd! He's getting away! Head for that door to the northwest! Go! Go!"
level.scr_radio[ "pri_gettingaway" ] = "afcaves_pri_gettingaway";
//* Shadow Company 2: "We're gonna tear you a new one MacTavish<73>"
//level.scr_radio[ "sc2_tearyou" ] = "afcaves_sc2_tearyou";
//* Price: "Soap, get in position to breach!"
level.scr_radio[ "pri_positiontobreach" ] = "afcaves_pri_positiontobreach";
//* Price: "Do it."
level.scr_radio[ "pri_doit" ] = "afcaves_pri_doit";
//AIRSTRIP
//* Shepherd: "Have your men stay with me."
level.scr_radio[ "shp_menstaywithme" ] = "afcaves_shp_menstaywithme";
//* Shepherd: "Leave two squads to cover the entrance."
level.scr_radio[ "shp_twosquads" ] = "afcaves_shp_twosquads";
//* Lieutenant: "Yes sir!."
level.scr_radio[ "lnt_yessir3" ] = "afcaves_lnt_yessir3";
//* Price: "There he is! He's gone into the tunnel to the southwest!"
level.scr_radio[ "pri_intothetunnel" ] = "afcaves_pri_intothetunnel";
//* Shepherd: "Call in some air support!"
level.scr_radio[ "shp_airsupport" ] = "afcaves_shp_airsupport";
//* Lieutenant: "Little Bird inbound now."
level.scr_radio[ "lnt_littlebirdinbound" ] = "afcaves_lnt_littlebirdinbound";
//* Price: Heads up Soap! Helicopter coming in fast from the west!
level.scr_radio[ "pri_gonnagetaway" ] = "afcaves_pri_gonnagetaway";
//* Price: "Take out that helicopter!!"
level.scr_radio[ "pri_takeoutheli" ] = "afcaves_pri_takeoutheli";
//* Price: "Soap, regroup on me! He went through this tunnel, let's go!"
level.scr_radio[ "pri_regrouponme" ] = "afcaves_pri_regrouponme";
//* Price: "Keep moving!"
level.scr_radio[ "pri_keepmoving" ] = "afcaves_pri_keepmoving";
//* Price: "Move up!"
level.scr_radio[ "pri_moveup1" ] = "afcaves_pri_moveup1";
}