IW4-Dump-Files/maps/estate.gsc

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2017-07-08 11:47:21 -07:00
/****************************************************************************
Level: Loose Ends (estate.bsp)
Location: Georgian-Russian Border (45 miles into Russian territory)
Campaign: Task Force 141
Objectives:
1. Locate and neutralize Vladimir Makarov.
2. Recover the hard drive from Makarov's computer.
3. Hold out until the extraction force arrives.
4. Get to the secondary LZ for extraction.
*****************************************************************************/
#include common_scripts\utility;
#include maps\_utility;
#include maps\_vehicle;
#include maps\_anim;
#include maps\_slowmo_breach;
#include maps\estate_code;
main()
{
default_start( ::startIntro );
add_start( "intro", ::startIntro, "Intro", ::estate_ambush );
add_start( "ambush", ::startAmbush, "Ambush", ::estate_ambush );
add_start( "forest_fight", ::startForestFight, "Forest Fight", ::estate_ambush );
add_start( "house_approach", ::startHouseApproach, "House Approach", ::estate_ambush );
add_start( "house_breach", ::startHouseBreach, "House Breach" );
add_start( "house_briefing", ::startHouseBriefing, "House Briefing" );
add_start( "house_defense", ::startHouseDefense, "House Defense" );
add_start( "escape", ::startEscape, "Escape to LZ" );
add_start( "ending", ::startEnding, "Ending Sequence" );
add_start( "ending_body_throw", ::startEndingBodyTossOnly );
add_start( "alt_ending", ::startAltEnding, "Alternate Ending" );
add_start( "ending_noslowmo", ::startEndingMeh );
add_start( "diskdrive", ::startDiskdrive );
add_start( "helicopter_tweak", ::startHeliTweak );
add_start( "helicopter_tweak_2", ::startHeliTweak2 );
add_start( "ending_pavelow_heli_tweak", ::startHeliTweakPavelowEnd );
add_start( "ending_shadow_heli_tweak", ::startHeliTweakShadowBirdsEnd );
add_start( "fakeRPG_tweak", ::startFakeRPGTweak );
flags();
maps\estate_precache::main();
global_inits();
}
start_common_estate()
{
thread objectives();
thread estate_music();
thread house_autosaves();
thread bouncing_betty_gameplay_init();
thread birchfield_exfil();
thread friendly_death_cointoss();
thread bb_autosave();
thread maps\_mortar::bog_style_mortar();
thread birchfield_knockout();
thread ending_moments();
thread ending_pavelow_fakearrival();
thread end_of_level();
if( !flag( "skip_forestfight" ) )
{
thread forest_ambush_mortars();
thread forest_ambush_rpg_guys();
thread forest_enemy_deathmonitor_init();
thread forest_ghillie_reveal();
thread first_smoke_screen();
thread forest_attackers();
thread forest_smoke_fight();
thread forest_smoke_screens();
thread forest_escape_autosave();
}
if( flag( "skip_forestfight" ) )
{
flag_set( "start_ambush_music" );
}
if( !flag( "skip_houseapproach" ) )
{
//thread house_defense_heli_frontyard();
thread house_approach_jeepassault();
thread house_approach_autosave();
thread house_approach_futilejeep();
thread house_arrival_autosave();
thread house_friendly_rush();
thread house_approach_dialogue();
thread house_perimeter_jeepguards();
}
if( !flag( "skip_breachandclear" ) )
{
thread house_enemy_cleanup_tracker();
thread house_arrival_aisettings();
thread house_clearing_save_mainfloor();
thread house_clearing_save_basement();
thread house_backwards_door_handling();
//House clearing monitoring and dialogue threads
thread house_battlechatter_check();
thread house_mainfloor_cleared();
thread house_topfloor_cleared();
thread house_basement_cleared();
thread house_topfloor_breached();
thread house_basement_breached_armory();
thread house_basement_breached_guestroom();
thread house_mainfloor_cleared_dialogue();
thread house_topfloor_cleared_dialogue();
thread house_basement_cleared_dialogue();
thread house_check_upstairs_mainfloor_dialogue();
thread house_check_upstairs_basement_dialogue();
thread house_check_basement_dialogue();
thread house_clearing_banter();
thread house_ghost_sweep();
thread house_ghost_lastbreach_reset();
//basic flag setters for which exterior breach is done
thread house_extras_breach_mainfloor();
thread house_extras_breach_kitchen();
thread house_extras_breach_basement();
thread house_exterior_breach_awareness();
//**** Extra guys - Breach 0 ( Main Foyer )
thread house_extras_tally( "breach0_diningroom", "breaching_number_0" );
thread house_extras_tally( "breach0_foyerhall", "breaching_number_0" );
thread house_extras_tally( "breach0_bathroomrush", "breaching_number_0" );
thread house_extras_cancel_floorpop_monitor( "breach0_diningroom", "breach0_diningroom_cancel", "foyer_breached_first" );
thread house_extras_cancel_floorpop_monitor( "breach0_foyerhall", "breach0_foyerhall_cancel", "foyer_breached_first" );
//thread house_extras_cancel_floorpop_monitor( "breach0_bathroomrush", "breach0_bathroomrush_cancel", "foyer_breached_first" ); //no cancel triggers needed
//If player goes into kitchen first, enemies spawn from dining room and run into kitchen
thread house_extras_spawncontrol( "breach0_diningroom_spawntrig", "breach0_diningroom_cancel", "breaching_number_0", "breach0_diningroom" );
//If player goes from foyer directly straight ahead towards the dining room, enemies run out in front of player in dining room
thread house_extras_spawncontrol( "breach0_foyerhall_spawntrig", "breach0_foyerhall_cancel", "breaching_number_0", "breach0_foyerhall" );
//If player goes from foyer up the stairs, one enemy runs out of the bathroom
thread house_extras_spawncontrol( "breach0_bathroomrush_spawntrig", undefined, "breaching_number_0", "breach0_bathroomrush" );
thread house_extras_bathroom_screamingguy_setup(); //this guy screams as he emerges from the bathroom
//**** Extra guys - Breach 1 ( Kitchen )
thread house_extras_tally( "breach1_foyertodining", "breaching_number_1" );
thread house_extras_tally( "breach1_officerush", "breaching_number_1" );
thread house_extras_cancel_floorpop_monitor( "breach1_foyertodining", "breach1_foyertodining_cancel", "kitchen_breached_first" );
thread house_extras_cancel_floorpop_monitor( "breach1_officerush", "breach1_officerush_cancel", "kitchen_breached_first" ); //no cancel triggers needed
//If player goes towards the dining room, two enemies enter dining from foyerhall, one enemy enters kitchen from foyerhall
thread house_extras_spawncontrol( "breach1_foyertodining_spawntrig", "breach1_foyertodining_cancel", "breaching_number_1", "breach1_foyertodining" );
//If player enters foyerhall from kitchen, front door, or dining room, four enemies rush out of the office into the great room
thread house_extras_spawncontrol( "breach1_officerush_spawntrig", undefined, "breaching_number_1", "breach1_officerush" );
//**** Extra guys - Breach 2 ( Basement )
thread house_extras_tally( "breach2_stairdown", "breaching_number_2" );
thread house_extras_cancel_floorpop_monitor( "breach2_stairdown", "breach2_stairdown_cancel", "basement_breached_first" );
//If player continues to push into the rec room, two guys will run down and out from the stairwell that leads from the kitchen
thread house_extras_spawncontrol( "breach2_stairdown_spawntrig", "breach2_stairdown_cancel", "breaching_number_2", "breach2_stairdown" );
}
if( flag( "skip_breachandclear" ) )
{
thread delete_breach( 0 );
thread delete_breach( 1 );
thread delete_breach( 2 );
thread delete_breach( 3 );
thread delete_breach( 4 );
thread delete_breach( 5 );
thread house_guestroom_door_remove();
thread house_backwards_door_handling();
}
if( !flag( "skip_housebriefing" ) )
{
thread dsm_display_control();
thread house_briefing_dialogue();
thread download_progress();
thread download_fake_timer();
thread dsm_setup();
thread defense_intro();
thread dsm_destruction_damage_detect();
thread dsm_health_regen();
thread dsm_health_regen_calc();
}
if( flag( "skip_housebriefing" ) && !flag( "skip_defense" ) )
{
thread dsm_display_control();
thread download_progress();
thread download_fake_timer();
thread dsm_setup();
thread defense_intro();
thread dsm_destruction_damage_detect();
thread dsm_health_regen();
thread dsm_health_regen_calc();
}
}
startIntro()
{
thread start_common_estate();
ghost_init();
thread ghost_intro_nav();
thread intro();
thread intro_dialogue();
thread friendly_troop_spawn();
thread friendly_scout_spawn();
thread friendly_sniper_spawn();
}
startAmbush()
{
flag_set( "skip_intro" );
flag_set( "print_first_objective" );
thread start_common_estate();
friendly_sniper_spawn();
player_ambush_start = getent( "player_ambush_start", "targetname" );
level.player teleport_ent( player_ambush_start );
ghost_init();
node = getnode( "ghost_ambush_start", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirts = getentarray( "starterguy", "script_noteworthy" );
nodes = getnodearray( "friendly_ambush_start", "targetname" );
friendly_starts_avail = redshirts.size <= nodes.size;
assertEX( friendly_starts_avail, "Not enough start nodes exist for redshirts, add more nodes for them to start at." );
foreach ( index, redshirt in redshirts )
{
redshirt.origin = nodes[ index ].origin;
redshirt.angles = nodes[ index ].angles;
}
friendly_troop_spawn();
friendly_scout_spawn();
activate_trigger_with_targetname( "ambush_start_redshirts" );
activate_trigger_with_targetname( "ambush_start_ghost" );
}
startForestFight()
{
flag_set( "skip_intro" );
flag_set( "skip_ambush" );
flag_set( "bouncing_betty_done" );
flag_set( "print_first_objective" );
flag_set( "deploy_rpg_ambush" );
flag_set( "deploy_mortar_attack" );
flag_set( "ambush_complete" );
thread start_common_estate();
player_forestfight_start = getent( "player_forestfight_start", "targetname" );
level.player teleport_ent( player_forestfight_start );
ghost_init();
node = getnode( "ghost_ambush_start", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirts = getentarray( "starterguy", "script_noteworthy" );
nodes = getnodearray( "friendly_forestfight_start", "targetname" );
deathNodes = getnodearray ("forestfight_friendlykill", "script_noteworthy" );
friendly_starts_avail = redshirts.size <= nodes.size;
assertEX( friendly_starts_avail, "Not enough start nodes exist for redshirts, add more nodes for them to start at." );
foreach ( index, redshirt in redshirts )
{
redshirt.origin = nodes[ index ].origin;
redshirt.angles = nodes[ index ].angles;
}
friendly_troop_spawn();
friendly_scout_spawn();
activate_trigger_with_targetname( "forestfight_start_redshirts" );
activate_trigger_with_targetname( "ambush_start_ghost" );
//kill friendlies in the blast area of the bouncing betty ambush
wait 0.05;
foreach( deathNode in deathNodes )
{
radiusdamage( deathNode.origin, deathNode.radius, 1000, 180 );
}
wait 3;
flag_set( "smoke_screen_activated" );
wait 3;
flag_set( "spawn_first_ghillies" );
}
startHouseApproach()
{
flag_set( "skip_intro" );
flag_set( "skip_ambush" );
flag_set( "skip_forestfight" );
flag_set( "bouncing_betty_done" );
flag_set( "print_first_objective" );
flag_set( "forestfight_littlebird_1" );
flag_set( "player_is_out_of_ambush_zone" );
thread start_common_estate();
player_houseapproach_start = getent( "player_houseapproach_start", "targetname" );
level.player teleport_ent( player_houseapproach_start );
ghost_init();
node = getnode( "ghost_houseapproach_start", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirtStartSpawnTeleport( "houseapproach" );
}
startHouseBreach()
{
flag_set( "skip_intro" );
flag_set( "skip_ambush" );
flag_set( "skip_forestfight" );
flag_set( "skip_houseapproach" );
flag_set( "bouncing_betty_done" );
flag_set( "print_first_objective" );
flag_set( "futilejeeps_destroyed" );
flag_set( "deploy_house_defense_jeeps" );
flag_set( "forestfight_littlebird_1" );
flag_set( "player_is_out_of_ambush_zone" );
thread start_common_estate();
player_houseapproach_start = getent( "breach_tweak_start", "targetname" );
level.player teleport_ent( player_houseapproach_start );
ghost_init();
node = getnode( "ghost_breachstart_node", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirtStartSpawnTeleport( "breachhouse" );
houseAttackTrig = getent( "house_approach_friendlytrigger", "targetname" );
houseAttackTrig notify ( "trigger" );
}
startHouseBriefing()
{
flag_set( "skip_intro" );
flag_set( "skip_ambush" );
flag_set( "skip_forestfight" );
flag_set( "skip_houseapproach" );
flag_set( "skip_breachandclear" );
flag_set( "bouncing_betty_done" );
flag_set( "print_first_objective" );
flag_set( "futilejeeps_destroyed" );
flag_set( "house_exterior_has_been_breached" );
flag_set( "house_interior_breaches_done" );
flag_set( "forestfight_littlebird_1" );
flag_set( "player_is_out_of_ambush_zone" );
level notify ( "breaching_number_3" );
thread start_common_estate();
level.playerZone = "zone_house";
player_houseapproach_start = getent( "briefing_tweak_start", "targetname" );
level.player teleport_ent( player_houseapproach_start );
ghost_init();
node = getnode( "ghost_breachstart_node", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirtStartSpawnTeleport( "housebriefing" );
houseAttackTrig = getent( "house_approach_friendlytrigger", "targetname" );
houseAttackTrig notify ( "trigger" );
flag_set( "all_enemies_killed_up_to_house_capture" );
}
startHouseDefense()
{
flag_set( "skip_intro" );
flag_set( "skip_ambush" );
flag_set( "skip_forestfight" );
flag_set( "skip_houseapproach" );
flag_set( "skip_breachandclear" );
flag_set( "skip_housebriefing" );
flag_set( "bouncing_betty_done" );
flag_set( "print_first_objective" );
flag_set( "futilejeeps_destroyed" );
flag_set( "house_exterior_has_been_breached" );
flag_set( "house_interior_breaches_done" );
flag_set( "forestfight_littlebird_1" );
flag_set( "player_is_out_of_ambush_zone" );
flag_set( "dsm_ready_to_use" );
flag_set( "house_briefing_is_over" );
flag_set( "download_started" );
flag_set( "skip_house_defense_dialogue" );
level.playerZone = "zone_house";
level notify ( "breaching_number_3" );
thread start_common_estate();
player_houseapproach_start = getent( "briefing_tweak_start", "targetname" );
level.player teleport_ent( player_houseapproach_start );
ghost_init();
node = getnode( "ghost_earlydefense_start", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirtStartSpawnTeleport( "housebriefing" );
houseAttackTrig = getent( "house_approach_friendlytrigger", "targetname" );
houseAttackTrig notify ( "trigger" );
flag_set( "scarecrow_to_earlydefense_start" );
flag_set( "ozone_to_earlydefense_start" );
flag_set( "all_enemies_killed_up_to_house_capture" );
wait 1;
node = getnode( "ghost_earlydefense_start", "targetname" );
level.ghost setgoalnode( node );
thread house_briefing_scarecrow();
thread house_briefing_ozone();
}
startEscape()
{
fence = getent( "final_area_fence", "targetname" );
fence delete();
dsm_real = getent( "dsm", "targetname" );
dsm_obj = getent( "dsm_obj", "targetname" );
dsm_real hide();
dsm_obj hide();
flag_set( "skip_intro" );
flag_set( "skip_ambush" );
flag_set( "skip_forestfight" );
flag_set( "skip_houseapproach" );
flag_set( "skip_breachandclear" );
flag_set( "skip_housebriefing" );
flag_set( "skip_defense" );
flag_set( "bouncing_betty_done" );
flag_set( "print_first_objective" );
flag_set( "futilejeeps_destroyed" );
flag_set( "house_exterior_has_been_breached" );
flag_set( "house_interior_breaches_done" );
flag_set( "forestfight_littlebird_1" );
flag_set( "player_is_out_of_ambush_zone" );
flag_set( "house_briefing_is_over" );
flag_set( "download_started" );
flag_set( "skip_house_defense_dialogue" );
flag_set( "download_complete" );
flag_set( "dsm_recovered" );
level.playerZone = "zone_house";
level notify ( "breaching_number_3" );
thread start_common_estate();
player_houseapproach_start = getent( "briefing_tweak_start", "targetname" );
level.player teleport_ent( player_houseapproach_start );
ghost_init();
node = getnode( "ghost_earlydefense_start", "targetname" );
level.ghost forceTeleport( node.origin, node.angles );
redshirtStartSpawnTeleport( "housebriefing" );
houseAttackTrig = getent( "house_approach_friendlytrigger", "targetname" );
houseAttackTrig notify ( "trigger" );
flag_set( "scarecrow_to_earlydefense_start" );
flag_set( "ozone_to_earlydefense_start" );
flag_set( "all_enemies_killed_up_to_house_capture" );
wait 1;
level.scarecrow stop_magic_bullet_shield();
level.ozone stop_magic_bullet_shield();
}
startAltEnding()
{
fence = getent( "final_area_fence", "targetname" );
fence delete();
flag_set( "test_whole_ending" );
flag_set( "test_ending" );
flag_set( "play_ending_sequence" );
//flag_set( "test_with_pavelow_already_in_place" );
flag_set( "point_of_no_return" );
thread end_of_level();
thread ghost_init();
thread ending_pavelow_fakearrival();
level.player EnableDeathShield( true );
level.cover_warnings_disabled = 1;
wait 5;
flag_set( "finish_line" );
flag_set( "test_alt_ending" );
ending_moments();
}
startEnding()
{
fence = getent( "final_area_fence", "targetname" );
fence delete();
flag_set( "test_whole_ending" );
flag_set( "test_ending" );
flag_set( "play_ending_sequence" );
//flag_set( "test_with_pavelow_already_in_place" );
flag_set( "point_of_no_return" );
thread end_of_level();
thread ghost_init();
thread ending_pavelow_fakearrival();
level.player EnableDeathShield( true );
level.cover_warnings_disabled = 1;
wait 5;
flag_set( "finish_line" );
thread estate_music();
ending_moments();
}
startEndingBodyTossOnly()
{
flag_set( "play_ending_sequence" );
flag_set( "test_ending_body_toss" );
level.player EnableDeathShield( true );
level.cover_warnings_disabled = 1;
ending_moments();
}
startEndingMeh()
{
fence = getent( "final_area_fence", "targetname" );
fence delete();
flag_set( "test_whole_ending" );
flag_set( "test_ending" );
flag_set( "play_ending_sequence" );
flag_set( "test_with_pavelow_already_in_place" );
flag_set( "no_slow_mo" );
level.player EnableDeathShield( true );
level.cover_warnings_disabled = 1;
thread ghost_init();
ending_moments();
}
startDiskdrive()
{
flag_set( "download_started" );
flag_set( "download_test" );
thread download_progress();
thread download_fake_timer();
}
startHeliTweak()
{
flag_set( "skip_intro" );
//heliName = "house_defense_heli_frontyard";
heliName = "md500_rush_3";
heli_tweak( heliName );
}
startHeliTweak2()
{
flag_set( "skip_intro" );
/*
heliName = "md500_rush_2";
thread heli_tweak( heliName );
wait 4;
heliName = "md500_rush_1";
thread heli_tweak( heliName );
wait 2;
heliName = "md500_rush_3";
thread heli_tweak( heliName );
*/
heliName = "boathouse_mi17";
thread heli_tweak( heliName );
heliName = "boathouse_md500";
thread heli_tweak( heliName );
}
startHeliTweakPavelowEnd()
{
flag_set( "skip_intro" );
flag_set( "point_of_no_return" );
node = getstruct( "ending_chopper_node", "targetname" );
level.player teleport_player( node );
thread ending_pavelow_fakearrival();
}
startHeliTweakShadowBirdsEnd()
{
flag_set( "skip_intro" );
flag_set( "enter_the_littlebirds" );
node = getstruct( "ending_chopper_node", "targetname" );
level.player teleport_player( node );
thread ending_shadowops_heli_sequence();
}
startFakeRPGTweak()
{
wait 5;
ambush_fake_rpg_barrage();
}
//*************** MISSION BEGINS *******************//
intro()
{
wait 2;
maps\_introscreen::estate_intro2();
flag_set( "slam_zoom_done" );
level.player setStance( "crouch" );
//level.player setPlayerAngles ( (16, 326, 0) );
wait 1.8;
flag_set( "start_ghost_intro_nav" );
wait 5;
flag_set( "print_first_objective" );
}
intro_dialogue()
{
flag_wait( "slam_zoom_done" );
//"Snipers in position."
radio_dialogue( "est_snp1_inposition" );
//"Strike team, go. Engage Makarov on sight."
level.ghost dialogue_queue( "est_gst_engageonsight" );
//"Roger that."
radio_dialogue( "est_sld1_rogerthat" );
//"Copy."
radio_dialogue( "est_sld2_solidcopy" );
//"Let's go, let's go!"
level.ghost dialogue_queue( "est_gst_letsgoletsgo" );
}
objectives()
{
flag_wait( "print_first_objective" );
objective_location_makarov = getent( "objective_location_makarov", "targetname" );
objective_add( 1, "current", &"ESTATE_OBJ_ASSASSINATE", objective_location_makarov.origin );
//flag_wait( "futilejeeps_destroyed" );
flag_wait( "deploy_house_defense_jeeps" );
objective_add( 2, "current", &"ESTATE_OBJ_BREACH" );
objective_current( 2 );
exteriorBreaches = getentarray( "breach_objective_exterior", "targetname" );
// grab the script_slow_breach index off the nearest breach and put it on the entity
assign_script_breachgroup_to_ents( exteriorBreaches );
// find out which breaches should be added to the objective positions
breach_indices = get_breach_indices_from_ents( exteriorBreaches );
// add positions for these breaches
objective_breach( 2, breach_indices[ 0 ], breach_indices[ 1 ], breach_indices[ 2 ], breach_indices[ 3 ] );
thread objective_exterior_breach_check( "0" );
thread objective_exterior_breach_check( "1" );
thread objective_exterior_breach_check( "2" );
flag_wait( "house_exterior_has_been_breached" );
// wait a moment with no breach obj's active because you see them pop at start of breach
objective_clearAdditionalPositions( 2 );
wait( 1 );
interiorBreaches = getentarray( "breach_objective_interior", "targetname" );
assign_script_breachgroup_to_ents( interiorBreaches );
level.interiorBreachesCompleted = 0;
level.interiorBreachesRequired = interiorBreaches.size;
foreach ( breach in interiorBreaches )
{
breach thread objective_interior_breach_update( breach.script_slowmo_breach );
}
// find out which breaches to add
breach_indices = get_breach_indices_from_ents( interiorBreaches );
// add positions for these breaches
maps\_slowmo_breach::objective_breach( 2, breach_indices[ 0 ], breach_indices[ 1 ], breach_indices[ 2 ], breach_indices[ 3 ] );
thread objective_interior_breach_check( "3" );
thread objective_interior_breach_check( "4" );
thread objective_interior_breach_check( "5" );
thread objective_breach_save();
flag_wait( "house_interior_breaches_done" );
flag_wait( "all_enemies_killed_up_to_house_capture" );
//wait 2;
flag_wait( "ghost_gives_regroup_order" );
objective_state( 2, "done" );
objective_delete( 1 );
node = getstruct( "ghost_talknode", "targetname" );
objective_add( 1, "current", &"ESTATE_OBJ_REGROUP", node.origin );
//flag_wait( "dsm_ready_to_use" );
flag_wait( "house_briefing_is_over" );
objective_state( 1, "done" );
dsm_real = getent( "dsm", "targetname" );
objective_add( 3, "current", &"ESTATE_OBJ_INTEL", dsm_real.origin );
flag_wait( "download_started" );
objective_state( 3, "done" );
objective_add( 4, "current", &"ESTATE_OBJ_DOWNLOAD", dsm_real.origin );
Objective_SetPointerTextOverride( 4, &"ESTATE_OBJ_POINTER_PROTECT" );
//iprintlnbold( "End of Currently Scripted Level" );
flag_wait( "download_complete" );
objective_state( 4, "done" );
objective_add( 5, "current", &"ESTATE_OBJ_RETRIEVE", dsm_real.origin );
Objective_SetPointerTextOverride( 5, &"ESTATE_OBJ_POINTER_RETRIEVE" );
flag_wait( "dsm_recovered" );
marker = getstruct( "ending_chopper_node", "targetname" );
objective_state( 5, "done" );
objective_add( 6, "current", &"ESTATE_OBJ_LZ", marker.origin );
flag_wait( "made_it_to_lz" );
objective_state( 6, "done" );
}
objective_exterior_breach_check( breachnum )
{
level waittill ( "breaching_number_" + breachnum );
flag_set( "house_exterior_has_been_breached" );
}
objective_interior_breach_check( breachnum )
{
level waittill ( "breaching_number_" + breachnum );
level.interiorBreachesCompleted++;
if( level.interiorBreachesCompleted >= level.interiorBreachesRequired )
{
flag_set( "house_interior_breaches_done" );
}
}
objective_breach_save()
{
level waittill( "slomo_breach_over" );
wait 3;
autosave_by_name( "breach_completed" );
}
objective_interior_breach_update( breachnum )
{
level waittill ( "breaching_number_" + breachnum );
// remove this breach so it doesn't get readded
self delete();
// now get all the existing breaches and recreate them
interiorBreaches = getentarray( "breach_objective_interior", "targetname" );
assign_script_breachgroup_to_ents( interiorBreaches );
// clear the old positions
objective_clearAdditionalPositions( 2 );
// find out which breaches still exist
breach_indices = get_breach_indices_from_ents( interiorBreaches );
// add positions for these breaches
maps\_slowmo_breach::objective_breach( 2, breach_indices[ 0 ], breach_indices[ 1 ], breach_indices[ 2 ], breach_indices[ 3 ] );
}
estate_ambush()
{
if( flag( "ambush_complete" ) )
{
thread bouncing_betty_throwplayer( level.player.origin );
}
if( !flag( "ambush_complete" ) )
{
flag_wait( "bouncing_betty_activated" );
battlechatter_off( "allies" );
battlechatter_off( "axis" );
thread bouncing_betty_slow_mo();
thread autosave_by_name( "bouncing_betty_sequence" );
flag_wait( "bouncing_betty_done" );
flag_set( "smoke_screen_activated" );
flag_wait( "slow_motion_ambush_done" );
wait 1;
}
battlechatter_on( "allies" );
battlechatter_on( "axis" );
}
forest_ambush_mortars()
{
flag_wait( "deploy_mortar_attack" );
wait 1;
//trig = getent( "mortar_on", "targetname" );
//trig notify ( "trigger" );
thread maps\_mortar::bog_style_mortar_on( "1" );
wait 2;
thread forest_friendly_initial_advance();
// They've got this area presighted for mortar fire!!!
level.scarecrow dialogue_queue( "est_scr_presighted" );
wait 3;
// COUNTERATTACK INTO THE SMOKE! Push push push!!! Roach
level.ghost dialogue_queue( "est_gst_counterattack" );
wait 3;
level.fixednodesaferadius_default = 256;
if( !flag( "player_is_out_of_ambush_zone" ) )
{
// Roach! You're gonna get hit by a mortar! Lose 'em in the smoke!! Go go gooo!!!!
level.ghost dialogue_queue( "est_gst_loseeminsmoke" );
}
wait 5;
thread forest_mortar_playerkill();
}
forest_friendly_initial_advance()
{
//Send the bulletproof friendlies forward into the smoke to lead the player
trig = getent( "forest_friendly_colortrig", "targetname" );
trig notify ( "trigger" );
friendlies = getaiarray( "allies" );
foreach( friendly in friendlies )
{
friendly thread disable_cqbwalk();
}
}
forest_escape_autosave()
{
flag_wait( "player_is_out_of_ambush_zone" );
autosave_by_name( "into_the_forest" );
}
forest_mortar_playerkill()
{
//Kill the player after sufficient warning is given that it is unsafe to stay in the ambush area
wait 3;
//Check if autosave happened recently
if( isdefined( level.curAutoSave ) && level.curAutoSave >= 3 )
{
//give enough time to get back to safety if autosave happened and player ran back into danger zone
wait 5;
}
if( !flag( "player_is_out_of_ambush_zone" ) )
{
flag_clear( "can_save" );
thread mortar_in_face_killplayer();
}
}
forest_ambush_rpg_guys()
{
array_spawn_function_targetname( "forest_defender_rpg_ambush", ::forest_ambush_rpg_guys_init );
flag_wait( "deploy_rpg_ambush" );
trig = getent( "forest_defender_rpg_ambush_activator", "targetname" );
trig notify ( "trigger" );
}
forest_ambush_rpg_guys_init()
{
self endon ( "death" );
flag_wait_any( "approaching_house", "stop_smokescreens" );
wait randomfloatrange( 2, 4.25 );
ent = getent( "futilejeep_javelin_sourcepoint1", "targetname" );
ent thread play_sound_on_entity( "weap_cheytac_fire_special" );
self kill();
}
forest_attackers()
{
flag_wait( "bouncing_betty_done" );
if( !flag( "ambush_complete" ) )
{
wait 10;
}
trig = getent( "forest_spawn_activator", "targetname" );
trig notify ( "trigger" );
}
forest_enemy_deathmonitor_init()
{
array_spawn_function_targetname( "forest_defender", ::forest_enemy_deathmonitor );
array_spawn_function_targetname( "forest_defender", ::forest_enemy_groundlevel_magicsnipe_cleanup );
}
forest_ghillie_reveal()
{
flag_wait( "spawn_first_ghillies" );
thread ghillie_spawn( "early_sniper" );
}
first_smoke_screen()
{
//Automatically starts after player is knocked down
level endon ( "smokepot1" );
flag_wait( "smoke_screen_activated" );
smoke_pots = getentarray( "smokepot1", "targetname" );
smoke_pots = array_randomize ( smoke_pots );
while( 1 )
{
foreach ( smoke_pot in smoke_pots )
{
wait 5;
smoke_pot thread smokepot();
level.activeSmokePots++;
thread forest_smokepot_timer();
}
wait 15;
}
}
forest_smoke_fight()
{
flag_wait( "smokepot1" );
//deploy the shotgun guys, slow crouch move
thread prowler_spawn();
}
forest_smoke_screens()
{
flag_wait( "smoke_screen_activated" );
thread forest_smokepot1();
thread forest_smokepot2();
thread forest_smokepot3();
}
/*
house_defense_heli_frontyard()
{
flag_wait( "forestfight_littlebird_1" );
//flag_wait( "start_early_helicopter" );
heli = spawn_vehicle_from_targetname_and_drive( "house_defense_heli_frontyard" );
wait 5;
}
*/
heli_tweak( heliName )
{
//for tweaking an individual heli path to make it look right, not part of the actual level
player_heli_tweak_observe = getent( "heli_tweak", "targetname" );
level.player teleport_ent( player_heli_tweak_observe );
heli = spawn_vehicle_from_targetname_and_drive( heliName );
}
house_approach_autosave()
{
flag_wait( "approaching_house" );
thread autosave_by_name( "approaching_house" );
}
house_arrival_autosave()
{
flag_wait( "autosave_housearrival" );
thread autosave_by_name( "arrival_house" );
}
house_arrival_aisettings()
{
level waittill_any ( "breaching_number_0", "breaching_number_1", "breaching_number_2" );
battlechatter_off( "allies" );
battlechatter_off( "axis" );
level.ghost.baseAccuracy = 1000000;
level.ozone.baseAccuracy = 1000000;
level.scarecrow.baseAccuracy = 1000000;
}
house_approach_jeepassault()
{
flag_wait( "deploy_house_defense_jeeps" );
jeep1 = spawn_vehicle_from_targetname_and_drive( "house_defense_jeep1_frontyard" );
jeep2 = spawn_vehicle_from_targetname_and_drive( "house_defense_jeep2_frontyard" );
}
house_approach_dialogue()
{
flag_wait( "house_approach_dialogue" );
//Clear the perimeter!
level.ghost dialogue_queue( "est_gst_clearperimieter" );
battlechatter_off( "allies" );
flag_wait( "house_perimeter_softened" );
//level.scarecrow.goalradius = 16;
//level.ozone.goalradius = 16;
//Breach and clear the safehouse! Go! Go!
level.ghost dialogue_queue( "est_gst_breachnclear" );
SoundSetTimeScaleFactor( "Announcer", 0 );
level.fixednodesaferadius_default = 64;
level.ghost.fixednodesaferadius = 64;
level.scarecrow.fixednodesaferadius = 64;
level.ozone.fixednodesaferadius = 64;
/*
level.scarecrow disable_ai_color();
node1 = getnode( "scarecrow_breachhouse_start", "targetname" );
level.scarecrow setgoalnode( node1 );
level.ozone disable_ai_color();
node2 = getnode( "ozone_breachhouse_start", "targetname" );
level.ozone setgoalnode( node2 );
*/
}
house_approach_futilejeep()
{
flag_wait( "deploy_futile_jeep" );
battlechatter_off( "allies" );
battlechatter_off( "axis" );
//Two trucks leaving the target building!
thread radio_dialogue( "est_snp1_trucksleaving" );
wait 1;
doomedJeep1 = spawn_vehicle_from_targetname_and_drive( "futile_escape_jeep1" );
doomedJeep1 godon();
doomedJeep2 = spawn_vehicle_from_targetname_and_drive( "futile_escape_jeep2" );
doomedJeep2 godon();
wait 3;
//Don't let those trucks get away!
level.ghost thread dialogue_queue( "est_gst_trucksgetaway" );
wait 1.5;
//Bloody hell, these trucks are bulletproofed!
//level.ghost thread dialogue_queue( "est_gst_bulletproofed" );
wait 2.0;
//Roger! Firing Javelin, danger close!
thread radio_dialogue( "est_snp1_firingjavelin" );
//snipers launch a magical javelin to intercept the fleeing jeeps
wait 2;
doomedJeep1 thread house_approach_futilejeep_javelin( "futilejeep_javelin_sourcepoint1" );
//Javelin, danger close!!! Get back from the road!!!
level.ghost thread dialogue_queue( "est_gst_dangerclose" );
wait 1;
//Bloody hell, these trucks are bulletproofed!
level.ghost thread dialogue_queue( "est_gst_bulletproofed" );
wait 2;
doomedJeep1 godoff();
wait 1;
//Two away!
thread radio_dialogue( "est_snp1_twoaway" );
doomedJeep2 thread house_approach_futilejeep_javelin( "futilejeep_javelin_sourcepoint2" );
wait 3;
doomedJeep2 godoff();
wait 2.75;
//Moving vehicles have been neutralized.
thread radio_dialogue( "est_snp1_neutralized" );
wait 2;
flag_set( "futilejeeps_destroyed" );
}
house_approach_futilejeep_javelin( launchEntName )
{
fakeJavLauncher = getent( launchEntName, "targetname" );
newMissile = MagicBullet( "javelin", fakeJavLauncher.origin, self.origin );
newMissile thread javelin_earthquake( self ); //quake on impact
newMissile Missile_SetTargetEnt( self );
newMissile Missile_SetFlightmodeTop(); //top down kill mode for javelin
}
javelin_earthquake( targetObj )
{
dummy = spawn( "script_origin", self.origin );
dummy linkto( self );
self waittill( "death" );
earthquake( 1.2, 1.5, dummy.origin, 1600 );
radiusdamage( targetObj.origin, 128, 25000, 25000 );
wait( 0.05 );
dummy delete();
}
house_friendly_rush()
{
flag_wait( "futilejeeps_destroyed" );
//Be advised, we have not, I repeat, we have not spotted Makarov, and no one else has left the house. Those trucks may have been decoys.
thread radio_dialogue( "est_snp1_decoys" );
wait 6;
if( !flag( "house_perimeter_softened" ) )
{
level.fixednodesaferadius_default = 1040;
}
houseAttackTrig = getent( "house_approach_friendlytrigger", "targetname" );
houseAttackTrig notify ( "trigger" );
wait 1;
flag_set( "deploy_house_defense_jeeps" );
wait 2.15;
//Roger that, we're advancing on the house now!
level.ghost dialogue_queue( "est_gst_advancingonhouse" );
battlechatter_on( "allies" );
battlechatter_on( "axis" );
/*
level.breachfriendlies = [];
level.breachfriendlies[ 0 ] = level.ghost;
level.breachfriendlies[ 1 ] = level.ozone;
level.breachfriendlies[ 2 ] = level.scarecrow;
*/
}
house_enemy_cleanup_tracker()
{
flag_wait( "house_interior_breaches_done" );
wait 2.5;
enemies = [];
enemies = getaiarray( "axis" );
level.enemyPop = enemies.size;
volume = getent( "enemy_presence_volume", "targetname" );
if( level.enemyPop )
{
foreach( enemy in enemies )
{
enemy thread house_enemy_deathmonitor();
if( enemy isTouching( volume ) )
{
enemy.goalradius = 128;
enemy thread house_enemy_cleanup_nav();
}
else
{
enemy kill();
}
}
}
else
{
flag_set( "all_enemies_killed_up_to_house_capture" );
}
}
house_enemy_cleanup_nav()
{
self endon ( "death" );
wait randomfloatrange( 7, 10 );
self setgoalentity( level.player );
}
house_enemy_deathmonitor()
{
self waittill ( "death" );
level.enemyPop--;
if( !level.enemyPop )
{
flag_set( "all_enemies_killed_up_to_house_capture" );
}
}
house_clearing_save_mainfloor()
{
flag_wait( "save_the_game_indoors" );
//autosave_by_name( "inside_the_house" );
}
house_clearing_save_basement()
{
flag_wait( "save_the_game_downstairs" );
//autosave_by_name( "inside_the_house" );
}
house_backwards_door_handling()
{
fakedoor = getent( "fake_backwards_door", "targetname" );
fakedoor_clip = getent( "fake_backwards_door_clip", "targetname" );
if( !flag( "skip_breachandclear" ) )
{
level waittill_any ( "breaching_number_0", "breaching_number_1", "breaching_number_2" );
}
wait 2;
fakedoor delete();
fakedoor_clip delete();
}
house_briefing_scarecrow()
{
//*TEMP* Scarecrow needs photographer mocap for this conversation with Shepherd and Price
level.scarecrow endon ( "death" );
level.scarecrow.voice = "taskforce";
level.scarecrow.countryID = "TF";
level.scarecrow disable_ai_color();
level.scarecrow disable_cqbwalk();
level.scarecrow.goalradius = 16;
if( !flag( "skip_house_defense_dialogue" ) )
{
animStartPoint = getstruct( "scarecrow_photonode", "targetname" );
animStartPoint anim_generic_reach( level.scarecrow, "estate_house_photoshoot" );
animStartPoint thread anim_generic_run( level.scarecrow, "estate_house_photoshoot" );
//level.scarecrow waittillmatch( "single anim", "ps_scn_estate_photographer" );
//level.scarecrow thread play_sound_on_entity( "scn_estate_photographer" );
level.scarecrow waittillmatch( "single anim", "camera" );
camera = spawn( "script_model", (0, 0, 0) );
camera setmodel( "electronics_camera_pointandshoot_animated" );
camera linkto( level.scarecrow, "tag_inhand", (0, 0, 0), (0, 0, 0) );
delaythread( 10, ::flag_set, "photographs_done" );
/*
photosnap_notetracks = 15;
while( photosnap_notetracks > 0 )
{
level.scarecrow waittillmatch( "single anim", "ps_scn_estate_photo_snap" );
level.scarecrow thread play_sound_on_entity( "scn_estate_photo_snap" );
photosnap_notetracks--;
}
*/
level.scarecrow waittillmatch( "single anim", "camera" );
camera delete();
}
node = getnode( "scarecrow_earlydefense_start", "targetname" );
level.scarecrow setgoalnode( node );
level.scarecrow waittill ( "goal" );
flag_wait( "scarecrow_to_earlydefense_start" );
//I'm in position!
radio_dialogue( "est_scr_inposition" );
level.scarecrow stop_magic_bullet_shield();
switch( level.gameskill )
{
case 0:
level.scarecrow.health = 800;
break;
case 1:
level.scarecrow.health = 600;
break;
case 2:
level.scarecrow.health = 300;
break;
case 3:
level.scarecrow.health = 300;
break;
}
level.scarecrow thread tough_friendly_biometrics( "scarecrow" );
level.scarecrow thread tough_friendly_kill();
flag_wait( "dsm_compromised" );
level.scarecrow.health = 1;
}
house_briefing_ozone()
{
level.ozone endon ( "death" );
level.ozone.voice = "taskforce";
level.ozone.countryID = "TF";
level.ozone disable_ai_color();
level.ozone disable_cqbwalk();
level.ozone.goalradius = 16;
node = getnode( "ozone_housebriefing_start", "targetname" );
level.ozone setgoalnode( node );
level.ozone waittill ( "goal" );
flag_wait( "ozone_to_earlydefense_start" );
node = getnode( "ozone_earlydefense_start", "targetname" );
level.ozone setgoalnode( node );
level.ozone waittill ( "goal" );
flag_wait( "defense_battle_begins" );
//Ready to engage!
radio_dialogue( "est_ozn_readyengage" );
level.ozone stop_magic_bullet_shield();
switch( level.gameskill )
{
case 0:
level.ozone.health = 800;
break;
case 1:
level.ozone.health = 600;
break;
case 2:
level.ozone.health = 300;
break;
case 3:
level.ozone.health = 300;
break;
}
level.ozone thread tough_friendly_biometrics( "ozone" );
level.ozone thread tough_friendly_kill();
flag_wait( "dsm_compromised" );
level.ozone.health = 1;
}
house_briefing_ghosttalk()
{
animStartPoint = getstruct( "ghost_talknode", "targetname" );
animStartPoint anim_generic_reach( level.ghost, "estate_ghost_radio" );
animStartPoint thread anim_generic_run( level.ghost, "estate_ghost_radio" );
}
house_briefing_dialogue()
{
flag_wait( "all_enemies_killed_up_to_house_capture" );
battlechatter_off( "allies" );
battlechatter_off( "axis" );
wait 5;
thread autosave_by_name( "house_briefing_sequence" );
//*TEMP* Ghost needs mocap for this conversation with Shepherd and Price
level.ghost.voice = "taskforce";
level.ghost.countryID = "TF";
thread house_briefing_scarecrow();
thread house_briefing_ozone();
level.ghost disable_ai_color();
thread house_briefing_ghosttalk();
level.ghost waittillmatch( "single anim", "dialogue" );
flag_set( "ghost_gives_regroup_order" );
//All clear. Squad, regroup on me.
thread radio_dialogue( "est_gst_regroup" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Scarecrow, photographs.
level.ghost thread dialogue_queue( "est_gst_photos" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Roger that.
thread radio_dialogue( "est_scr_rogerthat" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Shepherd, this is Ghost. No sign of Makarov, I repeat, no sign of Makarov. Captain Price, any luck in Afghanistan?
level.ghost thread dialogue_queue( "est_gst_nosign" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Price: Negative. Soap and I are in position at the boneyard. No sign of Makarov. So much for the intel.
//thread radio_dialogue( "est_pri_somuchforintel" );
//Price: Plenty...at least fifty hired guns here, but no sign of Makarov. Perhaps our intel was off.
thread radio_dialogue( "est_pri_atleast50" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Well, the quality of the intel's about to change. This safehouse's a bloody gold mine.
level.ghost thread dialogue_queue( "est_gst_goldmine" );
level.ghost waittillmatch( "single anim", "dialogue" );
// Shepherd: Copy that. Ghost, have your team collect everything you can for an operations playbook. Names, contacts, places, everything.
thread radio_dialogue( "est_shp_everything" );
level.ghost waittillmatch( "single anim", "dialogue" );
//We're already on it sir. Makarov will have nowhere to run.
level.ghost thread dialogue_queue( "est_gst_alreadyonit" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Shepherd: That's the idea. I'm bringing up the extraction force, E.T.A. five minutes. Get that intel. Shepherd out.
thread radio_dialogue( "est_shp_eta5mins" );
level.ghost waittillmatch( "single anim", "dialogue" );
//Roach, get to Makarov's computer and start the transfer.
level.ghost thread dialogue_queue( "est_gst_starttransfer" );
flag_set( "house_briefing_is_over" );
flag_set( "dsm_ready_to_use" ); //enables the use trigger
level.ghost waittillmatch( "single anim", "dialogue" );
//Ozone, you're on rear security. I've got the front. Go.
level.ghost dialogue_queue( "est_gst_rearsecurity" );
flag_set( "ozone_to_earlydefense_start" );
//node = getnode( "ghost_earlydefense_start", "targetname" );
node = getnode( "ghost_cover_front", "targetname" );
level.ghost setgoalnode( node );
level.ghost clear_run_anim();
//On my way.
radio_dialogue( "est_ozn_onmyway" );
wait 2;
//Price: Task Force, this is Price. More of Makarov's men just arrived at the boneyard. They're searching for something<6E>
radio_dialogue( "est_pri_searching" );
//Price: Wait...they're getting closer to us<75>
radio_dialogue( "est_pri_gettingcloser" );
//Price: We're going silent for a few minutes. Good luck up there in Russia. Price out.
radio_dialogue( "est_pri_goingsilent" );
flag_set( "house_briefing_dialogue_done" );
thread defense_download_nag();
wait 10;
node = getnode( "ghost_earlydefense_start", "targetname" );
level.ghost setgoalnode( node );
}
defense_intro()
{
flag_wait( "download_started" );
//*TEMP dialogue hint to the player to get weapons from the basement if desired
if( !flag( "skip_house_defense_dialogue" ) )
{
wait 3;
flag_wait( "house_briefing_dialogue_done" );
//Roach, there's an armory in the basement. Better stock up while you can.
radio_dialogue( "est_ozn_stockup" );
flag_wait( "photographs_done" );
//Makarov's men are going to do whatever it takes to keep us from leaving with this intel. We need to protect the DSM until the transfer's done.
radio_dialogue( "est_gst_withintel" );
//We got 60 seconds tops, over.
//radio_dialogue( "est_snp1_60seconds" );
//Use the weapons caches and set up your claymores if you've got any left. Defensive positions, let's go!
radio_dialogue( "est_gst_weaponscache" );
flag_set( "scarecrow_to_earlydefense_start" );
}
flag_set( "defense_battle_begins" );
autosave_by_name( "defense_started" );
wait 1; //for the house_defense startpoint to not break
level.ghost.baseAccuracy = 1;
level.ozone.baseAccuracy = 1;
level.scarecrow.baseAccuracy = 1;
level.ghost.threatbias = -1000;
level.ghost.voice = "taskforce";
level.ghost.countryID = "TF";
level.scarecrow.voice = "taskforce";
level.scarecrow.countryID = "TF";
level.ozone.voice = "taskforce";
level.ozone.countryID = "TF";
battlechatter_on( "allies" );
battlechatter_on( "axis" );
}
defense_download_nag()
{
level endon ( "download_started" );
while( !flag( "download_started" ) )
{
wait 10;
//Roach - connect the DSM to Makarov's computer.
radio_dialogue( "est_gst_filesoff" );
wait 8;
//Roach, we're not leaving without those files. Start the transfer.
radio_dialogue( "est_gst_startdownload" );
wait 30;
}
}
ending_blur_cycler()
{
level endon ( "stop_blur_cycler" );
while( 1 )
{
level.player endingBlurView( 3.6, 2 );
level.player endingBlurView( 1, 0.8 );
level.player endingBlurView( 2, 1 );
level.player endingBlurView( 1, 0.7 );
level.player endingBlurView( 3, 1.1 );
}
}
endingBlurView( blur, timer )
{
level endon ( "stop_blur_cycler" );
self notify( "blurview_stop" );
self endon( "blurview_stop" );
self SetBlurForPlayer( blur, timer );
wait( 0.05 );
self SetBlurForPlayer( 0, timer );
}
ending_passing_out( overlay )
{
level.player setBlurForPlayer( 12, 3 );
overlay grayOut( 0.4, 8 );
overlay restoreVision( 0.4, 2 );
overlay grayOut( 0.5, 9 );
overlay restoreVision( 0.5, 1.8 );
overlay grayOut( 0.4, 12 );
overlay restoreVision( 0.4, 2.2 );
overlay grayOut( 0.5, 12 );
overlay restoreVision( 0.5, 2.2 );
//Roach, hang in there!!!
thread radio_dialogue( "est_gst_hanginthere" );
}
ending_eq_reset()
{
wait 3;
// recover to the current eq
if ( level.eq_track[ level.eq_main_track ] == "" )
{
maps\_ambient::deactivate_index( level.eq_main_track );
}
else
{
thread maps\_ambient::use_eq_settings( level.eq_track[ level.eq_main_track ], level.eq_main_track );
}
if ( level.reverb_track == "" )
{
maps\_ambient::deactivate_reverb();
}
else
{
thread maps\_ambient::use_reverb_settings( level.reverb_track );
}
}
ending_attackers()
{
ending_attackers = getentarray( "ending_attacker", "targetname" );
array_thread( ending_attackers, ::ending_attackers_spawn );
//make sure all bad guys have the same settings when the player is locked into the ending sequence
wait 1;
leftovers = getaiarray( "axis" );
foreach( guy in leftovers )
{
guy.grenadeammo = 0;
guy.baseaccuracy = 0.2;
guy add_damage_function( ::ending_attackers_deathmonitor );
}
}
ending_attackers_deathmonitor( damage, attacker, direction_vec, point, type, modelName, tagName )
{
//as soon as the player kills one of the enemy during the dragging sequence, he becomes invulnerable
//self waittill ( "damage", damage, attacker );
if( !isalive( self ) )
{
if( attacker == level.player )
{
level.ending_attacker_deaths++;
if( level.gameskill == 0 )
{
level.player.attackeraccuracy = 0;
flag_set( "drag_sequence_killcount_achieved" );
}
if( level.gameskill == 1 )
{
level.player.attackeraccuracy = 0;
flag_set( "drag_sequence_killcount_achieved" );
}
if( level.gameskill == 2 )
{
//on hard and veteran, must kill two ending attackers or you die
if( level.ending_attacker_deaths > 1 )
{
level.player.attackeraccuracy = 0;
flag_set( "drag_sequence_killcount_achieved" );
}
}
if( level.gameskill == 3 )
{
//on hard and veteran, must kill two ending attackers or you die
if( level.ending_attacker_deaths > 1 )
{
level.player.attackeraccuracy = 0;
flag_set( "drag_sequence_killcount_achieved" );
}
}
}
}
}
ending_attackers_spawn()
{
guy = self stalingradSpawn();
if( isdefined( guy ) )
{
guy endon ( "death" );
//guy enable_cqbwalk();
wait 1;
guy.grenadeammo = 0;
guy.baseaccuracy = 0.2;
}
/*
dist = length( guy.origin - level.player.origin );
while( dist > 700 )
{
dist = length( guy.origin - level.player.origin );
wait 0.1;
}
if( isalive( level.player ) )
{
guy.baseAccuracy = 1000000;
level.player.threatbias = 1000000;
}
*/
}
ending_drag_damagecheck()
{
//level endon ( "ending_slacker_death" );
level.player.attackeraccuracy = 0;
wait 5;
level.player.attackeraccuracy = 0.15;
wait 3;
level.player.attackeraccuracy = 0.2;
/*
while( level.player.health > 5 )
{
level.player waittill ( "damage" );
}
level notify ( "ending_normal_death" );
thread ending_drag_failure();
*/
}
ending_drag_slackerfail()
{
level endon ( "ending_normal_death" );
level endon ( "drag_sequence_killcount_achieved" );
//wait for thunder one to get to it's first waypoint
flag_wait( "drag_sequence_slacker_check" );
if( !flag( "drag_sequence_killcount_achieved" ) )
{
level notify ( "ending_slacker_death" );
level.player DoDamage( 25 / level.player.damagemultiplier, level.player.origin );
wait 1.5;
level.player DoDamage( 35 / level.player.damagemultiplier, level.player.origin );
wait 0.5;
level.player DoDamage( 25 / level.player.damagemultiplier, level.player.origin );
wait 2.5;
level.player DoDamage( 30 / level.player.damagemultiplier, level.player.origin );
wait 0.15;
level.player DoDamage( 30 / level.player.damagemultiplier, level.player.origin );
wait 0.25;
level.player DoDamage( 15 / level.player.damagemultiplier, level.player.origin );
wait 0.2;
level.player DoDamage( 15 / level.player.damagemultiplier, level.player.origin );
wait 3;
level.player DoDamage( 45 / level.player.damagemultiplier, level.player.origin );
wait 0.15;
level.player DoDamage( 75 / level.player.damagemultiplier, level.player.origin );
wait 0.15;
level.player DoDamage( 85 / level.player.damagemultiplier, level.player.origin );
thread ending_drag_failure();
}
}
ending_drag_failure()
{
level.player takeallweapons();
level.player.ignoreme = true;
level.player shellshock( "estate_bouncingbetty", 9 );
setdvar( "ui_deadquote", &"ESTATE_FAKE_DEATH_QUOTE" );
missionfailedwrapper();
}
ending_player_breathing()
{
level endon ( "stop_player_breathing" );
while( 1 )
{
level.player play_sound_on_entity( "breathing_hurt" );
wait( 0.1 + RandomFloat( 0.8 ) );
}
}
ending_moments()
{
flag_wait( "play_ending_sequence" );
thread ending_shadow_fader();
//self PlayLocalSound( "breathing_heartbeat" ); //hearbeat stuff
//thread maps\_mortar::bog_style_mortar_off( "2" );
overlay = undefined;
if( flag( "test_ending" ) )
{
thread maps\_mortar::bog_style_mortar_on( "2" );
}
if( !flag( "test_ending_body_toss" ) )
{
thread ending_thunderone_heli_sequence();
thread ending_shadowops_heli_sequence();
thread battlechatter_off( "allies" );
thread battlechatter_off( "axis" );
}
//Cut to black
overlay = newHudElem();
overlay.x = 0;
overlay.y = 0;
overlay setshader( "black", 640, 480 );
overlay.alignX = "left";
overlay.alignY = "top";
overlay.horzAlign = "fullscreen";
overlay.vertAlign = "fullscreen";
overlay.alpha = 0;
overlay.sort = 1;
overlay blackOut( 0.05, 6 );
if( !flag( "test_ending_body_toss" ) )
{
level.player FreezeControls( true );
level.player AllowProne( false );
level.player AllowCrouch( false );
level.player AllowStand( true );
//level.player painVisionOn();
thread maps\_ambient::use_eq_settings( "deathsdoor", level.eq_main_track );
thread maps\_ambient::use_reverb_settings( "deathsdoor" );
thread ending_blur_cycler();
level.player shellshock( "estate_bouncingbetty", 11 );
//thread ending_music();
flag_set( "begin_ending_music" );
SetSavedDvar( "hud_showStance", "0" );
level.player setstance( "stand" ); //otherwise the player position will be wrong when attached to the anim
//Start the dragging sequence
//node = getstruct( "ending_chopper_node", "targetname" );
node = getstruct( "ghost_dragnode", "targetname" );
playerview = spawn_anim_model( "playerview" );
playerview.angles = (0, 0, 0 );
playerview hide();
level.player disableweapons();
level.player takeallweapons();
if( !flag( "test_ending_body_toss" ) )
level.ghost.attackeraccuracy = 0;
level.player.attackeraccuracy = 0;
level.player.ignorerandombulletdamage = 1;
node anim_first_frame_solo( level.ghost, "estate_ending_drag" );
node anim_first_frame_solo( playerview, "estate_ending_drag" );
level.player PlayerLinkToDelta( playerview, "tag_player", 1, 30, 30, 30, 3 );
node anim_first_frame_solo( level.ghost, "estate_ending_drag" );
tag_origin = spawn_tag_origin();
tag_origin linkto( playerview, "tag_player", (0,0,0), (0,0,0) );
level.player playersetgroundreferenceent( tag_origin );
//Intercept with dialogue and start red smoke here
wait 1;
thread ending_attackers();
level.player giveweapon( "ak47_woodland_grenadier" );
wait 2;
thread ending_player_breathing();
level.player FreezeControls( false );
level.player LerpViewAngleClamp( 0, 0, 0, 3, 3, 5, 2 );
overlay thread restoreVision( 3, 0 );
autosave_by_name( "drag_started" );
thread ending_redsmoke_sequence();
thread ending_mortarhit_ghost_sequence();
node thread anim_single_solo( playerview, "estate_ending_drag" );
node anim_single_solo( level.ghost, "estate_ending_drag" );
//Now the player must fight or die
level.player LerpViewAngleClamp( 1, 1, 1, 30, 30, 30, 5 );
level.player enableweapons();
level.player switchToWeapon( "ak47_woodland_grenadier" );
level.player thread ending_drag_damagecheck();
if( !flag( "test_ending_body_toss" ) && !flag( "test_ending" ) )
level.ghost stop_magic_bullet_shield();
if( !flag( "test_ending_body_toss" ) )
level.ghost delete();
/*
switch( level.gameskill )
{
case 0:
level.player.attackeraccuracy = 1;
break;
case 1:
level.player.attackeraccuracy = 0.9;
break;
case 2:
level.player.attackeraccuracy = 0.3;
break;
case 3:
level.player.attackeraccuracy = 0.15;
break;
}
*/
playerview waittillmatch( "single anim", "mortarhit" );
thread ending_mortarhit( "ending_mortarhit_1" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "bottom_b" );
playerview waittillmatch( "single anim", "mortarhit" );
thread ending_mortarhit( "ending_mortarhit_2" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "right" );
level notify ( "stop_blur_cycler" );
delaythread( 2, ::ending_passing_out, overlay );
playerview waittillmatch( "single anim", "mortarhit" );
thread ending_mortarhit( "ending_mortarhit_3" );
level.player thread maps\_gameskill::grenade_dirt_on_screen( "left" );
//Start flying in the shadowops littlebirds to drop off the drones for the strugglewalk
playerview waittillmatch( "single anim", "mortarhit" );
thread ending_mortarhit( "ending_mortarhit_4" );
playerview waittillmatch( "single anim", "helicopterbuzz" );
playerview waittillmatch( "single anim", "gettingfuzzy" );
flag_set( "enter_the_littlebirds" );
thread maps\_mortar::bog_style_mortar_off( "2" );
//wait for notetrack in ending drag
overlay blackOut( 3, 12 );
level.player delaycall( 3, ::takeallweapons );
level.player FreezeControls( true );
//Wake up after dragging sequence
SetSavedDvar( "ui_hidemap", 1 );
SetSavedDvar( "compass", "0" );
SetSavedDvar( "ammoCounterHide", "1" );
enemies = getaiarray( "axis" );
foreach( enemy in enemies )
{
enemy kill();
}
wait 1;
}
array_thread( getentarray( "ending_actors", "targetname" ), ::add_spawn_function, ::ending_actors_think );
activate_trigger( "ending_actors", "target" );
wait 0.1;
gasolineGuy = undefined;
deadGhost = undefined;
node = getstruct( "ending_chopper_node", "targetname" );
guys = [];
foreach( member in level.ending_actors )
{
if( member.script_noteworthy == "gasolineGuy" )
{
gasolineGuy = member;
gasolineGuy hide();
}
else
if( !flag( "test_alt_ending" ) && member.script_noteworthy == "alt_ending_dead_guy" )
{
continue;
}
else
if( flag( "test_alt_ending" ) && member.script_noteworthy == "alt_ending_dead_guy" )
{
member.script_noteworthy = "ghost_ending_dead";
member.animname = "ghost_ending_dead";
deadGhost = member;
deadGhost hide();
}
else
if( flag( "test_alt_ending" ) && member.script_noteworthy == "ghost_ending_dead" )
{
continue;
}
else
if( !flag( "test_alt_ending" ) && member.script_noteworthy == "ghost_ending_dead" )
{
deadGhost = member;
deadGhost hide();
}
else
if( !flag( "test_alt_ending" ) && member.script_noteworthy == "alt_ending_guy" )
{
continue;
}
else
if( flag( "test_alt_ending" ) && member.script_noteworthy == "alt_ending_guy" )
{
member.script_noteworthy = "ghost_ending";
member.animname = "ghost_ending";
guys[ guys.size ] = member;
}
else
if( flag( "test_alt_ending" ) && member.script_noteworthy == "ghost_ending" )
{
continue;
}
else
{
guys[ guys.size ] = member;
}
}
if( flag( "test_with_pavelow_already_in_place" ) || flag( "test_ending_body_toss" ) )
{
pavelow = spawn_vehicle_from_targetname( "final_pavelow_liftoff_1" );
pavelow.animname = "pavelow";
level.pavelow = pavelow;
}
else
{
level.pavelow delete();
pavelow = spawn_vehicle_from_targetname( "animated_pavelow" );
pavelow.animname = "pavelow";
level.pavelow = pavelow; //this is for the pavelow in the gasoline function
//pavelow = getent( "final_pavelow_liftoff_1", "targetname" );
//pavelow.animname = "pavelow";
}
level.player takeallweapons();
playerview = spawn_anim_model( "playerview" );
node anim_first_frame_solo( playerview, "estate_ending_part1" );
level.player PlayerLinkToDelta( playerview, "tag_player", 1, 10, 10, 10, 2 );
playerBody = spawn_anim_model( "body_ending" );
node anim_first_frame_solo( playerBody, "estate_ending_part1" );
node anim_first_frame_solo( pavelow, "estate_ending_part1" );
tag_origin = spawn_tag_origin();
tag_origin linkto( playerview, "tag_player", (0,0,0), (0,0,0) );
level.player playersetgroundreferenceent( tag_origin );
ghost = level.ending_actors[ "ghost_ending" ];
shepherd = level.ending_actors[ "shepherd_ending" ];
shepherd gun_remove();
if( !flag( "test_ending_body_toss" ) )
{
//Wake up to find Ghost dragging you to your feet, drag to Pave Low
wait 2;
//overlay thread restoreVision( 4, 0 );
overlay delayThread( 0.5, ::restoreVision, 3, 0 );
level.player delayCall( 0.5, ::FreezeControls, false );
level.player LerpViewAngleClamp( 1, 1, 1, 3, 3, 3, 3 );
level.player setBlurForPlayer( 0, 16 );
//thread temp_music_ending_delay();
flag_set( "made_it_to_lz" );
node thread anim_single( guys, "estate_ending_part1" );
node thread anim_single_solo( playerview, "estate_ending_part1" );
node thread anim_single_solo( pavelow, "estate_ending_part1" );
node thread anim_single_solo( playerBody, "estate_ending_part1" );
thread ending_eq_reset();
//Come on, get up!
ghost thread dialogue_queue( "est_gst_comeongetup" );
//Get up! Get up! We're almost there!
ghost thread dialogue_queue( "est_gst_getupgetup" );
level.player LerpViewAngleClamp( 7, 1, 1, 30, 30, 30, 15 );
level.endingTimeRef = gettime();
thread ending_shadow_fader_mover( 0.12, 20, 14 );
level.ending_actors[ "guy1_ending" ] hide();
level.ending_actors[ "guy2_ending" ] hide();
thread temp_shepherd_dialogue( shepherd, ghost );
shepherd waittill_notetrack_or_damage( "pistol_pullout" );
pistol = spawn( "script_model", (0, 0, 0) );
pistol setmodel( "weapon_colt_anaconda" );
pistol linkto( shepherd, "tag_weapon_right", (0, 0, 0), (0, 0, 0) );
level.player LerpViewAngleClamp( 1, 1, 1, 20, 20, 10, 2 );
level.ending_actors[ "guy1_ending" ] show();
level.ending_actors[ "guy2_ending" ] show();
shepherd waittill_notetrack_or_damage( "shepherd_fire2" );
pistol playsound( "weap_deserteagle_fire_plr" );
playfxOnTag( getfx( "anaconda_muzzle_flash" ), pistol, "tag_flash" );
level.player PlayRumbleOnEntity( "shepherd_pistol" );
//level.player notify ( "damage" );
//level.player notify ( "pain" );
level.player delaycall( 1.3, ::PlayRumbleOnEntity, "shot_collapse" );
level.player SetNormalHealth( 1 );
gunpos = shepherd geteye();
level.player DoDamage( 99 / level.player.damagemultiplier, gunpos );
level.player delayThread( 0.3, ::ending_player_fullhealth );
level notify ( "stop_player_breathing" );
SetSavedDvar( "g_friendlyNameDist", 0 );
//"NO!"
ghost delaythread( 1, ::dialogue_queue, "est_gst_no" ); //1.25 original
if( flag( "no_slow_mo" ) )
{
delaythread( 1.5, ::ending_slowmo, 3 );
}
shepherd waittill_notetrack_or_damage( "shepherd_fire1" );
pistol playsound( "weap_cheytac_fire_plr" );
playfxOnTag( getfx( "anaconda_muzzle_flash" ), pistol, "tag_flash" );
shepherd waittill_notetrack_or_damage( "pistol_putaway" );
pistol delete();
//thread ending_shadow_fader_mover( 0.02, 2, 0.8, 0.1 );
level.player delaycall( 0.8, ::PlayRumbleOnEntity, "dsm_rummage" );
shepherd waittill_notetrack_or_damage( "dsm_pullout" );
dsm = spawn( "script_model", (0, 0, 0) );
dsm setmodel( "mil_wireless_dsm_small" );
dsm linkto( shepherd, "tag_inhand", (0, 0, 0), (0, 0, 0) );
shepherd waittill_notetrack_or_damage( "dsm_putaway" );
dsm delete();
//Shepherd's men start picking up your body
overlay thread blackOut( 7, 6 );
wait 8;
}
//Set up the body toss section
throwingGuy = level.ending_actors[ "guy1_ending" ];
throwingHelperGuy = level.ending_actors[ "guy2_ending" ];
node = getstruct( "ending_chopper_node2", "targetname" );
guys = [];
guys[ guys.size ] = throwingGuy;
guys[ guys.size ] = throwingHelperGuy;
array_thread( level.ending_actors, ::gun_remove );
node anim_first_frame_solo( playerview, "estate_ending_part2" );
level.player PlayerLinkToDelta( playerview, "tag_player", 1, 10, 10, 5, 5 );
node anim_first_frame_solo( playerBody, "estate_ending_part2" );
overlay thread restoreVision( 3, 0 );
level.player LerpViewAngleClamp( 1, 1, 1, 20, 20, 10, 0 );
//Anims are set to play simultaneously but I want to try a different pacing
//Set the gasoline anims to go on delayed standby in a separate thread
thread ending_gasoline_sequence( gasolineGuy, shepherd, overlay );
//Shepherd's throwers toss your body into the pit
node thread anim_single_solo( playerview, "estate_ending_part2" );
node thread anim_single_solo( playerBody, "estate_ending_part2" );
node thread anim_single( guys, "estate_ending_part2" );
wait 1;
flag_set( "begin_overlapped_gasoline_sequence" );
wait 1.8;
//level.player thread play_sound_on_entity( "scn_estate_player_bodyfall" );
level.player PlayRumbleOnEntity( "bodytoss_impact" );
wait 1.3;
playerBody hide();
//guys[ guys.size ] = level.ending_actors[ "ghost_ending" ];
//switch to the bloodied corpse model of Ghost
level.ending_actors[ "ghost_ending" ] hide();
deadGhost show();
//guys[ guys.size ] = level.ending_actors[ "ghost_ending_dead" ];
guys[ guys.size ] = deadGhost;
node anim_first_frame( guys, "estate_ending_part2_2ndbody" );
node thread anim_single( guys, "estate_ending_part2_2ndbody" );
throwingGuy waittill_notetrack_or_damage( "ghost_throw_release" );
if( !flag( "no_slow_mo" ) )
{
thread ending_slowmo( 10.5 );
}
thread ending_shadow_fader_mover( 0.05, 2, 1, 0.1 );
wait 2.2;
overlay thread blackOut( 0.8, 3 );
thread ending_shadow_fader_mover( 0.12, 2, 1, 0.1 );
wait 0.8;
//throwingGuy delete();
//throwingHelperGuy delete();
throwingGuy hide();
throwingHelperGuy hide();
gasolineGuy show();
shepherd show();
gasolineGuy attach( "accessories_gas_canister_highrez", "tag_inhand");
overlay thread restoreVision( 5, 0 );
setBlur( 3, 3 );
wait 3;
setBlur( 0, 3 );
}
ending_player_fullhealth()
{
self SetNormalHealth( 1 );
}
ending_pavelow_fakearrival()
{
//This thread controls the timing for when the player is forcibly killed by mortars and not getting to the LZ fast enough
//Total time of flight path is currently 40 seconds
level endon ( "finish_line" );
flag_wait( "point_of_no_return" );
//wait 20;
level.pavelow = spawn_vehicle_from_targetname( "final_pavelow_liftoff_1" );
level.pavelow.animname = "pavelow";
level.pavelow vehicle_setspeed( 15 );
node1 = getstruct( level.pavelow.target, "targetname" );
level.pavelow setvehgoalpos( node1.origin, 0 );
level.pavelow waittill_any( "goal", "near_goal" );
node2 = getstruct( node1.target, "targetname" );
level.pavelow setvehgoalpos( node2.origin, 0 );
level.pavelow waittill_any( "goal", "near_goal" );
//pavelow vehicle_setspeed( 15 );
node3 = getstruct( node2.target, "targetname" );
level.pavelow setvehgoalpos( node3.origin, 1 );
level.pavelow waittill_any( "goal", "near_goal" );
if( !flag( "finish_line" ))
{
thread mortar_in_face_killplayer();
}
}
ending_thunderone_heli_sequence()
{
flag_wait( "thunderone_heli" );
heli = spawn_vehicle_from_targetname( "ending_treecutter_heli_1" );
heli vehicle_setspeed( 12 );
node1 = getstruct( heli.target, "targetname" );
heli setvehgoalpos( node1.origin, 0 );
heli setTargetYaw ( 195 );
//heli thread ending_thunderone_manual_chainguns();
//heli waittill_any( "goal", "near_goal" );
heli waittill( "goal" );
heli vehicle_setspeed( 8 );
wait 0.6;
heli setTargetYaw ( 210 );
node2 = getstruct( node1.target, "targetname" );
heli setvehgoalpos( node2.origin, 1 );
heli waittill_any( "goal", "near_goal" );
wait 1;
node3 = getstruct( node2.target, "targetname" );
heli setvehgoalpos( node3.origin, 0 );
wait 0.5;
heli setTargetYaw ( 190 );
heli waittill_any( "goal", "near_goal" );
wait 2;
node4 = getstruct( node3.target, "targetname" );
heli setvehgoalpos( node4.origin );
heli vehicle_setspeed( 50 );
heli clearTargetYaw();
}
ending_shadow_fader()
{
//use a script_origin's x-position to update sm_sunSampleSizeNear smoothly at will
level.shadowfader = spawn( "script_origin", ( 0.25, 0, 0 ) );
while( 1 )
{
SetSavedDvar( "sm_sunSampleSizeNear", level.shadowfader.origin[ 0 ] );
wait 0.05;
}
}
ending_shadow_fader_mover( setting, fadeTime, accelTime, decelTime )
{
if( !isdefined( setting ) )
setting = 0.25;
assertEX( setting <= 0.25, "Specified value for sm_sunSampleSizeNear is out of range." );
assertEX( setting >= 0.015625, "Specified value for sm_sunSampleSizeNear is out of range." );
if( !isdefined( fadeTime ) )
fadeTime = 1;
if( !isdefined( accelTime ) )
accelTime = 1;
if( !isdefined( decelTime ) )
decelTime = 1;
level.shadowfader MoveTo( ( setting, 0, 0 ), fadeTime, accelTime, decelTime );
}
/*
ending_thunderone_manual_chainguns()
{
org = getstruct( "redsmoke", "targetname" );
faketarget = spawn( "script_origin", org.origin );
foreach ( turret in self.mgturret )
{
baddudes = getaiarray( "axis" );
if( baddudes.size )
{
turret SetMode( "manual" );
turret StartFiring();
}
else
{
turret SetTargetEntity( faketarget );
turret SetMode( "manual" );
turret StartFiring();
}
}
wait 4.5;
foreach ( turret in self.mgturret )
{
baddudes = getaiarray( "axis" );
if( baddudes.size )
{
turret SetMode( "auto_ai" );
turret StartFiring();
}
}
wait 9;
//self mgoff();
foreach ( turret in self.mgturret )
{
turret StopFiring();
}
}
*/
ending_shadowops_heli_sequence()
{
flag_wait( "enter_the_littlebirds" );
heli1 = delayThread( 1, ::spawn_vehicle_from_targetname_and_drive, "ending_shadowops_heli_1" );
heli2 = delayThread( 3, ::spawn_vehicle_from_targetname_and_drive, "ending_shadowops_heli_2" );
heli3 = delayThread( 4, ::spawn_vehicle_from_targetname_and_drive, "ending_shadowops_heli_3" );
heli4 = delayThread( 2, ::spawn_vehicle_from_targetname_and_drive, "ending_shadowops_heli_4" );
trig = getent( "ending_shouter_trig", "targetname" );
trig waittill ( "trigger" );
speakers = getentarray( "ending_shouter", "targetname" );
array_randomize( speakers );
foreach( index, ent in speakers )
{
if( index > 2 )
break;
if( index == 0 )
{
//Cover them! Move, move!
ent play_sound_on_entity( "est_tf2_coverthem" );
}
if( index == 1 )
{
//Spread out!
ent play_sound_on_entity( "est_tf2_spreadout" );
}
if( index == 2 )
{
//Go! Go! Go!
ent play_sound_on_entity( "est_tf1_gogogo" );
}
if( index == 3 )
{
//Get 'em to strafe that ridgeline!
ent play_sound_on_entity( "est_tf3_straferidgeline" );
}
if( index == 4 )
{
//Roger that!
ent play_sound_on_entity( "est_tf4_rogerthat" );
}
if( index == 5 )
{
//Secure this landing zone! Gold Eagle is touching down, I repeat, Gold Eagle is touching down!
ent play_sound_on_entity( "est_tf1_goldeagle" );
}
}
}
temp_shepherd_dialogue( shepherd, ghost )
{
wait 6.5;
//Gold Eagle is on the ground. Watch for snipers on thermal, over.
thread radio_dialogue( "est_hp2_watchforsnipers" );
wait 10.5;
//Shepherd: Do you have the DSM?
//shepherd waittillmatch( "single anim", "shepherd_dsm_talk" );
//shepherd dialogue_queue( "est_shp_havethedsm" );
//Ghost: We got it, sir!
ghost dialogue_queue( "est_gst_wegotit" );
wait 0.85;
//Shepherd: Well done, soldier.
//shepherd dialogue_queue( "est_shp_welldone" );
//Shepherd: Good. That's one less loose end.
//shepherd dialogue_queue( "est_shp_looseend" );
wait 1.5;
wait 12;
//Area is sanitized. All targets destroyed.
radio_dialogue( "est_hp2_sanitized" );
//Solid copy, no movement detected. Two-six going into holding pattern.
radio_dialogue( "est_hp1_holdingpattern" );
}
ending_redsmoke_sequence()
{
//dialogue from Ghost
//start the redsmoke fx
smokepot = getstruct( "redsmoke", "targetname" );
playFX( getfx( "redsmoke" ), smokepot.origin );
//I've got you Roach, hang on!
radio_dialogue( "est_gst_gotyouroach" );
//Thunder Two-One, I've popped red smoke in the treeline! Standby to engage on my mark!
radio_dialogue( "est_gst_redsmoke" );
//Roger that, I have a visual on the red smoke. Standing by.
radio_dialogue( "est_fp1_visual" );
flag_set( "drag_sequence_slacker_check" );
//Thunder Two-One, cleared hot!
radio_dialogue( "est_gst_clearedhot" );
//Roger that cleared hot.
radio_dialogue( "est_fp1_clearedhot" );
flag_set( "thunderone_heli" );
//Guns guns guns.
radio_dialogue( "est_hp1_gunsgunsguns" );
wait 9;
//This is Viper Two-Six, standby for rocket attack, over.
radio_dialogue( "est_hp1_rocketattck" );
//Uh, roger<65>hit 'em hard on that hill, make sure they're down.
radio_dialogue( "est_hp2_hitemhard" );
//Roger I'm on it. Coming around on heading two-five-zero.
radio_dialogue( "est_hp1_imonit" );
//Roger, I got 'em lined up.
radio_dialogue( "est_hp1_linedup" );
}
ending_mortarhit_ghost_sequence()
{
thread ending_mortarhit( "ending_mortarhit_a" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "left" );
wait 1;
thread ending_mortarhit( "ending_mortarhit_b" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "right" );
wait 0.75;
thread ending_mortarhit( "ending_mortarhit_c" );
level.player thread maps\_gameskill::grenade_dirt_on_screen( "right" );
wait 0.6;
thread ending_mortarhit( "ending_mortarhit_d" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "left" );
wait 1;
thread ending_mortarhit( "ending_mortarhit_e" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "left" );
wait 0.5;
thread ending_mortarhit( "ending_mortarhit_f" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "left" );
wait 0.25;
thread ending_mortarhit( "ending_mortarhit_g" );
//level.player thread maps\_gameskill::grenade_dirt_on_screen( "right" );
wait 0.6;
thread ending_mortarhit( "ending_mortarhit_h" );
level.player thread maps\_gameskill::grenade_dirt_on_screen( "left" );
wait 0.45;
thread ending_mortarhit( "ending_mortarhit_i" );
}
ending_mortarhit( mortarname )
{
hit = getstruct( mortarname, "targetname" );
hit play_sound_in_space( level.scr_sound[ "mortar" ][ "incomming" ] );
earthquake( 0.5, 1.4, level.player.origin, 2000 );
playRumbleOnPosition( "artillery_rumble", hit.origin );
hit thread play_sound_in_space( level.scr_sound[ "mortar" ][ "dirt" ] );
playfx( level._effect[ "mortar" ][ "dirt" ], hit.origin );
}
temp_music_ending_delay()
{
if( !flag( "no_slow_mo" ) )
{
musicStop( 6 );
wait 7;
musicPlay( "estate_betrayal" );
}
else
{
musicStop( 1 );
wait 1.5;
musicPlay( "estate_betrayal" );
}
}
ending_gasoline_sequence( gasolineGuy, shepherd, overlay )
{
//Make sure that the gasoline anims are playing by this point
flag_wait( "begin_overlapped_gasoline_sequence" );
thread ending_gasoline_price_radio();
node = getstruct( "ending_chopper_node2", "targetname" );
guys = [];
guys[ guys.size ] = gasolineGuy;
guys[ guys.size ] = shepherd;
shepherd thread ending_smoking_fx();
node = getstruct( "ending_chopper_node2", "targetname" );
node thread anim_single( guys, "estate_ending_part3" );
gasolineGuy waittill_notetrack_or_damage( "pour_on_player" );
level.player SetWaterSheeting( 1, 7 );
gasolineGuy waittill_notetrack_or_damage( "pour_on_player" );
level.player SetWaterSheeting( 1, 4.0 );
flag_wait( "cigar_flicked" );
//level.player thread play_sound_on_entity ( "scn_estate_player_ignite" );
wait 0.15; //dramatic timing for cigar freefall
flag_set( "cigar_flareup" ); //one last dramatic cigar glow pulse at the onset of slowmo
flyOverHeli = spawn_vehicles_from_targetname( "final_pavelow_liftoff_2" );
flyOverHeliNode = getent( "final_pavelow_flyover", "targetname" );
flyOverHeli[ 0 ] thread set_heli_goal( flyOverHeliNode );
wait 0.1;
if( !flag( "no_slow_mo" ) )
{
thread ending_slowmo( 140, 0.1 );
}
//wait 0.7;
wait 0.6;
playFX( getfx( "gasoline_fire_on_player_ignite" ), level.player.origin + ( -66, 56, 64 ) );
playFX( getfx( "gasoline_fire_on_player" ), level.player.origin + ( -6, 56, 54 ) );
playFX( getfx( "gasoline_fire_on_player" ), level.player.origin + ( -116, 56, 64 ) );
wait 0.1;
setblur( 2, 3 );
wait 1.2;
//mainHeli = getent( "final_pavelow_liftoff_1", "targetname" );
heliNode = getent( "final_heli_goal_1", "targetname" );
//mainHeli thread set_heli_goal( heliNode );
level.pavelow thread set_heli_goal( heliNode );
wait 0.5;
wait 1;
heliNode = getent( "final_pavelow_liftoff_exit", "targetname" );
level.pavelow thread set_heli_goal( heliNode );
overlay thread blackOut( 2, 6 );
wait 2;
flag_set( "end_the_mission" );
}
ending_gasoline_price_radio()
{
wait 2;
level.player LerpViewAngleClamp( 1, 1, 1, 3, 3, 3, 3 );
//level.player thread play_sound_on_entity( "scn_estate_ghost_bodyfall_breath" );
wait 5;
//Ghost, come in, this is Price! We're under attack by Shepherd's men at the boneyard!
//(off mike) Soap, hold the left flank!
//Do not trust Shepherd - I say again, do not trust Shepherd!
//(off mike) Soap get dowwwwn!!!
radio_dialogue( "est_pri_underattack" );
/*
//Ghost, come in, this is Price! We're under attack by Shepherd's men at the boneyard!
radio_dialogue( "est_pri_comein" );
//(off mike) Soap, hold the left flank!
radio_dialogue( "est_pri_holdleftflank" );
//Do not trust Shepherd - I say again, do not trust Shepherd!
radio_dialogue( "est_pri_donottrust" );
//(off mike) Soap get dowwwwn!!!
radio_dialogue( "est_pri_getdown" );
*/
}
ending_smoking_fx()
{
self waittill_notetrack_or_damage( "cigar_box_pullout" );
cigarBox = spawn( "script_model", (0, 0, 0) );
cigarBox setmodel( "prop_cigarette_pack" );
cigarBox linkto( self, "j_thumb_le_3", (0, 0, 0), (0, 0, 0) );
wait 0.25;
cigar = spawn( "script_model", (0, 0, 0) );
cigar setmodel( "prop_price_cigar" );
cigar linkto( self, "tag_inhand", (0, 0, 0), (0, 0, 0) );
self waittill_notetrack_or_damage( "lighter_pullout" );
cigarBox delete();
self waittill_notetrack_or_damage( "lighter_on" );
playfxOnTag( getfx( "cigar_glow_puff" ), cigar, "tag_cigarglow" );
wait 1;
playfxOnTag( getfx( "cigar_smoke_puff" ), self, "tag_eye" );
self waittill_notetrack_or_damage( "shepherd_exhale" );
playfxOnTag( getfx( "cigar_exhale_estate" ), self, "tag_eye" );
self waittill_notetrack_or_damage( "shepherd_exhale" );
playfxOnTag( getfx( "cigar_glow_puff" ), cigar, "tag_cigarglow" );
wait 1;
playfxOnTag( getfx( "cigar_smoke_puff" ), self, "tag_eye" );
self waittill_notetrack_or_damage( "shepherd_exhale" );
playfxOnTag( getfx( "cigar_exhale_estate" ), self, "tag_eye" );
self waittill_notetrack_or_damage( "shepher_flick" );
flag_set( "cigar_flicked" );
flag_wait( "cigar_flareup" );
playfxOnTag( getfx( "cigar_glow" ), cigar, "tag_cigarglow" );
}
ending_slowmo( duration, speed )
{
slomoLerpTime_in = 0.1; //1.5
slomoLerpTime_out = 1; //0.65
slomobreachplayerspeed = 0.1; //0.1
slomoSpeed = 0.31; //0.25
if( isdefined( speed ) )
{
slowmoSpeed = speed;
}
slomoDuration = duration; //24
//level.player thread play_sound_on_entity( "slomo_whoosh" );
slowmo_start();
slowmo_setspeed_slow( slomoSpeed );
slowmo_setlerptime_in( slomoLerpTime_in );
slowmo_lerp_in();
level.player SetMoveSpeedScale( slomobreachplayerspeed );
wait slomoDuration * slomoSpeed;
slowmo_setlerptime_out( slomoLerpTime_out );
slowmo_lerp_out();
slowmo_end();
level.player SetMoveSpeedScale( 1.0 );
}
ending_actors_think()
{
if ( !isdefined( level.ending_actors ) )
level.ending_actors = [];
self.animname = self.script_noteworthy;
self.team = "allies";
level.ending_actors[ self.script_noteworthy ] = self;
self thread magic_bullet_shield();
}
end_of_level()
{
flag_wait( "end_the_mission" );
wait 2.6;
nextmission();
}